Ooh Noooo! You're right! And, the wood vial weight is 0.1. This means wood/clay vials suck for market value. They're too heavy compared to other items. Thank you so much for providing this info! I'll update the spreadsheet. Let me know if you find any other discrepancies. I might need to do another video!
I found that selling fur shoes to be the best way to make money for several reasons. Firstly, you can unlock it early in game, along with the other requirements early in your play through, such as the sewing station and hunting lodge. Since fur shoes only require leather and fur, you can get it year round, as linen comes from flax and can only be harvested once a year, plus it's 10 flax stalk per 1 thread, making clothes that require linen is not a steady income, as you would have to grow a massive amount each year. Fur shoes, like I said, only need fur and leather, so having a hunting lodge to gather the resources it make sure you will always have a steady supply of the material on hand. Then having a couple of sewing stations that constantly makes the shoes will make sure you have the best form of passive income. And because they weigh so little, you can carry several hundred of them and go from town to town to clear out all the vendors money each season until you build a market yourself. I tried fur boots, however, my tailors cannot make as many boots as shoes, plus, it's a lot more material, so I find that the shoes are better. Selling grain and seeds are good, but, you have to actively harvest if you want to get everything done on time, so it's not as passive as building a couple of sewing stations with a level II hunter lodge. Feathers are also pretty good to sell since you can carry thousands at a time, however, it does take a little bit of time to build up the stock to sell, unless you build tons of coops. It's not bad to have a diverse amount of options to sell, such as seeds and feathers, but fur shoes seems to be the best.
That was firstly good info, obviously the most important aspect, but the presentation was clear, concise and really pleasant to listen to. It was quiet. Let's hear it (ironically I suppose) for quiet. No honking noises, no wild animations, no booming intro music. Thank you.
@@sgtsylver I gotta say as well, it was right at the end of the video where you didn't ask for subs as you "don't need them" that got me. So funny, even if not intended. Oh and I have built my village at the spot you suggested, and yes you are correct, so many resources, so thank you :)
@@hockallz2157 I really didn't plan on making any other videos. It was more just a rant but it got traction. So here we are. Thank you again for your support!
You sir are a gentleman and a scholar, i appreciate the work that was put into the spreadsheet and the video. You definitely have the voice for it too, always calming
Thank you so much for making this up to date guide. I’ve been struggling to find a good guide on where to focus my efforts because the game has changed beyond recognition (for the better) since I played the early access version a few years ago. This was a lot of work and since you seem to be still playing and releasing new content for it you have earned yourself a sub.
wouldn't it be bada$$ if the NPC you're selling to responds with: "What the hell am I gonna do with 2700 wooden spoons??? I'll buy 20. Come back next season and I may buy 20 more." There's always some cheese factor in every game like that allows gaming the system with no rhyme or reason or logic to the activity.
Probably the best guide out there. Thank you! 1) As I learn the game, I am learning that farming is the way forward. I set seasons to 30 days but I can switch seasons as I wish. Once farming is done on the first day or so, I gather up my extra seeds and make bucketloads of cash. After the farm is reseeded for the next season, boom, switch seasons, rinse, and repeat. Waiting for workers to gather, hunt, or make items is an inefficient use of time. I set winter to one day (set in 'customize' one season before) because I don't care much for planting carrot and just skip to the next spring in one day. Even though flax and wheat are worth more individually, I plant a TON of cabbage because it is harvested the most each year so there's also a ton of leftover food and cabbage to do whatever with. Just a bonus. 2) Smoked fish and dried meat is fantastic for easy money. Hunters gathering tons of meat each day can net a couple hundred coin a day. Also, have a decent fisherman pull in raw fish and then you crank out the drying. I also have the settings for 1 craft for the bunch because I frankly don't have RL time to sit and wait.
many thanks man for the update spread sheet. played game in beta, been very ill last few years and only just come back to gaming really. thanks for this spreadsheet its made me able to get back into game easer
Great and informative video. Recently got into the game and did some quick math early game to see what would be the most efficient. Ended up doing stone knives before seeing this video. Funny enough I just watched the wooden spoon one and was puzzled why he was so adamant about those, and actually laughed out loud when you said they were wrong. Hope you keep making content for this amazing game.
Thanks for the analysis. As soon as I came across a video from this channel yesterday (I'm enjoying watching the playlist at the moment) I had no doubt that this creator awaits a bright future very soon.
Early game quests have you running from village to village, collecting the stone and sticks to make 50 stone axes (you need the large pouch and backpack to carry them) between villages means you can make 1000 coins at every place you need to go to in order to complete a quest segment, this I think is the best use of time during the early game. Your guide, though comprehensive, requires all crafting stations to be in existence, and by the time you have them, making money is not so much of a problem as supplying your villagers needs.
The guide only provides you the info to make a judgement with what you have on hand. Or what you can pursue as a goal. You don't need top tier of anything, nor every workstation. Thanks for watching!
Just bought the game on steam summer sale. About 10 hours into the game in my first playthrough, still figuring things out. TYVM. Much appreciated. Subbed.
Spreadsheet was a beautiful touch! I scoured over it and have managed to have the best start I’ve had in this game so far! makes a nice change from all them stone knives 😂
Great video. This does explain alot. I really enjoy hunting birds in the game; ducks early on and eagles later. I always have an overabundance of arrows and end up selling quite a few. I guess it explains why I never really have money problems, unless i get carried away of course.
Much appreciated you making the video. Time is always the one thing I seem to have very little of in Medival Dynasty, as side quests eat up most of my season days. What I have left for time after that is spent on building, Farming, hunting & Gathering for the next season. Approximately 3 days before it changes over. Time is always of the essence and time well spent is a dollar earned. 1000 plus hrs and still love learning new ways or tricks to improve my game experience.
@SGTSylver I first have to say, Thank you for the effort and time you've put into this spreadsheet. I think this is going to be a handy tool for the community. I do however, think there might be a couple of issues I am seeing. I personally am very much in favor of selling Flax/Wheat seeds as they are light and the player can carry a lot of them. Also, I like the leather hand crafted bags, loads of money as long as you have the leather supply. I like the idea of wooden vials as well as they require only wood to make, crafted in bulk and the player can carry quite a lot to sell. My personal favorite item to sell once the Mine is reached, are the Iron arrows. All of which are great items to sell, especially when combined together each season. I do believe that "Time" is a widely unfactored resource in the game. This being said, I see that the Poison Arrows/Bolts rank very high as a great money maker in your chart. However, I have to question if the "Time to craft" value also factors in the time and effort to craft the poison needed to craft these items. This time factor, if not applied, could be added to any crafted item needing multiple crafted resources to make the final product. So, the fact that it only take 1 second to apply the Poison to the Arrow/Bolt you still have to craft the poison, you have to craft the iron ingot. I believe that if the player is personally crafting these items, then that would probably change the value of money made overall. I'm guessing that the chart is assuming that all necessary ingredients for the final product are already on hand?. I want to be very clear for anyone who may read my comment. I like the Idea of having a chart like this one and I am only questioning the items above so the community can have the best possible chart available. I am very appreciative of the time @SGTSylver has put into this chart and if I can help make it better, I will.
