A Productive Enterprise is a feature in Mount&Blade: Warband that allows a player to build a small industrial facility for a large initial lump-sum plus a weekly maintenance fee. In return, the facility can convert raw material goods into finished product goods that usually have a higher sell price, allowing the player to profit from the difference. An enterprise can be set to run automatically, allowing the player to set up several sources of additional income that require little to no maintenance, allowing the player to focus their time on issues other than generating revenues once the player can build up the initial down payment to have a large set of enterprises built.
Productive enterprises are only built in towns by speaking to the Guild Master about productive enterprises, but only one can be built per town. They can only be set up in towns where the player has a neutral or positive reputation for the town, the lord, and the faction that controls the town.
If the faction that controls the town becomes hostile to the player, the player will not receive profits from the facilities for as long as they are hostile, and in the weekly budget report, it will say that the shop is 'under sequestration'. However, the enterprise's warehouse will not be altered in any way, and operation will be resumed immediately once the former enemy faction's hostilities with the player are over.
Once the initial lump sum of money is spent, seven days must pass before the facility is completely built.
You may only set up one of nine shops per town:
The 'average profit' in the table is calculated from the base value of the goods in question. As these are commodities, their actual prices will radically differ from one town to another, and all the standard issues of trade, and hence, the low and high value of goods according to supply, apply. The formula used estimating the weekly profit is: value of outputs minus value of inputs minus cost per week.
Your facility can drastically impact local supply by buying up the supply of raw materials, and flooding the market with their finished products, driving raw material prices up, product prices down, and overall resulting in diminishing profits over time unless caravans or the player can stabilize the prices through trading commodities to other towns.
A productive enterprise will buy, convert goods of one type into goods of another, and then sell back those goods on the exact moment of the weekly budget report, and markets will adjust their inventories at the same time. A player can manipulate the markets by buying up the finished product or selling off the raw material just before this occurs, adjusting prices for those goods. Like with real markets, it is possible for players to 'speculate' in the markets - buying up, manufacturing, and stockpiling goods in the warehouses of your facilities until prices are high before selling them off at potentially greater profits.
For this purpose, each facility has its own warehouse that lets you store a large number of items. Raw materials of the type the facility uses will be consumed instead of purchasing directly from the market if you place those raw materials in the warehouse. You can also direct the enterprise to stockpile its products in the warehouse instead of selling them to the market, so that you can sell them in other towns or to wait for prices to rise. You can also store items unrelated to the facility, which will simply be stored for later retrieval if you have yet to claim a fief.
Generally, a highly productive town will produce many goods on their own that drive prices down and make your own businesses, which have fixed production rates, less profitable, meaning that sometimes less prosperous towns are more lucrative markets. Conversely, villages are the providers of the raw materials for your industry, so if villages are routinely looted, the prices of your raw materials go up, eating into your profits, as well.
The most lucrative markets, however, are locations where villages produce a raw material that their associated towns do not actually produce the finished product. Curaw's villages, for example, produce iron, but Curaw itself does not produce tools, making iron very inexpensive and tools produced from that iron relatively valuable (at least, until you flood the market) in that town.
The frequency of caravan visits also plays a role: caravans tend to normalize the prices by buying up finished products that are overabundant and cheap (raising the prices of your own goods if you are flooding the market with more goods than it can absorb), but also buying up cheaper raw materials if you are enjoying an abundant supply of cheap materials, and cutting into your profit margins as well. A town with infrequent caravan visits may provide very cheap raw materials, but because your industry will flood the market with goods, will also drastically lower the prices of your finished products as well. In these cases, the most profitable course of action may be to order the industry to warehouse the products so that you can sell them to other markets yourself, which requires personal supervision of the industry, but can allow you to enjoy the full benefit of lower raw material prices and exploiting high finished product prices in other towns.
Generally speaking, mills and bakeries are unprofitable, as you will face too much competition as every town already has a bakery and every village produces grain. Wool cloth, likewise, is produced almost everywhere, but wool itself generally is not, often leading to negative profit margins. Conversely, breweries are generally reliable, if not terribly profitable ventures, since the price of two ale will almost always be far above that of a single grain.
