Mount & Blade II: Bannerlord

Mount & Blade II: Bannerlord

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FitBoyRoy May 4, 2023 @ 9:33am
Are workshops really this bad?
Bought a brewery in a town with 2 grain producing villages & 5117 prosperity, 7 days later and it's still at a loss of at least -56 a day, Is the system really still this broken? I remember this being an issue since 2020 early access... Not to even mention the fact that there's a "workshop level" stat in the game which isn't upgradable and does virtually nothing yet is still there for some reason? "Full release" my ass
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Showing 1-15 of 25 comments
Clovis Sangrail May 4, 2023 @ 9:46am 
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Originally posted by JewishGoblin:
Are workshops really this bad?

No, they are not. You just don't know what you are doing.

My workshops are currently averaging more than 600 denars a day each. They have long since paid for themselves.

Workshops get written about a lot, so I would suggest that you search this forum on . . . 'workshop' and do some reading.

I would tell you how mine make 600 denars a day each, but I don't like your attitude. Too many negative vibes.

But I will tell you one thing -- Not one of them is a brewery.
FitBoyRoy May 4, 2023 @ 10:00am 
Originally posted by Clovis Sangrail:
Originally posted by JewishGoblin:
Are workshops really this bad?

No, they are not. You just don't know what you are doing.

My workshops are currently averaging more than 600 denars a day each. They have long since paid for themselves.

Workshops get written about a lot, so I would suggest that you search this forum on . . . 'workshop' and do some reading.

I would tell you how mine make 600 denars a day each, but I don't like your attitude. Too many negative vibes.

But I will tell you one thing -- Not one of them is a brewery.
criticizing a core aspect of the economy system for being either incomplete or too vague and random for anyone to effectively understand without mountains of research isn't "negative vibes", if a workshop placed in a town with 5000 prosperity, plenty of base resources and no other workshops of the same type does not make profit- it's a problem with the game's balance/system. Not my problem for not watching an hour and a half video breaking down the economy system of a video game and abusing the meta by buying an extremely specific workshop in an extremely specific area while having to constantly micro-manage the market just to barely break even after 8 in-game years, rather just download a mod that makes these things actually viable if I'm gonna put this much effort in (which is clearly already more effort than TaleWorlds has spent developing this system lmfao)
Last edited by FitBoyRoy; May 4, 2023 @ 10:07am
Ruffio May 4, 2023 @ 10:10am 
Originally posted by JewishGoblin:
Originally posted by Clovis Sangrail:

No, they are not. You just don't know what you are doing.

My workshops are currently averaging more than 600 denars a day each. They have long since paid for themselves.

Workshops get written about a lot, so I would suggest that you search this forum on . . . 'workshop' and do some reading.

I would tell you how mine make 600 denars a day each, but I don't like your attitude. Too many negative vibes.

But I will tell you one thing -- Not one of them is a brewery.
criticizing a core aspect of the economy system for being either incomplete or too vague and random for anyone to effectively understand without mountains of research isn't "negative vibes", bro really went out of his way to act like he has the secret formula for a real estate market, if a workshop placed in a town with 5000 prosperity, plenty of base resources and no other workshops of the same type does not make profit- it's a problem with the game's balance/system. Not my problem for not watching an hour and a half video breaking down the economy system of a video game and abusing the meta by buying an extremely specific workshop in an extremely specific area and having to constantly micro-manage to market

- How many breweries in towns close to yours?
- Does the bound villages to castles that border to where you got your workshop belong to same faction as the town? (those will trade with closest town of their own faction if any)

- Does the market have a great surplus of beer? If so it should be cheap for you to buy and re-sell other places, and your workshops should kick into gear and produce more again.

- What does the "bread basket" tell about daily beer consumption in the town?
- What is the state of the villages? Got issues, been raided etc?
- Is there wars that affect traders dropping by?

There is MANY factors that affect your workshops... A workshop that can be very profitable right out of box in one campaign can be slow to get up and running in another.

Also, level of workshop doesn't really matter much if it involve bigger production output. Not like you would sell more if you don't sell any to start with.
Last edited by Ruffio; May 4, 2023 @ 10:14am
FitBoyRoy May 4, 2023 @ 10:18am 
Originally posted by Ruffio:
Originally posted by JewishGoblin:
criticizing a core aspect of the economy system for being either incomplete or too vague and random for anyone to effectively understand without mountains of research isn't "negative vibes", bro really went out of his way to act like he has the secret formula for a real estate market, if a workshop placed in a town with 5000 prosperity, plenty of base resources and no other workshops of the same type does not make profit- it's a problem with the game's balance/system. Not my problem for not watching an hour and a half video breaking down the economy system of a video game and abusing the meta by buying an extremely specific workshop in an extremely specific area and having to constantly micro-manage to market

- How many breweries in towns close to yours?
- Does the bound villages to castles that border to where you got your workshop belong to same faction as the town? (those will trade with closest town of their own faction if any)

- Does the market have a great surplus of beer? If so it should be cheap for you to buy and re-sell other places, and your workshops should kick into gear and produce more again.

