Mount & Blade: Warband

Mount & Blade: Warband

Aut Caesar aut nihil
[BG]Maxi  [developer] Mar 20, 2020 @ 10:37am
Dev Blog VII
Next update will be on 25.03.2020

It will include the possiblity for the player to buy latifundae near villages. To do this, you must talk with the village elder: You need 50,000 denars. more than 250 renown and more than 10 relation with the faction owning the village (e.g. if you joined rome this should be easily possible)
The reason for the positive relation is to make somewhat sure that you wont declare war to the faction (if you are at war with the village faction where your latifundium is you wont recieve any rents)
(btw, you for one village you can buy one latifundium, it will spawn next to the village as a new party)
When you consider to buy land, you must consider several additional investments, otherwise you wont get much money from it.

Right after you bought it, your latifundium only has a grain field. The grain field will produce ONLY during the harvesting months (iulius, augustus and september) money

So it is really important to build buildings.
Buildings:
Raw goods:
- grain field (produces only during harvesting season),
- vineyard (produces only during harvesting season),
- olive grove (produces only during harvesting season),
- fruit gardens (produces only during harvesting season),
- fishery (all year),
- cattle ranch (all year)
Goods:
-blacksmith (will only generate a bit wealth, but will give a modifier to the other buildings and you can refine your armors and weapons there much cheaper than a normal smith in towns),
butchery (needs a cattle ranch),
pottery,
-bakery (needs the grain field, when build, the grain field no longer gives you money during harvest, as the grain will be used for the bakery, but the bakery will give you during every month money, additionaly, the total yearly income is more than the total yearly income of the grain field),
-winepress (needs vineyard, works like the bakery)
-oilpress (needs olive grove, works like the bakery)

Every production side needs slaves, if you dont have enough slaves, the efficiency will be lowered (this means you will get less rents), so always make sure you have enough slaves.
But, if you have more slaves than needed efficieny will be improved and you will get more rents!
There is a maximum of 100 slaves possible to be put as prisoners into your latifundium (talk with your adiminstrator to do that)
But you can build additional barracks to increase this amount to a total of 200 slaves
Slave population can also grow over time (since the slaves also have family), but on the same time, slaves die, especially from bandits and wolves (or other animals). In total this means the population wont grow (but it will also not decrease). To prevent your slaves getting killed you can build a small wall around your villa. (this all sounds silly when you readit for the first time, I am sure, but indeed, wolves and wild animals and bandits were a problem on the country side during ancient time, even in the roman empire; as example: there are many spells and magical stuff with deals with matters such as bandits and dangerous animals and I want to reflect this in some sense, also I want to give the 'wall' building a meaning, on the other hand, if you dont like that explaination you can also think that you slaves cant escape if they life behind a wall)

So there are other buildings too I want to summarize here:
- barracks (increases slave capacity to 200)
- guard houses (adds guards to your villa: If the village to which your estate is bounded gets raided or infested by bandits your rents are lost, as you estate will be looted too, but with guards they can prevent this from happen, additionally they add a little bit to slave growth)
- walls (add to slave growth)
- temple (increases efficiency, with divine help and thus your rents), you can also chose the deity for the temple. If you worhsip the Christian or Judean god you can also build a temple for them, a priest will then spawn, where you can make sacrifices or pray
- pavillion (also increases efficiency (I really dont know why...), but not much, only with 1%)

you can also higher a magister ludi to teach your slaves, but he will cost you 500 denars per week
The teacher will increase efficiency too
The buildable buildings will spawn on the scene, together with a 'master slave' who oversees the production side

Dont expect that the estate will give you as much money as a village! Especially at the beginning. It is something you must invest into it.
But still, a village with a mine (especially silver) will probably be more profitable. (which is kind of obvious)

Another important thing: If you dont own the village where your estate belongs to, you have to pay a tax to the village lord. But the amount depends on your relation with him. If your relation is high enough, you wont have to pay any rent. The lower it is the more you must pay.
(Of course if you own the village, you wont pay any tax, also if you are the Emperor you wont have to pay a tax, even if you dont own the village)

And last but not least, there is only one scene for the villa, its a scene which looks kind of mediterranean. So for immersion, I suggest to build your estates in Spain, Italy or Greece (its also a good idea, sinse the villages in Gaul or near the border get raided frequently if the Empire is at war)

Another thing:
I added a new modifier depending on your reputation: income from slaves in villages and slaves in estates will be increased if you have bad reputation and lowered if you have good reputation
This should simulate that if you treat your slaves better (since you have good reputation) they wont produce that much (like tyranny increases slave output in Imperator Rome)

