So, let's see if i can remember everything:
- Item price got multiplied by 4 (from /100 to /25)
- you can no longer work in towns
- instead you can either beg (gives you +1 coin per hour)
- or craft (read below)
- trading distance bonus got buffed (you can now get up to 450% of the price, so selling stuff far away for 25 gold means you get 113 gold per trading item)
- you can now trade goods with other players directly
- castles give lots of recruits,
- villages give lots of crafting opportunity
- towns will have a marketplace - in a town, you can put up your goods for trade with other players. The idea is that people produce goods in villages and bring them to the towns where big merchants will transfer them to faraway places
- you can have as many goods on you
as long as you don't move. When you move, you lose 1 good per minute until you are down to goods_amount=troops_amount- gold from crpg got
nerfedrestructured - it's 1 gold per x2 and x3 tick, 2 gold per x4 and x5 tick
- selling items to the bank was changed from 70% to 20% return value.
-probably some thing i forget which i will add asap
Crafting guid:
There are 2 different crafting values: The first percentage is a general percentage for this fief. It's a general yes or no random pick per hour. If this is 100%, you will get to stage 2 every hour. If this is at 0%, you will never produce anything
Then you can decide what to craft. Trading goods (the first entry) are always 100% and you always get +1. Production of those always costs the good price in the village divided by 2. You can either sell them directly to the village (low profit), sell them to a nearby village/castle/town with a higher price, or sell them to other merchants.
Then you can also produce items, accordin to your smithing skill. Smithing skill is defined by the mysterious text within crpg.
The percentage means two things: first, it means you can produce a good cheaper than buying it. When an item costs 500 gold to buy, and you have 10% smithing skill in it, you can produce it for 450 gold. Apart from that, the skill also defines how many items you produce per hour. Every hour, there is a random chance of 15% per smithing skill to produce it. so with a smithing skill of 10, you have to chances against 15% to produce the item, so you will probably get 1 or 2 of those items. You only pay when you succeed in smithing, but you pay for every item you succeed. Only produce items if you need them or you know someone who pays you more for it than it costs you to produce it. Selling it to the bank will not give you profit.
Note: this is all a work in progress, especially the crafting thing. I feel it doesn't reward enough for the smithing skill, so it will probably be somehow changed.