
TOR 特殊货币大修
彻底重制《旧境》的阵营专属货币,提供更丰厚的战斗奖励、前期收入支持,并根据军队规模、敌军强度、氏族等级和个人击杀数提供可扩展的奖励,同时放宽后期支付上限。
查看大图[size=6][b]TOR Special Currency Overhaul[/b][/size]
A complete economy overhaul for the faction-specific currencies used by The Old Realms: War in the Mountains.
The Old Realms contains several special currencies connected to faction progression, troop upgrades, recruitment, rituals and other campaign mechanics.
Their progression can be extremely uneven:
[list] []Early campaigns may provide almost no usable special currency.[/] []A single troop upgrade can consume the rewards from several battles.[/] []Some factions lack reliable early-game methods of earning their currency.[/] []Powerful faction-specific income sources may only become available later.[/] []Large battles and special exchanges can eventually generate enormous stockpiles.[/] []The economy can abruptly change from severe scarcity to effectively unlimited currency.[/] [/list] [b]TOR Special Currency Overhaul[/b] smooths out this progression while preserving the individual mechanics and identity of each faction.
It provides dependable early-game income, battle rewards that scale with the importance of the victory, a modest reward for direct player participation and substantially more permissive late-game payout limits.
[size=5][b]Supported Versions[/b][/size]
[list] [][b]Mount & Blade II: Bannerlord:[/b] 1.3.15[/] [][b]The Old Realms: War in the Mountains:[/b] 1.16[/] [][b]Mod version:[/b] 1.3.1[/] [/list] [size=5][b]Main Features[/b][/size]
[list] []Adds dependable special-currency rewards after player victories.[/] []Scales battle rewards according to clan tier.[/] []Rewards commanders for maintaining and risking larger parties.[/] []Rewards victories against larger enemy forces.[/] []Adds a flat +1 reward for each enemy personally killed by the player.[/] []Provides daily support when the relevant faction currency reserve is low.[/] []Allows substantially larger mid-game and late-game payouts.[/] []Uses gradual diminishing returns only after the player has accumulated a large reserve.[/] []Preserves faction-specific costs, troop requirements, unlocks and campaign systems.[/] []Displays a non-blocking in-game message explaining every processed battle reward.[/] []Supports manually played battles and autoresolve.[/] []Does not add custom campaign save data.[/] [/list] [size=5][b]Battle Reward System[/b][/size]
After a victorious player battle, the mod calculates a guaranteed minimum special-currency reward.
The reward is based on:
[list] []The player's clan tier[/] []The size of the player's party[/] []The size of the defeated enemy force[/] []The number of enemies personally killed by the player[/] [/list] The current calculation is:
[code] Guaranteed reward = round( ( 6 + player party size × 0.10 + defeated enemy force size × 0.20 ) × 1.35 ^ clan tier + personal kills )[/code] The absolute minimum calculated reward is:
[code] 8[/code] The mod does not replace a higher native ToR reward.
It only adds the amount required to reach the calculated guarantee.
Example:
[code] Normal ToR reward: 10 Calculated guaranteed reward: 36 Overhaul supplement: 26 Final reward: 36[/code] When the original ToR reward already reaches or exceeds the calculated guarantee, no additional currency is added.
[size=5][b]Why Player Party Size Matters[/b][/size]
Maintaining a larger party requires more wages, food and campaign resources.
A commander leading a larger force also has a greater potential impact on the faction's war effort.
The player's own party size therefore contributes to the guaranteed reward.
Its contribution is intentionally lower than the defeated enemy force contribution. Bringing an oversized army against a very weak opponent should not produce the same reward as defeating a major enemy force.
[size=5][b]Why Enemy Force Size Matters[/b][/size]
The defeated enemy force contributes twice as much per soldier as the player's own party.
Current coefficients:
[code] Player party contribution: 0.10 per troop Defeated enemy contribution: 0.20 per troop[/code] This makes larger and more consequential victories worth more special currency.
