Download here: http://gg.gg/wa6ts/1
The standalone expansion for Mount & Blade! With Fire & Sword builds and expands upon the highly regarded combat system from Mount & Blade: Warband. Firearms have been introduced to the battlefield.
*Mount And Blade Warband Viking Conquest Make Money
*How To Make Money In Mount And Blade Warband
How to get fast money in mount and blade warband for beginners - Duration: 7:41. Lewdika 54,036 views. M&B Warband: Economics (money) Tutorial part 3 - Duration: 16:31. Aug 06, 2019 Mount & Blade: Warband - Money-Making Guide (A Clash of Kings 7.1) Written by Dantastic / Aug 6, 2019 This guide will teach you many of the ways of making enough money to start your own kingdom in A Clash of Kings 7.1 for Mount and Blade: Warband.
A Productive Enterprise is a feature exclusive to Mount&Blade: Warband that allows a player to build a small industrial facility for a large initial lump-sum plus a weekly maintenance fee. It is beyond argument that one can gather a lot more money by being a murdering psychopath than a wise and caring lord. This is because the game automatically respawns traders, fishermen, and villagers going to market, and restores villages and monasteries to prosperity in a matter of weeks.Mount Blade With Fire and Sword: How to Make Infinite Money
Money in Mount and Blade Warband was typically easy to acquire via bandit hunting and slave trading. Once money was acquired it could be invested in gear and troops to fight stronger and more valuable bandits, or into businesses so that eventually you could focus on war over money grinding.
In WFAS the bandits barely give any money, with their guns your troops have a high mortality rate and you will frequently be KOd if you get in the thick of it without top tier armour, equipment is about 5x more expensive than in Warband, slaves are difficult to capture and worth very little, villagers are packing heat so raiding just isnt worth it, and businesses no longer exist
Trade is about as effective at making money as before, except for powder trading which feels like an exploit. Caravans are a new addition which were amazing at first but since have been nerfed into uselessness. Many guides will recommend caravans but they’re all pre-nerf.
In Warband taxes from fiefs were usually considerably less than the cost of the garrisons. The main point was to store troops for military campaigns and villages were a more lucrative source of tax income, though even then they gave very little. They give a LOT more money in WFAS, and once you deduct troop wages for the garrison you’ll still make about as much in taxes from a prosperous town as you could from 20 silk businesses in Native. They’re really worth it this time, it’s just getting to that stage that can be difficult.
While businesses are gone, you can now store money in banks to generate interest. This is at a rate of 14% per week. Since silk businesses cost 10k to start up and gave approx 500 per week in Warband this means the banks are about 3x more effective than businesses were. So if you can generate a few hundred thousand and bank it then you can rely on the interest to fund your campaigns, and with 1mil in the bank can buy special equipment for yourself and your companions and soldiers!
The main ways of generating money that will be covered in each section are:
1) Trade – Same deal as Warband but I will list the price margins of each item.
2) Powder – This trade good is special and by far the most effective means of early money making.
3) Taxes – About 20x higher than in Warband! I’ll walk you through how to get a nice town fast and protect it for 20,000 in takes per week (after some investment)
4) Interest – If you can get to the point where your weekly interest excedes your spending then you have effectively infinite money.
As an extra note: I recommend that after you’ve saved a bit of money you pick up a low level companion. Do some caravan escort quests to level them up a bit and give them charisma/trade. 3-4 trade is fine and will greatly increases your profits. If bandits attack your caravan don’t bother trying to defend it, just go get another quest. You can defend the caravans but you’ll need some good soldiers which costs money in recruitment, training and gear that your probably don’t have at such an early point, and you shouldn’t have to do that many just to get the first few levels on a lvl 1 companion anyway.Selling general goods
Average price for goods at 0 trade. Buy goods for less than this price and sell them for more!
