Mount And Blade Warband Productive Enterprise

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  2. Mount And Blade Warband Productive Enterprise Ahmerrad

This contradicts the views expressed in the article; so I was wondering if anyone had insight regarding the initial claim about flooding the market or maybe why my tests might be biased. I'm running Mount & Blade Warband v.1.158. May 6, 2011 - I know in WB you can buy land for 'productive enterprises' but I don't. Kinda curious what advancements have been made since warband.

Mount And Blade War Band Wiki

For sustainable cash, go into towns and set up productive enterprises with tournament or ransom money, so you can sustain a good force in peacetime as well. The best ones for this purpose I've encountered are Oil presses and ironworks. Keep on repeating this process and you should end up with a ton of spare cash coming in every week, and be well on your way to snagging the gold farmer achievement. Be sure to spread out your businesses, as factions you're at war with will close down businesses you have in their towns for the duration of the war.
Mount And Blade Warband Productive EnterpriseDyeworks are better than oil presses and ironworks in most cities. Except for Rhodok towns, Dyeworks produce a steady 500-600 denars profit every week. Most other productive enterprises produce much less. Ironworks are ideal in a few towns with cheap iron, namely Dhirim, Curow and Ahmerrad.

About this mod

The goal of this mod is to give the players the possibility to build up a trade empire, with buildable manufactures in the city's, buyable land in the villages, own caravans and so on.
Cause you need consumers, a population system is planned, with 3 classes of people (Poor, Normal and Rich), with different demands.
This is an

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Mount And Blade Warband Productive Enterprise Ahmerrad

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Mount And Blade Warband Productive Enterprise

Arch3r OS: Bridge Battles
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Prisoner Dialog by Mordachai
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Bandit bribery by Geoffrey Ashe
Link
Voice Commandos - incomplete
Fog of War - only in new games
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Camp Entrancement by Tempered
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Customizable sparring matches by Jinnai
Link
Exchange Troops with Vassals
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Custom Player Kingdom Vassal Titles by Caba`drin
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Pike & Blade
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Sea Battles MK2
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OSP Sea Trade
Link
Expanded nobility title system kit
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Expanded dialog system kit
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export/import npcs
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Village Raids & Sieges
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Always join a side during fights
Link
Banking
Link
Kingdom restoration
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manhunter: attack them or sell them prisoners by Glabrezu
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'Ethnic Troops' mini-mod and Better startup merchants mini-mod by nemchenk
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since Version 0.5:
The World Map to show the exact realm of factions by rubik
http://forums.taleworlds.com/index.php/topic,251355.0.html
More new Companions Mod by Malikfaris
http://www.mbrepository.com/file.php?id=2159
Floris Mod Pack - Basic Items
http://forums.taleworlds.com/index.php/board,197.0.html
since Version 0.6
[OSP] Tavern Animation Pack by Daedalus a.k.a Slawomir of Aaarrghh
http://forums.taleworlds.com/index.php/topic,299774.0.html
[OSP] Map Icons Pack also by Daedalus
http://forums.taleworlds.com/index.php/topic,303947.0.html
[OSP] Camel Kit! - Makes horses react to camels by Zarthas
http://forums.taleworlds.com/index.php/topic,158440.0.html
[OSP] KAOS Political KIT by lazeras
http://forums.taleworlds.com/index.php/topic,323422.0.html
[OSP] Overhauled Morale and Routing by jacobhinds
http://forums.taleworlds.com/index.php/topic,320256.0.html
FISH&CHIP OSP - Heraldry&Retexturing Unleashed by Lav
http://forums.taleworlds.com/index.php/topic,303630.0.html
More Metal Sound Mod V2.2 by Checkmaty
http://www.nexusmods.com/mbwarband/mods/1044/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodfiles%2F%3Fid%3D1044&pUp=1
Mortal Women Sound Pack by mortal
http://www.nexusmods.com/mbwarband/mods/3905/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmodfiles%2F%3Fid%3D3905&pUp=1
' taking troop level into account when determining morale penalty based on size' by kt0
http://forums.taleworlds.com/index.php/topic,8652.msg1576674.html#msg1576674
Improving the auto resolve systemby kt0
http://forums.taleworlds.com/index.php/topic,59553.15.html
Improved Siege Tower mechanics by Somebody
http://forums.taleworlds.com/index.php?topic=289532.0
Campaign AI Fixes and Tweaks by Motomataru
http://forums.taleworlds.com/index.php/topic,248544.0.html

