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Lords and Villeins News

Patch v1.5.9 Has Landed In Open Beta!

Good day, Lords and Ladies!

New update has just found its way to the Public Beta and it's waiting for you to try it out! This one focuses on fixing some of the most important issues you've reported; to name a few, the problem with time freezing is now mitigated and many problems with resource demand and villagers not producing when they are meant to have been fixed.

If you wish to participate in the Beta testing, all you have to do to access the Beta branch is right-click on the game in your Steam library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!



We greatly appreciate if you report any bugs and issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!

Thank you for your continuous support, we would not be able to make it so far without such an awesome community!

[h3]Change Log:[/h3]

  • Added option in settings to block mouse edge camera scrolling
  • Fixed global taxation setting increasing automatically with each reopen of the accounting menu
  • Fixed number of issues with the demand calculation formula leading to inaccurate, very high or incorrectly non existend demand for various professions and items (grain, alchemists, artists, furnace, inn, clergy wood and others)
  • Removed restriction of the animal feeding activities being exclusively done by npcs with the animal caretaking role
  • Fixed farmers not following the ratios of planted crops properly
  • Fixed issue related to villagers blocking money in their pockets which can lead to a halt in purchasing
  • Fixed a possible crash with loading a save file
  • Fixed a bug that prevented royal forest families from refilling feeders for pigs
  • Fixed issue with caravans purchasing resources in opposite order leading to them first purchasing resources that are the least overproduced
  • Caravan trashpiles will no longer trigger too many trashpiles notifications
  • Added coal as a prioritized production in the Furnace zone
  • Fixed an issue with calculating the market value of a normal meal
  • Added a safety check that can prevent the game from stopping the passage of time if a crash occurs with a specific NPC
  • Increased the output of coal from a stone mountain
  • In ruling lessons, the priority settings are now hidden until they are unlocked in a chapter 4 of the ruling lessons

Ease of Ruling Update is Heading Into Open Beta!

Great news lords and ladies!

after several months of hard work, our newest free update v1.5.6 is ready to enter the open beta! This one is all about the Ease of Ruling!

In previous free updates we were focusing on adding gameplay systems, polishing the game design, improving features and then also enhancing the performance. In this update, we wanted to focus more on the UI experience and give more care to the balancing.

You can access the build right now in the openbeta branch! Simply right-click on the game in your library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!

We strongly recommend backing up your save files before switching to open beta as there can be unforeseen issues that can corrupt them! However, due to the scope of changes introduced as part of our re-balancing, the backwards compatibility on save files is not supported in this version and we recommend starting a new game to avoid potential bugs and issues.

You can find your save files in the "C:\Users\USER\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData" folder.

There you will also find the ConfigData folder. If you are having issues launching the game after updating due to a bug, you can try deleting this folder and re-launching the game.



We greatly appreciate if you report any bugs and issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!

Thank you all for participating in the beta, sharing your feedback and helping us polish the game to make it even better!

And to celebrate the open beta release and the Fulqrum Publishing's Steam sale, we have an amazing 66% discount on the game! It is our highest discount to date, so this is a great time to pick it up and tell your friends about it! You can also find other great games by our publisher on their publisher sale page!

https://store.steampowered.com/app/1287530/Lords_and_Villeins/

[h2]So what are the changes introduced in 1.5.6?[/h2]

[h3]New Statistics Report UI[/h3]
  • Track a variety of data about resources, animals and your settlement as a whole
  • Filter data by family, zone or aggregate them over the whole settlement
  • View data in table view or as a graph with a history
  • Change between the granularity of aggregation between daily, seasonal and yearly datapoints

[h3]Simplified Game Mechanics[/h3]
  • Simplified the calculation algorithm of supply and demand
  • Simplified the algorithm of tax attribution on zones
  • Boredom is now also replenished by reading
  • New Way of Obtaining Profession
  • When family gets assigned a zone for a profession they do not have, they will have a goal to learn it
  • Learning happens in the library and requires an assistance of a Librarian (initiated monk)
  • Newly learned professions begin on level 1
  • To compensate the value of professions obtained through the Inn, traveling families appear with a profession on a higher level than before
  • In combination with the above, the impact of profession level on the speed of task has also been doubled