The other products all generally depend upon the relative availability of raw materials and what a town already produces. Towns that produce goods whose raw materials are not produced by their villages (or whose villages are routinely ransacked) will offer poor or even negative profit margins, while towns that do not produce a product while their villages produce a raw material will offer up great profits in that type of product.
An alternate way to increase profits is to 'cut out the middleman', so to speak, by simply looting villages and plundering the raw materials needed by your enterprise to make finished products. This can completely phase out the need for buying raw materials from the market and waiting for more from the outlying villages and trading caravans. However, looting villages drastically decreases your honor, drastically decreases relations with the faction and vassal who owns the village you loot, and obviously drastically decreasing relations with said village. But when you choose to loot villages to gain raw materials, make sure the villages aren't owned by the same faction who owns the town in which your enterprise(s) are located, as the faction's authorities will seize your business.
Asking villagers what their villages and towns produce before making your choice can help you get a grasp of the long-term prospects for building a facility in a town. Keep in mind castle villages will trade goods to the nearest town of their own faction - sometimes meaning that raw materials will become available or unavailable to a town based upon whether the same faction that owns the town owns the nearby castles or not.
A bug exists in pre v1.1 games that disallows players to purchase a Productive Enterprise, even if all the prequisites are met. This can be resolved simply by patching up to any version after 1.1.
GalleryEdit
Mill and Bakery
Brewery
Tannery
Wine Press
Oil Press
Ironworks
Velvet Weavery and Dyeworks
Wool Cloth Weavery
Linen Weavery
Discussion in 'Mount & Blade / DLCs' started by leftguard, Jul 27, 2012.
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From United States
Can anyone tell me the fastest way to get a leg up in Viking Conquest? Warband of course? I keep getting robbed and don't start with enough money to hire vollenteers (or how ever you spell this damn word) or I have to please village elders before I can ask for vollenterees. anyone know of a fast track to standing in this game/
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squid830
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From Australia
Greyjumper: Can anyone tell me the fastest way to get a leg up in Viking Conquest? Warband of course? I keep getting robbed and don't start with enough money to hire vollenteers (or how ever you spell this damn word) or I have to please village elders before I can ask for vollenterees. anyone know of a fast track to standing in this game/
Yeah not really a fast track, but a couple of things that might help. Relations in this game tend to happen over the long term (at least for friends - enemies are easy to make!).Firstly, your idea of attempting to get recruits from villages first is a good one, because with renown < 150 that's the only way you're getting troops (apart from random and potentially expensive mercs in mead halls - and the high-level ones also require a renown > 150). You should be able to convince the village elder that you're capable via dialogue - it might fail, if it does just try again in a day or so. If it succeeds, you'll have to pay a small sum (something like 300-500?), and then you'll finally be able to recruit from that village. While you're waiting, either go to a different village or do menial tasks for the elder - relations are important in this game as they determine the chance of getting troops (including the number as well as type), so it's generally worth it to choose a few villages you intend to recruit from and get their relations up as high as you can. I tend to stop by certain villages/towns/forts and check for jobs while passing through, so I often have multiple jobs on the go. Tavern recruits - if you can afford them - are often worth getting at the lower levels to supplement your team. One thing that are definitely worth recruiting are companions - in sandbox they randomly appear in mead halls, most don't require any up-front cash (and those that do don't require more than a few hundred), and they level up similar to you (although much, much slower). You can equip them with any gear you find, so even though they may appear to be lower level than the 'regular' troops, they'll generally perform much better - and they can't die, so no need to worry about replacements. At the start of the game, it's worth trying to do missions with the minimum possible amount of troops - I've completed many missions with < 8 companions. That way you not only save on recruitment/replacement/training/weekly costs, but smaller teams means team members level up faster. Also smaller teams means you'll end up with more loot - ideally either your character or a companion will have a good 'looting' value since that makes a significant difference. Selling your loot is where I originally stumbled, since I would just sell it in towns. Ideally you want to instead sell the loot either to one of the merchants in your Refuge (which costs money, materials and time - so not something you'd do straight away), or one of the many thieves hideouts. In general, unless someone gives me a mission to