*Oil: 400
*Salt: 220
*Linen: 180
*Fish: 50
*Beer: 100
*Wool Cloth: 240
*Flour: 50
*Spice: 800
*Velvet: 950
*Wine: 200
*Dried Meat: 70
*Iron: 220
*Dyes: 180
*Bread: 30
*Leather: 180
*Pottery: 90
*Hemp: 140
*Tools: 400
*Vodka: 300
All you need to do is find a town that sells large quantities of an item, typically 9+, as those will be the cheapest, then buy a few of them and sell them somewhere they are worth more than the listed price.Selling Powder
Black powder that is, not white!
Most towns sell powder, the stock varies from town to town. Azaq-kale in the SE corner is a special case as it typically has large quantities of powder (and spice) for cheap.
Unlike the other trade goods you should buy any powder you see in towns. You will very rarely see it in villages. You then sell the powder to castles. Be aware that not all castles appear to be castles, some of them look like towns but are actually castles. I’ll list the towns here, I suggest you write them down:
Sweden:
*Koenigsberg
*Reval
*Riga
Cossacks:
*Chernigov
*Kiev
*Sich
Poland:
*Krakov
*Lviv
*Smolensk
*Vilna
*Warsaw
Muscovy:
*Cherkassk
*Moscow
*Pskov
Crimea:
*Akkerman
*Azaq-kale (much powder!)
*Bakhchisaray
*Kyzkerman
You can sell them in any castle. Powder can be bought for 100-250 and at 0 trade the price range are usually around 600, 800 or 1000! I would suggest not selling powder for less than 800 unless your inventory is starting to get full as supply is considerably lower than demand. You tend to get 3-4x your investment for every powder you sell, this will remain a core part of your financial gains and I would suggest just keeping things simple and only trading in powder. 80% of my early game profits came from powder and I feel like I needn’t have bothered with anything else.Taxes – Milking the proletariat
All fiefs give taxes but cities give the best of all. I typically get in the region of 20,000 taxes a week from a single town that has most of it’s buildings and staff purchased. They do however require substantial investment to get started but considering the low price of troops wages it’s recommended to get started early.
Gather 50-100k money from selling powder. Go to the polish mercenary camp and buy a single mercenary horseman, than choose to change his equipment and buy top of the range armour, a kelkan shield and saber (kelkan is much lighter and faster than steel), a fast horse and some kind of musket (not a carbine, you don’t want them trying to shoot from horseback)
Now buy as many of these uber horsemen as you can and join a faction that isn’t Crimea, if you can’t join properly then join as a merc. Now go hunting lords with your monster cavalry force, just start the fight, line them up and charge. If the enemy makes a wagon circle then use the map and click behind the camp to move your force there before charging, there’s, a gap behind the wagon wall they can get through!
Doing this you will get lots of renown which increases your army size and chances of being recruited. Join a faction, preferably Cossacks, then go siege one of the Crimean cities, preferably Azaq-Kale. Crimeans use bows with their muskets, and bows suck without high power draw, so your heavily armoured dismounted cavalry will easily cleave through them.
Your leader will probably give the city to you, if not then pick another or take the city back after Crimea sieges it again. Once the city is yours dump all your cavalry in the roster and go buy a ton of mercs from the cossack camp, doesnt matter the type, and dont bother upgrading them you only need numbers to deter a siege and you want to keep them cheap
When your garrison is at about 400 you can stop, the garrison will automatically generate more soldiers. Multifox all versions.
Continue doing your powder runs and use the money to develop the city. Just talk to the mayor and pick buildings and appointing people and try to get everything and everyone built and hired. Your city will be poor because you sieged it but over time it will build in wealth and prosperity, and Azaq’Kale in particular is a very wealthy town. Be sure to deposit your cash in the merchant guild once you have built it for super interest. You can also buy custom equipment for cheap in a city you own!
And if you are feeling especially greedy you could go and grab up another town! Just be aware it gets tedious clicking through all the staff wages screens every week.Interest
Once a Merchant Guild has been built you can store your money there for safe keeping and interest. I’ve heard that if a city is taken by a rival faction they take all your money from the bank but I cannot confirm this. I have never seen Azaq-Kale sieged by anyone but me, even after 1000 days, and if you yourself control it you can ensure the protection of your money.
