Fedora Master
STOP POSTING
- Joined
- Jun 28, 2017
- Messages
- 31,764
0 army just means they got defeated and barely escaped, running around at 1% HP I assume.
Defeated lords definitely struggle.Got a weird bug with many lords running around with 0 army... Got the increased armor, better time, cultured start mods. Does anyone have any idea why this happens?
0 army just means they got defeated and barely escaped, running around at 1% HP I assume.
I apologize if this has already been brought up already (I only checked back 5 pages or so) but the fief economy/garrison interaction is fundamentally broken.
The higher a settlement's prosperity the higher the food requirements, and in turn starvation lowers prosperity. This is a fine and dandy mechanic for tying prosperity (partly a factor of population size) to how much food it is either able to imported or grown in linked villages, but the problem is that having starvation also kills off your garrison.
And the way the mechanic works EVERY town will eventually always reach starvation once its prosperity grows to the max level the food can support it. As a result towns at PEAK prosperity (or peak for the current conditions) will constantly be losing garrison, which is more than a little ridiculous. I believe this is also contributing to the snowballing problem as many settlements are unable to be properly garrisoned due to starvation issues.
While I agree that food shortages caused by sudden shortfalls (war and raiding) should be able to kill off Garrison, a food shortage caused by a settlement just naturally reaching peak prosperity (or natural variations from trade) should not cause the town to be ungarrisonable.
This mechanic needs to be reworked. As things currently stand, if you want to actually have a large garrison so the settlement has a halfway reasonable chance of being able to defend itself it is better to have as little prosperity as possible.
I think having prosperity contribute to the garrison cap instead makes more sense. That way more prosperous settlements can naturally support larger garrisons, and having prosperity drop from starvation will reduce the garrison size, so reducing the prosperity drop from raiding/war will still be able to reduce garrison size by reducing the garrison cap.
Rather than factional wars, wars should mostly be about weak border towns. Ideally kingdoms would only go to war with one another if there is an opportunity for gain.I apologize if this has already been brought up already (I only checked back 5 pages or so) but the fief economy/garrison interaction is fundamentally broken.
The higher a settlement's prosperity the higher the food requirements, and in turn starvation lowers prosperity. This is a fine and dandy mechanic for tying prosperity (partly a factor of population size) to how much food it is either able to imported or grown in linked villages, but the problem is that having starvation also kills off your garrison.
And the way the mechanic works EVERY town will eventually always reach starvation once its prosperity grows to the max level the food can support it. As a result towns at PEAK prosperity (or peak for the current conditions) will constantly be losing garrison, which is more than a little ridiculous. I believe this is also contributing to the snowballing problem as many settlements are unable to be properly garrisoned due to starvation issues.
While I agree that food shortages caused by sudden shortfalls (war and raiding) should be able to kill off Garrison, a food shortage caused by a settlement just naturally reaching peak prosperity (or natural variations from trade) should not cause the town to be ungarrisonable.
This mechanic needs to be reworked. As things currently stand, if you want to actually have a large garrison so the settlement has a halfway reasonable chance of being able to defend itself it is better to have as little prosperity as possible.
I think having prosperity contribute to the garrison cap instead makes more sense. That way more prosperous settlements can naturally support larger garrisons, and having prosperity drop from starvation will reduce the garrison size, so reducing the prosperity drop from raiding/war will still be able to reduce garrison size by reducing the garrison cap.
This is true, and luckily with the Bannerlord Tweaks mod you can adjust the prosperity malus and/or add bonuses to food production. It's not a perfect fix but seems to have largely abated this problem in my game.
I also used the mod to add a flat bonus to militia production, and this seems to have solved the issue of snowballing. Perhaps a little too well actually -- towns are now guarded with around 600 to 700 troops and the AI doesn't seem too interested in attacking them anymore.
Speaking of filthy rich, with 5 workshops and 3 caravans I'm pulling 5k a day. Can't even spend it all. Wish I could hire mercs and that high tier armor was more common in the shop. Never even seen the stuff high tier empire troops wear for sale.
It can if you start mixing less valuable metal into coins but keeps same marking on it. People testing coins with their teeth came into being because rulers used to do that.unrealistic, a currency based on hard gold and silver cannot possibly be debased
only the byzantine empire did that which is why it fell 1000 years laterIt can if you start mixing less valuable metal into coins but keeps same marking on it. People testing coins with their teeth came into being because rulers used to do that.unrealistic, a currency based on hard gold and silver cannot possibly be debased
I can handle a certain amount of abstraction in games, but something needs to be done about the absurd contrast between what it costs to properly equip the player character & companions vs the cost of training troops. How is it that I can train a heavy cavalry for only a few hundred gold when he's outfitted in six figures worth of gear?
What makes it worse is that some units are clearly in the wrong formation.Game still refuses to save Formation Assignment from save game.
Speaking of filthy rich, with 5 workshops and 3 caravans I'm pulling 5k a day. Can't even spend it all. Wish I could hire mercs and that high tier armor was more common in the shop. Never even seen the stuff high tier empire troops wear for sale.
Speaking of filthy rich, with 5 workshops and 3 caravans I'm pulling 5k a day. Can't even spend it all. Wish I could hire mercs and that high tier armor was more common in the shop. Never even seen the stuff high tier empire troops wear for sale.
You can have 5 workshops? I believe it was capped on 3 few versions ago.