Kellick
Sergeant
So we've found a half-finished feature. If you talk to a guildmaster with cheatmenu on you get the option to "buy land for a profitable venture" You then are given a list of the different businesses you could start and how much they will cost, and approximately how much it will cost to run and how profitable it might be.
Here is the guildmaster dialogue from conversation.txt:
and thanks to kefka95 here is what it needs to be changed to so that it works without cheatmenu:
Your choices of business ventures is as follows:
If you have a negative relationship with the local lord or the town itself then you will not be able to setup shop. Also if you are at war with the owning faction then you cannot setup shop.
Input/run is how many of the raw material is used. Output/run is how many finished goods you get. Overhead/run is how much labor,upkeep, etc costs. Base item price is for reference. Now I am not sure about dye, it is a secondary resource for velvet but the code for the player owned facilitys are seperate from the code for normal consumption so I suspect that dye is not actually used to K.I.S.S.
You have the option to have them not sell the finished good so it piles up in the warehouse (your employees inventory) so you could go and sell it yourself, or you can just let them sell it locally for you.
If you stock raw materials in thier inventory they will use them first, otherwise they will buy locally.
So you can micromanage it or set it and forget it.
I am trying to work out what are the best locations for each type depending on if you are going to buy and sell yourself or not. Here is an analysis on potential profit by Monnikje:
Ok, here is the town industrial data:
Here is what a village assigned to a particular town gets (this includes the castle villages as well, they still are assigned a tradecenter which is a town but I do not know which go where yet, this is obvious ingame as you can watch the villager partys):
What is interesting there is that supply/demand works both ways. So now we know why Flax sells huge in Durquba; each village assigned to it has 30 looms!
Ok, I have found the secret of the spice...It is of course the Shai-Halud...uhh...some bits of code. Tulga has base production of 100. Ichamur 40, Shariz and Barriye 30. While I am not exactly sure the base production and consumption numbers mean in terms of in-game items, I strongly suspect 50 units is 1 tradeable item.
Here is the skinny on dye too. Jelkala and Barriye produce 50 units per cycle.
Hmmm...Suno really shouldn't be a big wine producer with only 1 press and grape production there only average. Still it tends to be as good a wine producer as oil.
Also we can see why raw silk is an awful tradegood. It is only used in Jelkala (to make velvet), which is also where it is produced. Dye is also only used to make velvet, so again Jelkala is the only place to sell it.
Now if the business will always acquire supply on its own, regardless of if it can be obtained locally or not then Velvet & Dye works all over might be the way to go. If it cannot then Jelkala is the only place to build one but you will want to manually sell the velvet elsewhere.
Likewise, Shariz, Barriye and Sargoth are the only places to get flax. Iron from Curaw, Dhirim, Narra, Ahmerrad and Barriye. Veluca, Suno and all 4 Sarranid cities are the best (but not only place) to get olives. Veluca, Yalen and once again the Sarranids are the best suppliers of grapes.
Remember though that Suno has a lot of oil presses (so they will compete for olives) and Veluca has a lot of wine presses (so they will compete for grapes). Praven also has an assload of brewerys so that is definitly not the place for one. Actually Curaw doesn't look like such a bad place for a smithy after all (better than Dhirim should be, as it has less of its own...not to mention it doesn't get sieged as often...if you cannot fiercely and actively protect Dhirim it is probably the worst place for a business)
I strongly suspect the linen looms assigned to Durquba's villages instead of to itself was a mistake on the devs part. Being as industry is concentrated in the towns and raw materials production in the villages (other than basic needs like 1 mill and 1 kiln) We also see why pottery is a pretty useless good, everyone produces a little bit.
Fishing Fleets by village (this is done per individual village):
Yes, Tebandra, that is not a mistake (at least not on my part, but probably on the devs since it is inland and not near a river and there were others that I thought more suitable candidates that did not have boats, like Shapeshte 16 or Ruldi 24) Fishing fleets don't affect businesses but for the sake of economic completeness I included them. All this info is actually useful for general trade as well.