Interest is 14% per week. If you have 100,000 stored then it’s 14k per week. If you have 1million stored then it’s 140k per week! Custom mercenaries and gear orders are VERY expensive but if you can work your way up to 1mil then you will never need to worry about money again, the interest will pay for everything!
There is one thing I need to say about this though. The actual process of adding money is very misleading. When you click to add money to the bank it puts all of the money you are holding into the bank. So if you then click -2000 you aren’t putting 2000 into the bank, you’re taking 2000 out! At first I was trying to put everything in except 5000 for powder trading and started thinking there was a maximum of 5000 per bank when in fact I was putting all my money in and then taking all but 5k out! Don’t get confused like I did, just click to add money then click -2000 a few times.Conclusion
So, in a nutshell:
1) Get money through letter delivery, tax collecting or caravan escorting. Song kaleje peed pake o baitha door jake. 1k will do.
2) Buy powder from the listed towns. Sell to any castle for 800+ (you should buy some cheap horses with your early profits to keep in your inventory and keep the weight of the powder from slowing you down)
3) Optionally trade in other things as well.
4) Save up 100k then get a well geared polish merc cav army, farm renown, join a faction and capture Azaq-Kale.
5) Garrison Azaq-Kale, develop city while powder trading.
6) Collect taxes from Azaq-Kale, continue powder trading, deposit most of your money in merchant guild in your town to generate interest.
7) Optional: Capture more towns for more tax revenue (warning, it gets really annoying to click through all the staff wage windows at the end of the week!)
8) Get to point where interest excedes expenditures, you now have effectively infinite money!
It’s end. I hope “Mount Blade With Fire and Sword: How to Make Infinite Money” helps you. Feel free to contribute the topic. If you have also comments or suggestions, comment us.More of this sort of thing:Sep 17, 2019
There are a lot of obscure mechanics in Warband that a very large fraction of the playerbase is unaware of. Even veterans of this game do not necessarily know how everything works. This guide attempts to bring some of these obscure mechanics to light. I haven’t proofread anything yet, but hopefully you can learn something.
Introduction
Even after 1000 hours, I am still learning new things about this game. Is that a good thing? If you asked me, probably not. There are so many obscure mechanics -- some of which are extremely important, mind you -- that the game doesn’t explain clearly, and so a huge portion of the playerbase may not even know about most of these things. Because of this, I figured I should write a guide that explains them.
Difficulty Settings - Campaign AI and Combat AI
All of the difficulty settings are pretty self-explanatory, save for the AI settings.
Campaign AI affects many things:
In format:
Poor / Average / Good (i.e the values on respective difficulties would be 6/4/2)
Economy:
Player tax inefficiency becomes more severe as campaign AI difficulty increases. The player can hold 6/4/2 ’core’ fiefs, i.e fiefs that do not suffer from tax inefficiency. Each ’non-core’ fief increases tax inefficiency by 3%/4%/5%.
Lord Armies:
Overall, on good campaign AI, and to some extent average, enemy kingdoms will be significantly more powerful and it becomes essential to take lords prisoner.
Campaign AI mainly determines how fast an AI Lord can recruit troops. In code, this is technically done by determining the cost of recruitment. On Good Campaign AI, a lord will be able to completely recover from defeat after just a week or so. Whereas on poor campaign AI, you can easily get away with never taking a single lord prisoner throughout your entire game, on good campaign AI, I would recommend that you take enemy lords prisoner -- even upstanding and good-natured ones -- to prevent a constant stream of enemies.
Campaign AI also determines a Lord’s wealth (I think? Or it might just be a side effect of drastically lower recruitment costs) and their army’s XP rate -- both of these primarily determine their army’s troop quality.
It is a common myth that max AI lord party size is determined by campaign AI difficulty. In fact, it is determined by the ’ideal party size’ variable, which is determined by the player’s level. In other words, max AI lord party size is the same across all difficulties and scales with the player’s level. Practically speaking, though, Lord armies will generally tend to be bigger on good campaign AI because Lords can reach their max party sizes faster because of their outrageously buffed recruitment speed. Additionally, these death stacks will have far more room to upgrade their troops.