destroy a robber's lair or something, I'd leave them alone and instead sell all my loot there - they pay full price (way more than towns anyway), they have unlimited inventory capacity, and their cash refreshes daily I believe. The only caveat here is that you need significant negative reputation to be able to sell loot there - but that's easy enough to get by, well, looting things.. ;) So, this is the fun part - looting things. I wouldn't do this without also (or ideally, before) doing some missions for local lords/mayors/reeves/elders, so you have some allies. Basically you need only 20+ troops, find a juicy monastery or village, and raid it. Villages tend to be more profitable without making you enemies with Christians (which can actually subtly bite you if you're not careful), and you can first steal cows, then raid the village. Also raiding caravans is very profitable too. I'd be careful about which factions/lords to annoy at the start though - I usually ensure I'm a merc with a faction so that I automatically get their enemies, so I can raid without getting blamed for starting an incident. Note also that although you'll want to sell loot to the bandits, there's nothing stopping you from killing and looting the bandits coming out of that lair - and then going back and selling their loot! At the start of the game, bandits can be a good way to not only make money but also level up while you're at it. At the start it can often be worthwhile to 'take the first pick of the loot' instead of sharing it 'as is custom', since you'll often be able to find some decent armour and/or weaponry for you and your companions. This will generally reduce the morale of your warband a LOT, but can be counteracted easily enough by just buying a round of drinks at the pub, or visiting the happy widow if there's one around (and often - if you sell the loot - this way you'll still be ahead). Combat-wise, it's worth doing the arena fights at the start of the game. Not only can you earn some pocket money, but it's a good way to learn the combat of the game while also upping your skills (and level) for your main character. Finally, once you have > 150 renown and +5 rep with a lord, you should be able to recruit from his town/fort. These are better for recruiting from since you're guaranteed at least level 2 troops and can get up to level 3 (unlike villages which are level 1-level 2). Also you won't need to bribe anyone, and doing missions for lords typically gets you money from the lord in addition to relations. You can also get the higher-tier tavern recruits - this is generally the best/easiest way to get cavalry in the game, although it's usefulness is still primarily for cleaning up at the end of combat. The best advice for the start of the game is to just explore as much as possible: identify villages/towns/forts, based on culture, faction and/or religion - that appeal to you, then get a couple of them to be your best buddies (and their lords). And if you do require a larger warband for a certain mission, don't be afraid to disband them if they're costing too much, unless of course you can park them in a garrison (an option later, but likely not at the start). This page elaborates on the above, plus goes into detail on much more than that. While the later-game stuff isn't the way I do things, the early-game tips helped me a lot (there's are a couple of 'how to make money' articles there, among others): https://forums.taleworlds.com/index.php?topic=323183.0
Greyjumper
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From United States
thank you so much for the advice and teaching! It helped allot and I've really improved my game and do appreciate the help. It's helped me to get a firm stand. thanks again and working ike a charm!
Sincerely, Greyjumper
-Iota-
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From Poland
Some products can be bought cheaply in one location and sold at a much higher value elsewhere. I do that a lot, because this just turns travelling into money-making, which is useful early on.
* For small-time trading, buy food in villages and sell in towns. There are exceptions, if a village doesn't produce a particular item cheaply (e.g,fish or honey in some places), but you'll learn to spot that quickly and most of the time selling foodstuffs in towns brings at least a modest profit. * For larger investments: buy certain raw materials (iron, wool, flax) in villages and sell in the cities. This can result in a x10 value increase (a unit of iron bought for ~30 and sold for ~300) * If you have the cash and capacity, buy mead and ale in places where it is plentifully produced (price <200) and sell at villages (price >300) * The two previous strategies can be combined, basically bartering cheap alcohol for village-made goods to sell in towns. * It's also relatively worthwhile to barter some extensive goods produced by villages (e.g. amber, silver) for mead and ale, and then sell the expensive goods in town. * Later on you will discover that certain cities have ether very low sale prices for certain goods compared too the rest of the world, or very high buying prices (e.g there's a place that buys wool, which is usually at ~350 a unit, at ~800). In those cases, if you plan to go there due to quests or conquests, you can stock up accordingly and make a decent sum of money on the side just by travelling to the right place. Trading is less exciting than looting, but it can actually be much more profitable, if the loot you get isn't high quality.