Here is some production data (really has nothing to do with your own business I guess, I will probably split this post into another just dedicated to general economy and trade). The format is source and units, multiply by number of facilities (actually there is a little more to it than this, been looking over the scripts) and you can figure out total possible production:
So now we know why Suno produces so much wine, the olive presses are making wine and olive oil. The wine presses do nothing. I submitted bug reports for this as well as village looms and landlocked fishing fleet. Speaking to Nijis he seems to recall correcting this. Also now that I think about it, I have noticed that since 1.125 Suno does not produce very much wine anymore. It seems likely that it was fixed in the compiled version but not in the module system. So those who use the module system for their modding and have recompiled the scripts script you will need to correct that yourself until they update the module system. If not then it is corrected.
Also prosperity and price affects production on most finished goods.
Here is consumption. We have 3 classes besides our factory consumers; desert (Sarranid towns ONLY), rural (all villages), urban (all other towns)
Now we see that while the oil press produces the wine the wine press does actually consume the grapes.
Edit, and I found the rest of the consumers in script initialize_item_info of all places
I am not positive how -1 works. One would assume it means they actually produce a bit of it in the Sarranid towns then even without the production facilities.
So we can see from the above tables that everything (besides weapons, armor, horses duh) is produced and consumed. Some things are consumed everywhere but also produced everywhere in small amounts (pottery and honey for example) and that is why they can be hard to find and also are not considered useful for the player to trade
in.
This proves silk is a deadend because it is only produced and used near Jelkala (until you open your own dyeworks) but the price on silk never fluctuates much because the supply and demand are all in the same place. Consequently building a dyeworks in Jelkala is a loser but anywhere else a winner (unless you buy your own dye cheap and sell the velvet yourself, but you can forget about getting good deals on silk anywhere unless Veluca and the castles closest to Jelkala changed hands to another faction). So local competition is going to affect profitability of your enterprise.
Y'know, another thing that always struck me as odd, it's "All the silks of Veluca", not "All the silks of Jelkala" . Now if we produced silk around Veluca like the poem says and still produced the velvet in Jelkala then it becomes a viable tradegood.
Here is the guildmaster dialogue from conversation.txt:
dlga_mayor_talk:mayor_investment_possible 69631 1095 2 30 2 144115188075856163 1 567 3 288230376151711845 57 288230376151711844 I_wish_to_buy_land_in_this_town_for_a_productive_enterprise 1121 0 NO_VOICEOVER
dlga_mayor_talk:mayor_investment_possible 69631 1095 2 30 2 144115188075856163 0 567 3 288230376151711845 57 288230376151711844 I_wish_to_buy_land_in_this_town_for_a_productive_enterprise 1121 0 NO_VOICEOVER
Your choices of business ventures is as follows:
Enterprise name & description | Buildcost | Input/run | Output/run | Overhead/run | Base Item Price |
A mill and bakery, to make bread from grain | 1500 | 6 | 6 | 30 | 50 |
A brewery, to make ale from grain | 2500 | 1 | 2 | 50 | 120 |
A tannery, to make leather from hides | 8000 | 3 | 3 | 50 | 220 |
A wine press, to make wine from grapes | 5000 | 4 | 2 | 60 | 220 |
An oil press, to make oil from olives | 4500 | 6 | 2 | 80 | 450 |
An ironworks, to make tools from iron | 3500 | 2 | 2 | 60 | 410 |
A weavery and dyeworks, to make velvet from silk and dye | 10000 | 2 | 2 | 160 | 1025 |
A weavery, to make wool cloth from wool | 6000 | 2 | 2 | 120 | 250 |
A weavery, to make line from flax | 6000 | 2 | 2 | 120 | 250 |
If you have a negative relationship with the local lord or the town itself then you will not be able to setup shop. Also if you are at war with the owning faction then you cannot setup shop.