The enemy value is taken from the defeated enemy side of the campaign battle, including larger multi-party engagements.
[size=5][b]Clan Tier Scaling[/b][/size]
Clan tier applies an exponential multiplier to the party-size and enemy-size portion of the reward:
[code] 1.35 ^ clan tier[/code] Approximate clan-tier multipliers:
[list] [][b]Clan tier 0:[/b] ×1.00[/] [][b]Clan tier 1:[/b] ×1.35[/] [][b]Clan tier 2:[/b] ×1.82[/] [][b]Clan tier 3:[/b] ×2.46[/] [][b]Clan tier 4:[/b] ×3.32[/] [][b]Clan tier 5:[/b] ×4.48[/] [][b]Clan tier 6:[/b] ×6.05[/] [/list] This allows small early-game encounters to remain moderate while major late-game battles provide rewards appropriate to their scale.
The personal-kill bonus is added separately and is not multiplied by clan tier.
[size=5][b]Personal Kill Bonus[/b][/size]
Each enemy personally killed by the player provides:
[code] 1 additional special currency[/code] Examples:
[list] [][b]5 personal kills:[/b] +5 currency[/] [][b]25 personal kills:[/b] +25 currency[/] [][b]50 personal kills:[/b] +50 currency[/] [][b]100 personal kills:[/b] +100 currency[/] [/list] The personal-kill bonus is added after the party-size, enemy-size and clan-tier reward has been calculated.
It does not increase with clan tier.
This keeps direct player participation rewarding while preventing characters with powerful area-of-effect abilities from generating disproportionate amounts of special currency.
A mage killing a large portion of an enemy army still receives a meaningful bonus, though the main reward continues to come from the scale and importance of the battle itself.
[size=5][b]What Counts as a Personal Kill[/b][/size]
The following count:
[list] []Human enemy agents killed directly by the player-controlled main character[/] []Kills made during the campaign battle currently being rewarded[/] [/list] The following do not count:
[list] []Companion kills[/] []Regular troop kills[/] []Friendly kills[/] []Mount kills[/] []Enemy knockouts[/] []Tournament kills[/] []Arena kills[/] []Practice-fight kills[/] []Kills from unrelated missions[/] []Kills carried over from an earlier battle[/] [/list] The kill counter is tied to the active player campaign battle.
Its state is cleared after reward processing so that kills cannot be reused by a later battle.
[size=5][b]Autoresolve Support[/b][/size]
Autoresolved victories still receive the following reward components:
[list] []Player party size[/] []Defeated enemy force size[/] []Clan-tier multiplier[/] [/list] Autoresolve receives no personal-kill bonus because the player did not personally control an agent during the battle.
[size=5][b]Example Battle Rewards[/b][/size]
The following examples show the guaranteed minimum calculated by the overhaul.
[list] [*][b]Clan tier 0[/b]
Player party: 20
Defeated enemy force: 20
Personal kills: 0
Guaranteed reward: [b]12[/b]
[/] [][b]Clan tier 0[/b]
Player party: 30
Defeated enemy force: 40
Personal kills: 5
Guaranteed reward: [b]22[/b]
[/] [][b]Clan tier 1[/b]
Player party: 50
Defeated enemy force: 60
Personal kills: 5
Guaranteed reward: [b]36[/b]
[/] [][b]Clan tier 3[/b]
Player party: 150
Defeated enemy force: 200
Personal kills: 15
Guaranteed reward: [b]165[/b]
[/] [][b]Clan tier 6[/b]
Player party: 300
Defeated enemy force: 500
Personal kills: 25
Guaranteed reward: [b]848[/b][/*] [/list] These values are guarantees.
A higher native ToR battle reward remains higher.