Post edited September 06, 2017 by -Iota-
Greyjumper
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From United States
-Iota-: Some products can be bought cheaply in one location and sold at a much higher value elsewhere. I do that a lot, because this just turns travelling into money-making, which is useful early on. Wow! what detailed information! thank you so much. I was wondering how to really make some money while traveling and was thinking about this today! I ran out of moeny for the cazillionth time and some of my men deserted me. I did buy some wine once and sold it at Ribe and made a good chunk of change, but I was on a mission and didn't really THINK about it. I will revisit all that you've said and incorprate this aspect of the game into my own game. Thanks so much for all the help, I really do appreciate it
* For small-time trading, buy food in villages and sell in towns. There are exceptions, if a village doesn't produce a particular item cheaply (e.g,fish or honey in some places), but you'll learn to spot that quickly and most of the time selling foodstuffs in towns brings at least a modest profit. * For larger investments: buy certain raw materials (iron, wool, flax) in villages and sell in the cities. This can result in a x10 value increase (a unit of iron bought for ~30 and sold for ~300) * If you have the cash and capacity, buy mead and ale in places where it is plentifully produced (price <200) and sell at villages (price >300) * The two previous strategies can be combined, basically bartering cheap alcohol for village-made goods to sell in towns. * It's also relatively worthwhile to barter some extensive goods produced by villages (e.g. amber, silver) for mead and ale, and then sell the expensive goods in town. * Later on you will discover that certain cities have ether very low sale prices for certain goods compared too the rest of the world, or very high buying prices (e.g there's a place that buys wool, which is usually at ~350 a unit, at ~800). In those cases, if you plan to go there due to quests or conquests, you can stock up accordingly and make a decent sum of money on the side just by travelling to the right place. Trading is less exciting than looting, but it can actually be much more profitable, if the loot you get isn't high quality.
-Iota-
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From Poland
Thereâs another option I forgot to mention. I usually donât do this, because itâs not convenient to do, interface-wise, but if I were nearly bankrupt, this might provide some of the extra money to pay the next weekâs wages:
At a friendly village, talk to the elder and ask about buying livestock. If the price is below 100, buy as many at once as you can/want (e.g, ask for five cows, not five times for one cow). The herd will appear on the map and youâll have the option to slaughter the animals, when you ride up to it. Each slaughtered cow gives two units of raw beef, which can be sold in a town for 80-140 per unit. Cautionary notes on trading: - Your men eat food. So if you trade food, theyâll also eat from the same supply. They eat every type of foodstuff (indicated by morale boost stat). They will eat from the first unit of that foodstuff in the inventory (if you buy three units of fish, theyâll start eating the first one). I generally always have a diverse supply of food for them all the time, because itâs a cheap way to increase morale. But if you donât, make sure to sell the food relatively quickly, so they donât eat all of it on the way. - Raw meat, i.e. pork, chicken and raw beef, spoils while in inventory. Itâs valuable for approx. 2 days after purchase. Then it turns smelly and rotten. Either sell quickly, or donât buy it, if youâre far from any friendly town. - Your men may randomly decide to drink alcohol you have in your inventory (for a small morale boost). - Expensive items, such as amber, silver, ivory and furs can be stolen â even in a warband that has 99 morale. Iâm not sure than governs the chance that this will happen. Sell them quickly. The safest items to trade (donât spoil, arenât consumed or stolen and have a high ROI) are wool, iron and flax, when bought in villages and sold in towns. The losses on other goods are rarely large, but if you're operating near zero money, you might prioritize safe items. Keep in mind when your men will ask for their next wages. Obviously, avoid buying stuff, if you won't sell the goods before they ask for their money and you wonât have the money to pay them otherwise. And then thereâs the⦠other sort of trade: Once you get up to an army size with which large-scale battles are a thing, you will be able to sell large numbers of enemies who were knocked unconscious in battle (your capacity to capture prisoners depends on the number of soldiers who are alive and well after a battle, and the number of enemies who have actually been knocked out instead of killed). There are a bunch of different traders who deal with this, with drastically different prices: * Prisoners can be sold at mines, lumber camps and farmsteads (not villages) to the reeves or foremen, for a very small sum of money. Only worth it, if youâre passing by, have a rag-tag group of commoners as prisoners and want to free up capacity for the next battle. * They can be sold to a stationary, named trader in one of the towns of West Saxe. He has relatively low prices, but is always there, if you need him. * Some coastal towns have âslave marketsâ â look for a slave trader at the dock (no quick-travel, unfortunately) * The highest prices will be given for high tier troops by ransom brokers who appear randomly in town taverns. There were times when I could get an extra 6000-10000 simply by selling my prisoners off after an engagement with an enemy lord. Of course, if you canât engage in large battles and capture high-tier enemies, the profit will be much lower, but if youâre struggling to even pay your men, thatâs still some extra income to cover their wages. Hope this helps keep you warband fed and happy.