Input/run is how many of the raw material is used. Output/run is how many finished goods you get. Overhead/run is how much labor,upkeep, etc costs. Base item price is for reference. Now I am not sure about dye, it is a secondary resource for velvet but the code for the player owned facilitys are seperate from the code for normal consumption so I suspect that dye is not actually used to K.I.S.S.
You have the option to have them not sell the finished good so it piles up in the warehouse (your employees inventory) so you could go and sell it yourself, or you can just let them sell it locally for you.
If you stock raw materials in thier inventory they will use them first, otherwise they will buy locally.
So you can micromanage it or set it and forget it.
I am trying to work out what are the best locations for each type depending on if you are going to buy and sell yourself or not. Here is an analysis on potential profit by Monnikje:
Bread: For 1500 denars I could buy a mill and bakery, to make bread from grain. Even though it's the cheapest initial investment, it's not really worth the trouble. 6 units of grain will be converted into 6 units of bread, so a full warehouse will last only 7 weeks. After that time the baker will search the local market for grain. Cheap grain can be bought for 20 denars per unit, but bread is mostly sold for 50 denars. Also the working crew costs 30 denars per week, giving a profit of 150 denars per week. Not only will the initial costs be earned in 10 weeks, the profit is so low that it's actually not worth the trouble.
Ale: A brewery seems to be a better investment than a bakery. Only 1 unit of grain is needed to produce 2 units of ale, which sell for 120 each. The workforce costs 50 denars per week. That means the profit is 170 per week, and the stock can hold out for 42 weeks. This seems a lot better than producing bread. The only downside is the initial building costs: 2500 denars, which will take 15 weeks to earn back.
Leather: A tannery has one of the highest build costs: 8000 denars. The workers cost 50 denars per week, and they convert 3 units of hides, which you can get for 90 each, into 3 units of leather, which sell for 220 denars. That's a profit of 340 per week. A lot better than the previous two, although the stock only lasts for 14 weeks. The big downside are the buildcosts, which take 24 weeks to pay back for.
Wine: wine presses cost 5000 denars to build, and the men stamping those grapes cost 60 denars per week. Grapes can be bought for as low as 90 denars each, while wine mostly sells for 220 each. Of course this can be raised in certain cities to be over 300 denars, but for my analysis I'm using the averages. The workers use 4 units of grapes to produce 2 units of wine. That's a profit of 20 per week. If build in a profitable city it can be raised to 180 per week. The inventory will be out of stock in 10 weeks, while earning the initial investment costs 28 weeks in a profitable city and 250 weeks in an average one.
Oil: An olive press is cheaper than a wine press, costing only 4500 denars. The workforce is more expensive: 80 denars per week. And even though oil sells for a nice 450 denars per unit, there is a large catch: you need 6 units of olives, which you can buy for 120 denars each, to produce 2 units of oil. In 7 weeks you'll be out of stock, and the profit is only 100 per week. It would take 45 weeks to make earn your investment back.
Tool: Tools seem to be very profitable. Not only has an ironworks a very low buildcost of 3500 denars, they also use 2 units of iron, which you can buy for around 100 denars each, to produce 2 units of tools, which sell for 410 each. The workers are cheap too: only 60 denars per week. That means a profit of 560 per week, allowing you to earn your investment back in only 7 weeks. And another bright side: the stock will run out in only 21 weeks.
Velvet: The trade good that is most expensive to buy, selling for 1025 each. Is it worth the trouble? You'd need 2 units of raw silk, costing 600 denars each, and one unit of dyes, which can be obtained for as low as 150 denars, to produce 2 units of velvet. This means the supply lasts for 14 weeks. The workforce is expensive, costing 160 denars per week. A profit of 540 per week can be obtained, which sounds pretty nice. But the initial buildcosts of the weavery and dyeworks are 10,000 denars: it would take 19 weeks before you'd earned that back.
