• Breaking News

    Wednesday, April 15, 2020

    Mount & Blade Guess what group of fellows i made in Bannerlord.

    Mount & Blade Guess what group of fellows i made in Bannerlord.


    Guess what group of fellows i made in Bannerlord.

    Posted: 15 Apr 2020 06:01 AM PDT

    These battanians should know when they're conquered

    Posted: 15 Apr 2020 02:40 AM PDT

    when you see a group of 70 looters

    Posted: 15 Apr 2020 03:17 AM PDT

    Settlements hates him! He's earning 1246 DENARS an hour with this ONE SIMPLE TRICK!

    Posted: 15 Apr 2020 03:53 AM PDT

    Considering what you guys have posted lately this really shouldn't come as a surprise.

    Posted: 15 Apr 2020 04:00 AM PDT

    Dear TaleWordls, why does your game look better than netflix shows?

    Posted: 14 Apr 2020 01:05 PM PDT

    My attempt at a Elder Scrolls/Skyrim Imperial Legion banner

    Posted: 15 Apr 2020 04:03 AM PDT

    Mount and Blade 2 Bannerlord Just Passed 5.000.000 Owner Number

    Posted: 15 Apr 2020 02:16 AM PDT

    MY HIGHBORNERINOS!

    Posted: 15 Apr 2020 07:16 AM PDT

    Can I copy your city? Ok, just change it up so it doesn't look like you copied.

    Posted: 14 Apr 2020 04:18 PM PDT

    I just discovered army stacks literally manifest out of thin air when you siege a castle/city... Really?

    Posted: 14 Apr 2020 07:58 PM PDT

    Southern Empire captured Razih with a pyrrhic victory, the surviving army got wiped a moment later and the city was left with a 50 man garrison, to my 100 man army. I decided to capitalize on the opportunity, raided a village and quickly lay siege. Within 15 seconds the first Southern Empire army appears. I wipe it. 10 seconds after that, two more come. I barely take care of them, but then 10 seconds after that battle a giant army comes... again.

    My army got deleted. So I decided to reload a save immediately prior to declaring war, and I discovered something very disappointing. The closest army and first to attack was Ira's. Thing is, she wasn't anywhere even near Razih, or even anywhere near the desert when I first set siege. In fact, there wasn't a single Southern Empire army anywhere in Aserai territory.

    I used a trainer to set super speed and zipped around the map looking for her. I eventually found her army in MYZEA, literally across the map. I decided to test how long it would take an army to get from Myzea to Razih, It took 4 full days of non-stop travel.

    I reloaded the save to test again, and the moment I declare war and besiege Razih, armies the Southern Empire had days across the map would teleport just outside the city's vicinity and attack. Now I finally understand the seemingly terrible "luck" I've had when every time I siege a castle or city, the enemy "just happened" to have multiple army stacks a few hours away.

    Im not a big fan of this. Im sure in their infinite wisdom, the devs decided this was necessary for some reason or another, maybe balancing. I dont know enough about games to say whether its justified or not, but I feel it breaks immersion, and is just stupid.

    submitted by /u/Edgar133760
    [link] [comments]

    Every man dies. Not every man really lives.

    Posted: 14 Apr 2020 04:49 PM PDT

    XP incoming

    Posted: 15 Apr 2020 06:45 AM PDT

    When you're up against the Chosen One (Sound On)

    Posted: 15 Apr 2020 01:33 AM PDT

    Strategic Genius

    Posted: 14 Apr 2020 07:02 PM PDT

    The Economics of Workshops

    Posted: 15 Apr 2020 04:01 AM PDT

    The information in this guide is up to date with update 1.1.0. It's a long post, so you'll find a summary of the most important information after the main content of this post.

    Since the game is currently not providing hints what makes for good workshop placement I did some testing and digging through the files. But let's start with the basics:

    To buy a workshop you need to physically enter the city ("walk around town center") and go to one of at most 3 already existing shops in the city, speak to a shop worker there and say you'd like to buy the workshop (prizetag of 13k - 15k denars). You can also alter the workshop type there and then to whatever you like. There is an upper limit to how many workshops you can own and that is your clan tier + 1.

    Workshops take raw materials and turn them into fabricated goods. Credits for original the list go to u/KomturAdrian, I've made corrections where necessary in accordance with my data digging.

    Raw Material(s) --> Workshop --> Finished Good : Conversion Rate (Input to Output per day)

    • Clay --> Pottery Workshop --> Pottery : 4:8
    • Cotton --> Velvet Weavery --> Velvet : 2:2
    • Flax --> Linen Weavery --> Linen : 4:4
    • Grain --> Brewery --> Beer : 8:8
    • Grapes --> Wine Press --> Wine : 4:4
    • Hardwood --> Wood Workshop --> (Tools?), Ranged Weapons & Shields : 4:4 for tools, between 0.5:0.5 to 0.2:0.2 for ranged weapons (scaling inversly with weapon tier, between 1:1 to 0.1:0.1 for shields (scaling inversly with weapon tier)
    • Hides --> Tannery --> Leather --> Tannery --> Medium Armor : 2:2:1
    • Iron (Ore) --> Smithy --> (Tools?), Melee Weapons & Medium and Heavy Armor : 4:8 for tools, between 1:1 to 0.1:0.1 for melee weapons (scaling inversly with weapon tier), 1:1 for Medium Armour and 0.25:0.25 for Heavy Armour
    • Olives --> Olive Press --> Oil : 4:4
    • Silver Ore --> Silversmith --> Jewelry : 1:1
    • Wool --> Wool Weavery --> Garments : 3:3

    It is unclear at this moment if production can be parallel, but it seems unlikely, meaning your smithy or wood workshop is probably only working at one item at a time.