- What does the "bread basket" tell about daily beer consumption in the town?
- What is the state of the villages? Got issues, been raided etc?
- Is there wars that affect traders dropping by?

There is MANY factors that affect your workshops... A workshop that can be very profitable right out of box in one campaign can be slow to get up and running in another.

Also, level of workshop doesn't really matter much if it involve bigger production output. Not like you would sell more if you don't sell any to start with.
I see, Bound villages do indeed all belong to the town of the same faction, No issues to be resolved/raids, profits were checked when there was no war and even if there was the town is located far away from any borders, As for the other factors I'll check them out, thanks! I was just hoping it could be profitable without me having to micro-manage the town's market
Last edited by FitBoyRoy; May 4, 2023 @ 10:20am
Letheral May 4, 2023 @ 10:50am 
what version do you play on? negative net sounds like a former version of the game. never seen it at least, production would pause if not profitable.
dot May 4, 2023 @ 11:15am 
2
Originally posted by JewishGoblin:

isn't "negative vibes":

criticizing a core aspect of the economy system for being either incomplete or too vague and random for anyone to effectively understand without mountains of research ,

if a workshop placed in a town with 5000 prosperity, plenty of base resources and no other workshops of the same type does not make profit- it's a problem with the game's balance/system.

Not my problem for not watching an hour and a half video breaking down the economy system of a video game and abusing the meta by buying an extremely specific workshop in an extremely specific area while having to constantly micro-manage the market just to barely break even after 8 in-game years, rather just download a mod that makes these things actually viable if I'm gonna put this much effort in (which is clearly already more effort than TaleWorlds has spent developing this system lmfao)

Yes, that is negative
yes, it is your problem.

do you expect any game studio to bow to you, change it and ask for redemption when you don`t figure out how a mechanic it works, how must be your ego?

20000k~ cost a workshop, you can switch production for scraps. If you can`t afford making a couple of tries, you have bigger issues understanding the economy management.

Do whatever you like, mod it, hell look for yourself a career of game designer since you seem to believe you have figure out the absolute way, or stay playing fortnite.
✚ Pacifist ✚ May 4, 2023 @ 11:35am 
Check for the values of the input (wheat in this case) and the value of the output (beer in this case).
If a town has 5 wheat and 500 beer, you won't make profit at all.

Two solutions to that problem being you ship the beer yourself periodically when you know you start losing profits, or you purchase the competitive breweries and switch them to another product.
FitBoyRoy May 5, 2023 @ 12:42am 
Originally posted by Letheral:
what version do you play on? negative net sounds like a former version of the game. never seen it at least, production would pause if not profitable.
negative profits is possible in vanilla, it just makes your workshop slowly lose capital, when it reaches 0 it stops paying employees wages and the workshop just shuts down until you deposit money into it
Nootie the Cutie May 5, 2023 @ 5:49am 
I set my breweries in Zeonica as it has 3 Grain villages I believe.

I then once I unlock two workshop slots and go around to each town with a brewery and change them over and sell. Making my beer making a sole production in only one town. Eventually the world map will be buying beer every time in mass quanity to fill in demand everywhere else.

Supply Demand economy is very easy. Just restrict the supply and demand sky rockets. Pottery in Battania is also a chad move
carsonj May 5, 2023 @ 9:27am 
I have to agree with the Goblin on this. I love the game, and I applaud the attempt to model an economy, but some elements really fall flat.

In particular, JG bought a brewery, and isn't seeing much return on investment. Part of the intuitive attraction to purchasing a brewery is that people in this time period drink it everyday. Most every man, woman, and child drinks this stuff every single day (perhaps .75 liter, according to a quick web search). It's not a wool garment that you might purchase and keep for several years, or a weapon that you hand down through generations, it's beer.

Perhaps the larger problem might be the issue of weight in the economic model. Goods and commodities all are given the same weight of 10. But some goods are very dense and weigh a LOT (e.g., beer) relative to their worth. Others are less heavy relative to worth (e.g., jewelry). Which should mean that there should be a huge price discrepancy between 10 weight of beer, for example, and 10 weight of jewelry. But the game doesn't seem to reflect this adequately. Yes, 10 weight of jewelry does cost 10 times more than 10 weight of beer in the city I am now visiting (Vostrum), but that doesn't seem right, does it? A gallon of beer weighs a little over 8 pounds. And how much is it worth? Now think about 8 pounds of jewelry. In today's world, currently silver is at about $273 a pound BEFORE it is converted into jewelry, a very labor intensive task. Ten weight of jewelry should be worth A LOT MORE than 10 weight of beer. Not 10 times more, but 100's of times more. Historically you can see how transporting rare luxury items is much more profitable than transporting heavy commodities. The game doesn't seem to adequately reflect this.