[h3]Quality of Life Changes[/h3]
  • Assigning family to a tenure now brings up a new UI that provides a better overview of available families
  • Socage tax is now set per resource. This can be modified in the accounting report in the priority and soil tabs
  • Due to the individual taxation, certain resources that were not taxable before, can now be taxed (i.e. milk)
  • Graves now only take one space instead of two
  • The trading tab of the Warehouse book opens in a state that filters only resources in stock
  • Added the ability to consume bread and pies as a plain ingredient without cooking it into meals, when
  • Soil tab now displays icons of relevant seasons for each crop
  • Farmers now schedule planting of up to 5 fields in a row before they can be interrupted for a different activity
  • Goals to occupy and empty store, purchasing resources and taming and animal caretaking are now strictly allowed only to villagers with (automaticaly and secretely) assigned role. There can be only one store keeper, up to three shoppers and up to two animal caretakers. This helps to simplify the goal queue of farmers (who have by far the most goals) and improve their AI efficiency

[h3]Campaign Changes[/h3]
  • Campaign is now renamed to "Ruling Lessons" to better set expectations for new players
  • Settlement buffs previously tied to completing the campaign are now unlocked by default
  • Added goals in the mining colony mission to build loading station and recruit a servant
  • Added extra monk in the plague mission and added missing roofs over many households
  • Campaign missions are now unlocked from the beginning except for the final one which requires completing of all previous missions
  • The campaign screen now has completion indicator for each mission

[h3]Balancing Changes[/h3]
  • Modified yields and growth times of certain crops
  • Modified base price for almost all resources
  • Modified speed of tasks for almost all production
  • Modified frequency and inventory size of caravans
  • Slightly modified starting resources
  • Increased inventory capacity of Chests
  • Modified yields of hide and meat from certain animals
  • Modified yields of mountains from mining
  • Rebalanced pricing function of all animals
  • Reduced sensitivity of daily average produce counter from the season length to 7 days
  • Reduced amount of money demanded in the encounter from 1 gold per person to 5-10 silver per person
  • Increased the length of one horse riding session to be 1 - 2 hours

[h3]Bugfixes[/h3]
  • Fixed issue with farming incorrectly accounting number of planted crops
  • Fixed issue with market presence incorrectly rendering animal amounts and sex
  • Updated the algorithm of caravans to reflect their individual time of arrival in the algorithm of switching between the caravan phases of selling, purchasing and leaving
  • Fixed issue with farmers incorrectly reflecting remaining time leading to crops being planted even when they dont have enough time to finish growing before the next season
  • Fixed issue causing celebration bar being treated as a valid storage for player's money causing it to disappear from player inventory
  • Fixed issue allowing the paper mill being placed over a floor blueprint even when no water is present
  • Fixed bug in the warehouse book when offering animals for sale
  • A number of other crashes and errors

Patch 1.3.28 Is Out Now!

Hello everyone!

Just before Christmas hits, we have a small patch for Lords and Villeins so you can all enjoy the game during the winter break just a little smoother!

We have fixed a small number of issues and improved the flow of the campaign. This patch comes as a small update as we work on bigger things in the background. We are preparing a major free update that will allow you to set different taxation rates for each produced resource, improved family selection UI and a brand new UI to view powerful and robust statistics about your settlement so stay tuned! The update is currently in the testing stage and might drop relatively soon.

If you would like to help us with testing during the closed beta (which we hope to launch next week) please join our Discord so you don't miss the opportunity!
[h3]v1.3.28 Change Log:[/h3]
  • A number of campaign missions now start with carpenters and architects in their initial map setup (Noble Cause, Plagued Lands, Royal Duty, Criminal Outrage, Training Grounds, Artistry of Craft, Sanctuary)
  • Completing the tutorial section of a campaign missions now brings a pop up message instead of a notification, as it was often missed by players.
  • Campaign mission Market now expects to collect taxes only once
  • Fixed Queen not being translated in Simplified Chinese
  • Fixed a number of crashes and bugs that were related to UI, inn bars, deliveries and collecting traded resources

And to leave you longing for more, here is a small teaser of the upcoming features in the future update!