    The profit a workshop produces is the difference in value of the raw materials compared to the fabricted goods minus the wages for the workes each day. The wages are set at 25 denar per day independent of the kind of workshop.

    Every city is its own (open) econmic system of supply and demand. Tendencies of price levels can be checked when accessing your inventory and hovering over items even when in the countryside around a city. (Green prices in your inventory mean good supply and/or low demand in that city and red prices are conversely.) The exact zones of (economic) influence are still to be determined at this point. Borders between them are hard though, likely some none-rectangular grid underlying the world map.

    Unknown to most players every city has basically a "general workshop" that produces every fabricated item from their according raw materials - this also includes weapons and armour of every tier! This simulates the general populus working. However the "general workshop" does not scale with any attribute of the city, meaning the effective conversion rate from raw materials to fabricated items is independent from attributes like "prosperity" and "security". In contrast to that demand seems to scale with "prosperity", the higher "propserity" the more goods are consumed of every kind. (This also useful information for traders trying to sell high: look for towns with high prosperity or low supply, like after a siege.)

    Additional information: the "general workshop" at the moment needs mixed inputs for higher tier gear in contrast to a smithy or a wood workshop, so not only iron (ore), or hard wood, but both and in addition to that leather. Also, the conversion rates of the "general workshop" are only a fraction (usually about a quarter) of a dedicated workshop.

    Price levels are also heavily dependent on influx and outflux of goods - that includes both farmers delivering their produced goods and caravans buying and selling in a city. Villagers tend to to deliver goods to their associated cities (Press "N" in game and look in the towns tab for what villiages are assorted with what town. Villages assorted to a castle are more flexible). But especially caravans can be a hellish factor to take into account when checking for suitable workshop locations, so I'll elaborate on them a little more:

    Caravans are city hoppers and don't really do long distance trade. They likely operate in a similar fashion to the mark profits perk (1. perk in the trade skill) where even if you sell under global value you may see item prices be in heavy green if you managed to buy them somewhere else at a bargain. This means they will work greedily, checking prices in the current host city and comparing with close-by cities then buying and travelling to the city that promisies the greatest profit and rinse and repeat there.

    For workshops that means having cheap raw materials even in a neighboring city can mean you get them fairly cheap in this city too due to increased demand by your workshop. (Trade will be guided here due to marginally higher prices for raw materials.) Conversely, having the same workshop within a city-hop will have a negative effect on the demand in your city and if it is within 2 city-hops also on neighboring cities. The later is important because caravans buying at your city artificially increase the demand and hence the price levels of fabricted goods if your neighboring cities lack the commodity.

    Summary/Guideline:

    A good indication is to check the local price difference between raw materials and manufactured goods. It is probably fluctuating due to trade, though. To get a better picture of the situation check your city's and the surrounding cities' workshops for duplicates and make sure a source of raw material is at most one city-hop away. Bonus points if your city of choice is prosperous, as this increases demand! Further bonus points if neighboring cities are prosperous, too!

    Bonus 1:

    If you are just looking for a good starting point: There is already a pottery in Poros; buying it will soon net you around 350-500 denars a day and it does not upset the economic situation at all, if you are looking into trading at a later point.

    The reason for the good price levels are many fold: easy clay access via a neighboring city (Lycaron), that has no pottery of it's own. High starting prosperity in Poros and surrounding cities. No potteries in neighboring cities AND no potteries in cities that neighbour Lycaron, where the raw material comes from! And last but not least, potteries might be broken right now as they are the only workshop that produces two manufactured goods out of one raw material at a decent speed (apart from tools which may be produced more randomly).

    Bonus 2:

    In the files is a reference (only a !TODO without values) to a horse breeder "workshop" turning horses into warhorses. This process is currently sidestepped, though, and may remain so indefintely.

    Bonus 3:

    The clan window has workshop display levels. Workshops are all Level 1 though at the moment. In the future we may see higher level workshops with increased converion rates and/or shifted production to higher tiered gear.

    Appendix: similar post:

    Workshops, Supply/Demand, Raw Materials, and Finished Goods (older post, more guess work)

    Here is a spreadsheet for determining the best workshops (only raw material taken into account)

    What we would need is a map of every workshop in the world at the start, maybe overlayed with raw material map.

    submitted by /u/VirtusIncognita
    [link] [comments]

    Somehow I made my brother Lord Farquaad

    Posted: 14 Apr 2020 10:16 PM PDT

    Bannerlord endgame is not what you think...

    Posted: 14 Apr 2020 01:55 PM PDT

    You may not like it but this is what peak performance looks like.

    Posted: 15 Apr 2020 04:26 AM PDT

    Battle of Poros | Empire-Battanian War

    Posted: 15 Apr 2020 06:06 AM PDT

    Aserai-TV n2 - To Hell with the Empire

    Posted: 15 Apr 2020 08:20 AM PDT

    *Celtic Screeching*

    Posted: 14 Apr 2020 10:11 AM PDT

    Every freaking time

    Posted: 14 Apr 2020 12:50 PM PDT

    A fun time

    Posted: 14 Apr 2020 11:52 PM PDT

    No comments:

    Post a Comment