Yep, you're correct. The chart doesn't factor the time on any of the "secondary" resources needed, that being things like thread, cloth, planks, ingots, poison, etc. It assumes that you are producing those things already and is to assist you in what to sell given the items you have on hand. Or, what to pursue if you wish to be the most economical with your time in selling items but again caveated. I intended to factor the time in every ingredient to every item but the spreadsheet became too complex and simply time consuming to develop to that point. Also, I feared it would be too complicated for some of the community to reference. It's not to say it couldn't be done elegantly, its just the time needed to make it so wasn't equating to value in the end. The end result didn't really change all that much if you are using NPCs to gather and create the ingredients for you. However, if the player is trying to create each individual ingredient that time adds up quickly and does factor considerably, especially when comparing a poison arrow to a regular arrow as an example, and probably the most extreme example as well. Or when comparing stone arrows to wood vials. Also, please note that someone identified a discrepancy with the wood vial's weight and it was updated in the spreadsheet but couldn't be changed in the published video (perhaps a future update). The vials are not as good as expected as a result. I always appreciate any feedback or information to help make it as valuable a tool to the community as possible so please keep any criticism coming. And, should anyone want to endeavor to take on the task of incorporating all the secondary ingredients and their time into the equation please do, as it would only be a more complete picture.
@@sgtsylver Thank you for your quick reply. I can not even begin to imagine the time and energy that has already gone into making this chart, nor trying to add the secondary ingredients in the the value factor. My brain does not have that type of capacity. When it comes to crafting and selling items, I try very hard to keep things simple and I believe this chart can help players do just that. Math can be hard sometimes 😊 As long as players are aware that these values are for the crafting of the finished product with materials on hand and not the entire process from gathering to final product. Gathering being the biggest time sink, especially in the early game. I think you've done a fabulous job with this chat and I do hope you can keep it updated. Happy Hunting
@@HecticNasari I don't think there is any way to factor the time for the player gathering anything accurately, it would all be a crude guess. The NPCs though, that is all available in the management for the buildings. Thank you for the time and consideration. I really do appreciate it. And, happy hunting to you brother.
I like knives first few days. I build towards arrows, and then seeds. One of the rules I have is "no empty freighting." I want to be fully loaded when going to sell, and end up fully loaded at my village. In the first years, I use dandelions to reduce time of runs, and gather berries, or other resources only when I have to rest to get stamina back. I also do hunting to augment hides. If you put a resource storage at mine between the BranXXX villages, you can efficiently mine limestone, rocks, copper, and tin one day a season and start jump starting villager happiness, building new buildings, and make lots of money with stone knives, poisoned copper arrows, and simple bags with two village hunters. With a productive farm, extra seeds for money starts a whole new jump start.
I agree. It's about being opportunistic in what you're nearby to minimize movement. I also discovered in my latest, soon to be published, video that knives offer more production pts in experience than simple bags. So, their benefit gets amplified early game for that reason as well. Thanks for watching!
Once I was established enough I noticed the copper shovel and that's what I focused on during Spring! backpacks are imperative so you can make multiple trips as fast as possible. Village placement also matters in regards to how quick you'll be able to run back and forth and sell the shovels. I was able to make about 800-1000 during my first run.
This spreadsheet is amazing. I was wondering if you would consider re-doing this spreadsheet given I heard they made multiple updates to the value of certain items. Love your videos and thank you!
Thank you so much,I just started and I am pretty lost. I followed your video to build my settlement in the spot you said and I agree is the perfect place!! Thanks so mucj
@@sgtsylver this is also for mid to late game. There is no calculator for time to pick up items, in certain areas or at all. No criticism here, I'm just mentioning for someone else. I don't understand the matrix enough to put this together.
This guide needs an update since lots of base prices have changed a lot since this video. I like that production time has been taken into consideration when making this guide.
Thanks for the current round up. Looks like a few of my annicdotal observations were accurate: bolts and arrows are great to sell, sheep for wool is a good mid game option and shovels are good if selling via the market stall. Surprises for me would be the trousers and hats plus the oven items. I have generally considered selling clothing items and oven items less worth it based on time and weight than selling their individual components. Did you factor into your calculations the need for making the components before the item? Eg 1 :spinning flax or wool into thred then fabric before making the actual item of clothing? Or Eg 2: growing wheat/rye then threshing then grinding into flower before baking? Or Eg 3 :smelting copper and tin ore into bars then smelting into bronze bars for the bronze tools?
I did not factor the time to produce "ingredient" materials. Although, I started to but the spreadsheet became too "complex" to be easily used by most. Additionally, it didn't really effect the end result that much, which is what can you sell the fastest for the most coin.
Impressive spreadsheet! If you ever want to get rid of the #div/0!....if((missing data)="","",(=your function/calculation here)...I hated seeing it so I would add this to functions to show nothing for missing data in referenced cells!
This was super helpful Sarge, thanks. Funny to me that I always end up as a fletcher in every medieval tech game since DnD 2nd ed. Every time I try to get out they pull me back in, the fletching mafia is apparently a thing.
I’m just gonna go on record and say that your voice played a part in my subscribe here. So far your guides have been very helpful and much appreciated thank you for the good work.
Flax and wheat are the best imo. Lots of expensive seeds to sell plus you get straws and flaxstalk from them. From them you can produce strawhats in the seewing hut. If I wanted to earn as much as possible during year1 I would probably make stoneknives day one and two. The last day of spring I would sow as much flax and wheat that i could afford.
That is a great Spring plan. I even forgo the house, focusing on the barn so I can make my own fertilizer day 1 of Summer from rotted berries in the compost bin. That way more money goes toward seed and bigger fields in the next seasons.
I just craft stone knives if I need money. Make 100 stone knives for 500 sticks and 200 rocks. Get 2000 silver. Buy your backpack and pouch, some fertilizer and seeds and you don't really need money until taxes or buying animals. This can all be accomplished on the first day.
I started selling copper axes and bronze axes. I can bankrupt the vendors with one round of runs to vill per season. Then buy my needs and sell them even more axes, to walk away with the goods and my money back, lol. Start each season off cleaning out the mine, of course, then crafting these goods, then the sales runs, returning with seeds and animal feed…. the waterfall is close enough, but I look forward to a donkey & stall soon. I’m about to complete fertilizing my fields for first planting season. Then Im gonna get hogs in and can automate that aspect… I’m building homes and inviting my first 10 key villagers, then hunker down to assess. Fun cycle. Based on this analysis, I’m gonna work on @ season of arrows and see how it goes. Thanks!
Thank you for this. I tried making money using spoons. It takes a lot of time picking and doesnt give much money. Feather and spoon sucks. Thanks for this
This is awesome don't actually own this game was planning to pick this game up during summer sale but was worried about how much time I'd be able to invest. This video was really cool and helpful.
I'd like to hire some bandits in the game. Alternatively: disable their chief so the rest of the gang joins me. Then I'd proceed to rob the vendors in every village. If they don't pay up for my "security services", I will set their huts on fire with a self crafted torch, make the guys at the camp fire join me and my gang. The ladies will cater to us. The rest may be eaten by bears and wolves, Idc. I'd build a robbers' camp in the woods, like in the medieval novel 'robyn from the hood'. The kings' herold should react related to my actions such as putting a reward onto my head. The more we rob and burn, the more soldiers appear in the valley. If I and my gang want to live like free men, we have to face and remove Unigost, the local sheriff. He's a murderer anyways. Devs, can you do that for me? Please!
