Mount & Blade II: Bannerlord

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avilmask

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moechar

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32 comments

  1. Drax70
    Drax70
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    • 8 kudos
    This needs to update!

    But for anyone interrested, "Bannerlord Tweaks" does a similar thing...!!!

    Thanks!
    1. drakkkan
      drakkkan
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      Absolulty not?

      Bannerlord tweaks increase the amount of food produce with a multiplier. This mod remove the cap at 500 hearth production with a fair amount. It is just not the same thing xD

      But yeah, the mod need an update. I got a error message about harmonylib even if the lib is loaded or not. The food wont go up even on a 3000 hearth village.
  2. Drax70
    Drax70
    • supporter
    • 8 kudos
    Hello @moechar !

    Is this needed with the latest e1.4.3 main and e1.5.0 beta patch?
    If it does, please update!

    Thanks!
  3. Kolaris
    Kolaris
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    • 63 kudos
    I'm enjoying this, but it would be nice if castle-bound villages could grow even a bit like their town-bound cousins. They contribute to town prosperity, but they don't benefit from it. Makes castles less appealing than they already were.
  4. Zedrichd26
    Zedrichd26
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    this is almost a needed mod. Hopefully they make this a ingame feature but hopefully you continue to update this mod as needed !
  5. Rosth
    Rosth
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    Does this work with 1.4 beta?
  6. bvu3
    bvu3
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    towns might be going broke because of this mod. Let me do more testing and report back.
    1. moechar
      moechar
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      Yeah, I've discovered this too. But it wasn't the case pre 1.2. I think, devs did something to gold gain in the cities. Though doesn't look like lack of gold cripples them, overtime they gain more prosperity and restore.
    2. Delahz
      Delahz
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      This may be why my caravans are making such low gold in a new game I started with this mod enabled. I'm going to compare to a start in a game without this mod and see if that's the cause.
    3. moechar
      moechar
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      That's to be expected that caravans do less money with this mod, because this mod boosts production in villages to make cities more self-sustaining. Even workshops was tweaked, because overtime all cities start to lack luxury goods due to unchanging production numbers, ramping up their prices. So even without "bankruptcies" you'll see less profit from caravans.
    4. Delahz
      Delahz
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      The difference is rather stark--with this mod enabled my caravan was never able to turn a profit even after a few weeks, and starting a new game without the mod it started to make good bank after the initial lull. This mod makes playing an independent trader really tough. Though my sample size is not large so maybe others have a better experience.
    5. moechar
      moechar
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      Can't confirm this behavior. I always play through caravans, and they never was in negative. 1.3 and all.
      Actually in 1.3 heroes raid villages so hard, cities very often can't really rely on them spending all their money on food, and villages rarely have a chance to grow. This mod feels like it actually needed for villages to be above 100 at all times. Trading in 1.3 is harder in general. I often can't find a place to sell my stuff for a week or more. Yet caravans still stay in positive. So something special must be happened in your playthrough.
  7. alecray745
    alecray745
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    Loaded this mod during a siege. Enemy numbers went from 500 to 1000 in a week.

    After another week or two it went way down and they are correctly starving.
    1. DREADLORDxxx
      DREADLORDxxx
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      LOL xD
  8. clintonramos
    clintonramos
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    Woot this might help with snowballing
  9. forandever
    forandever
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    May i ask this works at Beta 1.2 ? ?
    1. moechar
      moechar
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      Sure does.
  10. kmeyer37
    kmeyer37
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    Food prices across the board have plummeted in all cities. I like the idea of this mod but it breaks the game's economy.
    1. moechar
      moechar
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      Well, I wouldn't say it breaks it. It pumps prices of the food to the level it supposed to be, since cities now actually eat as much as they need instead of starving sitting on it, keeping prices of not used food low.
    2. leviathonlx
      leviathonlx
      • supporter
      • 1 kudos
      I do think food production may be a little too high to be honest. Besides it effecting the economy it also basically makes it so a city is never going to starve and I do think it's a good mechanic that a city/Kingdom can actually be starved by the enemy.
    3. kmeyer37
      kmeyer37
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      When you go to 8 cities in a row and they all sell grain for 3 gold and have over 1,000 units it's breaking the economy.
    4. moechar
      moechar
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      Hm, never happened to me that ten different cities had big surplus of food. Only those ones that are very safe and never get sieged and have a lot of villages that produce grain (ex. in the desert). And price gets back very quickly when wars start since caravans all go there and buy all grain from that city to trade it in other ones.
      Also production scaling is proportional to village size, i.e. 1000 hearth village makes exactly twice as much as 500 hearth. And 1000 and more hearth villages are seen only around 10000 prosperity cities that consume enormous amount of food usually unable stockpile a lot of it.
      Maybe I should slow down village growth and reduce scaling production a little bit. But it not really gonna change the fact that safe towns will stockpile cheap food that can be sold in ones that are constantly at war. That's kinda normal.

      upd: Actually, nevermind, I lied about production bonus. I've miscalculated "normal" production of a village, and production growth after village gets to a maximum level was actually twice as big than grow of production from level ups. Toned it down.
    5. forandever
      forandever
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      Ahh... this could make the game whole different...
      cauz Armies often retreat for buying food..