🐡 Mount And Blade 2 Bannerlord Workshop Not Making Money
A subreddit and community for the Mount & Blade series, created by TaleWorlds Entertainment. Members Online Y'all told me Bannerlord difficulty wasn't THAT bad and the odds of dying were low
Check the great video "I Spent 50 Days as an ASSASSIN in Bannerlord" by Arean, really nice story telling! A lot of the features of Fourberie are show cased, so it may be a good inspiration for your new campaign ;) Save compatiblity notice As already announced here, this version is not save compatible. You will need a new campaign.
Same happens with tanneries, since leather is way cheaper than hides. When choosing workshops you need to look at the raw materials and final products buying/selling prices in that town. Not to mention the supply. Even if the surrounding villages produce the raw materials, are the villagers making it to town. #8.
Stay around your fiefs for a bit, killing enemies and bandits and doing your towns' quests. Thatll help increase your town's security, loyalty, and prosperity, and thus increase your income from that town. Also putting a governor who has good steward/trade abilities can help too. [deleted] • 3 yr. ago.
I've had moderate success with worskhops. Got a Tannery in Dunglanys and a pottery in Pen Cannoc that are making small but acceptable amounts of money. But the wood workshop in Car Banseth has been making single figures to nothing ever since I got it, even since bringing a bunch of wood myself to the city and despite it being a suggested workshop in a guide (albeit from an earlier version of
When you make a carvan in a town with 3 workshops u own you will see profits shoot up and keep the workshop items from getting too low cause the carvan always make that town a major hub and will buy those items and sell them else where keeping the price steady in that town while also bring good to sell to that town boosting its econamy.
Now, let's clarify some things, incresing garrison won't do shit, you're just gonna waste money, the garrison helps Security and it will help with loyalty, but getting 100 battanian fian champions won't make any difference to loyalty, it is all planned so you need to wait.
one_thousand_pirates. • 1 yr. ago. I've heard that the economy take a while (200+ days) to settle in 1.8.0, and workshops themselves definitely have a ramp-up time. A good workshop should be making around 200 denars per day, apparently, but 300+ or even 400+ are possible.
I have 1 solution just for you (guess what) In my games the breweries are to easy solution (making for me at least the double money of tannery, iron, wood or pottery or clothier). Even if the town has no grain and low prices for beer but a lot of flax and high prices for cloth, the brewery will make more profit. #10.
Back to M&B - it would make most sense to let anyone start business who has the money to do so, simple economy. It would also make sense to confiscate AT LEAST the profit while at work, in case of many workshops would make sense to seize the product (metalworks, tannery).
How it works. Bannerlord Banks creates a moneylender in each city that will happily allow you to deposit as much gold as you like at a competitive rate (based on the town's prosperity). "But wait!", you say, "the Catholic Church banned usury during the dark ages!" You are correct, but lets take a step back.
By installing this mod, you will join to VARTS Trade Guild as their newest member. They are a network of merchants, workshop owners, caravan leaders, slave traders, even spies. Your new network will allow you to find a fellow agent in every town. They will provide precious information that you definitely need, free of charge as a membership perk.
Caravans not making money, some losing money. I have 4 caravans and its rare if any them make money, seems like only happens once a week. One of them is even losing money, about -1000 denars a day. The caravan that is losing money is also going back and forth between the same 2 cities. I dont have any economy related mods.
This mod is a single-player mod working in both Story and SandBox. It should not be activated in multiplayer. It requires Mod Configuration Menu. The order of this mod doesn't matter at all past MCM and Native Modules, but for exemple: 1-MCM (and Dependencies) 2-Native (and other TalesWorld Module) 3-Other stuff you want. 4-Wide Town City. 5
George Apr 6, 2020 @ 7:46pm. The previous posters have the right of it. There's some more to consider, but some basic rules are: *Have a steady supply of items to supply a workshop. *Don't have competition for the same product. *Maximize profit based on item in / item out prices at a location. *Prosperity good, bandits bad. #3.
.
mount and blade 2 bannerlord workshop not making money