Can't wait to see the values for villager-created items, if I read your comments correctly. I always get stuck in my head early game about what to make them do to min/max earnings, so it would be nice to see some numbers. I'd start evaluating it myself, but I just picked the game up again and deleted all my old saves... Though, I could download a cheaty save file from the web I guess.
I did hunting lodge and got 2 hunters had them gather feathers. Then wood shed then work shop had wood vials made. Year 2 and main quest is complete i have horses, and over 50k i just let them do that and no shortages in resources and collect over 2k feathers 1 k in vials. Then travel around to sell. Money should be the easiest part of this game.
Thumbs up, appreciate the effort. I'm sad I kinda finished this game pretty quickly on my 2nd play through...in fact I didn't even realize I "beat" the game till I looked up end game goals, which is finish main story quest. I made a pretty town, had about 65 buildings 38-40 workers, babies pouring out. Loved the journey. Just a beautiful game, looking forward to Sengoku Dynasty in the fall.
Thanks! I too am looking forward to Sengoku. After the dumpster fire that was Wild West I was glad to see that the early play shown on youtube by creators wasn't garbage. I really appreciate you commenting!
Not really related but you should consider starting a channel reading stories like reddit horror stories or even out of copyright books. You've got a great voice for it.
You just saved me sooo many hours, I've been working on building a spreadsheet to calculate the profit of items per villager production time. Have you confirmed that villager building production rates scale proportionally to the craft timer for the player?
Also, I'd personally caution against accepting the use of "$/sec/kg" as the "bottom line" here since as a metric (like any other metric) it only makes sense in certain contexts. Given two items of similar weight and crafting times, it can show a clear winner... however, if used to compare items with extreme stats, it can be misleading at times. Is the limiting factor how many items you can craft? Is it how much you can transport, or how many trips? Can you produce enough iron arrows to fill a pack mule's inventory, or would it be better to focus purely on profit/hour? Obviously there's a tipping point where you want to focus on whatever brings the most value per hour, but you need to switch to lighter items at some point to make the best use of inventory space. I'd also like to point out that your consideration of the costs often don't take into account the time required for prior steps in the production chain. My next goal if I have time is to figure out what the "average" productivity of a villager looks like, and assign a dollar-value to their workday/time, and revisit the cost of various items based on the time required for their production.
I have not verified if the players skills/perks attribute to the crafting production of the buildings worked by an npc. But it is something I'm also interested in knowing. Thanks for watching and the support!
@@sgtsylver I found the following: the output of a theoretical lvl 0 villager would be very nearly zero. Output per villager is directly proportional to level (level 2 produces twice as much as level 1, and level 4 twice as much as level 2, etc). I also found that there's zero correlation between player's crafting time and villager crafting time. A lvl 3 production villager can craft around 15 simple torches per day, player rate is 2 seconds; however, a lvl 3 wood cutter can craft planks almost 30 times per day, whereas player time is 4 seconds. For a villager with lvl 2 production, buckets and simple wicker baskets differ, they can make 4 baskets, or 3.4 buckets (15% less), even though for the player these two items cost the same amount of time (5 seconds). So in short, using the player crafting times to ascertain time values for villager crafted objects could be off by a small amount, or by a lot (almost 4 times the expected production rate for planks)
Compare your finding to the spreadsheet. The Output/day/lvl column has the values I already found. Maybe you'll find something different. The column starts at level 1. I found that each level increased by that level. So if a level 1 produced 1 item per day, a level 3 would produce 3 items p/day, maxing at a level 10 producing 10 p/day. You are correct that there doesn't seem to be correlation to crafting time and I haven't confirmed if the players perks contribute to villager output. The only way I was able to validate these values was by going into the Management tab and setting the building to craft each item at 100% at level 10 and 100% at level 1. I found some small discrepancy due to rounding of decimals in the code (I assume). Also, mood is a factor that I haven't contributed. I'll need to get a villager to 100% mood to verify for each building.
@@sgtsylver you have .02 for small wicker basket and i have 2.02; however, on testing I can confirm two things. A) player productivity bonuses for workshops don't seem to affect villager output B) happiness does affect output. For my woodshed log output, I got 23.06 at -20% mood, 23.41 at -12%, and 23.61 at -8%. I'm checking now to see if building condition affects output
I apologize if I didn't look well enough through your videos. Is there an up to date cart location video/guide that anyone has seen? I've been using an "interactive map" I found online but there seems to be quite a few "missing" carts now
I don't know of any reliable tools or guides for cart spawns unfortunately. However, the location of a cart is not guaranteed, they spawn at random but in predetermined locations.
@SGTSylver Love your content. Any chance you'd consider adding a column in the spreadsheet based on craft time? I don't like to use craft cheats as I feel that makes me too "Godly" compared to every other villager being able to craft 1000000 flour in 10 seconds. But, I do try to be efficient where I can. For instance, might be more profitable via material cost to craft 200 caps, but the cost is balanced around the craft time to make so many low tier items. If the sheet was shown the craft cost then it could surface value for higher tier items. Thoughts?
Great video, Ive been looking into things like this, however I want to adjust for RP type play, how would you adjust for market limits such as demand and supply? Mechanically and min max this all makes sense but will a vendor really buy 1000 arrows and entirely deplete their funds if this was real life? What would happen if you flooded the market? Also along those lines I want to food in a more realistic way, yes there is peak efficient methods and the NPCs don't care about anything other than food and water value, but what if it was real life?
I really think a dynamic market/economy would be great. Currently, however, an NPC will buy literally rocks until they are out of cash. Maybe changes in MD2? Thanks for the support!
I'm still new to this game, sadly I only play test version of this game. In the game I'm now has 18/60 building with 14 total villagers, most of them only lvl 2-3 skill only, and now I'm thinking weather my villagers pay tax to me or not in every season, in my opinion maybe the game don't have ability to let me profits from tax. The highest money I can make in 1 season is just about 1300 coin by selling stone knife and feather only and I never go beyond that amount. Sad.
Your villagers will not pay you taxes but if you are crafting the higher tier items you can sell them in Market Stalls for pretty good profit daily. Check the spreadsheet in this video. Thanks for watching.
On the PC if you hold the ALT key it will engage Survival Sense highlighting things around you. Survival Sense can be unlocked with 2 pts of survival skill. Thank you. I really appreciate the support!
Just build knifes, sell a stack of 25 for 950 gold dont have to worry cos every vendor has 1000 gold or more, it takes time like 30 minutes 20 minutes real time but you can easily make 10,000 in 2 hours
Yep, knives can work well. But just for clarification, a stack of 25 only nets you $500. When you are playing default settings or 3 days per season that time really is precious. When you have other resources your time is better spent on those things for higher return. I really appreciate the information and participation. Thank you!
doesn't seem like you take into account any material values, like how easy and cheap sticks are to get compared to linen, or how there is only so much copper/mining resources in the game each season.
