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In the same vein, you do not need passive income to finance your troops, they finance themselves.
If plundering and smithing are the core economy of the game, I suggest we disable town economies altogether because they're useless. The things we care about towns are food, security, and loyalty, while tax losses (or profit) are too small to be taken seriously, economy already been under control with cookie cutter smithing mini-games and selling loots and prisoners.
and no, warband wasnt better, it was only different.
In short, in terms of simply balancing your day to day affairs there really isnt much difference between the two games.
What fundamentally seperate the two games is the need for very substantial amounts to sway vassals to your side in Bannerlord. You could nerf the "active" sources of income and buff the "passive" sources and what you would have is something closer to waiting to make enough to buy the next vassal as oppossed to going out farming to make enough to buy the next. Whether you prefer one over the other seems more a matter of personal taste.
Are the economic/trade aspects of this game lacking? No argument from me.
From what I understand, your companions do earn trade experience running a caravan.
Fief ownership gives better passive income. Build the town up, put in a good governor, and the tax income rolls in.
If you need to exploit smithing, then you're not good at earning money. I've never done it - way too tedious and boring - and I don't have money issues in the mid/late game. I cover my expenses by being a mercenary and being in constant war, or I have a good network of fiefs that bring in the money. And still battle, lol.
A palpable falsehood. I routinely put my sister in charge of a caravan, and she will level Trade up to 300.
Who says? Maybe that was its sole function in Warband, but workshops are more complex in Bannerlord. I used mine to get Trade experience for my main character, plus the profit from selling the production myself.
But you expect free money, like in Warband, don't you? Money for nothin' and your chicks for free?
Not happening.
Very much this.
Troops are VERY cheap, and the game's economy feels very shallow because of how cheap troops are. There is just no incentive to build passive income when the troops are so cheap that 'using' said troops is more than enough to finance their existence.
You are completely missing the point.
I'm saying I can IGNORE all of the game's non-combat income sources and get by just fine - from start to finish.
There is no incentive to focus on anything but combat - because combat is so profitable that it sustains itself, while troops are so cheap that they are almost an afterthought.
Why spend hours fiddling with workshops or checking trade prices, when I can make 'more' money in a fraction of the time knocking over a few enemy stacks or raiding a few caravans?
You can't even read, can you? I'm not complaining about money problems. Money's stupid easy to get in Bannerlord. My character could buy your sorry ass in a second just by selling a few "masterfully crafted" weapons. What I'm complaining about is the gameplay mechanics. Don't get so worked up, feel free to disagree – that's why I made my opinion public. I want to hear what others think, but your raging fanboy argument doesn't convince or affect me one bit.
I'm glad you and your sister were able to make it work, but it seems people are making mods to connect caravans with trade skills. I suspect they are the source of "falsehood".
Then read it again, because it's not difficult.
The easiest means of income is recruiting soldiers, and the using those soldiers.
1) Soldiers are dirt cheap to recruit and maintain.
2) Soldiers bring in huge amounts of income via battles.
3) Battles takes a fraction of the time and effort to generate income as compared to fiddling with workshops and checking trade prices.
It shouldn't be viable (or even the superior strategy) to completely ignore non-combat income streams. Right now, soldiers pay for themselves just by using them. Soldiers don't represent an 'expense,' they represent an income stream.
Nerf income from loot? Make trading more profitable? Make smithing more profitable?
Workshops are kinda okay with their income, even if many are a bit misleading, and could be explained better. They´re usually safe as they wouldn´t move around, and You can defend them. They make like 250, and if You have 6 of them, they make like 2k, which is almost as much as the upkeep for Your party, which is their only use. Imho it could be a bit higher, so it would cover the costs for Your party, which is probably around 3k, and perhaps the costs of one or two other parties, while the AI companion parties rarely have more than 500 - 1k upkeep as they usually get reduced very much, because they stay in the army till they only have like 30 - 40 people left and lost 100 in the campaign, which is about 1 fight, and then moving from village to village to get recruits, chasing down a 30 people looter party, then switching to the 45 people mercenary party, with the 750 people army, or being defeated in the next fight. So the nice thing for having them doing their own thing instead of having them in Your own army is that You know how the AI operates with their other parties as well.
Else workshops are basically free money, without the need to do something for it, while You also can´t do something with them - and they´re the only way to buy storage room for spare items if You don´t have a castle or town, which might be needed, because if You lock a weapon in Your inventory, it means You need to choose every weapon You want to smelt manually, because it always defaults back to the locked one after every smelting process, while it should only highlight locked weapons, when all others are smelted. And speaking of crafting - it would also be nice if they finally get rid of all the gaps in them. There´s no way one could attach the pilum head or the long tier 5 head without a gap to the handle. And for some other heads it only works with selected handles - same as for most pommels...
A combination of the former two, together with "make questing more profitable". I´m unsure who wants smithing to be more profitable, as it´s the most profitable thing in the game, but the prices of the weapons should orientate at the ingredients, "time" (stamina) spent, and the tier. While it´s beyond me why You only get crafting stamina if waiting in a town, or a hideout, but not on the map. The "downside" of smithing is that it´s only button clicks and waiting, but besides that it´s like workshops, with the difference that it makes far more money. One doesn´t even need to go full in, but it´s enough to unlock the polearm and 2h sword parts, which is fast, What takes long is to unlock the 1h, and dagger parts, but these are worth no money compared to the others, which is also the reason why it takes so long, even if they need the same amount of resources...