Behavior:
Campaign AI determines how biased lords are against the player in several ways. On Good campaign AI, lords will be less willing to follow a player marshal, less likely to join the player’s kingdom, more likely to declare war on a player kingdom, and (I think) more likely to attack the player’s fiefs.
TL;DR, don’t play on Good Campaign AI unless you want a challenge, because the AI cheats a lot. On good campaign AI, a lord will essentially be able to spawn an army out of thin air, and in the late game, it wouldn’t be unusual to see Harlaus walking around with nearly 100 men-at-arms.
Combat AI
But what does combat AI do? It turns out that combat AI is a lot more simple to explain and a lot less cheaty than campaign AI.
On poor combat AI, the AI is stupid. They will delay their swings, giving you an opening to attack them. They will not feint and they are generally poor at blocking. Their sole tactic on the battlefield is bum rushing into your shield wall. I would not recommend playing on this difficulty. I played on poor combat AI for my first 800 hours, and it resulted in some very bad habits which I’m still trying to break. You will not get that much better at combat playing on this setting since everyone, even elite troops, are pretty much punching bags. This is probably the most noob setting to turn down, even worse than the damage settings IMO.
Average combat AI is a balance, I’d recommend it for new players.
On good combat AI, the AI will have no delay on their swings, will feint extremely frequently (several times before an attack), and is very good at blocking. This allows them to operate to the full extent of their stats, and everyone will fight as if their lives depended on it. It will be a challenge to take down even a single elite troop if your weapon proficiency is not good.
AI Behavior
How do lords interact with the player?
Lords have personalities. These personalities are: Upstanding, Good-natured, Martial, Calculating, Pitiless, Quarrelsome, and Debauched.
The better their personality, the more loyal they are as vassals, but the harder it is to convince them to join your kingdom. Ideally, you want all of your vassals to be either Upstanding, Good-natured, or Martial.
Their choice of dialogue depends on their personality, so once you memorize the different dialogue it becomes easy to know their personality.
Interestingly, AI Kings will not allow you to become their vassals under normal conditions if you have high right-to-rule -- they consider you a potential rival/threat to their realm’s stability. You can still become their vassal if you take land first before asking.
AI Lords that dislike you will do everything in their power to attack your villages. The only exception is the Good-natured lord, which will never loot any village, ever, including villages owned by other AI lords.
If a sadistic (evil/debauched) lord dislikes you (-20 relations or less), they will hire assassins that attack you in taverns. They function exactly like a Belligerent Drunk does except they attack you without notice and you do not have to look at them for them to attack you.
Which skills can AI Lords use?
If you plan on making a companion into a lord (which you can do if you ask them ’Would you be interested in holding a fief?’ when you have your own kingdom set up), you might want to invest into these for them. I highly recommend checking the wiki first, however, because companions have personalities as well. And you will lose a chunk of relations with every lord in the game if you make a commoner companion into a noble.
AI Lords use 4 skills:

*Pathfinding
*Trainer
*Tactics (helps them in autoresolve)
*Leadership
How are autocalc battles, both between you and an AI and AIs versus other AIs, calculated?

*Numbers.
*The levels of their troops.
*Level of the Tactics skill.
Equipment and so on has no role in autocalc. From what I understand, all that matters are those three.
Do AI Lords have wealth?
The answer is yes. They use their wealth for recruitment (and possibly upgrading). Unlike the player, they have to manually collect money from their fiefs. This is why you’ll see them sitting outside of their villages. It’s also why AI Lords become poor if they have too many fiefs -- because they don’t have the time to travel around the map to collect taxes. For this reason it is best to arrange your vassals in a way where they only have a few fiefs and they are all right next to each other.
An AI lord’s village will lose wealth if you loot it, preventing them from collecting taxes. But that barely does anything compared to just defeating them in battle and forcing them to rebuild their army. A fief’s wealth cannot go below 0.
The AI lord’s economy functions completely differently from the player’s e

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