Wool Cloth & Linen: Both the production of Wool Cloth and Line is very similar. Both use a weavery, which has a buildcost of 6000 denars; both use a similar workforce costing 120 denars per week; both use 2 units of raw materials to produce 2 units of the end product, meaning the supply can last for 21 weeks; both sell on the market for 250 denars each. The only difference is in the raw materials: obtained at the right place, you can get flax for 40 denars each, and wool for 50. Wool cloth thus gives a profit of 280 denars per week, meaning the investment will be earned back in 22 weeks, while Linen gives a profit of 300 denars per week, earning back the buildcosts in 20 weeks.
This was all originally posted in Monnikje's excellent AAR Me, Floris http://forums.taleworlds.com/index.php/topic,115780.msg2944219.html#msg2944219 Note that King Floris is a master trader and so will be stocking his inventories himself which is what his analysis is based around. If you plan on just building them and leaving them alone then ymmv, although so far I see that ironworks in Dhirim and Curaw work well. Velvet anywhere besides Jelkala (because they buy silk at average price out of thin air it seems in other towns, in Jelkala silk is both produced there and used so the price on silk is always high).
Ale: A brewery seems to be a better investment than a bakery. Only 1 unit of grain is needed to produce 2 units of ale, which sell for 120 each. The workforce costs 50 denars per week. That means the profit is 170 per week, and the stock can hold out for 42 weeks. This seems a lot better than producing bread. The only downside is the initial building costs: 2500 denars, which will take 15 weeks to earn back.
Leather: A tannery has one of the highest build costs: 8000 denars. The workers cost 50 denars per week, and they convert 3 units of hides, which you can get for 90 each, into 3 units of leather, which sell for 220 denars. That's a profit of 340 per week. A lot better than the previous two, although the stock only lasts for 14 weeks. The big downside are the buildcosts, which take 24 weeks to pay back for.
Wine: wine presses cost 5000 denars to build, and the men stamping those grapes cost 60 denars per week. Grapes can be bought for as low as 90 denars each, while wine mostly sells for 220 each. Of course this can be raised in certain cities to be over 300 denars, but for my analysis I'm using the averages. The workers use 4 units of grapes to produce 2 units of wine. That's a profit of 20 per week. If build in a profitable city it can be raised to 180 per week. The inventory will be out of stock in 10 weeks, while earning the initial investment costs 28 weeks in a profitable city and 250 weeks in an average one.
Oil: An olive press is cheaper than a wine press, costing only 4500 denars. The workforce is more expensive: 80 denars per week. And even though oil sells for a nice 450 denars per unit, there is a large catch: you need 6 units of olives, which you can buy for 120 denars each, to produce 2 units of oil. In 7 weeks you'll be out of stock, and the profit is only 100 per week. It would take 45 weeks to make earn your investment back.
Tool: Tools seem to be very profitable. Not only has an ironworks a very low buildcost of 3500 denars, they also use 2 units of iron, which you can buy for around 100 denars each, to produce 2 units of tools, which sell for 410 each. The workers are cheap too: only 60 denars per week. That means a profit of 560 per week, allowing you to earn your investment back in only 7 weeks. And another bright side: the stock will run out in only 21 weeks.
Velvet: The trade good that is most expensive to buy, selling for 1025 each. Is it worth the trouble? You'd need 2 units of raw silk, costing 600 denars each, and one unit of dyes, which can be obtained for as low as 150 denars, to produce 2 units of velvet. This means the supply lasts for 14 weeks. The workforce is expensive, costing 160 denars per week. A profit of 540 per week can be obtained, which sounds pretty nice. But the initial buildcosts of the weavery and dyeworks are 10,000 denars: it would take 19 weeks before you'd earned that back.
Wool Cloth & Linen: Both the production of Wool Cloth and Line is very similar. Both use a weavery, which has a buildcost of 6000 denars; both use a similar workforce costing 120 denars per week; both use 2 units of raw materials to produce 2 units of the end product, meaning the supply can last for 21 weeks; both sell on the market for 250 denars each. The only difference is in the raw materials: obtained at the right place, you can get flax for 40 denars each, and wool for 50. Wool cloth thus gives a profit of 280 denars per week, meaning the investment will be earned back in 22 weeks, while Linen gives a profit of 300 denars per week, earning back the buildcosts in 20 weeks.