No, I don't take into account value of raw materials as you don't buy them so the "value" doesn't factor in my opinion. The value of raw resources is time not coin. Yes you can sell them but you won't, they are too heavy and worth too little. As explained in the video, a stick is worth 0.1 coin, a spoon is worth 1.5, but it takes 2 secs to craft. I can craft a simple bag in 3 secs worth 25 coin without a Workshop. Every other item in the tier 1 workshop provides you more value for your time. A direct comparison to sticks would be baskets. You can craft 1 small wicker basket (5 sticks) in the same time it takes you to craft 3 (2.5) spoons. A basket selling for 7.5 compared to the spoons 4.5. Yes, you can carry more spoons, but you need to spend that time crafting them. Time is just not there to do that. The video points out that it is more about what you have on hand and utilizing those resources to be the most lucrative and efficient with your time. If you don't have leather, than you make baskets, etc. Resources in the game are virtually unlimited due to NPCs. They can gather endlessly without limit, the only limit being their capability which can be increased by their skill, mood and with more of those buildings and npcs. Conversely, if you are going to every mine on the map and manually extracting all the ore each season you probably need to look at using NPCs for more efficiency in your time. Basically, it comes down to how much time you've set for each season and how you want to play. But the spreadsheet is a guide in efficiency to help you make the best use of your time. I really appreciate your watching and support! Thanks!
It is, they updated the game with the Oxbow update and changed the economy. The values are off but the relevance is the same for most items. Stone tools/knives are worthless now though.
Great video. Does the value of items remain fairly consistent when they’re being made by villagers instead of the player or would that be a completely different equation?
It is a different equation. I started it with the spreadsheet under the "Production value" column. Getting those values is more tedious than I wanted it to be. And will do a separate video on that alone. Thank you for participating in the discussion!
Yes and no. Time consumption is different when you add the time to pick up the raw materials from your resource storage and the way to the appropriate workstation to craft that item - with handcrafting you can just stand right at the box in the resouirce storage while any work done at a crafting station requires you to pick up stuff and move. You would have to add this time which is actually not being measured in the spreadsheet. For me personally it is very much about which time is more valuable - my personal or the workers time. Vials are needed for all potions and a crafter at a low percentage setting for vials will actually craft loads more than a single Herbalist can use - so i usually have more than i need anyway. Those are the ones i take with me at season change to pay taxes. All items that only require a single input are excellent for this actually.
A lot of this theorycraft seems to be invalidated by Fast Crafting. I use fast crafting because the default crafting system is so non-interactive it feels like the game has no respect for my real-life time. Sorry but I'm not gonna sit there and watch as my character crafts 90 bowls of soup, one a a time. But because the game is designed with time intended to be a resource I feel a little bit like fast crafting is an exploit. I wish the game just skipped in-game time when you chose to craft in bulk. But it doesn't, and the game is unplayable to me without fast crafting, so here we are.
I agree that the fast crafting does seem a bit cheaty and negates the element of urgency that is created in the game's default play settings. Finding that balance is hard. At the same time though, I don't think the game is designed to be intended for the player to craft for long sessions. I find the game most enjoyable when I'm trying to balance time between all the other things that need to be done and sitting on the edge of failure. I do appreciate the aspect of allowing those that want to use the various settings to create the style of gameplay they want to enjoy. BTW 90 bowls of soup is a huge amount of soup. Thank you for sharing, I really appreciate it!
Thank you so much for this! One thing though, I tried to fill in the missing data for Tier 2, and in my game the Clay vial is 0.2 kg
Ooh Noooo! You're right! And, the wood vial weight is 0.1. This means wood/clay vials suck for market value. They're too heavy compared to other items. Thank you so much for providing this info! I'll update the spreadsheet. Let me know if you find any other discrepancies. I might need to do another video!
I found that selling fur shoes to be the best way to make money for several reasons. Firstly, you can unlock it early in game, along with the other requirements early in your play through, such as the sewing station and hunting lodge. Since fur shoes only require leather and fur, you can get it year round, as linen comes from flax and can only be harvested once a year, plus it's 10 flax stalk per 1 thread, making clothes that require linen is not a steady income, as you would have to grow a massive amount each year.
Fur shoes, like I said, only need fur and leather, so having a hunting lodge to gather the resources it make sure you will always have a steady supply of the material on hand. Then having a couple of sewing stations that constantly makes the shoes will make sure you have the best form of passive income. And because they weigh so little, you can carry several hundred of them and go from town to town to clear out all the vendors money each season until you build a market yourself.
I tried fur boots, however, my tailors cannot make as many boots as shoes, plus, it's a lot more material, so I find that the shoes are better.
Selling grain and seeds are good, but, you have to actively harvest if you want to get everything done on time, so it's not as passive as building a couple of sewing stations with a level II hunter lodge.
Feathers are also pretty good to sell since you can carry thousands at a time, however, it does take a little bit of time to build up the stock to sell, unless you build tons of coops.
It's not bad to have a diverse amount of options to sell, such as seeds and feathers, but fur shoes seems to be the best.
Yep, diversify. The guide is really what that is about. What do you have on hand to make the most money from.
Let me know if the video or spreadsheet helps you by commenting or liking the video. I really appreciate all of you for being here!
That was firstly good info, obviously the most important aspect, but the presentation was clear, concise and really pleasant to listen to. It was quiet. Let's hear it (ironically I suppose) for quiet. No honking noises, no wild animations, no booming intro music. Thank you.
Thank you. I really appreciate the support!
Nice little deep dive. I'm glad you decided to continue making content after your first MD video.
Thank you! Me too! Thank you for participating, I really do appreciate it!
@@sgtsylver I gotta say as well, it was right at the end of the video where you didn't ask for subs as you "don't need them" that got me. So funny, even if not intended. Oh and I have built my village at the spot you suggested, and yes you are correct, so many resources, so thank you :)
@@hockallz2157 I really didn't plan on making any other videos. It was more just a rant but it got traction. So here we are. Thank you again for your support!
What spot is that I have restarted a couple time cause I will go out and explore and say ooohhh this place looks better
You sir are a gentleman and a scholar, i appreciate the work that was put into the spreadsheet and the video. You definitely have the voice for it too, always calming
Wow, thank you! I really appreciate the support!
Thank you so much for making this up to date guide. I’ve been struggling to find a good guide on where to focus my efforts because the game has changed beyond recognition (for the better) since I played the early access version a few years ago. This was a lot of work and since you seem to be still playing and releasing new content for it you have earned yourself a sub.
Thank you so much! I really appreciate the support.
wouldn't it be bada$$ if the NPC you're selling to responds with:
"What the hell am I gonna do with 2700 wooden spoons??? I'll buy 20. Come back next season and I may buy 20 more."
There's always some cheese factor in every game like that allows gaming the system with no rhyme or reason or logic to the activity.
That would be awesome.
Probably the best guide out there. Thank you!
1) As I learn the game, I am learning that farming is the way forward. I set seasons to 30 days but I can switch seasons as I wish. Once farming is done on the first day or so, I gather up my extra seeds and make bucketloads of cash. After the farm is reseeded for the next season, boom, switch seasons, rinse, and repeat. Waiting for workers to gather, hunt, or make items is an inefficient use of time. I set winter to one day (set in 'customize' one season before) because I don't care much for planting carrot and just skip to the next spring in one day. Even though flax and wheat are worth more individually, I plant a TON of cabbage because it is harvested the most each year so there's also a ton of leftover food and cabbage to do whatever with. Just a bonus.
2) Smoked fish and dried meat is fantastic for easy money. Hunters gathering tons of meat each day can net a couple hundred coin a day. Also, have a decent fisherman pull in raw fish and then you crank out the drying. I also have the settings for 1 craft for the bunch because I frankly don't have RL time to sit and wait.
