中文译文
买卖价格修正的总体规则
每处聚落都有各自的物品价格系数。
普通物品,如武器和护甲,均按自身价值的同一比例卖出,这就是该聚落的出售价格系数。系数表示售价占物品价值的百分比。例如,全覆面盔价值 3500,若在某聚落卖价为 689 克朗,由于价格会截去小数,该地出售系数便介于 19.686%(689/3500)与 19.714%(690/3500)之间。宝物和贸易货物的出售系数更高:宝物售价常接近自身价值,贸易货物则常高于自身价值。
同样,每处聚落也有买入价格系数,用于决定普通物品的购买价格。例如,某城堡市场以 200 克朗出售价值 180 的民兵矛,则买入系数约为 1.11。贸易货物通常也使用这一系数,工具、医疗物资和弹药等补给一般亦然;但某些聚落的补给买价可能达到预计值的1.5 倍。若聚落有生产该物品的附属地点,例如制箭棚生产弹药、麦田生产谷粉,相关物品就会特别便宜。
同一聚落的买入和出售系数相互关联:买价系数高的地方,卖价系数通常也高,低价聚落则相反。
例如,在老练经济难度下,某要塞的工具售价为 244 克朗,买入系数 = 244/200 = 1.22;这里出售长刃战刀可得 329 克朗,出售系数 = 329/1800 = 0.1828。另一座村庄的工具只需 208 克朗,买入系数为 1.04,但长刃战刀只能卖 280 克朗,出售系数为 0.1556。两地的“买入系数 ÷ 出售系数”都约为 6.67。在老练难度、其他条件相同,即关系中立(50)且无当地状况修正时,这一比值适用于所有聚落。
专家经济难度的出售系数更低,因此这一比值更高,约为 7.41。
价格修正范围的粗略估计
在专家经济难度下,若关系中立且无当地状况修正,各聚落对普通物品(武器、护甲、毛皮、獠牙)的出售系数通常介于 12.82% 和 17.69% 之间。
宝物,如印戒、银器和宝石,以及贸易货物,如布卷、优质木材、琥珀和盐,其出售系数均随普通物品系数同比增加,分别约为后者的 6.33 倍和 7.48 倍。
例如,关系从 50 提升至 100 后,一座城市对普通物品的出售系数可从 17.69% 升至 19.69%;宝物系数则从 112.0% 升至 124.8%,即 112.0/17.69 = 124.8/19.69 = 6.33。
影响价格修正的因素
聚落的买入和出售价格主要取决于经济难度、聚落类型与规模、聚落关系,以及当地状况。
1)经济难度:在战役开始前选择,会影响出售价格。专家难度的卖价自然低于初学者或老练。例如,老练难度下城市的基础出售系数为 18.73% - 19.61%,专家难度则为 16.88% - 17.69%。
2)聚落类型与规模:决定每处聚落的基础价格系数,差异较大。
大致可分为高、中、低 3 档。下表假定为专家经济难度,无关系修正,即关系为 50,也无当地状况修正:
| 聚落类型 | 附属 设施 |
卖出价格 修正 |
买入价格 修正 |
修正值 |
|---|---|---|---|---|
| 城市议事厅、要塞 | 8 7 6 5 4 |
0.1809 0.1769 0.1727 0.1688 0.1647 |
1.34 1.31 1.28 1.25 1.22 |
高 |
| 城镇议事厅、城堡 | 5 4 3 2 |
0.1579 0.1539 0.1498 0.1457 |
1.17 1.14 1.11 1.08 |
中等 |
| 村镇议事厅、设防庄园 | 4 3 2 1 |
0.1404 0.1364 0.1323 0.1282 |
1.04 1.01 0.98 0.95 |
低 |
上表显示,城市通常给出最高的基础出售价格,村庄和设防庄园的买价则通常最低。同一价格档内,附属地点越多,价格往往越高。[1]表中列出了常见附属地点数量及对应系数。
附属地点从废墟中重建,或在劫掠中被摧毁,可能使价格随时间变化。废墟在重建前不计为附属地点。一般而言,若下面其他因素不变,同一聚落的基础价格系数会在战役中保持稳定。
3)聚落关系:完成当地委托可改善关系,起点为中立(50),上限为盟友(100)。
在专家难度下,出售系数最多提高约物品价值的 2%,此修正似乎以加法计入,与当地状况的乘算不同。例如,一座城市在关系 50 时的出售系数为 17.69%,关系 100 时升至 19.69%;村庄的起点较低,关系 50 时为 13.64%,关系 100 时升至 15.64%。
专家难度下,买入系数最多降低约物品价值的 15%。例如,一座村庄在关系 50 时的买入系数为 1.04,关系 100 时降至 0.89,也是加法修正。普通聚落的关系衰减较慢,一份委托通常带来约 +8 关系,大约经过 33 天才会回到 50,并从势力界面的聚落关系列表中消失。
4)当地状况:详细说明见这里。
先计入关系修正,再乘算当地状况的影响。例如,一座关系为 100 的城市,原出售系数为 19.69%;商路遇袭再带来 10% 提升,变为 21.66%(19.69*1.1)。
适合卖货的状况包括:商路遇袭(10%)、道路安全(9%)、精神振奋(5%)。
适合买货的状况包括:物资充足(-10%)、精神振奋(-5%)。
参考资料
英文原文
General scheme for selling/buying price modifiers
Each settlement has a separate set of price modifiers for items.
All regular items (weapons/armor) are sold at the same fraction of their worth, which is the selling price modifier for that settlement. Price modifiers are expressed as a percentage of its worth: ie a Full Helm is worth 3500, if it sells for 689G in a settlement, we know the selling price modifier in that settlement is more than 19.686% (689/3500) and less than 19.714% (690/3500) as prices are truncated. Selling price modifiers are a good deal higher for treasure items (prices about equal to worth are common) and trade goods (prices often higher than worth).