EDIT: Two things I forgot:
There is again the shift shortcut, so you can access the administrator quickly
All prisoners you but into your estate will get automatically converted to slaves!
Last edited by [BG]Maxi; Mar 20, 2020 @ 11:14am
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Showing 1-15 of 15 comments
adriankowaty Mar 20, 2020 @ 11:02am 
Well thought and great idea! I will await the the uptade to test it myself, even if it would happen during my studying day (hopefully at home for a while)!
Do you plan to add more buildings into latifudiae if players suggest them (not special service ones, just a bit more production types)?
Otherwise, I promise you to build as much as possible those wonderful constructions all over Empire! Prosperity for all!
[BG]Maxi  [developer] Mar 20, 2020 @ 11:11am 
Originally posted by adriankowaty:
Well thought and great idea! I will await the the uptade to test it myself, even if it would happen during my studying day (hopefully at home for a while)!
Do you plan to add more buildings into latifudiae if players suggest them (not special service ones, just a bit more production types)?
Otherwise, I promise you to build as much as possible those wonderful constructions all over Empire! Prosperity for all!
Well, one of the reasons why I didnt add more is that I didnt had more in mind (I had also apiaries in mind to produce honey, but I dont know how to represent them on the scene) If you or someone else has some ideas I would look forward to consider them, there is still enough space on the scene
adriankowaty Mar 20, 2020 @ 11:19am 
Originally posted by BGMaxi:
Originally posted by adriankowaty:
Well thought and great idea! I will await the the uptade to test it myself, even if it would happen during my studying day (hopefully at home for a while)!
Do you plan to add more buildings into latifudiae if players suggest them (not special service ones, just a bit more production types)?
Otherwise, I promise you to build as much as possible those wonderful constructions all over Empire! Prosperity for all!
Well, one of the reasons why I didnt add more is that I didnt had more in mind (I had also apiaries in mind to produce honey, but I dont know how to represent them on the scene) If you or someone else has some ideas I would look forward to consider them, there is still enough space on the scene
Good to know, I was largely aiming for more goods industries (such as textile shop if that's proper word, cheese maker etc.) and few raw resouce (sheep farm to produce wool and meat, the former for textile mill to produce wool cloth for example).
I will come with more ideas later, I was just curious if that number of enterprices is fixed or can be expanded over time.
BanDHMO Mar 21, 2020 @ 9:00am 
Awesome to hear! Especially about the magistrate ludi. I get a sense from your response that you are planning to add new building ideas to the scene, because you talk about space available. This is cool, but IMO not critical, and if you find it's hard to do, consider adding more buildings just as menu listings and mechanics. Anyway, here are some more building ideas, some of which might inspire you:

ENGINES:
- Equine breeder - in our own economy transportation and farming machinery are super important to agriculture, and this is the ancient equivalent of that. Plus, mules and horses are used in war.

TRANSPORTATION:
- Inn (e.g. Mansio: https://en.wikipedia.org/wiki/Mansio)
- Merchant (why pay somebody else when you can organize your own exports? "mercatores who were often well-to-do residents of the production centres")

PRIMARY SECTOR:
- Flax field or Sheep ranch
Note: there are many ideas here (furs, amber, salt, etc), but usually these are local resources that do not make sense to have in every village, and I don't know how difficult it would be it implement, so maybe it's not a good idea to try for that, and instead do a more generic, see services below.

PROCESSING:
- Weaver (req Flax field or Sheep ranch)
- Tailor (I didn't know, but apparently clothing and textile was traded big time, and production centers were similar to modern-day brands)
- Tanner (req Cattle ranch)
- Cheese maker (req Cattle ranch)

SERVICES:
- Laborer barracks (or maybe call it rental apartments for modern people to understand easier) - accommodations and services for those migrant workers who flock to the village in times of prosperity to go and work in the village's enterprises, not your own, so it's a way to get a piece of the profits from whatever is the specialty of the village (amber, gems, furs, timber, shipbuilding, seafaring, etc) without having to figure out how to support different kinds of buildings. Because no matter the industry, workers still want a roof over their heads, hot meals, medicine, wine and prostitutes, and of course law and order, all of which you can organize for a large number of people for a price in rent.

PS: Would it make sense to, instead of your reputation impacting how slaves are treated, to allow the player to set how they are treated, which would then impact reputation? This way we are not assuming the average always applies, since a player who is honorable in some ways and dishonorable in others won't necessarily treat slaves average, he might end up being kind and honorable in this regard or be ruthless and despicable. In other words, I don't want to be a saint throughout the game, just to be able to treat slaves kindly and respectfully.