Farming helps tremendously. Thank you!
many thanks man for the update spread sheet. played game in beta, been very ill last few years and only just come back to gaming really. thanks for this spreadsheet its made me able to get back into game easer
You are most welcome. Thank you for the support and participation!
Great and informative video. Recently got into the game and did some quick math early game to see what would be the most efficient. Ended up doing stone knives before seeing this video. Funny enough I just watched the wooden spoon one and was puzzled why he was so adamant about those, and actually laughed out loud when you said they were wrong. Hope you keep making content for this amazing game.
Thank you! I appreciate the support!
Thanks for the analysis.
As soon as I came across a video from this channel yesterday (I'm enjoying watching the playlist at the moment) I had no doubt that this creator awaits a bright future very soon.
Thank you! I really appreciate the support and encouragement!
Early game quests have you running from village to village, collecting the stone and sticks to make 50 stone axes (you need the large pouch and backpack to carry them) between villages means you can make 1000 coins at every place you need to go to in order to complete a quest segment, this I think is the best use of time during the early game.
Your guide, though comprehensive, requires all crafting stations to be in existence, and by the time you have them, making money is not so much of a problem as supplying your villagers needs.
The guide only provides you the info to make a judgement with what you have on hand. Or what you can pursue as a goal. You don't need top tier of anything, nor every workstation. Thanks for watching!
You should make stone knives not axes. Half the sticks required for knives but they retail at the same price.
Just bought the game on steam summer sale. About 10 hours into the game in my first playthrough, still figuring things out. TYVM. Much appreciated. Subbed.
Thank you! The game is great. I really appreciate your comments!
Spreadsheet was a beautiful touch! I scoured over it and have managed to have the best start I’ve had in this game so far! makes a nice change from all them stone knives 😂
That is great to hear! You always wonder if the labor will result in actual benefit for players. So appreciated.
What did you do instead of stone knives?
YOU are my favorite TH-camr when it comes to this game because your short and straight to the point and you avoid wasting time with all the fluff
Thank you so much! I really appreciate it!
Definitely one of the best all around guides to help understanding money making
Thank you.
Great video.
This does explain alot. I really enjoy hunting birds in the game; ducks early on and eagles later. I always have an overabundance of arrows and end up selling quite a few. I guess it explains why I never really have money problems, unless i get carried away of course.
Glad for the reinforcement. Thank you for watching! I really appreciate it!
Much appreciated you making the video.
Time is always the one thing I seem to have very little of in Medival Dynasty, as side quests eat up most of my season days.
What I have left for time after that is spent on building, Farming, hunting & Gathering for the next season. Approximately 3 days before it changes over.
Time is always of the essence and time well spent is a dollar earned.
1000 plus hrs and still love learning new ways or tricks to improve my game experience.
Glad to hear it! Thanks for the support!
@SGTSylver I first have to say, Thank you for the effort and time you've put into this spreadsheet. I think this is going to be a handy tool for the community.
I do however, think there might be a couple of issues I am seeing.
I personally am very much in favor of selling Flax/Wheat seeds as they are light and the player can carry a lot of them. Also, I like the leather hand crafted bags, loads of money as long as you have the leather supply. I like the idea of wooden vials as well as they require only wood to make, crafted in bulk and the player can carry quite a lot to sell. My personal favorite item to sell once the Mine is reached, are the Iron arrows. All of which are great items to sell, especially when combined together each season.
I do believe that "Time" is a widely unfactored resource in the game. This being said, I see that the Poison Arrows/Bolts rank very high as a great money maker in your chart. However, I have to question if the "Time to craft" value also factors in the time and effort to craft the poison needed to craft these items. This time factor, if not applied, could be added to any crafted item needing multiple crafted resources to make the final product. So, the fact that it only take 1 second to apply the Poison to the Arrow/Bolt you still have to craft the poison, you have to craft the iron ingot. I believe that if the player is personally crafting these items, then that would probably change the value of money made overall.
I'm guessing that the chart is assuming that all necessary ingredients for the final product are already on hand?.
I want to be very clear for anyone who may read my comment.
I like the Idea of having a chart like this one and I am only questioning the items above so the community can have the best possible chart available. I am very appreciative of the time @SGTSylver has put into this chart and if I can help make it better, I will.
Yep, you're correct. The chart doesn't factor the time on any of the "secondary" resources needed, that being things like thread, cloth, planks, ingots, poison, etc. It assumes that you are producing those things already and is to assist you in what to sell given the items you have on hand. Or, what to pursue if you wish to be the most economical with your time in selling items but again caveated.
I intended to factor the time in every ingredient to every item but the spreadsheet became too complex and simply time consuming to develop to that point. Also, I feared it would be too complicated for some of the community to reference. It's not to say it couldn't be done elegantly, its just the time needed to make it so wasn't equating to value in the end. The end result didn't really change all that much if you are using NPCs to gather and create the ingredients for you. However, if the player is trying to create each individual ingredient that time adds up quickly and does factor considerably, especially when comparing a poison arrow to a regular arrow as an example, and probably the most extreme example as well. Or when comparing stone arrows to wood vials. Also, please note that someone identified a discrepancy with the wood vial's weight and it was updated in the spreadsheet but couldn't be changed in the published video (perhaps a future update). The vials are not as good as expected as a result.
I always appreciate any feedback or information to help make it as valuable a tool to the community as possible so please keep any criticism coming. And, should anyone want to endeavor to take on the task of incorporating all the secondary ingredients and their time into the equation please do, as it would only be a more complete picture.
@@sgtsylver Thank you for your quick reply. I can not even begin to imagine the time and energy that has already gone into making this chart, nor trying to add the secondary ingredients in the the value factor.
My brain does not have that type of capacity.
When it comes to crafting and selling items, I try very hard to keep things simple and I believe this chart can help players do just that. Math can be hard sometimes 😊
As long as players are aware that these values are for the crafting of the finished product with materials on hand and not the entire process from gathering to final product. Gathering being the biggest time sink, especially in the early game.
I think you've done a fabulous job with this chat and I do hope you can keep it updated.
Happy Hunting
@@HecticNasari I don't think there is any way to factor the time for the player gathering anything accurately, it would all be a crude guess. The NPCs though, that is all available in the management for the buildings. Thank you for the time and consideration. I really do appreciate it. And, happy hunting to you brother.
I like knives first few days. I build towards arrows, and then seeds. One of the rules I have is "no empty freighting." I want to be fully loaded when going to sell, and end up fully loaded at my village. In the first years, I use dandelions to reduce time of runs, and gather berries, or other resources only when I have to rest to get stamina back. I also do hunting to augment hides. If you put a resource storage at mine between the BranXXX villages, you can efficiently mine limestone, rocks, copper, and tin one day a season and start jump starting villager happiness, building new buildings, and make lots of money with stone knives, poisoned copper arrows, and simple bags with two village hunters. With a productive farm, extra seeds for money starts a whole new jump start.
I agree. It's about being opportunistic in what you're nearby to minimize movement. I also discovered in my latest, soon to be published, video that knives offer more production pts in experience than simple bags. So, their benefit gets amplified early game for that reason as well. Thanks for watching!