Similarly, there is a buying price modifier for each settlement, which determines buying prices for all regular items for that settlement. Example, a Marketplace in a Castle settlement selling a Militia Spear (worth 180) for 200 would have a buying price modifier of 1.11. Trade goods purchase also use the same buying price modifier. Supplies (tools/medicine/ammo) purchase generally also use the same buying price modifier, but in some settlements, buying prices can be 1.5x of what is expected. If a settlement has an attached location that produces the item in question (ie Arrow-Maker Shed produces Ammo, Wheat Fields produce Ground Grains), it will be unusually low in price.
Buying price modifiers are correlated with selling price modifiers for any given settlement. Essentially, settlements with high buying price modifiers will also have high selling price modifiers, ditto for low price modifiers.
Example: On Veteran economic difficulty, a Stronghold where Tools can be bought for 244G (buying price modifier = 244/200 = 1.22), also gives 329G for selling a Warbrand (selling price modifier = 329/1800 = 0.1828). Another settlement, a Village may have cheaper Tools at 208G (buying modifier 1.04), but only gives 280G for Warbrands (selling modifier 0.1556). Buying price modifier/Selling price modifier = 6.67 (approx) in both cases. And this ratio applies to all settlements when playing on Veteran difficulty (all other factors being equal: Neutral (50) Relations, no settlement situation modifiers).
Expert Economic difficulty has a higher ratio (approx 7.41) due to lower Selling price modifiers.
Basic rough estimations of price modifier ranges
Assuming Expert economic difficulty, for settlements at Neutral relations, with no settlement situation modifiers, selling price modifier for regular items (weapons/armor/pelts/fangs) usually ranges from 12.82% to 17.69% over various settlements.
Selling price modifiers for treasure (signet ring/silverware/gemstones) and trade items (cloth rolls/quality wood/amber/salt) increase proportionally with price modifiers for regular items and are about 6.33x and 7.48x respectively.
For example, increasing Relations from 50 to 100 will improve selling price modifiers for regular items in a City Hall from 17.69% to 19.69%. The same increase in Relations improves selling price modifiers for treasure items from 112.0% to 124.8% (112.0/17.69 = 124.8/19.69 = 6.33)
Factors affecting price modifiers
Selling and buying prices in settlements are generally dependent on a few factors (economic difficulty, settlement type/size, settlement Relations, settlement situation)
1)Economic difficulty - this is set by the player before the start of any campaign and affects selling prices, with Expert naturally having lower selling prices compared to Beginner/Veteran. For example, on Veteran, base selling price modifiers for City Halls are 18.73% - 19.61%. On Expert the corresponding range is 16.88% - 17.69%.
2)Settlement type/size - this determines the base price modifiers for each settlement and are quite variable.
They can be grossly grouped into 3 'price modifier brackets' (High, Medium, Low).
Assuming Expert economic difficulty, no Relation modifiers (Relation 50) and no Settlement situation modifiers:
| Settlement Type | Attached Locations |
Selling modifier |
Buying modifier |
Modifier |
|---|---|---|---|---|
| City Hall, Stronghold | 8 7 6 5 4 |
0.1809 0.1769 0.1727 0.1688 0.1647 |
1.34 1.31 1.28 1.25 1.22 |
High |
| Town Hall, Castle | 5 4 3 2 |
0.1579 0.1539 0.1498 0.1457 |
1.17 1.14 1.11 1.08 |
Medium |
| Village Hall, Fortified Manor | 4 3 2 1 |
0.1404 0.1364 0.1323 0.1282 |
1.04 1.01 0.98 0.95 |
Low |
The table above shows that City Halls generally give the best base selling prices while Village Halls and Fortified Manors generally have the cheapest buying prices. Within the same bracket, settlements with more attached locations tend to have higher prices than those which have less. [1] Typical numbers of attached locations and corresponding price modifiers are shown in the table above.
There are sometimes a few discrepancies over time, due to locations being rebuilt (from ruins) or getting destroyed in raids. Ruins do not count as an attached location until rebuilt. Generally base price modifiers for a given settlement stay constant over the course of a campaign, all other factors below being equal.
3)Settlement relations - doing contracts for a settlement improves Relations (starts at Neutral(50) and is capped at Allied (100)).
On Expert difficulty, the maximum increase is about "2% of worth" for selling price modifiers and this appears to be factored in additively as opposed to settlement situation modifiers.
For example, a City Hall may start at 17.69% selling price modifier at 50 Relations. This improves to 19.69% at 100 Relations. A Village Hall would start lower at 13.64% selling price modifier at 50 Relations. This improves to 15.64% at 100 Relations.
On Expert difficulty, the maximum decrease is about "15% of worth" for buying price modifiers. For example, a Village Hall may start at 1.04 buying price modifier at 50 Relations, which goes down to 0.89 buying price modifier at 100 Relations. This is factored in additively as well. The rate of Relations decay is slow for regular settlements. A completed contract typically gives roughly +8 Relations and it takes about 33 days before Relations resets back to 50 (disappears from list of settlements on Factions screen).
4)Settlement situation - discussed in more detail here
These are applied multiplicatively on price modifiers after Relations has been factored in. For example, a City Hall at 100 Relations may start with 19.69% as its selling price modifier. Ambushed Trade Routes applies a further 10% and increases selling price modifier to 21.66% (19.69*1.1).
In brief, favorable statuses for selling items: Ambushed Trade Routes (10%), Safe Roads (9%), High Spirits (5%)
And favorable statuses for buying items: Well Supplied (-10%), High Spirits (-5%)