This was all originally posted in Monnikje's excellent AAR Me, Floris http://forums.taleworlds.com/index.php/topic,115780.msg2944219.html#msg2944219 Note that King Floris is a master trader and so will be stocking his inventories himself which is what his analysis is based around. If you plan on just building them and leaving them alone then ymmv, although so far I see that ironworks in Dhirim and Curaw work well. Velvet anywhere besides Jelkala (because they buy silk at average price out of thin air it seems in other towns, in Jelkala silk is both produced there and used so the price on silk is always high).
Ok, here is the town industrial data:
Town # | Town Name | Wool Looms | Breweries | Pottery Kilns | Smithies | Mills | Tanneries | Wine Presses | Olive Presses | Acres of Grain | Acres of Vineyard | Linen Looms | Salt Pans | Fishing Fleet | Silk Looms |
1 | Sargoth | 20 | 2 | 10 | 15 | 5 | 2 | 1 | 2 | 1000 | 1000 | 15 | 0 | 0 | 0 |
2 | Tihr | 20 | 2 | 10 | 15 | 5 | 2 | 1 | 2 | 1000 | 1000 | 0 | 5 | 25 | 0 |
3 | Veluca | 20 | 2 | 10 | 15 | 5 | 2 | 10 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
4 | Suno | 20 | 2 | 10 | 15 | 5 | 2 | 1 | 15 | 1000 | 1000 | 0 | 0 | 0 | 0 |
5 | Jelkala | 20 | 2 | 10 | 15 | 5 | 2 | 1 | 2 | 1000 | 1000 | 0 | 0 | 30 | 20 |
6 | Praven | 20 | 10 | 10 | 15 | 5 | 4 | 1 | 2 | 1000 | 1000 | 0 | 0 | 10 | 0 |
7 | Uxkhal | 20 | 2 | 10 | 15 | 15 | 4 | 1 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
8 | Reyvadin | 35 | 2 | 10 | 25 | 5 | 4 | 1 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
9 | Khudan | 20 | 2 | 10 | 18 | 5 | 3 | 1 | 2 | 1000 | 1000 | 0 | 0 | 5 | 0 |
10 | Tulga | 20 | 2 | 10 | 15 | 5 | 2 | 1 | 2 | 1000 | 1000 | 0 | 2 | 0 | 0 |
11 | Curaw | 20 | 2 | 10 | 19 | 5 | 2 | 1 | 2 | 1000 | 1000 | 0 | 0 | 10 | 0 |
12 | Wercheg | 20 | 2 | 10 | 15 | 5 | 2 | 1 | 2 | 1000 | 1000 | 0 | 5 | 25 | 0 |
13 | Rivacheg | 30 | 2 | 10 | 15 | 5 | 5 | 1 | 2 | 1000 | 1000 | 0 | 0 | 20 | 0 |
14 | Halmar | 20 | 2 | 10 | 15 | 5 | 3 | 1 | 2 | 1000 | 1000 | 0 | 2 | 0 | 0 |
15 | Yalen | 20 | 2 | 10 | 20 | 5 | 2 | 5 | 5 | 1000 | 1000 | 0 | 0 | 25 | 0 |
16 | Dhirim | 20 | 2 | 10 | 30 | 5 | 4 | 1 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
17 | Ichamur | 40 | 2 | 10 | 15 | 5 | 2 | 1 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
18 | Narra | 35 | 2 | 10 | 15 | 5 | 2 | 4 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
19 | Shariz | 20 | 0 | 10 | 15 | 5 | 5 | 3 | 2 | 1000 | 1000 | 0 | 0 | 5 | 0 |
20 | Durquba | 20 | 0 | 10 | 15 | 5 | 5 | 2 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
21 | Ahmerrad | 20 | 0 | 10 | 15 | 5 | 5 | 2 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
22 | Barriye | 20 | 0 | 10 | 15 | 5 | 5 | 1 | 2 | 1000 | 1000 | 0 | 0 | 0 | 0 |