Once I was established enough I noticed the copper shovel and that's what I focused on during Spring! backpacks are imperative so you can make multiple trips as fast as possible. Village placement also matters in regards to how quick you'll be able to run back and forth and sell the shovels. I was able to make about 800-1000 during my first run.
That is awesome! Thanks for the feedback and support!
Well explained. This will change the way I make money moving forward. I like your village too!
I appreciate the feedback immensely. Thanks for watching and commenting.
Wow, so much work has been put into this just got to say well done, amazing work and extremely helpfull. Thanks for this.
You are most welcome! Thank you for watching. I really appreciate it.
One can never go wrong with arrows. For personal use or for sales, one should always have a good bundle of them
Yep, especially now since those values have all changed with updates. Trousers still rock.
Good videos. Strong voice and very helpfull. Im glad you popped up in my feed!
I am glad too. Thank you for the encouragement! It is very appreciated.
I'm gonna like the video if I like it.
Well, I loved it. Thank you very much, Sir. Great content!
You are welcome, and, thank you for the support!
This is such an informative video, thank you very much. Also, you have a lovely voice.
Thank you so much. I really appreciate the support!
I have just started to find your content :) Your Village is so amazing and your voice is very cool, keep up the good work!!
Thank you so much! Very appreciated.
This spreadsheet is amazing. I was wondering if you would consider re-doing this spreadsheet given I heard they made multiple updates to the value of certain items.
Love your videos and thank you!
Will be working on updating it soon. Thanks for watching and supporting!
@@sgtsylver awesome. one thing I was also wanting but couldn't figure out was what the best items to make for experience per crafting time.
Thank you so much,I just started and I am pretty lost. I followed your video to build my settlement in the spot you said and I agree is the perfect place!! Thanks so mucj
Glad I could help. Thank you for participating! I really appreciate you.
LOVE YOUR Videos man! Keep Them Coming!
Thanks! I will do my best. Thank you for the encouragement!
I'm glad to have stumble on to your channel. Awesome content without squealing. 😂😂😂
So glad to have you here! Thanks for your support!
Very good work here. Extremely helpful spreadsheet.😊
Thank you! I really appreciate the support!
@@sgtsylver I know subs don't mean much anymore but you got mine.
@@sgtsylver this is also for mid to late game. There is no calculator for time to pick up items, in certain areas or at all. No criticism here, I'm just mentioning for someone else. I don't understand the matrix enough to put this together.
@@sisbonetta Thank you! I really appreciate the support!
This guide needs an update since lots of base prices have changed a lot since this video.
I like that production time has been taken into consideration when making this guide.
Thanks, yep, definitely need to update. Will try soon.
watching your videos is a good way to fall asleep, thanks for sharing :)
My pleasure! Thanks for watching. I really appreciate it!
Thank you, simply brilliant, liked and subbed 🙌
Thank you for watching and the sub!
Thanks for the current round up. Looks like a few of my annicdotal observations were accurate: bolts and arrows are great to sell, sheep for wool is a good mid game option and shovels are good if selling via the market stall.
Surprises for me would be the trousers and hats plus the oven items.
I have generally considered selling clothing items and oven items less worth it based on time and weight than selling their individual components.
Did you factor into your calculations the need for making the components before the item?
Eg 1 :spinning flax or wool into thred then fabric before making the actual item of clothing?
Or Eg 2: growing wheat/rye then threshing then grinding into flower before baking?
Or Eg 3 :smelting copper and tin ore into bars then smelting into bronze bars for the bronze tools?
I did not factor the time to produce "ingredient" materials. Although, I started to but the spreadsheet became too "complex" to be easily used by most. Additionally, it didn't really effect the end result that much, which is what can you sell the fastest for the most coin.
Nice video - I think you were dancing all around the idea of "opportunity cost".
Elaborate please.
Impressive spreadsheet! If you ever want to get rid of the #div/0!....if((missing data)="","",(=your function/calculation here)...I hated seeing it so I would add this to functions to show nothing for missing data in referenced cells!
Good tip. Thanks!
Your voice is good for content creation truely amazing
Thank you! More content to follow. Thanks for watching and the motivation! I really appreciate it!
This was super helpful Sarge, thanks. Funny to me that I always end up as a fletcher in every medieval tech game since DnD 2nd ed. Every time I try to get out they pull me back in, the fletching mafia is apparently a thing.
This was sponsored by the fletching mafia so..... Thanks for watching and the support!
Just touching on the high value of juice...2 feet to the left of the juice press is a wine cask that improves the value quite a bit.
Yep. Thanks for watching and participating, I really appreciate it!
I’m just gonna go on record and say that your voice played a part in my subscribe here. So far your guides have been very helpful and much appreciated thank you for the good work.
Thank you so much! And I appreciate you!
awesome, thanks for all the hard work you did to put this together! you certainly earned my like and sub! keep it up buddy! 💯💯💯
Thank you for watching and your support! I really appreciate it!
@@sgtsylver you're welcome 😎
Great video! The audio is very low but I did remember to lower my volume before playing more Medieval Dynasty.
Thank you for watching and supporting! I really appreciate it!
Great work! Thank you!
Thank you for watching and the support!
Flax and wheat are the best imo. Lots of expensive seeds to sell plus you get straws and flaxstalk from them. From them you can produce strawhats in the seewing hut.
If I wanted to earn as much as possible during year1 I would probably make stoneknives day one and two. The last day of spring I would sow as much flax and wheat that i could afford.
That is a great Spring plan. I even forgo the house, focusing on the barn so I can make my own fertilizer day 1 of Summer from rotted berries in the compost bin. That way more money goes toward seed and bigger fields in the next seasons.
I just craft stone knives if I need money. Make 100 stone knives for 500 sticks and 200 rocks. Get 2000 silver. Buy your backpack and pouch, some fertilizer and seeds and you don't really need money until taxes or buying animals. This can all be accomplished on the first day.
I agree completely! I've got a video about that exact thing. Thanks for being here! I really do appreciate it!
I started selling copper axes and bronze axes. I can bankrupt the vendors with one round of runs to vill per season. Then buy my needs and sell them even more axes, to walk away with the goods and my money back, lol.
Start each season off cleaning out the mine, of course, then crafting these goods, then the sales runs, returning with seeds and animal feed…. the waterfall is close enough, but I look forward to a donkey & stall soon.
I’m about to complete fertilizing my fields for first planting season. Then Im gonna get hogs in and can automate that aspect…
I’m building homes and inviting my first 10 key villagers, then hunker down to assess.
Fun cycle.
Based on this analysis, I’m gonna work on @ season of arrows and see how it goes. Thanks!
Thanks for your hard work and advice
Thank you!
I like the subtitle provided in this video, it helps people like whos bad at English Listening 😂
Great! Thanks for watching!
Top video str8 to the facts, cheers pal
Thank you so much! I really appreciate it!
this dude is a legend
Thank you!
Thank you for this. I tried making money using spoons. It takes a lot of time picking and doesnt give much money. Feather and spoon sucks. Thanks for this
Thank you for watching. I really appreciate the support!
This is awesome don't actually own this game was planning to pick this game up during summer sale but was worried about how much time I'd be able to invest. This video was really cool and helpful.
I am so glad it could help. Thank you for watching and commenting, I really appreciate your participation.
Thanks for the video. Well done.