The Autumn Sale Is Here, Lords and Villeins is at a Whopping 50% OFF!

Hello everyone,

Autumn is here, but if you're tired of the gloom, wind and rain and dropping temperatures, why not spend your evenings in Lords and Villeins, planning and ruling over a simulated feudal settlement? You won't be able to avoid the autumn season completely, but it's on for only a quarter of the time in the game!

And to further brighten this generally bleak time of year, we bring good news - one of the most anticipated sales in the whole year – The Autumn Sale is here! Not only is Lords and Villeins at an awesome 50% off for those of you who haven't tried it yet, the game's Soundtrack is at a 50% off as well, and to save even more, you can purchase both at the same time in the Lords and Bards bundle!

https://store.steampowered.com/bundle/28876/Lords_and_Bards_bundle/

If you have any feedback, suggestion or question about the game, don't be shy and join the official Lords and Villeins Discord server, we will be happy to chat with you there!

And Fulqrum Publishing is discounting every game in their arsenal as well!

Check out the whole Fulqrum Publishing Autumn Sale here and don't forget to follow them on their social media accounts.



Simulating Free Markets in a Feudal City-Builder

In the early days of Lords and Villeins pre-production, I observed that most city-builders tend to simplify their economy into a few abstract numbers. The settlement just has 100 piles of wood "somewhere" and people can spend them instantly at an infinite distance. Only games like Banished, Dwarf Fortress, or Rimworld would dare to put them in a physical world, but even then all resources were universally shared and not really owned by anyone.

In this, I saw a potential for a different kind of city-building game. One where resources are not only physically present in the world but also privately owned. One where people can not simply take what is not theirs without consequences - including the player. And so the defining direction of Lords and Villeins was set and our team embarked on a journey of solving what turned out to be an incredibly difficult problem.



Before we start designing any kind of simulation, it is very useful to define, what kind of behavior we are looking for. Is the goal to be realistic to draw upon observations of macro and microeconomics? If not, in what ways does it differ from reality? We had to ask ourselves this question nearly every day of development so I am not going to be able to uncover everything here, but a few things stood out above all.

The goal of our economy is maximizing the profit of every entity. This is similar to what AI simulations sometimes call the utility function, but it is important to realize that making more money in this game is not guaranteed to maximize "happiness" (which is what utility functions are typically aiming for). In fact, in many cases, it goes against the survivalist intuition to prioritize immediate profits. While there is no right or wrong approach, this was a direction we chose to go for since survival can be rectified by players more easily than profits.

Our economy is fully logical. This is a key distinction from real-life economies that often display phenomenons stemming from shortcomings of human psychology. Supply and demand are calculated exactly and precisely, with perfect information and without personal bias - something that is impossible in the real world. This should be seen as a feature, rather than a bug.

Logical does not mean perfect. Players rightfully point out many scenarios when villagers are "dumb" and engage in actions that seemingly cause them to lose money or even die. Achieving a perfect simulation would require an incredible level of intelligence that is reaching the scope of highly advanced AI research centers, let alone for a team with one and a half of programmers. At the end of the day, we are making a game and we would like to reach a point where we can consider it "finished". In some places, we rather try to give players tools to manage the behavior of villagers so they can try to minimize the negative impacts of the imperfect AI.

Now that we have the goals more clearly defined, let's unpack what our simulation is doing. We can distinguish between three main elements of the economy: the villager, their family, and the market. On each level, we have a number of systems that together simulate the economy as a whole.



A villager is the source of labor and thus their most direct impact on the economy comes from two places - their needs and productivity/efficiency. Concerning their needs is rather simple. They need some food, clothing, and tools, they need to get paid if they are employed in the demesne and occasionally they spend money at the inn or in the theater. All we have to do is aggregate those values for every individual and take them into account on a higher level (family economics).

On the other hand, their productivity is a different beast. The AI that runs their brain must be able to recognize a variety of contexts and make minute-to-minute decisions that lead to the most optimal outcome of their day. For this, we have developed a three-fold system: the priority solver, the goal planner, and the execution routine.

