How to create trailers in Mount and Blade II: Bannerlord. Trading is an essential Mount and Blade II: Bannerlord process. It’s standard practice where you can visit one city, buy a good chunk of its perishable goods, and then sell it for a higher price in another city. This is a great skill that your character must have in the game.
Description. u can spend money at the Blacksmith to upgrade ur equipment. Note: to find the smith, need to press the alt key after entering the town, and then look for a white smith icon, and talk to him. it's not clicking the smithy button on the town ui. 2023-04-04: 1. supports crafted weapons and saddles. 2. u can upgrade companions' equipment.
That's more than enough for 1-2 workshops. Not to mention quest to hunt brigands + hideout + loot is about 10k. It's not game fault, but it should be more stable/predictable. Caravan that's fastest party on world map shouldn't get caught by 4.0 speed bandit party. Yes, supply/demand does make sense, problem however is the impact it has.
actually no. i have 3 workshop, 2 smithy and 1 tannery. all of which doesnt really making me any money. If you buy either completely or mostly the stock of tools (smithies) or leather (tannery) you will see them make more money the next few days, which shows you what the likely problem is, too low price for the outgoing product due not enough demand (caravans/city consumption) without player
In the course of making this mod I discovered a number of bugs. I've fixed a bunch of them, detailed below. Crossed out items were since fixed by Taleworlds. War Tax did not add income for the ruler Fixed in V1.1; Crown Duty did not add income for the ruler; Debasement Of The Currency bonus was mislabeled as War Tax in tooltips Fixed in V1.1
It is not that i do not make profit is that i do not lose any money. I had a workshop working for 100 days i lost 0 denars i made 0 denars i do not even see it in the mini window above my money. I am sure it is a bug because i tried it with a plethora of characters (no mods correct cities based on production of goods, no competition) and it
Not all workshops are profitable. Breweries, silversmiths and tanneries (unsure on that one) seem to be the go to money makers right now. It also depends on caravans being there, if the faction is at war, etc. You won’t make money just slappping a workshop down in any town. Plus, they take longer than they used to in order to ramp up profits.
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3: it may simply be a new olive press so you'll have to give it a week or two to be fully operational and massively profitable. 4: this ties into 1 and something someone else said but if other cities are producing olives nearby that may be your culprit as they getting your olives and selling em for profit. 6.
If the workshop does become profitable, you still have a bit of a hole to climb out of. You need current capital to be above initial capital. Once this happens, you'll get a payout of 20% of the amount above initial capital. So if initial = 10000 and current = 11000, you'll receive 200 per day. Keep in mind, wood workshops are generally lower
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