squid830
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From Australia
-Iota-: Cautionary notes on trading: These are definitely worth knowing, since it can be a bit of a shock to suddenly lose some silver because of some greedy git in your army!- Your men eat food. So if you trade food, theyâll also eat from the same supply. They eat every type of foodstuff (indicated by morale boost stat). They will eat from the first unit of that foodstuff in the inventory (if you buy three units of fish, theyâll start eating the first one). I generally always have a diverse supply of food for them all the time, because itâs a cheap way to increase morale. But if you donât, make sure to sell the food relatively quickly, so they donât eat all of it on the way. - Raw meat, i.e. pork, chicken and raw beef, spoils while in inventory. Itâs valuable for approx. 2 days after purchase. Then it turns smelly and rotten. Either sell quickly, or donât buy it, if youâre far from any friendly town. - Your men may randomly decide to drink alcohol you have in your inventory (for a small morale boost). - Expensive items, such as amber, silver, ivory and furs can be stolen â even in a warband that has 99 morale. Iâm not sure than governs the chance that this will happen. Sell them quickly. According to what I've seen in the Vikings mod code, apparently inventory management factors in to how likely they are to steal (as well as morale), but I'm not sure if it's ever possible to guarantee they don't steal (without modding of course). Unless of course you have over 300 troops, and get the option to accept followers. While they slow you down a lot (forget about chasing anything once you get them!), they provide a number of useful options, including: - weapons merchant, who buys your stuff at the best possible prices. Saves lugging loot around, though he doesn't have much cash and takes 7 days to replenish. - mules. These allow you to store a large amount of inventory separately. Anything stored in here never spoils, and is never consumed or stolen. The only problem is if you should lose your followers, everything on your mules is gone. Of course by the time your army is big enough to support followers, you're most likely at the stage where you're getting enough income to cover your troops anyway - but I still find it handy not having to worry about my troops pilfering my silver.
-Iota-
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From Poland
squid830: These are definitely worth knowing, since it can be a bit of a shock to suddenly lose some silver because of some greedy git in your army!
The part that always makes me laugh, even while I lose money, is how unrealistic it is that someone under my command would successfully steal e.,g. a load of sliver.. and not desert. What did they do with it? Put it in the ground while we camped in a field, in the hopes that they'll survive in my service, be discharged and dig it up later? Better yet - what happens to the stuff if it gets stolen while we're sailing? I'm trying very hard to imagine some dude hiding multiple slabs of sliver on an open boat without being noticed..t would make much, much more sense to me, if they stole parts of the item instead of the whole thing in one go, the same way they consume food, or if stealing also triggered a desertion.
squid830: Of course by the time your army is big enough to support followers, you're most likely at the stage where you're getting enough income to cover your troops anyway - but I still find it handy not having to worry about my troops pilfering my silver.
As a personal preference I never accept followers, because I'd rather have higher army mobility - more chances to engage, to protect my cities from being taken over and villages from being razed, so I forgot that even exists.
Greyjumper
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From United States
squid830: These are definitely worth knowing, since it can be a bit of a shock to suddenly lose some silver because of some greedy git in your army!