Here is what a village assigned to a particular town gets (this includes the castle villages as well, they still are assigned a tradecenter which is a town but I do not know which go where yet, this is obvious ingame as you can watch the villager partys):
Town assigned to (by name) | Town assigned to (by #) | Cattle | Sheep | Grain | Vineyard | Olives | Apiaries(hives) | Mills | Pottery Kilns | Acres of Flax | Silk Farms | Fur Traps | Salt Pans | Iron Deposits | Acres of Dates | Linen Looms |
Sargoth | 1 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | 8000 | ||||||
Tihr | 2 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | |||||||
Veluca | 3 | 35-65 | 90-120 | 10000 | 2000 | 4000 | 1 | 1 | 1 | |||||||
Suno | 4 | 35-65 | 90-120 | 12000 | 500 | 5000 | 1 | 1 | 1 | |||||||
Jelkala | 5 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | 500 | ||||||
Praven | 6 | 35-65 | 90-120 | 15000 | 500 | 200 | 1 | 1 | 1 | |||||||
Uxkhal | 7 | 35-65 | 90-120 | 15000 | 500 | 200 | 1 | 1 | 1 | |||||||
Reyvadin | 8 | 100 | 90-120 | 12000 | 500 | 200 | 1 | 1 | 1 | |||||||
Khudan | 9 | 35-65 | 90-120 | 10000 | 0 | 0 | 1 | 1 | 1 | 4 | ||||||
Tulga | 10 | 35-65 | 150 | 8000 | 500 | 200 | 1 | 1 | 1 | 1 | 1 | |||||
Curaw | 11 | 35-65 | 90-120 | 10000 | 0 | 0 | 1 | 1 | 1 | 3 | 10 | |||||
Wercheg | 12 | 75 | 90-120 | 12000 | 500 | 200 | 1 | 1 | 1 | |||||||
Rivacheg | 13 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | |||||||
Halmar | 14 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | 1 | ||||||
Yalen | 15 | 35-65 | 90-120 | 10000 | 2000 | 200 | 1 | 1 | 1 | |||||||
Dhirim | 16 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | 7 | ||||||
Ichamur | 17 | 35-65 | 90-120 | 12000 | 500 | 200 | 1 | 1 | 1 | 1 | ||||||
Narra | 18 | 35-65 | 90-120 | 10000 | 500 | 200 | 1 | 1 | 1 | 2 | ||||||
Shariz | 19 | 30 | 150 | 7000 | 2000 | 3000 | 1 | 1 | 1 | 2000 | 1 | 8000 | ||||
Durquba | 20 | 30 | 150 | 7000 | 2000 | 3000 | 1 | 1 | 1 | 1 | 8000 | 30 | ||||
Ahmerrad | 21 | 30 | 150 | 9000 | 2000 | 4000 | 1 | 1 | 1 | 8 | 2000 | |||||
Barriye | 22 | 30 | 150 | 5000 | 2000 | 3000 | 1 | 1 | 1 | 2000 | 3 | 5 | 8000 |
What is interesting there is that supply/demand works both ways. So now we know why Flax sells huge in Durquba; each village assigned to it has 30 looms!
Ok, I have found the secret of the spice...It is of course the Shai-Halud...uhh...some bits of code. Tulga has base production of 100. Ichamur 40, Shariz and Barriye 30. While I am not exactly sure the base production and consumption numbers mean in terms of in-game items, I strongly suspect 50 units is 1 tradeable item.
Here is the skinny on dye too. Jelkala and Barriye produce 50 units per cycle.
Hmmm...Suno really shouldn't be a big wine producer with only 1 press and grape production there only average. Still it tends to be as good a wine producer as oil.