[size=5][b]Additional Calculation Examples[/b][/size]
A small early-game battle:
[code] Clan tier: 0 Player party: 20 Defeated enemy force: 20 Personal kills: 0
Base battle value: 6 + 20 × 0.10 + 20 × 0.20 = 12
Clan-tier multiplier: 12 × 1.00 = 12
Personal-kill bonus: 0
Guaranteed reward: 12[/code] A moderate early-game battle:
[code] Clan tier: 1 Player party: 50 Defeated enemy force: 60 Personal kills: 5
Base battle value: 6 + 50 × 0.10 + 60 × 0.20 = 23
Clan-tier multiplier: 23 × 1.35 = 31.05
Rounded battle value: 31
Personal-kill bonus: 5
Guaranteed reward: 36[/code] A large late-game battle:
[code] Clan tier: 6 Player party: 300 Defeated enemy force: 500 Personal kills: 25
Base battle value: 6 + 300 × 0.10 + 500 × 0.20 = 136
Clan-tier multiplier: 136 × 6.05 ≈ 823
Personal-kill bonus: 25
Guaranteed reward: 848[/code] [size=5][b]In-Game Reward Information[/b][/size]
Every processed player victory writes a message to Bannerlord's normal information feed.
Example:
[code] [Special Currency] +36 Council Favor after battle (ToR 10 + overhaul 26; guaranteed 36). Clan tier 1 | party 50 | enemies 60 | personal kills 5.[/code] The message reports:
[list] []The final currency received[/] []The original ToR reward[/] []The additional overhaul reward[/] []The calculated guaranteed reward[/] []The player's clan tier[/] []The player party size used by the calculation[/] []The defeated enemy force size[/] []The recorded personal kill count[/] [/list] This is a normal non-blocking campaign information message.
It does not:
[list] []Open an inquiry[/] []Open a confirmation window[/] []Pause the campaign[/] []Require the player to click anything[/] []Interrupt the post-battle interface[/] [/list] When the overhaul cannot apply a required supplement, it displays a warning and records additional information in the diagnostic log.
[size=5][b]Early-Game Scarcity Support[/b][/size]
The mod provides daily support while the player's relevant faction currency remains below its reserve target.
The base daily support is:
[code] 12 + 4 per clan tier[/code] Base daily amount by clan tier:
[list] [][b]Clan tier 0:[/b] 12[/] [][b]Clan tier 1:[/b] 16[/] [][b]Clan tier 2:[/b] 20[/] [][b]Clan tier 3:[/b] 24[/] [][b]Clan tier 4:[/b] 28[/] [][b]Clan tier 5:[/b] 32[/] [][b]Clan tier 6:[/b] 36[/] [/list] The actual support amount is adjusted according to the resource type and the current reserve.
Support is strongest when the player has almost none of the relevant currency.
It gradually tapers away as the reserve approaches its target.
The purpose is to prevent early campaigns from becoming blocked by extremely low special-currency income.
[size=5][b]Resource Weighting[/b][/size]
Different ToR currencies have different native availability and economic functions.
Daily scarcity support therefore uses resource-specific weighting.
Current weighting includes:
[list] [][b]Chivalry:[/b] 85%[/] [][b]Forest Harmony:[/b] 85%[/] [][b]Dark Energy:[/b] 75%[/] [][b]Teef:[/b] 75%[/] [][b]Other managed currencies:[/b] standard support weighting[/] [/list] This avoids treating every faction currency as though it has an identical native economy.
[size=5][b]Reserve Targets[/b][/size]
Reserve targets increase with clan tier.
[list] [][b]Clan tier 0:[/b] 600[/] [][b]Clan tier 1:[/b] 900[/] [][b]Clan tier 2:[/b] 1,300[/] [][b]Clan tier 3:[/b] 1,800[/] [][b]Clan tier 4:[/b] 2,400[/] [][b]Clan tier 5:[/b] 3,100[/] [][b]Clan tier 6:[/b] 4,000[/] [/list] These targets are used by the daily scarcity support and high-reserve payout handling.
They do not impose a hard maximum on the player's currency.
[size=5][b]High-Reserve Gain Handling[/b][/size]
Ordinary gains remain fully protected until the player holds at least twice the relevant reserve target.