Thanks again. The encouragement is most welcome and appreciated!
amazing content. Thank you!!!
Thank you!
I'd like to hire some bandits in the game. Alternatively: disable their chief so the rest of the gang joins me.
Then I'd proceed to rob the vendors in every village. If they don't pay up for my "security services", I will set their huts on fire with a self crafted torch, make the guys at the camp fire join me and my gang. The ladies will cater to us. The rest may be eaten by bears and wolves, Idc.
I'd build a robbers' camp in the woods, like in the medieval novel 'robyn from the hood'.
The kings' herold should react related to my actions such as putting a reward onto my head. The more we rob and burn, the more soldiers appear in the valley. If I and my gang want to live like free men, we have to face and remove Unigost, the local sheriff. He's a murderer anyways.
Devs, can you do that for me? Please!
LOL
Your voice is so easy to listen to
Thank you! I appreciate it!
Can't wait to see the values for villager-created items, if I read your comments correctly. I always get stuck in my head early game about what to make them do to min/max earnings, so it would be nice to see some numbers. I'd start evaluating it myself, but I just picked the game up again and deleted all my old saves... Though, I could download a cheaty save file from the web I guess.
I'm working on it, although slowly. I appreciate you watching and the support!
@@sgtsylver No rush, enjoy the game.
I did hunting lodge and got 2 hunters had them gather feathers. Then wood shed then work shop had wood vials made. Year 2 and main quest is complete i have horses, and over 50k i just let them do that and no shortages in resources and collect over 2k feathers 1 k in vials. Then travel around to sell. Money should be the easiest part of this game.
Some people get poor advice and it impacts their experience significantly. I'm glad you reinforce my data. Thanks for sharing! I really appreciate it!
I'm late game. I've been doing Mead/Wines from the Taverns and Iron Knives. I'm definitely going to change from Iron Knives to Iron Arrows 😊
Sounds good! Thanks for letting me know! I really do appreciate hearing from everyone!
Have you updated your spreadsheets for the Oxbow co-op update, and are you planning on making it available? Love it!
I am not planning on updating the spreadsheet until I've had a full run through on Oxbow. At this rate it will be a minute.... or three.
Pro...very much appreciated 👍
Thank you. I really appreciate the support!
I've found a teeny mistake in the spreadsheet...on the Tier 2 page, you have "Salted Meat" listed as requiring a Clay Vial.
Thank you! I've updated the sheet!
Thumbs up, appreciate the effort. I'm sad I kinda finished this game pretty quickly on my 2nd play through...in fact I didn't even realize I "beat" the game till I looked up end game goals, which is finish main story quest. I made a pretty town, had about 65 buildings 38-40 workers, babies pouring out. Loved the journey. Just a beautiful game, looking forward to Sengoku Dynasty in the fall.
Thanks! I too am looking forward to Sengoku. After the dumpster fire that was Wild West I was glad to see that the early play shown on youtube by creators wasn't garbage. I really appreciate you commenting!
Not really related but you should consider starting a channel reading stories like reddit horror stories or even out of copyright books. You've got a great voice for it.
Thank you!
Thanks for the video.
Thank you for watching. I appreciate the support!
You just saved me sooo many hours, I've been working on building a spreadsheet to calculate the profit of items per villager production time. Have you confirmed that villager building production rates scale proportionally to the craft timer for the player?
Also, I'd personally caution against accepting the use of "$/sec/kg" as the "bottom line" here since as a metric (like any other metric) it only makes sense in certain contexts. Given two items of similar weight and crafting times, it can show a clear winner... however, if used to compare items with extreme stats, it can be misleading at times. Is the limiting factor how many items you can craft? Is it how much you can transport, or how many trips? Can you produce enough iron arrows to fill a pack mule's inventory, or would it be better to focus purely on profit/hour? Obviously there's a tipping point where you want to focus on whatever brings the most value per hour, but you need to switch to lighter items at some point to make the best use of inventory space. I'd also like to point out that your consideration of the costs often don't take into account the time required for prior steps in the production chain. My next goal if I have time is to figure out what the "average" productivity of a villager looks like, and assign a dollar-value to their workday/time, and revisit the cost of various items based on the time required for their production.
I have not verified if the players skills/perks attribute to the crafting production of the buildings worked by an npc. But it is something I'm also interested in knowing. Thanks for watching and the support!
@@sgtsylver I found the following: the output of a theoretical lvl 0 villager would be very nearly zero. Output per villager is directly proportional to level (level 2 produces twice as much as level 1, and level 4 twice as much as level 2, etc). I also found that there's zero correlation between player's crafting time and villager crafting time. A lvl 3 production villager can craft around 15 simple torches per day, player rate is 2 seconds; however, a lvl 3 wood cutter can craft planks almost 30 times per day, whereas player time is 4 seconds. For a villager with lvl 2 production, buckets and simple wicker baskets differ, they can make 4 baskets, or 3.4 buckets (15% less), even though for the player these two items cost the same amount of time (5 seconds). So in short, using the player crafting times to ascertain time values for villager crafted objects could be off by a small amount, or by a lot (almost 4 times the expected production rate for planks)
Compare your finding to the spreadsheet. The Output/day/lvl column has the values I already found. Maybe you'll find something different. The column starts at level 1. I found that each level increased by that level. So if a level 1 produced 1 item per day, a level 3 would produce 3 items p/day, maxing at a level 10 producing 10 p/day. You are correct that there doesn't seem to be correlation to crafting time and I haven't confirmed if the players perks contribute to villager output. The only way I was able to validate these values was by going into the Management tab and setting the building to craft each item at 100% at level 10 and 100% at level 1. I found some small discrepancy due to rounding of decimals in the code (I assume). Also, mood is a factor that I haven't contributed. I'll need to get a villager to 100% mood to verify for each building.
@@sgtsylver you have .02 for small wicker basket and i have 2.02; however, on testing I can confirm two things. A) player productivity bonuses for workshops don't seem to affect villager output B) happiness does affect output. For my woodshed log output, I got 23.06 at -20% mood, 23.41 at -12%, and 23.61 at -8%. I'm checking now to see if building condition affects output
Great work
Thank you! Cheers!
Thank you so much for this.
You are so welcome! Thank you for the encouragement! I really appreciate you!
Are you still making updated videos?
Yep! Let me know what you think of them. Thanks for the support!
I apologize if I didn't look well enough through your videos. Is there an up to date cart location video/guide that anyone has seen? I've been using an "interactive map" I found online but there seems to be quite a few "missing" carts now
I don't know of any reliable tools or guides for cart spawns unfortunately. However, the location of a cart is not guaranteed, they spawn at random but in predetermined locations.
@SGTSylver Love your content. Any chance you'd consider adding a column in the spreadsheet based on craft time?
I don't like to use craft cheats as I feel that makes me too "Godly" compared to every other villager being able to craft 1000000 flour in 10 seconds.
But, I do try to be efficient where I can. For instance, might be more profitable via material cost to craft 200 caps, but the cost is balanced around the craft time to make so many low tier items. If the sheet was shown the craft cost then it could surface value for higher tier items. Thoughts?
I was working on one and they changed all the values, so I'm waiting for the game to stabilize. I appreciate the support!
@@sgtsylver You're the man!
Is there any way to save a copy of the spreadsheet in MS Excel format?