Clicker heroes which ancient first. I just hit 75 and unlocked the Ancients tab, and once I grab my first hero soul I want to know which Ancient I should be buying. Assuming not. Jun 6, 2015 - I'm planning to build an idle build and my Ancients are. Vaagur, Siyalatas, Mammom, and Pluto. Are any of these good? Siyalatas seems to be. I am unsure what you mean here. You are not limited to one ancient. Here is a post I made in another thread for your first run: You want to be.

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Changelogs
  • Version 0.42

    • changed colors of faction
    • presentation player caravan manage changed, now allows for automatic transports from villages to other villages and towns
    • added dialog for trade caravans
    • updated OSP SeaTrade code
    • Budget presentation changed, updated rent income and other changes
    • presentations keinPlan_player_city_trade and kontor_trade changed spice price slot from 750 to 250
    • replaced all 'itm_' requests in the code of dialogs and menus to use new inventory system
    • menu_village now has 2 new options to repair looted villages
    • merged diplomacy tresury and bank account, changed diplomacy dialogs
    • bank_menu and sub-menus have been changed
    • simple trigger interest on deposits changed
    • moved city report from kontor menu to city
    • added new options to center_manage menu
    • made changes to pre_join menu
    • made changes to cattle heard menu
    • added prisoners to workforce calculation in triggers
    • also added garrisons to food consumption trigger (they count as poor people)
    • NPCs building up trigger changed
    • added new constants and slots for city improvement feature
    • genesis simple trigger updated
    • food conversion simple trigger updated
    • changed timer from simple trigger item prices from 2 to 12 hours
    • script initiate_economic_information has been updated
    • select_most_profitable_town and most_profitable_coastal_town updated
    • script do party_center_trade, game_event_simulate_battle and village_set_stage updated
    • guild master and village eldar dialogs investment_choose_enterprise and eldar_investment_confirm updated
    • updated diplomacy code to version 4.3
  • Version 0.7

    • minor changes to the nord trooptree and the cult of the westwind, new merctypes
    • fixed a bug in the horsetramplig script, now horses fear camels, and other smaller bugfixes
    • added 'Ye Olde Tavern Strumpets' and other ressources
    • 'Game of Thrones'-Featureset NPCs try to kill each other or make presents, citycouncil members get killed and replaced, lord get hurt, can backfire on the person who started it
    • Sarranids got a new weapon, the grenade
    • a total count of 120 companions is now recrutable (~40% female), wih the spezialists from the more companion mod and some regular ones (lvl1-5)
    • your maximum army size now grows with every fief you hold
    • ordo calradia troops now sometimes use special battlecrys (bad quality just for testing)
    • added 6 new partyskills that affect the party during fights (more melee damalge and so on)
    • 3 new minor faction (based on the 3 religions)
    • 'Book of Law' - 16 laws that can change your kingdom
    • added cooking party skill, reduces food consumption 5% per skillevel
    • different speeds for sea traders and pirates, sailing skill affects player speed as ship
    • new names for lords from the nord. swadian and rhodok kingdom
    • renamed citys of swadian and nord kingdom
    • hunting enabled for goat, donkey and camel herds
    • enabled buying and selling for the new buildings, added in 0.5, in vilages and towns
  • Version 0.6

    • new trooptypes and changes to the trooptrees
    • religious npcs now get religious troops sometimes
    • added kingsguard troops to kings, based on the size of the kingdom
    • more diverse civilian npc in towns
    • named npc partys and npcs in towns
    • all npcs and player have a character and religion that influences theyr behavior and opinion of player
    • updated the kontor price setting presentations so automated trading in villages and town is possible again
    • new interiors for banks and churches
    • added hunting for deers, wolfes and boars
  • Version 0.5

    • completly rewritten code to support 65 tradegoods (24 in native), on 4 markets, new distribution of good on map
    • no longer savegame compatible
    • added new items from Floris - Basic
    • added More new Companion-Mod companions
    • added first testin version of the city-council featureset, which allows more interaction with a city
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