And then this price difference between commodities and luxuries should only be compounded by the challenges of transportation. We're talking about a world without a transportation system. I don't see any modelling of river or ocean transportation routes, yet it is profitable to drag beer in on horse/camel/mule back rather than brew it locally? Something everyone drinks everyday? It just doesn't make sense. Even into the twentieth century, with railroads, etc., beer production was a very widespread industry because transporting beer is extremely difficult and costly relative to its worth. It's a lot easier to transport the grain and then brew the (heavy) beer locally. My understanding is that beer brewing was a cottage industry during the historical period, precisely because it is a lot easier to transport grain than it is to transport the finished product beer.

Perhaps you can argue that the game's current economic system works well for "luxury" items, but I don't think that beer fits well into that system.
FitBoyRoy May 5, 2023 @ 10:02am 
Originally posted by Nootie the Cutie:
I set my breweries in Zeonica as it has 3 Grain villages I believe.

I then once I unlock two workshop slots and go around to each town with a brewery and change them over and sell. Making my beer making a sole production in only one town. Eventually the world map will be buying beer every time in mass quanity to fill in demand everywhere else.

Supply Demand economy is very easy. Just restrict the supply and demand sky rockets. Pottery in Battania is also a chad move
that's actually really smart & way better than having to manually ship the output to other towns, I think I'll try this, Thank you!
Clovis Sangrail May 5, 2023 @ 10:10am 
Originally posted by carsonj:
Perhaps you can argue that the game's current economic system works well for "luxury" items, but I don't think that beer fits well into that system.

Let me put this as simply as I can, since 'I will tell you one thing -- Not one of them is a brewery' from my first response was apparently too subtle to sink in --

Don't buy breweries. I repeat -- Don't buy breweries. They require too much work and extra expense, and even then, most of the time, they still don't work. Once upon a time, they did and were guaranteed income, but no more.

But you are starting to catch on about 'luxury' items.
Last edited by Clovis Sangrail; May 5, 2023 @ 2:16pm
carsonj May 5, 2023 @ 10:57am 
Originally posted by Clovis Sangrail:
Originally posted by carsonj:
Perhaps you can argue that the game's current economic system works well for "luxury" items, but I don't think that beer fits well into that system.

Let me put this as simply as I can, since 'I will tell you one thing -- Not one of them is a brewery' from my first response was apparently too subtle to sink in --

Don't buy breweries. I repeat -- Don't buy breweries. They require too much work and extra expense, and even then, most of the time, they still don't work. Once upon a time, they did and were guaranteed income, but no more.

But you are starting to catch on about 'luxury' items.


Why would any developer take the time and energy to code things into a game that don't work? Even more so, why take the time and energy to code things into a game that should be intuitively quite simple and straightforward to benefit from, but are simply a money pit? I don't think coding in a "gotcha" for "newbs" is in anyone's interest. Why not enhance the game in other ways that will be more rewarding for the players? By all means, add complexity for those who enjoy it, but why make it so opaque and counter-intuitive? Why call them breweries if they aren't breweries? Why did they once work and now they don't? Capricious changes to the code are beneficial for whom?

Again, I love the game, have since Mount & Blade, but why take a "love it or leave it" attitude to software, of all things? i would think the developers would welcome feedback. They don't owe me anything, I'm a very satisfied customer. I would have paid twice what I paid at beta launch for this game, happily. The feedback they're interested in, they can take and run with. If they're not interested in my feedback, so be it. it's their product.
Action Man May 5, 2023 @ 12:36pm 
I know very little about workshops, or the in game economy. I really can't see myself being motivated to learn it. Really not my thing.

Every one of my workshops are profitable. Not on the scale of 600+ a day, but easily 3-400, sometimes in the 500s.

After a handful of in game years, I see where wars are, and where they aren't. I go to the peaceful areas. I find a high prosperity town. I check the Trade Bound settlements for what they produce. I buy a workshop and have it create something the trade bound settlements make. I make sure there are no competitors. I profit. Wine presses are my favorite.

This takes almost no effort, and not much time. For my very minimal effort, I'm rewarded with free money, and that's how I see it should be.

From what I understand about breweries, they were at one point making way too much money, so they were cut back. Did they go too far? Maybe? Like I said, I'm not about to study economics for a game.

In my opinion, workshops should only be generating a lot of money only if they require a lot of effort from the player.
smokauweeds May 5, 2023 @ 6:03pm 
Yeah location and supply. I check all the surrounding settlements and see what the have going on. to many breweries in one area hurt you profits. But I do have profitable breweries, its not impossible.

sometimes you have to by the work shop in a neighboring settlement and change it. The Ai doesnt always set up the best shops for the items in the area, or to many of them.

Also, I heard somewhere about having less of the material around the area is good.
example: there are several villages making grain in the area. you think great lots of supply. but the other shops thought that as well, and there are several breweries around. I noticed this with the olives to, in valandia. lots of olive out put, and like 5 olive presses in the area. one town had to going. which means less profits.

One are had silver attached to a settlement. but no silver smith in the town. I opened a silver smith in the settlement next to it, and made profits.

while the economy is a hot mess in most regards, there is some sort of method to its madness.
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Date Posted: May 4, 2023 @ 9:33am
Posts: 25