Sure, you can download/save the file in Google Sheets and then open it in Excel.
Great video, Ive been looking into things like this, however I want to adjust for RP type play, how would you adjust for market limits such as demand and supply? Mechanically and min max this all makes sense but will a vendor really buy 1000 arrows and entirely deplete their funds if this was real life? What would happen if you flooded the market? Also along those lines I want to food in a more realistic way, yes there is peak efficient methods and the NPCs don't care about anything other than food and water value, but what if it was real life?
I really think a dynamic market/economy would be great. Currently, however, an NPC will buy literally rocks until they are out of cash. Maybe changes in MD2? Thanks for the support!
Great video.
Thank you! I really appreciate it!
Thank you!!
You are welcome! And, thank you for watching!
Iron bolts still the best since all the way back to early access
Yes they are. Thanks for watching and participating!
Hey. Is it still actual for Oxbow in new update?
Yes and no. The values are different but the result is the same.
I'm still new to this game, sadly I only play test version of this game. In the game I'm now has 18/60 building with 14 total villagers, most of them only lvl 2-3 skill only, and now I'm thinking weather my villagers pay tax to me or not in every season, in my opinion maybe the game don't have ability to let me profits from tax. The highest money I can make in 1 season is just about 1300 coin by selling stone knife and feather only and I never go beyond that amount. Sad.
Your villagers will not pay you taxes but if you are crafting the higher tier items you can sell them in Market Stalls for pretty good profit daily. Check the spreadsheet in this video. Thanks for watching.
How did you highlight the stuff on the ground please. Ps love your video
On the PC if you hold the ALT key it will engage Survival Sense highlighting things around you. Survival Sense can be unlocked with 2 pts of survival skill. Thank you. I really appreciate the support!
Just build knifes, sell a stack of 25 for 950 gold dont have to worry cos every vendor has 1000 gold or more, it takes time like 30 minutes 20 minutes real time but you can easily make 10,000 in 2 hours
Yep, knives can work well. But just for clarification, a stack of 25 only nets you $500. When you are playing default settings or 3 days per season that time really is precious. When you have other resources your time is better spent on those things for higher return. I really appreciate the information and participation. Thank you!
Where is the link for the spreadsheet?
At the end of the video.
doesn't seem like you take into account any material values, like how easy and cheap sticks are to get compared to linen, or how there is only so much copper/mining resources in the game each season.
No, I don't take into account value of raw materials as you don't buy them so the "value" doesn't factor in my opinion. The value of raw resources is time not coin. Yes you can sell them but you won't, they are too heavy and worth too little. As explained in the video, a stick is worth 0.1 coin, a spoon is worth 1.5, but it takes 2 secs to craft. I can craft a simple bag in 3 secs worth 25 coin without a Workshop. Every other item in the tier 1 workshop provides you more value for your time. A direct comparison to sticks would be baskets. You can craft 1 small wicker basket (5 sticks) in the same time it takes you to craft 3 (2.5) spoons. A basket selling for 7.5 compared to the spoons 4.5. Yes, you can carry more spoons, but you need to spend that time crafting them. Time is just not there to do that. The video points out that it is more about what you have on hand and utilizing those resources to be the most lucrative and efficient with your time. If you don't have leather, than you make baskets, etc. Resources in the game are virtually unlimited due to NPCs. They can gather endlessly without limit, the only limit being their capability which can be increased by their skill, mood and with more of those buildings and npcs. Conversely, if you are going to every mine on the map and manually extracting all the ore each season you probably need to look at using NPCs for more efficiency in your time. Basically, it comes down to how much time you've set for each season and how you want to play. But the spreadsheet is a guide in efficiency to help you make the best use of your time. I really appreciate your watching and support! Thanks!
Ty for info
You are welcome. Thank you for watching and supporting! I really appreciate it!
Are you going to share the spread sheet?
URL is in the video at the end. Thanks for watching and supporting!
@@sgtsylver So sorry, I didn't realise that was the link to the guild
Thank you.
You're welcome. And thank you for watching!
7:13 I think your video is outdated, a simple bag cost 1 leather(12 gold) and the bag only sell for 14. How is that profitable?
It is, they updated the game with the Oxbow update and changed the economy. The values are off but the relevance is the same for most items. Stone tools/knives are worthless now though.
and i thought i was overthinking whats the best way to make money xD
Yep. Thanks for watching!
You start on a horse...how do we do that?
I'm in game year 18 in the playthrough used in the video. Horse was acquired about year 3.
Great video. Does the value of items remain fairly consistent when they’re being made by villagers instead of the player or would that be a completely different equation?
It is a different equation. I started it with the spreadsheet under the "Production value" column. Getting those values is more tedious than I wanted it to be. And will do a separate video on that alone. Thank you for participating in the discussion!
Yes and no. Time consumption is different when you add the time to pick up the raw materials from your resource storage and the way to the appropriate workstation to craft that item - with handcrafting you can just stand right at the box in the resouirce storage while any work done at a crafting station requires you to pick up stuff and move. You would have to add this time which is actually not being measured in the spreadsheet.
For me personally it is very much about which time is more valuable - my personal or the workers time.
Vials are needed for all potions and a crafter at a low percentage setting for vials will actually craft loads more than a single Herbalist can use - so i usually have more than i need anyway. Those are the ones i take with me at season change to pay taxes. All items that only require a single input are excellent for this actually.
where can i find that spread sheet ?
The link is at the end of the video, the chapter makes it easier to find. You can also use the QR code rather than the url. The URL is case sensitive.
yeah.. i dont see where to click >_< ...@@sgtsylver
It isn't clickable, you need to use the qr code or type it in. Sorry.
*sets all hunters to make leather for crafting bags*
^^^ Yep, early for sure as so much meat is produced.
Thanks
Thank you for the support!
The people saying making knives and spoons play with instant crafting
Exactly.
Great video, here's a comment for tge algorithym
Thanks for watching and the support!
Build Knifes with Stone and sticks ar not functional, after a Update^^.
I know, bummer. I'm looking at making an updated video soon. Thanks for the support!
A lot of this theorycraft seems to be invalidated by Fast Crafting. I use fast crafting because the default crafting system is so non-interactive it feels like the game has no respect for my real-life time. Sorry but I'm not gonna sit there and watch as my character crafts 90 bowls of soup, one a a time.
But because the game is designed with time intended to be a resource I feel a little bit like fast crafting is an exploit. I wish the game just skipped in-game time when you chose to craft in bulk. But it doesn't, and the game is unplayable to me without fast crafting, so here we are.
I agree that the fast crafting does seem a bit cheaty and negates the element of urgency that is created in the game's default play settings. Finding that balance is hard. At the same time though, I don't think the game is designed to be intended for the player to craft for long sessions. I find the game most enjoyable when I'm trying to balance time between all the other things that need to be done and sitting on the edge of failure. I do appreciate the aspect of allowing those that want to use the various settings to create the style of gameplay they want to enjoy. BTW 90 bowls of soup is a huge amount of soup. Thank you for sharing, I really appreciate it!
@@sgtsylver Sometimes I just got a whole lot of cabbage I gotta get out of my system, you know?
Thanks for that is the herbalist in the hut are just do it yourself
You're welcome. I assign someone to the herbalist hut usually to gather flowers and berries.