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I had this with a pottery in Iyakis. Iyakis is fed by a clay producing village but Iyakis wasn't originally my faction's and the supply seems broken after conquest with no real way to fix it.
Something that did help me was to set up a caravan in the town, it didn't help a whole lot, but it made a dent. (I went from high negatives to slightly positive and the caravan itself makes plenty of money).
Ah might be. I was just currious as it is just some broken game feature again or if i did anything wrong. Thank you! And also the Supply of wool is really good there. Will buying low cost wool and selling it there help my situation as well?
Thank you i will try pottery! I would chose a Caraven but it feels too OP for me. And i prefer work shops as they are better protected or rather guarded? I switch to Pottery and report back then.
Which is why it would be nice if the devs actually talked to the community and explained mechanics. You know, like actual studios do?
One theory is that the price of the goods in the town that the shop uses determines how much profit they make. IE: if the clay is super cheap in a pottery town, then the pottery shop will make profit. That is why you would want a wool village in a weaver shop, but you have to let the villagers make deliveries, if bandits kill them, then that delivery never happens.
Another is that the price of the produced goods in that town are what make it profit. If pottery is expensive in a pottery shop town, then it will make bank. If it is over stocked, then it will make less profit.
Who knows! We may never know how anything truly works!
Not a great idea to go at it IMO you should buy a workshop supported by local resourcess which the villages Poros is connected with, are sheep herds. Which means they will be supplied with wool all the time.
Yeah that would be nice if it would be explained, after my research i was lead to believe that best way to buy workshop is for Villages around the city producing certain item = lesser price = bigger profit. Yet here i am with two villages and profit of barely 50 golds per day.
Also the theory of bandits preventing villagers from making runs seems to be legit.
Then there is also the prosperity Vs food consumption calculation seems to be messed up.
There are mods on Nexus that seem to address this.
I would recommend installing the mod that allows you to see and personally input items to your workshop to keep it running optimally (I dont use it as I dont setup workshops 90% of the time).
Going by the mod page it seems to give you a good view of whats needed and how profit is calculated.
Also use the mod that seems to fix the negative calculation for prosperity and food consumption/production.
https://www.nexusmods.com/mountandblade2bannerlord/mods/425
Workshop Expenses Breakdown
https://www.nexusmods.com/mountandblade2bannerlord/mods/352
Workshop Stash
https://www.nexusmods.com/mountandblade2bannerlord/mods/371
If there is competition then that could effect how many goods they sell, it also could increase/decrease the prices temporarily for the workshops to buy clay or sell produced goods for example. Also when it comes down to it, its maths and calculations. Modders have identified bad calculations with regards to village and town prosperity. Also events in the areas of towns and villages can effect supplies and prosperity, i.e. Bandits/hostile factions blocking villagers or caravans. Also the production of tools so workshops can produce may be lacking. There may also be things that have not been identified yet in the game code that need to be balanced and fleshed out by the devs.
If you use the workshop mods I posted you will be able to monitor and optimise your workshops to see whats needed to getting them running better ;)
I just hope Devs will pay attention to it in forseable future.
I think this is why the devs are still testing out how this system should work, to avoid allowing players to cheat easy money but also to try and allow them to make something worthwhile, in most circumstances.
Regarding your theory. By making something that is in short or no supply in the city you allow your product to be sold at a high price, thus making more bucks per pop.
Regarding making wool, I dont think they are making wool, I think they are making products from wool. Therefore they need a steady and cheap supply of wool. This is why they set up near sheep farm villages that supply wool.
1st of Workshops have a hidden budget. Basically the money you spend on setting up the workshop approx. Workshops will buy their raw product from the town, in their case wool, and the costs of this wool will be deducted from your potential wage. If the workshop makes a loss then their balance to buy new raw matherial is diminished. There is also a chance that production will fail, even if products have been bought, leading to a bigger loss. It seems that Devs have nerfed workshops currently to test them out as alot of people complained about them giving too much cash out on game release.
Add the events around delivering of raw matherials to towns due to wars or bandits, along with lords buying up raw matherials at a cheap rate at the village when building up their armies. Then there is also a theory I heard that workshops require more than just raw matherial to produce, they also need 'tools', which are not produced in every town, or another workshop in a town has already bought them. Then potential competition of same or similar workshops in the same towns. So many things can go wrong including negative calculations on prosperity Vs Hunger Vs Loyalty