The priority solver evaluates the priority value for every possible goal that a given villager could possibly try to achieve. From simple goals like reducing hunger or gaining energy to complex goals like producing a material, shopping on the market, managing storage, or cleaning the house. Most goals can be quickly discarded as impossible (i.e. there is no need to plan for visiting a graveyard when none of the family members are buried there). The rest gets assigned a priority number. This number is typically fixed to reflect its importance relative to other goals but can be dynamically changed in certain contexts (i.e. producing resources becomes all the less important the more people are already producing it. Or cleaning the house becomes far more important if the villager is assigned the role of a household cleaner by a different layer of the AI).

The goal planner takes the latest snapshot of the priority queue and attempts to solve plans - a series of steps to achieve the goal in the game world - for each goal from the highest priority to the lowest. The planning process can test for specific conditions of each step and it is also responsible for solving what we call the resource flow - a mathematical set of transactions that validate if the villager has access to enough resources to execute the whole plan, and where would they come from. Once a planner finds a viable plan for any goal, it gives the plan to the execution routine. From there on, it only evaluates plans for goals, that have a higher priority than the one currently executed, and if it manages to find a plan for any of those, it may force the villager to interrupt their current plan and change their focus. To make sure that this happens only in very necessary scenarios, we are greatly increasing the priority of goals that are currently executed so that only the highly reactive or immediately serious goals have the capability to override them.

The execution routine deals with the specifics of the real world. It calls the pathfinder to calculate a path to all targets that need to be reached (see our previous pathfinding article about that here). It handles the reservation of resources and locations so they are not blocked or taken by other villagers before they can reach them (in essence secretly communicating with others over an infinite distance) and it handles the execution of specific tasks along the way.



In terms of the economy simulation, a family is equivalent to a business. For every villager in it, we aggregate their consumption and production for each day. From there, we add some abstract information and predictions - given the history of their production, the size of the family, and current priorities, we try to predict how much of each resource they can produce the next day and generate additional demand for an appropriate amount of material that they will need to produce them. Here we also evaluate the availability of construction materials and generate orders for construction services by carpenters and architects.

So a family unit is largely just an aggregate for demand of material and consumer goods. More importantly, though, it is on this level where we determine, how much of the current stock of each family will be offered on sale. This is done by fitting a statistical model with a history of produce and sales for the most recent 60 days. The outcome is a predictor that dictates, how much of a current stock, after accounting for their taxes and other existing needs, should be offered on sale. This way, the AI has the ability to anticipate lows and highs across the varying seasons and maintain higher stocks in preparation for seasons with lower produce without oversupplying the market and plummeting resource prices.

This model starts with a generalized dataset. Over time as the game collects real data, it adapts and optimizes its decision to the existing situation. A similar approach is also used for generating demand for material. We start with a base assumption and adjust it based on a monitored history of the past few days.

The AI always plays a game of catch-up. Tuning the parameters too much can make it overreact to small fluctuations. Making it less sensitive can make it stubborn and ignore significant outliers. This relationship is a large source of its inefficiencies and no matter how well we tune it, they will always be present. But assuming a stable environment, it should lead to optimal behavior.

All families also aim to slightly oversupply the market to create some reserves for a so-called ad-hoc demand - that is a demand generated dynamically by villagers during the day, which was not accounted for in the morning. The ideal outcome is to offer a certain amount of resources so that on average, they are only left with a small percentage at the end of the day remaining unsold.

The family level is also where the player has the biggest impact, as their warehouse can be a significant source of supply thus creating an indirect market force. The taxation policies can also limit the supply provided by others and since the addition of automated trading policies, the player can also generate their own demand on the local market.



The level of the market is concerned with two main things - market prices and the import and export economy.

Pricing is a very simplified simulation of supply and demand with no inflation. For every resource, we are setting a so-called standard price. This is the price the game always starts with. Then for every day, we aggregate the supply of all families for a given resource, and we monitor the percentage that was sold.

Remember that the ideal outcome here is that every resource is slightly oversupplied. We look at the real percentage and depending on how close we are to the ideal scenario, we conclude that the resource is either balanced, oversupplied (large % of offered resources remains unsold), or under-supplied (when all or nearly all offered resources were sold).