Examples:
[list] [][b]Clan tier 0:[/b] gains remain fully protected below 1,200[/] [][b]Clan tier 1:[/b] gains remain fully protected below 1,800[/] [][b]Clan tier 2:[/b] gains remain fully protected below 2,600[/] [][b]Clan tier 3:[/b] gains remain fully protected below 3,600[/] [][b]Clan tier 4:[/b] gains remain fully protected below 4,800[/] [][b]Clan tier 5:[/b] gains remain fully protected below 6,200[/] [][b]Clan tier 6:[/b] gains remain fully protected below 8,000[/] [/list] Once the reserve is substantially above this level, gains receive gradual diminishing returns.
The reduction is deliberately permissive.
At least 75% of every qualifying gain is retained.
This prevents the late-game economy from becoming completely unrestricted while keeping major faction rewards worthwhile.
[size=5][b]Large Payout Handling[/b][/size]
Large rewards are intentionally allowed to remain valuable.
Large-payout compression begins at:
[code] 500 + 100 per clan tier[/code] Thresholds by clan tier:
[list] [][b]Clan tier 0:[/b] 500[/] [][b]Clan tier 1:[/b] 600[/] [][b]Clan tier 2:[/b] 700[/] [][b]Clan tier 3:[/b] 800[/] [][b]Clan tier 4:[/b] 900[/] [][b]Clan tier 5:[/b] 1,000[/] [][b]Clan tier 6:[/b] 1,100[/] [/list] The maximum processed value of a single gain is:
[code] The greater value of:
2,500
or
5 × the current clan-tier reserve target[/code] Maximum single-gain values by clan tier:
[list] [][b]Clan tier 0:[/b] 3,000[/] [][b]Clan tier 1:[/b] 4,500[/] [][b]Clan tier 2:[/b] 6,500[/] [][b]Clan tier 3:[/b] 9,000[/] [][b]Clan tier 4:[/b] 12,000[/] [][b]Clan tier 5:[/b] 15,500[/] [][b]Clan tier 6:[/b] 20,000[/] [/list] These are single-gain processing limits.
They are not maximum reserve limits.
The player can hold more than these amounts.
[size=5][b]Per-Unit Reward Loops[/b][/size]
Some faction mechanics add special currency repeatedly, once for each prisoner, troop, item or processed unit.
The overhaul applies reserve pressure to every qualifying gain.
This allows it to handle both:
[list] []One large reward[/] []Many smaller rewards generated during the same faction interaction[/] [/list] This is relevant to mechanics such as the Eonir prisoner exchange, where Council Favor may be awarded through a repeated per-unit loop instead of one single payment.
[size=5][b]Managed Resources[/b][/size]
The overhaul targets the persistent faction-progression currencies used by ToR.
[list] []Council Favor[/] []Prestige[/] []Chivalry[/] []Dark Energy[/] []Forest Harmony[/] []Oath Gold[/] []Teef[/] [/list] [size=5][b]Excluded Resources[/b][/size]
The following resources are intentionally excluded:
[list] []Winds of Magic[/] []Meat[/] []Waaagh[/] [/list] These resources serve different mechanical roles and are not treated as standard long-term faction currencies by this overhaul.
[size=5][b]What the Mod Does Not Change[/b][/size]
The mod does not directly change:
[list] []Troop upgrade costs[/] []Faction troop trees[/] []Recruitment requirements[/] []Career unlock requirements[/] []Faction quests[/] []Faction-specific exchange mechanics[/] []Spell-resource consumption[/] []Spell systems[/] []Battle difficulty[/] []Enemy strength[/] []Army composition[/] []Party wages[/] []Item prices[/] []Native ToR rewards that already exceed the calculated battle guarantee[/] [/list] The overhaul modifies the acquisition and high-reserve handling of supported special currencies.
It does not redesign the factions themselves.
[size=5][b]Installation[/b][/size]
Download the archive.
Delete any previous installation of the mod.
Extract the archive into the main Bannerlord installation directory.
