Towns may have a slower increase in prosperity because their supply will be more likely to be drained by multiple villages than vice versa. Their production and consumption numbers will also be bigger and fluctuate more often which resists sudden changes unlike villages. Additionally, in determining how items shortages can reduce prosperity, towns are more sensitive to shortages and to more varied types of item shortages than villages. Shortages in certain goods like Velvet and Spice disproportionately affects towns compared to villages. Resulting in villages that thrive through these shortages while towns suffer.
Unlike towns and castles, villages cannot hold a garrison. If the village is attacked, only the Farmers are there to defend it. Building a watchtower (see improvements) will lengthen the time it takes for a village to fall, thus allowing you to come to their rescue.
From time to time enemies will try to raid your villages or besiege your castles; when this occurs you can head there and drive off the attackers. If it's a village being raided the Farmers will fight alongside you. If you do not deal with the attackers the village's prosperity will be significantly affected.
In the village you will find a Village Elder (he is the only villager who is stationary). From time to time he will offer village quests. Though completing these will make the village like you more, only two quests actually improve its prosperity, namely "Deliver Grain" and "Deliver Cattle" quests.
Another factor of village prosperity is that villagers traveling to or from a town in order to trade need to reach their destination safely. Their parties are small and weak, so enemy parties are a real threat to them.
The "Manage this village" menu option lets you build several improvements to enhance your village's prosperity or productiveness. Note that these improvements are not visible when walking around the village; you need to use the management menu to see what improvements have been built. The cost and construction time will be decreased if you or your companions have points in Engineer.
- Option to raise the relation with the notables of town or village- Option to raise the morale of player party and the relation with the companion within party- Option to raise the power of the notables- Option to raise the prosperity to settlement- Option to raise the food stock of settlement
To determine whether a settlement is prosperous, simply hover over the settlement to reveal some basic values such as who owns it, the strength of the garrison, food stocks, and most importantly in this case: prosperity and bound villages. The most prosperous settlements have a value over 5000, but anything above 4000 is reasonable for a good investment, and also allows for significant growth. This is important because as the settlement prosperity increases, so does the value of your workshop, allowing you to sell the workshop for an instant, lump sum profit in the future.
When you become a vassal, you will be granted the poorest village in the faction you've joined, usually a village that recently has been looted. Sometimes, the lord who owns the castle associated with that village will dislike you, and deny you entry to his castle. Once your relation with that lord improves, you will gain access to it.
Owning a fief allows you to collect taxes from the populace every week (taxes accumulate, so you don't have to visit every week). In Warband, taxes from every fief you own add up to your profits at the end of each week so you do not have to visit the fiefs to collect them. Towns earn the most base taxes, villages second, and castles the least. The prosperity of each fief also affects the amount of taxes they produce, which means a very rich village might be able to substitute a very poor town's loss of taxes.
The prosperity of a castle is affected by the prosperity of the village that is geographically attached to that castle, even if the village is not owned. Usually it is the case that the player will not own a connected castle and village, unless they have large numbers of both villages and castles.
You can raise the prosperity of a town by making sure that its caravans reach their destinations, and by completing quests from its Guild Master For villages, stop it from being raided, kill bandits if they invade, build improvements, and get quests from its Village Elder. Also, when repeatedly purchasing imported goods from a town or village, the prosperity will eventually drop due to the lack of these goods, and they will no longer be available until trade has returned them, which can take a rather long time. For castles, the same methods can be employed on adjoining villages, but improvements cannot be built unless the adjoining village is owned. The profitability (net income) of a castle can be improved by reducing the size of the garrison.
If you intend to take part in sieges to earn further fiefs for yourself, you should avoid raiding nearby villages so that they will still like you when you own them. Burning villages also decreases their prosperity, which affects the taxes and recruits you can collect, so it is a good idea to make sure any villages you may come to own are in as good a condition as possible.
Increasing reputation: This represents how happy the residents are with your rule. When your people hate you, they will leave first chance they get and the village will not grow beyond average, so you must improve the reputation to 0 or higher to gain any real wealth in your fiefs.
Patrolling: Villagers need to go to a nearby town to obtain new resources and to sell their own surplus. Patrolling your terrain to make sure your villagers are not attacked and taken prisoner along the route is needed if you wish to improve the fief's wealth, which can pose a problem to lords who have a wide range of fiefs.
To successfully improve the wealth of your fiefs, you should do all of the above, and for an extended amount of time. Depending on your own goals, it might not be worth the effort to increase your fiefs' wealth as it takes a long time to actually do so. If you stop patrolling the region for a short amount of time, bandits will return and rob your villagers blind. A village requires 3000 denars to buy 1 unit of prosperity, but will only buy it when it has 3500 so that it still has a surplus should something happen, e.g. looting, change-of-hands, etc.
This mod works to increase the prosperity of your cities and villages and increase your relations with their nobles so that you get from them the best soldiers, volunteers and many other options, as follows 2b1af7f3a8