If it is oversupplied, we will slightly reduce its price up to a certain minimum. If it is under-supplied, we will increase its price. And if it is balanced, we will move the price closer back to its standard price (so increase or decrease depending on where it currently sits). This means there is never inflation, and the dynamic prices only act so far as market stagnation and disproportions in supply are forcing them to. As long as this is maintained and the prices remain close to their standard values, all families should (in theory) be able to produce all resources and generate profit on every produced item.

The reason why that only works in theory is because there is one major problem - it is practically impossible to achieve perfect balance on the hundreds of resources that the game generates, in a population of hundreds of people.

Even more so, if a family is too overwhelmed with labor and is unable to reach storefronts on time, the price can go down even if the demand practically exists. However, since an overwhelmed family that is unable to spend their money is a demand without a meaningful impact, reducing their price to attract caravans that can spend their money is a correct behavior.

Caravans give us the ability to buy nearly infinite amounts of resources and provide (far more limited amounts of) supplies that the settlement can not reliably generate. In some cases, the reliance on caravans can be quite high and the amount of supplies they would bring to keep the economy balanced would cross far beyond a comfortable level of immersion, so we keep their impact somewhat limited. To a large extent, players can adapt to this situation and find ways to grow their economies in more stable ways, especially with the addition of favor that alleviates the randomness of generated professions. However, it still leaves us with a problem of cash flow.



What happens, if caravans consistently supply far more, than they buy from the market? Eventually, all gold disappears from the economy and villagers will lose the ability to trade. In fact, we do not even need the caravans for this to happen. Certain professions are naturally far more universal than others. Farmers, hunters, foragers, innkeepers, and builders tend to be largely profitable because their services are so fundamental. And over time, their pockets grow rich, and the wealth gap in our little society is slowly but surely increasing.

We could keep increasing the complexity of the simulation and introduce inflation to alleviate this problem further, but this is the point where we decided to opt out and leave the problem to balancing and player input. On the balancing side, we try to improve the bottlenecks of the production chain and the pricing gaps between higher-level resources to make it easier for other professions to generate disproportionate profits with lower volumes of sales.

On the side of the player input, we give options to utilize high rents on households, the embargo on caravan trade, and find ways to circulate the money back into the economy. This is arguably where we still have some work to do and we are currently testing a new balancing patch, which went through significant efforts to improve these values, but even after years of trying, we are inevitably facing the conclusion that this is always going to happen, and we have to embrace it.



I tried to keep it simple and abstract enough so that you can get a general understanding of the systems that drive the economy of Lords and Villeins. Even though it ends up still being quite a long article, I hope you found it insightful and enjoyable to read.

As a small side note, this simulation also made Lords and Villeins highly historically inaccurate. Feudal economies were far more close knit, intertwined with exchange trades, publicly rented utilities and so on. Trying to keep it accurate would explode the scope of our game beyond anything we could do, so the decision was made to also abandon the historical accuracy in those aspects and simply deliver an interesting game while still keeping its medieval theme and inspiration in the production processes of goods.

I would love to hear your thoughts! What parts of the economy simulation do you find most enjoyable? Which parts tend to be frustrating or repetitive? There is always room to grow, but as you can see, with so many moving parts, our work would never be done.

I truly believe that this approach to a city-builder is very unique, but perhaps also quite niche. Over the years, I have learned that certain problems will never go away and while I do my best to please as many of our players as possible, this is the game we set out to do and I remain committed to its vision, despite its shortcomings. I simply hope that after years of improvements, what we arrived at can satisfy your cravings for a decent economy simulation and get you excited to discover the endless fun in the city-building sandbox of Lords and Villeins.

Truth be told, I was not fully aware, that its weaknesses are also its biggest strengths, and in the past, we were a little bit shy in marketing Lords and Villeins as such. Rather than highlighting its economy, we focused on the society and medieval aspect of the game and maybe we created the wrong expectation. You might have noticed that our store description is now quite different, as we learned from this mistake and tried to change our approach. I hope this article serves to celebrate the long journey we have had.

Thank you for staying with us and supporting us along the way. And stick around, because more exciting news is coming!

Michal
Honestly Games