-Iota-: The part that always makes me laugh, even while I lose money, is how unrealistic it is that someone under my command would successfully steal e.,g. a load of sliver.. and not desert. What did they do with it? Put it in the ground while we camped in a field, in the hopes that they'll survive in my service, be discharged and dig it up later? Better yet - what happens to the stuff if it gets stolen while we're sailing? I'm trying very hard to imagine some dude hiding multiple slabs of sliver on an open boat without being noticed..t would make much, much more sense to me, if they stole parts of the item instead of the whole thing in one go, the same way they consume food, or if stealing also triggered a desertion.
squid830: Of course by the time your army is big enough to support followers, you're most likely at the stage where you're getting enough income to cover your troops anyway - but I still find it handy not having to worry about my troops pilfering my silver.
-Iota-: As a personal preference I never accept followers, because I'd rather have higher army mobility - more chances to engage, to protect my cities from being taken over and villages from being razed, so I forgot that even exists. thanks forthe heads up on that one!! I'm just now getting to the level that I had my first followers asking to join. I turned them away but almost took them in. just didn't want to deal with them at the time. I am following the story line and am at the point where i raise an army right after I pledeged alligence to the king Rangnarson. So I hope to earn more income that I have been.
squid830
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From Australia
-Iota-: The part that always makes me laugh, even while I lose money, is how unrealistic it is that someone under my command would successfully steal e.,g. a load of sliver.. and not desert. What did they do with it? Put it in the ground while we camped in a field, in the hopes that they'll survive in my service, be discharged and dig it up later? Better yet - what happens to the stuff if it gets stolen while we're sailing? I'm trying very hard to imagine some dude hiding multiple slabs of sliver on an open boat without being noticed.. Greyjumper: thanks forthe heads up on that one!! I'm just now getting to the level that I had my first followers asking to join. I turned them away but almost took them in. just didn't want to deal with them at the time. I am following the story line and am at the point where i raise an army right after I pledeged alligence to the king Rangnarson. So I hope to earn more income that I have been. Yeah I have to agree the stealing thing is a bit lame. It would probably make more sense if the game mentioned that some other people (villagers, bandits, etc.) had snuck into camp at night and stolen it. The main issue I have with it is you don't even get a chance to discipline the troops afterward! One would think a warlord would have some pretty harsh options - similar to the siege events.t would make much, much more sense to me, if they stole parts of the item instead of the whole thing in one go, the same way they consume food, or if stealing also triggered a desertion. As a personal preference I never accept followers, because I'd rather have higher army mobility - more chances to engage, to protect my cities from being taken over and villages from being razed, so I forgot that even exists. I tend to only accept followers if I know I'm going on a long campaign, which involves sieging one or more forts/towns. Generally I'd also want to be marshal at the time, and have multiple lords of my faction like me enough to answer the summons so they provide a screening force. To get around the followers issue, I modded my game so that we're given more time before followers disband - I set it to 12 (or 24?) hours instead of the default (3? 6?). What this allows one to do is when there's something one wishes to chase, one can temporarily drop off most of their troops at camp - then one can chase the enemy with the remaining troops (which should be much faster now), take them out, then re-merge the army before the followers are disbanded. You lose access to followers while your army is < 300 or so, but as long as you get back in time you don't lose them permanently. From what I remember the storyline does a decent job of showing you most of the game's potential. Plus you get a free boat at some point during it as well (so don't go buying a boat before then).
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Marriage is a feature introduced in Warband that lets the player marry for love or for cold political gain. However, the feature was removed for With Fire & Sword.
Suitable partners for a male character are all the unmarried sisters and daughters of the various lords; as a female, all the unmarried lords and male heroes (if they are made lords) are available.
OverviewEdit
Players may wish to marry into one of Calradia's noble families. Marriage is not necessary for a player to rise in power and stature, but it does provide players with an opportunity to improve their relation with lords (by helping you host a feast), help prevent vassals from defecting (by offering you a special quest that allows you to resolve a dispute between nobles in your faction), establish a claim to the throne, and provide you with a household inventory you can store items that is accessible through your spouse (this inventory is also used to stock supplies for feasts).
Marriage requirements will be different for males and females. A male character will usually need to pursue a traditional path of courtship. He should establish a reputation in Calradian aristocratic society, get on good terms with his bride's parents or guardians, and then woo the lady according to local custom. If a player grows impatient, he may attempt to take a shortcut â but there will be consequences in his relations with other lords.