Also, a policy to emancipate loyal slaves would be really nice to have. It would cost an upkeep, since a percentage of the slaves would actually be free and paid in full for the labor, but increase productivity (so if you are developed enough, it would be more profitable), as well as add reputation. It wasn't uncommon for slaves to earn their freedom at the time, and I personally hate the feeling of slaves as chattel. I'd like to be able to run it more like: "you've been defeated in battle, so you are going to do a lot of hard labor because you tried to kill me, but eventually you will be free again and can either stay here and build a free life for yourself or return back home", and less like: "you are now a human-shaped mule until you die", if you know what I mean.
Last edited by BanDHMO; Mar 21, 2020 @ 9:38am
[BG]Maxi  [developer] Mar 21, 2020 @ 11:03am 
"PS: Would it make sense to, instead of your reputation impacting how slaves are treated, to allow the player to set how they are treated, which would then impact reputation? This way we are not assuming the average always applies, since a player who is honorable in some ways and dishonorable in others won't necessarily treat slaves average, he might end up being kind and honorable in this regard or be ruthless and despicable. In other words, I don't want to be a saint throughout the game, just to be able to treat slaves kindly and respectfully."

I thought about this way. I am currently thinking to where to place the option on how you want to treat your slaves

"Also, a policy to emancipate loyal slaves would be really nice to have. It would cost an upkeep, since a percentage of the slaves would actually be free and paid in full for the labor, but increase productivity (so if you are developed enough, it would be more profitable), as well as add reputation. It wasn't uncommon for slaves to earn their freedom at the time, and I personally hate the feeling of slaves as chattel. I'd like to be able to run it more like: "you've been defeated in battle, so you are going to do a lot of hard labor because you tried to kill me, but eventually you will be free again and can either stay here and build a free life for yourself or return back home", and less like: "you are now a human-shaped mule until you die", if you know what I mean."
I dont know, would be possible.
I wanted to make some events where such stuff is covered.

About the buildings:
-sheep and weaver will come, also the tanner and the cheeser
but I hate flax, so no flax
- the horse breeder: I thought about it, will probably come, it will increase efficiency
- I thougth about an inn, but I am not sure (becasue if you have only slaves, how shall they pay stuff in the inn, of course the local villagers could do, if I would add it I would do it the following:
it would bring you small mony from the villagers
if you allow to promot some slaves to freed slaves, than it would bring you more money, since the freed slaves can buy themself drinks but then it would decrease efficiency since they get drunk, ...)
- the merchant: lets see

Anyway, its not really difficult to add buildings. I only fear you become to rich to quickly :D
BanDHMO Mar 21, 2020 @ 12:19pm 
Would it make sense to have this implemented as simply a conversation option with the master slave character you mentioned? And then just set a variable and have it impact several calculations for how much things cost/yield? e.g.
Slave treatment: humane/strict/cruel
Manumission: common/rare/never (or in events, if that's how you want to go)

And I think I didn't explain the inn correctly. It's not for villagers - they have their own homes. It's a part of the great Roman road network - for travelers, merchants, migrants, officials, military, etc. Everyone traveling the roads needs either changes of horses/mules or a place for them to rest and buy feed, they need a bed to sleep, etc, etc. It's basically the equivalent of our modern hotels and highwayside truck stops, only back then it was a bigger part of the economy, I'd assume, because the economy was so much smaller. At least it was significant enough to mention in the description of the roman economy: https://en.wikipedia.org/wiki/Roman_economy

"Anyway, its not really difficult to add buildings. I only fear you become to rich to quickly :D"
This is a good problem to have, lol.
Last edited by BanDHMO; Mar 21, 2020 @ 12:19pm
adriankowaty Mar 21, 2020 @ 3:13pm 
Originally posted by BGMaxi:
"PS: Would it make sense to, instead of your reputation impacting how slaves are treated, to allow the player to set how they are treated, which would then impact reputation? This way we are not assuming the average always applies, since a player who is honorable in some ways and dishonorable in others won't necessarily treat slaves average, he might end up being kind and honorable in this regard or be ruthless and despicable. In other words, I don't want to be a saint throughout the game, just to be able to treat slaves kindly and respectfully."

I thought about this way. I am currently thinking to where to place the option on how you want to treat your slaves

"Also, a policy to emancipate loyal slaves would be really nice to have. It would cost an upkeep, since a percentage of the slaves would actually be free and paid in full for the labor, but increase productivity (so if you are developed enough, it would be more profitable), as well as add reputation. It wasn't uncommon for slaves to earn their freedom at the time, and I personally hate the feeling of slaves as chattel. I'd like to be able to run it more like: "you've been defeated in battle, so you are going to do a lot of hard labor because you tried to kill me, but eventually you will be free again and can either stay here and build a free life for yourself or return back home", and less like: "you are now a human-shaped mule until you die", if you know what I mean."
I dont know, would be possible.
I wanted to make some events where such stuff is covered.

