Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

View Stats:
VTitanV Apr 7, 2020 @ 9:30am
Workshop Cap
With 4 workshops I see

"You have reached maximum amount of workshops you can have"

First a spelling edit: You have reached (the) maximum amounts of workshops you can have.


Considering how little profit they give I have to say this is really disappointing

I much preferred the old system of 1 investment per city - (showing projected profit for each workshop so I don't have to save and load for each one).



I like to play a slow game and paying 13k plus for 80-200 coins which is what I'm currently getting is bad enough but getting capped at just 4 workshops just feels really lame.

Am I alone in this ?
< >
Showing 1-7 of 7 comments
elsolana Apr 7, 2020 @ 9:32am 
yeah the same , but it think u get one more for each clan level
SonOfJupiter Apr 7, 2020 @ 9:32am 
No I agree, the return on workshops is truly dismal and definitely needs some more balancing
Regent Apr 7, 2020 @ 9:36am 
Originally posted by VChrisV:
With 4 workshops I see

"You have reached maximum amount of workshops you can have"

First a spelling edit: You have reached (the) maximum amounts of workshops you can have.


Considering how little profit they give I have to say this is really disappointing

I much preferred the old system of 1 investment per city - (showing projected profit for each workshop so I don't have to save and load for each one).



I like to play a slow game and paying 13k plus for 80-200 coins which is what I'm currently getting is bad enough but getting capped at just 4 workshops just feels really lame.

Am I alone in this ?

I agree completely! My friend has found some mod to "rebalance" the economy which removes the cap for workshops but other than that it so gamebreaking that it is almost a cheat. I sincerely hope that the devs realise that the workshops need a rebalance.

P.S. In Viking conquest they worked fine. Why not do it like in VC?
Last edited by Regent; Apr 7, 2020 @ 9:37am
VTitanV Apr 7, 2020 @ 9:39am 
One good workshop per city was great ! I'm happy to pay large amounts for low profit even as it's a reliable income but I hate running all over the place to open the workshops when the IU has been so vastly improved for everything else in cities and the cap is simply painful.

PS: Regents: "P.S. In Viking conquest they worked fine. Why not do it like in VC?"

I couldn't agree more. Viking Conquest managed it perfectly... I also miss boats but I won't go into that here.
Last edited by VTitanV; Apr 7, 2020 @ 9:40am
Pera Apr 7, 2020 @ 9:51am 
As of right now you dont use workshops for profit so much as to influence caravan and trade profit. So you make a brewery and now grain is in demand and beer a surplus. You've just changed the economic flow. Now capitalize on that.

Also in this same way you can influence how much food is in a city or how good the gear is they have for sale, etc.
VTitanV Apr 7, 2020 @ 9:55am 
Originally posted by Jereronimo:
As of right now you dont use workshops for profit so much as to influence caravan and trade profit. So you make a brewery and now grain is in demand and beer a surplus. You've just changed the economic flow. Now capitalize on that.

Also in this same way you can influence how much food is in a city or how good the gear is they have for sale, etc.


I'll take that as a tip but I am a super slow long term playing player and I normally use enterprises to cover the cost of my army before creating my own kingdom (which normally requires a ton of troops).


It was perfect in Viking Conquest and I'd rather not micro manage that with trade which actually sounds abit broken for the moment (not that I myself am any good at it) but it seems I will have to learn and abuse it which also sounds like it breaks the game.
Last edited by VTitanV; Apr 7, 2020 @ 9:55am
Jorn Stones Apr 7, 2020 @ 9:56am 
it's really tough to get good ones. I've gotten a bunch all between 200-300 now and on some good days some hit 500.

A big issue I'm finding is the product isn't getting moved regularly. Caravans are pretty inefficient, opting to travel halfway across the world so they can sell 5 linen etc. So any place that produces too much will quickly see profits dwindle. High prosperity towns help, as they'll consume much more of the product. Supply isn't a big issue at least, villagers are at least reliable unless they are in a warzone.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Apr 7, 2020 @ 9:30am
Posts: 7