Today I’m going to look into whats worth selling and whats not
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What’s up guys and gals, I’m Kage848. I love to make videos for Youtube, mostly early access survival games like 7 Days to Die, Empyrion, Raft, Mist Survival, The Forest, and more! I also dabble in City Builders and strategy games like Civilization 5, Civilization 6, Dawn of Man, Stonehearth, Factorio and Rim World. I do at least two videos everyday of mainly tutorials, let’s plays and general gameplay footage. Thanks for watching my videos.
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Pretty sure you can milk anything with nipples… It's a thing 😉
There are two bags you can make: one called Bag that takes leather and linen and another called Simple Bag that just takes three leather, The Simple Bag weighs a LOT less than three leather does and sells for a decent amount. Plus, you can make them without a work station using the regular Q crafting menu. If you are out hunting and need to lighten your load make Simple Bags
I understand the cost of materials vs the final product, however YOUR cost for the material is 0. If linen thread sells for 28 and the bags sell for 35, then the bags are more profit. 28 x 2 = 56 vs 35 x 2 = 70, the cost for each is 0 since you make the raw materials. Also as you said the weight is about the same. Your only constraint is time
you need goats in the fold forit produce milk. you can also milk the cow when you have a bucket. it doesnt effect your workers milk gain
Make simple bags, The materials for normal bags are worth more than the finished product.
sheep dot give milk Kage848 …those would be goats …goats also go in the Fold sir 🙂
Sry Kage,
let me clarify some things.
Mind you I have seller 3 in diplomacy, so my numbers are a little different than yours.
Leather gets turned into SIMPLE bags. not bags, the linen cost too much to make bags out of.
1 leather sells for 3, 9 coin worth of leather to make a simple bag. a simple bag sells for 18, 100% profit
Sell linen fabric by itself. Linen fabric made into anything loses profit margin.
A lot of people will try to tell you to make noble boots out of leather…
Noble boots take 36 leather, that's 108 coin worth, they sell for 180 coin, 66% profit, making simple bags is more profitable
Straw gets turned into FLAT straw hats, they make money.
Straw hats take 16 straw, sell for 16 coin, 0% profit
Flat straw hats take 20 straw,
Straw sells for 1 coin, whereas a flat straw hat sells for 31, 55% profit over straw.
If you have a problem keeping up straw, have your sewers make the linen fabric for you instead.
However, once you get the daub done, toss it on the barn floor as to not take up space in the chest. Get rid of your excavation shed until you use up the all that daub you've stockpiled. with the amount of daub you have, you may never need daub again.
For food, set your innkeepers on roast meats to supply the villagers and get rid of hunting cabin meats.
For your personal foods, have 2 plots of onions,
have a wash tub outside your Tavern to fill buckets with water,
Make onion flat bread for yourself for the year. Cost way less than milk, but you do you I guess.
From my testing. it seems the innkeepers make food according to nutrition value, therefore meats alone will do the same as making stew, soups, etc…
They'll make 5 roasted meats or 1 stew per hour. it's the same nutrition value for the most part.
Also doing this way, you save your fields for flax and wheat straw instead of heavy veggies that rot anyway.
Plus I think the innkeepers gain xp by how many they make. like field workers get xp for plowing, planting, harvesting etc. , not by days worked.
Set your hunting shed to produce enough meats for the innkeepers, the rest in feathers for iron bolts.
Set your lumberjacks to make enough firewood for Autumn/Spring consumption, it'll even out for winter and summer.
TLDR:
– Leather
Simple bags 100% profit ✔
Noble Boots 66% profit ❌
– Straw
Flat Straw hats 55% profit ✔
Straw Hats 0% profit ❌
– Food
Roasted meat for villagers, onion flat bread for yourself
– Fields
All flax and Wheat, 2 plots of onions.
– Clothing
You only need Fur Hood, Fur Boots, Heavy leather Gloves in the winter. No clothing needed in Spring, Summer, and Autumn.
Have 2 workers in smithy making arrows; farmers making flour and wheat grain and daub; 2 workers making Nobel boots and shoes; hunters bringing in leather for boots; have goats and sheep in fold. Once you drink milk use washtub to fill empty buckets to make food in inn
kage, sell rye grain you will make bank! you can carry thousands at a time and they sell for 3-4 each piece of grain
Make Simple Bags, just take leather 🙂
Anything that is light weight, like arrows or grain. It's not the value so much as one's ability to move enough of something to make it worthwhile. The resource depot near the vendors (like you have) is helpful as well.