About the buildings:
-sheep and weaver will come, also the tanner and the cheeser
but I hate flax, so no flax
- the horse breeder: I thought about it, will probably come, it will increase efficiency
- I thougth about an inn, but I am not sure (becasue if you have only slaves, how shall they pay stuff in the inn, of course the local villagers could do, if I would add it I would do it the following:
it would bring you small mony from the villagers
if you allow to promot some slaves to freed slaves, than it would bring you more money, since the freed slaves can buy themself drinks but then it would decrease efficiency since they get drunk, ...)
- the merchant: lets see

Anyway, its not really difficult to add buildings. I only fear you become to rich to quickly :D
If you secure the costs well, you can make it potentially the biggest money sink in the game, so don't worry!.
Also I back BanDHMO's idea, it is indeed how I wanted to write it up.
[BG]Maxi  [developer] Mar 22, 2020 @ 7:15am 
Originally posted by BanDHMO:
Would it make sense to have this implemented as simply a conversation option with the master slave character you mentioned? And then just set a variable and have it impact several calculations for how much things cost/yield? e.g.
Slave treatment: humane/strict/cruel
Manumission: common/rare/never (or in events, if that's how you want to go)

And I think I didn't explain the inn correctly. It's not for villagers - they have their own homes. It's a part of the great Roman road network - for travelers, merchants, migrants, officials, military, etc. Everyone traveling the roads needs either changes of horses/mules or a place for them to rest and buy feed, they need a bed to sleep, etc, etc. It's basically the equivalent of our modern hotels and highwayside truck stops, only back then it was a bigger part of the economy, I'd assume, because the economy was so much smaller. At least it was significant enough to mention in the description of the roman economy: https://en.wikipedia.org/wiki/Roman_economy

"Anyway, its not really difficult to add buildings. I only fear you become to rich to quickly :D"
This is a good problem to have, lol.
Ah sorry I misunderstood you, yes I really forgot about roads, probably because they are not able to implement properly in warband.

And the dialgoue option is how I was thinking about it too. Would be the easiest way.

Regarding the events I currently hope for divine inspiration, otherwise I wont add them for now
BanDHMO Mar 22, 2020 @ 9:51am 
Originally posted by BGMaxi:
And the dialgoue option is how I was thinking about it too. Would be the easiest way.

Regarding the events I currently hope for divine inspiration, otherwise I wont add them for now

Yeah, I figured good events would need inspiration and non-trivial writing efforts, and it would be a lot easier to just put in a dialog option to set a policy variable and then just do an income multiplier of 0.9/1.0/1.1 for different options and an honor or a relationship change of +1/0/-1, or something like that, for almost the same immersive effect. That's why I was suggesting that.
Last edited by BanDHMO; Mar 22, 2020 @ 9:52am
So no freelancer added yet or yes? Sorry didnt read the whole thing
[BG]Maxi  [developer] Mar 24, 2020 @ 3:18am 
Originally posted by ♚ DRA 𝓒𝓟𝓛 Napoleon:
So no freelancer added yet or yes? Sorry didnt read the whole thing
No problem.
My road map looks like the following:
Freelance will be the next major addition for the next major update. (As I still lack divine inspiration on how to do it)
Then there will be a last major update about religious stuff.
Then I wont add anything major. But I will still update it, fix bugs and add smaller stuff if I find it usefull.
i still didnt understand, you copied and pasted what you wrote in the old dev blog, you said freelancer would have been present on the next major update so i guess it will be in tomorrow update or it will be in the future update after tomorrows one?
[BG]Maxi  [developer] Mar 24, 2020 @ 11:17am 
Originally posted by ♚ DRA 𝓒𝓟𝓛 Napoleon:
i still didnt understand, you copied and pasted what you wrote in the old dev blog, you said freelancer would have been present on the next major update so i guess it will be in tomorrow update or it will be in the future update after tomorrows one?
In which blog did I said it, I cant really remember.
I am sorry if you are disappointed, but I can guarantee that I wanted to work on freelancer for the update after the update I realse tomorrow. So be clear: the update tomorrow will be version 1.3
version 1.4 will have freelancer than
I hope this is not too confusing...
Ok now i understand sorry for the mess. alright then ill wait until it will be added. thanks!
Rudy21Guns Mar 25, 2020 @ 3:12am 
Hope freelancer will have unique systems with ranks and abilities with each ones
Last edited by Rudy21Guns; Mar 25, 2020 @ 3:17am
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