Also we can see why raw silk is an awful tradegood. It is only used in Jelkala (to make velvet), which is also where it is produced. Dye is also only used to make velvet, so again Jelkala is the only place to sell it.
Now if the business will always acquire supply on its own, regardless of if it can be obtained locally or not then Velvet & Dye works all over might be the way to go. If it cannot then Jelkala is the only place to build one but you will want to manually sell the velvet elsewhere.
Likewise, Shariz, Barriye and Sargoth are the only places to get flax. Iron from Curaw, Dhirim, Narra, Ahmerrad and Barriye. Veluca, Suno and all 4 Sarranid cities are the best (but not only place) to get olives. Veluca, Yalen and once again the Sarranids are the best suppliers of grapes.
Remember though that Suno has a lot of oil presses (so they will compete for olives) and Veluca has a lot of wine presses (so they will compete for grapes). Praven also has an assload of brewerys so that is definitly not the place for one. Actually Curaw doesn't look like such a bad place for a smithy after all (better than Dhirim should be, as it has less of its own...not to mention it doesn't get sieged as often...if you cannot fiercely and actively protect Dhirim it is probably the worst place for a business)
I strongly suspect the linen looms assigned to Durquba's villages instead of to itself was a mistake on the devs part. Being as industry is concentrated in the towns and raw materials production in the villages (other than basic needs like 1 mill and 1 kiln) We also see why pottery is a pretty useless good, everyone produces a little bit.
Fishing Fleets by village (this is done per individual village):
Village # | Village Name | Fishing Fleets |
1 | Yaragar | 15 |
3 | Azgad | 15 |
8 | Haen | 15 |
9 | Buvran | 15 |
20 | Uslum | 15 |
21 | Bazeck | 15 |
23 | Ilvia | 15 |
27 | Glunmar | 15 |
30 | Ruvar | 20 |
31 | Ambean | 15 |
35 | Fearichen | 15 |
47 | Epeshe | 15 |
49 | Tismirr | 15 |
51 | Jelbegi | 15 |
56 | Fenada | 15 |
66 | Fisdnar | 15 |
67 | Tebandra | 15 |
68 | Ibdeles | 15 |
69 | Kwynn | 15 |
77 | Rizi | 25 |
79 | Istiniar | 15 |
81 | Odasan | 15 |
85 | Ismirala | 15 |
87 | Udiniad | 15 |
90 | Jamiche | 15 |
Here is some production data (really has nothing to do with your own business I guess, I will probably split this post into another just dedicated to general economy and trade). The format is source and units, multiply by number of facilities (actually there is a little more to it than this, been looking over the scripts) and you can figure out total possible production:
Mill 20 bread
Grain per acre 1/125 grain
Brewery 35 ale
Fishing Fleet 4 smoked fish
Salt Pan 35 salt
Head of cattle 1/9 beef, 1/3 dried beef, 1/4 cheese, 1/20 butter, 1/6 hides
Head of sheep 1/12 hides, 1/15 sausage, 1/5 wool
Tanneries 20 leatherwork
Apiary 6 honey
Village 8 cabbage, 5 apples (so now we see the gardens and orchard are irrelevant)
Loom 5 wool cloth
Iron deposit 10 iron
Smithy 3 tools
Pottery Kiln 2 pottery
Vineyard per acre 1/100 grapes
Olive press 30 wine (I **** you not)
Olives per acre 1/150 olives
Olive press 12 oil
Linen loom 5 linen
Flax per acre 1/65 flax
Silk loom 5 velvet
Silk farm 1/20 raw silk
Dates per acre 1/120 dates
Fur trap 3 furs
Grain per acre 1/125 grain
Brewery 35 ale
Fishing Fleet 4 smoked fish
Salt Pan 35 salt
Head of cattle 1/9 beef, 1/3 dried beef, 1/4 cheese, 1/20 butter, 1/6 hides
Head of sheep 1/12 hides, 1/15 sausage, 1/5 wool
Tanneries 20 leatherwork
Apiary 6 honey
Village 8 cabbage, 5 apples (so now we see the gardens and orchard are irrelevant)
Loom 5 wool cloth
Iron deposit 10 iron
Smithy 3 tools
Pottery Kiln 2 pottery
Vineyard per acre 1/100 grapes
Olive press 30 wine (I **** you not)
Olives per acre 1/150 olives
Olive press 12 oil
Linen loom 5 linen
Flax per acre 1/65 flax
Silk loom 5 velvet
Silk farm 1/20 raw silk
Dates per acre 1/120 dates
Fur trap 3 furs
So now we know why Suno produces so much wine, the olive presses are making wine and olive oil. The wine presses do nothing. I submitted bug reports for this as well as village looms and landlocked fishing fleet. Speaking to Nijis he seems to recall correcting this. Also now that I think about it, I have noticed that since 1.125 Suno does not produce very much wine anymore. It seems likely that it was fixed in the compiled version but not in the module system. So those who use the module system for their modding and have recompiled the scripts script you will need to correct that yourself until they update the module system. If not then it is corrected.