A male character should keep in mind that other lords will be competing with him for the affections of the kingdom's ladies. Also, a lady's tastes are unpredictable, and a player may also find that the object of his love does not love him in return. Romance in Calradia, as elsewhere, does not always prosper. Of course, a player may resort to other, less gentlemanly means of winning a lady's heart, but again, that will have a serious impact on his reputation.
To get started on the path of courtship, a male player should try to get involved in the social life of the Calradian aristocracy, attending feasts and tournaments. Also, wandering troubadours and poets can serve as a useful repository of information on courtship, and keep the player up to date about the latest gossip.
Female characters can also marry â but they should keep in mind that Calradian society is very traditional, and as adventurers, they have chosen a very unconventional path for a woman. A female character may have to look for a while to find a lord who is open-minded enough to marry her.
On the bright side, a female character does not have to go through the elaborate rituals of courtship, and she also may gain more from a marriage than her male counterpart. For a woman adventurer, marriage can be a quick path to power and an unscrupulous character may be able to use her husband as a tool of her political ambitions. Sound enhancements windows 10 missing.
Male CharactersEditMeeting Your PartnerEdit
The easiest way to meet your partner is during feasts, which can be entered freely if you're of noble birth. If, however, you come from a common background, you'll have to prove yourself either by winning the accompanying tournament or by having at least 200 renown.
The alternate way to meet a lady is to go through her family. By raising your relationship with her guardian (either her father or her brother) and asking to 'cement the alliance to their house', you may be given permission to start courting his daughter/sister. If you manage to befriend him, he might bring it up himself by hinting she would be delighted if you paid her a visit. How do i stop avast from blocking a file.
CourtingEdit
You start courting a lady by declaring yourself her 'most ardent admirer'. You can court several ladies at the same time, and make your decision later on. You can also court a lady of a faction where you are not a vassal, although it may be difficult to visit her in times of war.
About 5 days after your last visit, you will receive a letter from her asking you to pay a visit. If you have permission from the family you can just walk up to the gate and go in, if not, you are smuggled in dressed as a scullery maid by one of the nurses. Once inside, you may discuss your future with the lady, dedicate a recent tourney victory, or recite poetry you picked up from the various wandering minstrels in the hopes of winning her heart.
There are many ways to gain her favor:
Once your relationship is high enough you may propose, and with the blessing of her family, you may then marry at the next feast held in the land. A minimum of 20 relation points are required to guarantee an accepted proposal, although it is possible (but less likely) for a lady to accept a proposal with a lower relationship. Chance for it is calculated with players persuasion and amount of relation points you are lacking (in other words, 20 minus your relation points). Failing persuasion has a penalty of losing 1 relation point. Sometimes she will have another admirer, and you will need to duel him for the claim.
Sometimes a lady's father won't accept the player as a suitor, so he will need to somehow persuade her father to give him her hand in marriage. He will also ask for a dowry that must be paid before the marriage can proceed. The couple can also choose to elope, making an enemy of any of her relatives. If the lady's father defects to another kingdom, the wedding will be called off, as you and the lady's father will now be enemies, though you can still elope.
PersonalitiesEdit
You will learn from Wandering Poets that certain available ladies in the realm have particular tastes or aspirations that you will need to accommodate. They generally break down into five distinct groups; Conventional, Political, Moral, Combative and Romantic.
Female CharactersEdit
Courtship as a female character is very simple and direct:
If he accepts, talk to him during a feast to perform the marriage ceremony. If you can find the Lord on the field, he might say that gathering all of the lords together is a difficult task and suggest that you two marry in any hall. Then, you can find him later in any castle or large city, and he will ask to get married immediately.
If he declines your marriage proposal, increase your relationship and renown then try again. However note that certain lord personalities (such as upstanding and martial) will never marry a 'wild and free woman' such as yourself.
This will automatically grant you vassalage in the faction that he is affiliated to, so watch out if you want to stay a freelancer!
The Wandering Poets you talk to about courtship will however, still treat you as if you were a male suitor and give you suggestions for female companions.
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