The final module path must be:
[code] Mount & Blade II Bannerlord\Modules\TOR_SpecialCurrencyOverhaul[/code] The folder should contain:
[code] TOR_SpecialCurrencyOverhaul ├── SubModule.xml └── bin └── Win64_Shipping_Client └── TOR_SpecialCurrencyOverhaul.dll[/code] Enable [b]TOR Special Currency Overhaul[/b] in the Bannerlord launcher.
[size=5][b]Load Order[/b][/size]
Load the module after:
[list] []Harmony[/] []The Old Realms modules[/] [/list] Recommended placement:
[code] Harmony Bannerlord base modules The Old Realms modules TOR Special Currency Overhaul[/code] [size=5][b]Updating[/b][/size]
Delete the complete existing folder before installing a newer version:
[code] Modules\TOR_SpecialCurrencyOverhaul[/code] Do not overwrite an older release in place.
Deleting the folder first prevents an outdated DLL or obsolete file from remaining in the module directory.
[size=5][b]Save Compatibility[/b][/size]
The mod does not add custom campaign save data.
It can be added to an existing campaign.
Removing the mod does not require a save conversion.
Currency already earned remains stored in the campaign save.
Create a save backup before changing any campaign mod list.
[size=5][b]Requirements[/b][/size]
[list] []Mount & Blade II: Bannerlord 1.3.15[/] []The Old Realms: War in the Mountains 1.16[/] []Harmony[/] [/list] [size=5][b]Diagnostic Log[/b][/size]
The mod writes diagnostic information to:
[code] Modules\TOR_SpecialCurrencyOverhaul\bin\Win64_Shipping_Client\SpecialCurrencyOverhaul.log[/code] After loading a campaign, the log should contain entries confirming that the runtime patches were installed.
After a processed battle, the log should contain information about:
[list] []Captured player party size[/] []Captured defeated enemy force size[/] []Recorded personal kills[/] []Original ToR reward[/] []Calculated guaranteed reward[/] []Applied overhaul supplement[/] []Final currency amount[/] [/list] [size=5][b]Reporting Problems[/b][/size]
Include the following when reporting an issue:
[list] []The complete SpecialCurrencyOverhaul.log file[/] []Bannerlord version[/] []The Old Realms version[/] []TOR Special Currency Overhaul version[/] []The faction being played[/] []The affected special currency[/] []Whether the battle was manually played or autoresolved[/] []The approximate player party size[/] []The approximate defeated enemy size[/] []The in-game reward message[/] []Any Better Exception Window report[/] [/list] A report stating only that the reward did not work usually does not provide enough information to determine whether the cause is reward calculation, patch installation, resource identification or another mod conflict.
[size=5][b]Compatibility[/b][/size]
The mod should be compatible with modules that do not replace the same ToR special-resource and post-battle reward methods.
Potential conflicts include mods that:
[list] []Replace ToR special-currency gain calculations[/] []Patch the same resource-change methods[/] []Replace ToR post-battle resource rewards[/] []Rename or replace ToR resource identifiers[/] []Modify campaign lifecycle callbacks incompatibly[/] []Apply their own guaranteed special-currency battle rewards[/] [/list] Harmony patch conflicts cannot always be solved through load-order changes alone.
Include the diagnostic log and exception report when reporting a compatibility problem.
[size=5][b]Version 1.3.1[/b][/size]
[list] []Changed the personal-kill reward to a flat +1 currency per valid kill.[/] []Removed clan-tier scaling from the personal-kill bonus.[/] []Reduced excessive reward inflation for late-game spellcasters and area-of-effect builds.[/] []Updated all battle-reward examples for the new kill value.[/] []Preserved player-party-size scaling.[/] []Preserved defeated-enemy-force scaling.[/] []Preserved exponential clan-tier scaling for the main battle component.[/] []Preserved non-blocking in-game reward messages.[/] []Preserved expanded payout limits.[/] []Preserved daily early-game scarcity support.[/] []Preserved save-load lifecycle protections.[/] []Preserved autoresolve support.[/] []Preserved existing troop costs, requirements and faction mechanics.[/] [/list]
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