Also prosperity and price affects production on most finished goods.
Here is consumption. We have 3 classes besides our factory consumers; desert (Sarranid towns ONLY), rural (all villages), urban (all other towns)
Mill 20 grain
Brewery 5 grain
Smithy 3 iron
Wool loom 5 wool
Linen loom 5 flax
Tannery 20 hides
Wine press 20 grapes
Olive press 12 olives
Silk loom 1 dye, 5 silk
Fishing fleet 5 salt
Head of cattle 10 salt (for making dried beef)
Brewery 5 grain
Smithy 3 iron
Wool loom 5 wool
Linen loom 5 flax
Tannery 20 hides
Wine press 20 grapes
Olive press 12 olives
Silk loom 1 dye, 5 silk
Fishing fleet 5 salt
Head of cattle 10 salt (for making dried beef)
Edit, and I found the rest of the consumers in script initialize_item_info of all places
Good | Urban | Rural | Desert |
Grain | 20 | 20 | 20 |
Bread | 30 | 30 | 30 |
Ale | 10 | 15 | 0 |
Wine | 15 | 10 | 25 |
Apples | 4 | 4 | 0 |
Smoked Fish | 16 | 16 | 16 |
Salt | 5 | 3 | -1 |
Dried Meat | 15 | 15 | 15 |
Cheese | 10 | 10 | 10 |
Butter | 2 | 2 | 2 |
Leatherwork | 10 | 10 | 10 |
Sausages | 5 | 5 | 5 |
Wool Cloth | 15 | 20 | 5 |
Linen | 7 | 3 | 15 |
Tools | 7 | 7 | 7 |
Pottery | 5 | 5 | 5 |
Oil | 10 | 5 | -1 |
Velvet | 5 | 0 | -1 |
Dye | 3 | 0 | -1 |
Spice | 5 | 0 | 5 |
Fur | 5 | 0 | -1 |
Honey | 5 | 5 | 5 |
Cabbage | 7 | 7 | 7 |
Date Fruit | 7 | 7 | 7 |
So we can see from the above tables that everything (besides weapons, armor, horses duh) is produced and consumed. Some things are consumed everywhere but also produced everywhere in small amounts (pottery and honey for example) and that is why they can be hard to find and also are not considered useful for the player to trade
in.
This proves silk is a deadend because it is only produced and used near Jelkala (until you open your own dyeworks) but the price on silk never fluctuates much because the supply and demand are all in the same place. Consequently building a dyeworks in Jelkala is a loser but anywhere else a winner (unless you buy your own dye cheap and sell the velvet yourself, but you can forget about getting good deals on silk anywhere unless Veluca and the castles closest to Jelkala changed hands to another faction). So local competition is going to affect profitability of your enterprise.
Y'know, another thing that always struck me as odd, it's "All the silks of Veluca", not "All the silks of Jelkala" . Now if we produced silk around Veluca like the poem says and still produced the velvet in Jelkala then it becomes a viable tradegood.