Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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What is the input resource for hides?
I'm thinking about building a tannery and I know that it's best to build shops with villages nearby that produce the input resource but... What is the input resource for hides? Is it fur or livestock?
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Showing 1-15 of 21 comments
Manny Pardon't Apr 6, 2020 @ 1:48am 
bump just to see if anybody knows
White Knight Apr 6, 2020 @ 1:54am 
I don't know.

Having said that, a tannery deals with leather hides.
jfoytek Apr 6, 2020 @ 1:55am 
I am pretty sure its Hogs
Woldelele Apr 6, 2020 @ 1:58am 
I believe it's fish
Manny Pardon't Apr 6, 2020 @ 2:01am 
Originally posted by Parrhesiastes:
I don't know.

Having said that, a tannery deals with leather hides.

Originally posted by jfoytek:
I am pretty sure its Hogs
So if you have a village that makes hogs close to a town is it better to buy a tannery or a butcher? Surely fur must have some use right?
Last edited by Manny Pardon't; Apr 6, 2020 @ 2:01am
Garson Apr 6, 2020 @ 2:03am 
Tbh i think that doesent work like that.I think its random and should not be but i can be wrong
Last edited by Garson; Apr 6, 2020 @ 2:05am
White Knight Apr 6, 2020 @ 2:03am 
There is a danger in overthinking these things. Still, the old games were amazingly complex when you dug deep into the game, and this one prides itself on revamping the economy.

Tell you what, how about you find out and let us know?
Last edited by White Knight; Apr 6, 2020 @ 2:03am
jfoytek Apr 6, 2020 @ 2:05am 
Originally posted by Nut Bustray:
Originally posted by Parrhesiastes:
I don't know.

Having said that, a tannery deals with leather hides.

Originally posted by jfoytek:
I am pretty sure its Hogs
So if you have a village that makes hogs close to a town is it better to buy a tannery or a butcher? Surely fur must have some use right?

I think Butcher = Cows
Tanner = Hogs
Weaver = Sheep

But I am not positive!

As for Fur I think its more of a luxury good then a Resource...
Last edited by jfoytek; Apr 6, 2020 @ 2:08am
Doombringer Apr 6, 2020 @ 2:24am 
Every town has a hidden Workshop called Artisans - it does a lot of resource conversions:
Sheep, Hogs, and Cattle get turned into meat & hide
If a town has all 3 it will generate hides faster.
(And if it has 2 types of livestock it will be faster than just having 1.)

Tannery just turns hides into leather (Artisans does this too, but at a slower rate) and leather into light armor.

Anyways, look in:
Modules>Sandbox>ModuleData for spworkshops.xml if you want to see it for yourself.
Last edited by Doombringer; Apr 6, 2020 @ 2:31am
SciFiSoldier Apr 26, 2020 @ 10:22pm 
It doesn't matter. Here's how I picked the locations for my tanneries. They pump out 300 denars a day during troughs and up to 600 denars a day during peaks. Go to different cities and record the difference between the price of leather and the price of hides. Those cities with the greatest difference between the two prices will yield you the best results. This all about input costs versus output revenues. It doesn't matter if you find hides cheaper elsewhere, because if the leather is selling cheap you still won't make a good profit. In theory, this method will work for any workshop, however the pottery workshops and woodworking workshops have been nerfed to futility. So don't bother with them anymore.

Edit: I hope this helps.
Last edited by SciFiSoldier; Apr 26, 2020 @ 10:24pm
Greldinart Apr 26, 2020 @ 10:42pm 
Originally posted by Woldelele:
I believe it's fish
ahahah
but wait a minutes, what is so the subproduct of fish?
RooZ Sep 17, 2020 @ 12:17am 
Originally posted by Greldinart:
Originally posted by Woldelele:
I believe it's fish
ahahah
but wait a minutes, what is so the subproduct of fish?
pretty sure its trout milk
Originally posted by Nut Bustray:
I'm thinking about building a tannery and I know that it's best to build shops with villages nearby that produce the input resource but... What is the input resource for hides? Is it fur or livestock?
The input resource for hides is cattle, I believe.
Last edited by ✪︎DΞ︎AD_iwnw; Sep 17, 2020 @ 7:20am
Clovis Sangrail Sep 17, 2020 @ 9:45am 
First -- On what do you base this? Do you actually have a profitable tannery with some nearby cattle producers. If so where? Tanneries were hugely profitable in 1.4, but have since been nerfed to where they do not make money at all.

Second -- Be very wary of resurrecting old threads. This one was from April, which is an eternity in EA.

Third -- There is a lot of crap and conjecture out there, some right here. This thread references butcher shops. There are no butchers. Maybe there used to be, but not anymore.

So if you have some real evidence cattle is the input for a successful tannery -- Please post it here, preferably in a new thread. But if you are just guessing, I would point out that Sibr has two cattle producing villages, but a tannery there returns zip.
Llama Sep 28, 2020 @ 11:00pm 
The thing about workshops is that there are a lot of things in play.

The tooltip for each town will tell you the connected villages but villages connected to castles need to dump their goods somewhere. The only way to figure out which castle villages supply what town that I've found is to physically sit there and watch the incoming and outgoing villagers while waiting in town and seeing for yourself.

Looters and Bandits suck the economic fun out of everything. You can do a lot to mitigate their damage by kicking them in the jimmies yourself but that requires you to baby sit your workshop villages and towns. Therefore you want to pick towns that have higher Lord traffic. The type of Bandit plays a role too; specifically Steppe and Desert Bandits. Most Lords have too many troops and not enough horses to run these guys down so they tend to go unchecked especially Steppe Bandits. This goes for your Caravans, too. If you want to try your hand at economic hardmode, go play out on the Steppe.

Someone in this thread said it already but it's not just that you have cheap materials available, you need people buying it. Supply is moot without demand. This is simulated by the selling price of goods. Check the price difference between the raw materials and the finished product. More is more.

The prosperity of a town affects how well your workshops do as well. I mean if ya ain't got the money for food ya ain't gonna spend money on luxuries (unless you're my stupid ass).

There's probably even more stuff I'm forgetting/don't know. This game is still early access so... yeah. This isn't as cut and dry as "Town X does well with Workshop Y" as a lot of people would like.
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Date Posted: Apr 6, 2020 @ 1:40am
Posts: 21