I dont like the planks lol, path being wonky is fine, dont rebuild.. so much more you could do and it took so much wont
Best thing to sell is wheat Grind two full farms can do it 4coins a grind, i don't worry about money at all.
I’m sorry for this comment because I watch every video but in my opinion you should stop spending so much time talking and not enough time playing
Have any of your villagers gotten better crafting skill after a time? None of mine seem to gaining any crafting skill at all 🙁
you need a goat in the fold for milk
Do people buy items for different prices at different places?
Because if you're comparing the cost of items, can't you still use the price you see in your inventory to make the comparison between the final item and it's parts since all you want is the relative price change?
I know this is an early access game but I'm loving it and see it has great potential 🙂 What I like see in the future of this game:
I wish they put in:
wagons or wagon homes, merchants / trade routes, more village jobs such as a carpenter that can build homes for you and furniture, bandits, soldiers, more enemies, more quest challenges.
Sleep and a healthy diet playing a larger role on the player's health or stamina.
Boats for fishing and traveling.
Weather having a larger affect on the player and villagers so there is more of a reason to craft with sewing.
Craft utility belts or backpack's.
Build town hall, help pass laws to influence the world around you, assassins, bards (used to help increase or decrease reputation).
Build bridges / roads / pathways / torches / wells / fenced gates / watch tower / message board or a pigeon carrier center / libraries or an apprenticeship to help increase or teach skills (for children too) / a theatre or garden to help increase happiness or a place for children to play / flower or herb potted plants / create a winery or brewery for the taverns/ability to make stucco or to paint wood on houses or other buildings / bee keeper / rugs / tapestry of the players family tree / furniture to help decorate the home and increase happiness / a general store / taverns or stores that have a place to sleep the villagers or guests / a watermill / the ability to make pottery and glass works.
More in depth farming: fertility of the soil affecting crops, lower skilled farmer increases crop failure, rotate crops from year to year to help prevent depletion of soil nutrition, rabbits can steal or ruin crops so having gated fencing or cats can help.
I also think it would be good if we had more in depth interaction with the NPC's with social interaction depending on diplomacy levels, ability to set schedules and lunch breaks, individual personalities that effect how interactions with the player including with recruitment and the players reputation level (negative interactions for bad reputation and good interactions for good reputation).
Happiness for the NPC'S should matter more. Some ways to do this can be increased happiness raises the players reputation level when travelers come to their town and a increase in production or efficiency levels for NPC'S that are assigned work. Decreased happiness can lead to increased negative reputation and risk of the NPC'S leaving or revolting. When a NPC is not assigned work for long period of time, they can get depressed because they feel like they don't matter.
When NPC'S that are too old can't work as hard or not at all.
NPC'S that turn 13-16 can learn a trade and work part time. When they age up they'll start up with a skill bonus.
The way the player treats or raised their heir should have more affect. Depending how their heir grows up to be can affect the future of the town and what skill stats will be gained. For example, when the child reaches a certain age, the player can teach the child how to farm, hunt, cook, build fires, or be taught diplomacy. If the child is neglected, the child will have decreased happiness and low skill set. If their happiness gets too low, they can run away to the next town and the player or the wife has to go and get them back. The child can be punished or forgiven. I think some of these elements would add some realistic gameplay.
I know I am asking a lot but it's fun to think about.
What do you think?
What they really should let you do is set villagers to sell your items.
Simple bags take 3 leather (at .25 kg each – worth 4 gp ea) and turn into .15 kg and 30 kg ea (inventory value, not trader). Good way to whittle down large leather piles.
Too bad there isn't a building in the game that allows you to sell your produce and other stuff automatically overnight without needing to run it around to different vendors or maybe a market stall that you can store stuff that will sell over time.
Weight to sell value ratio is better to sell linen than the bags bug the simple bags are a far far better deal.
I sell wheat grain and flax seeds
or just take the rocks out of chest before you destroy it
I keep seeing alot of math in the chat and it hurtssssss my brainnnnnn ahhhhhhhh