After several tries, I really can't figure out which workshops make the most money.
What are your best workshop choices?
I need your help
What are your best workshop choices?
I need your help
After several tries, I really can't figure out which workshops make the most money.
What are your best workshop choices?
I need your help
After several tries, I really can't figure out which workshops make the most money.
What are your best workshop choices?
I need your help
Continue investing money on workshops (if you have more than 20-30K) they will be more profitable at 1.5.7, a small bug decreased their profit in 1.5.6 to 100 (as daily average) from 200 (as daily average). While building a workshop check input item's price at town's marketplace and production type of around villages.
Continue investing money on workshops (if you have more than 20-30K) they will be more profitable at 1.5.7, a small bug decreased their profit in 1.5.6 to 100 (as daily average) from 200 (as daily average). While building a workshop check input item's price at town's marketplace and production type of around villages.
To be honest, I think that the economy system that TW is building is great ,complex and hard to master... I mean you have villages producing stuff, markets, caravans, workshoops, trading, etc everything interconnected, looks nice. But the bennefits you get from all this economic structure are reallly low and when you are short of money you just need to fight some big battles and problem resolved even you don't need the unbalanced smithing.
So why to put efforts in such complex economic model when the player is mostly going to ignore it as money source and just dosome fights to earn money when he needs? I mean, I understood that battles are the core of the game and should be rewarding of course but then why everything else?
agreed200 average per workshop, and 300-400 average per caravan daily is pretty good IMO
It's more about what's close than what's best. After all, if any particular workshop was "best" then there would be no POINT in the others. I've had a silver mine make 50 and a leather shop make 250. It all depends on what resources are near by to your settlement. If you try to stick a silversmith and the nearest silver is half way across the map, it won't make any money because the inputs are too expensive.After several tries, I really can't figure out which workshops make the most money.
What are your best workshop choices?
I need your help
I agree with everything you say, except the bit about player upgrading their troops without having the money to pay for them.Thanks you made a good analsys about economy system at game. Yes we tried to achieve that connection of world elements to create all world economy. So caravans - villagers - workshops - looters all are somehow connected and they are making money from all real actions. So if a bandit hideout appeared near a village its tax and connected town's workshops are all effected. If you loot these looters which looted your villagers / caravan you get more money plundered.
About your critisism yes currently income from these sources are low. One caravan is making 300 per day, one workshop is making 100 per day (normally make 200 per day, 1.5.6 is buggy about this) one village makes 100-200-300 per day according to production type and hearth level. These are not big numbers you are right. However these numbers are what they need to be actually. If players get money by selling loot stuff mostly it seems looting brings more than it should or if there is an exploit at smithing it is broken and this need to be fixed asap (unfortunately it is broken since EA started). Because other income sources are more powerfull we cannot make one 15K invested workshop / caravan to bring back 0.5-1K daily. If this is the case you will get your money back in only 15 days (1 game season). In real world nothing works like that. Any investment does not bring its cost in less than a year. Ok we are not trying to make game a real world simulator of course (it does not seem entertaining if we try to do this) but imo if one caravan or workshop pay back its investment in 20-30 game days this is not a good design. Currently game is not totally balanced so incomes from economical elements can be seem weak because of this maybe.
Sometimes a player place 200 tier-5 elite troops to a castle garrison which has less prosperity. Then he want caravan or workshops to pay his daily wages somehow. When this does not happen and when he goes bankrupt he gets anger. However player should not stack 200 elite troops to a castle garrison or should not upgrade his troops if has no money enough also out of topic I accept castles should be more strategical fiefs because their economical benefits are already weak. They have no military or economical benefit currently. This is something we need to fix. If we make general game economy balanced and if we can offer player alternative solutions to his problems then there will be no need to increase caravan workshop profits, daily 200 average (workshop)- 300/400 average (caravan) will be reasonable.
One last addition : Because all world elements are connected somehow any one new addition can damage workshop / caravan profits. For example cavalry ratio speed bonus will be reduced to 40% from 60% in 1.5.7 to make overall world balance and gameplay better / reduce OP of Khuzaits (their cavalry ratio is higher than other factions). This reduce at speed bonus of cavalry ratio increased daily cavalry loss ratio 1% from 0.5% (no enemy case). Because caravans have high cavalry ratio and they were faster when this bonus was 60%. Like in this example even we did not change anything about how caravans work their expected ROI (return of investment) and average life on map is reduced. So in some patches these profit expectations can be broken but we will fix them when we see it. What happened workshops in 1.5.6 is something like this. Also I see that caravan problem before it is released and give caravans a small speed bonus to keep average daily caravan loss ratio at 0.5% at 1.5.7.
Caravans? No, my last one, who costs 22.5k made 2k before been destroyed by looters.Best I made in 1.5.6 was 250 denars from brewery in Pravend. Workshops are nerfed so much that they will never be a decent income source. You can keep them as additional but never main. Same goes for caravans in 1.5.6 and fiefs. The only main income source right now is loot so grab a lot before peacetime if You don't want to run around after bandit parties
Continue investing money on workshops (if you have more than 20-30K) they will be more profitable at 1.5.7, a small bug decreased their profit in 1.5.6 to 100 (as daily average) from 200 (as daily average). While building a workshop check input item's price at town's marketplace and production type of around villages.
Caravans? No, my last one, who costs 22.5k made 2k before been destroyed by looters.
Thanks you made a good analsys about economy system at game. Yes we tried to achieve that connection of world elements to create all world economy. So caravans - villagers - workshops - looters all are somehow connected and they are making money from all real actions. So if a bandit hideout appeared near a village its tax and connected town's workshops are all effected. If you loot these looters which looted your villagers / caravan you get more money plundered.
About your critisism yes currently income from these sources are low. One caravan is making 300 per day, one workshop is making 100 per day (normally make 200 per day, 1.5.6 is buggy about this) one village makes 100-200-300 per day according to production type and hearth level. These are not big numbers you are right. However these numbers are what they need to be actually. If players get money by selling loot stuff mostly it seems looting brings more than it should or if there is an exploit at smithing it is broken and this need to be fixed asap (unfortunately it is broken since EA started). Because other income sources are more powerfull we cannot make one 15K invested workshop / caravan to bring back 0.5-1K daily. If this is the case you will get your money back in only 15 days (1 game season). In real world nothing works like that. Any investment does not bring its cost in less than a year. Ok we are not trying to make game a real world simulator of course (it does not seem entertaining if we try to do this) but imo if one caravan or workshop pay back its investment in 20-30 game days this is not a good design. Currently game is not totally balanced so incomes from economical elements can be seem weak because of this maybe.
Sometimes a player place 200 tier-5 elite troops to a castle garrison which has less prosperity. Then he want caravan or workshops to pay his daily wages somehow. When this does not happen and when he goes bankrupt he gets anger. However player should not stack 200 elite troops to a castle garrison or should not upgrade his troops if has no money enough also out of topic I accept castles should be more strategical fiefs because their economical benefits are already weak. They have no military or economical benefit currently. This is something we need to fix. If we make general game economy balanced and if we can offer player alternative solutions to his problems then there will be no need to increase caravan workshop profits, daily 200 average (workshop)- 300/400 average (caravan) will be reasonable.
One last addition : Because all world elements are connected somehow any one new addition can damage workshop / caravan profits. For example cavalry ratio speed bonus will be reduced to 40% from 60% in 1.5.7 to make overall world balance and gameplay better / reduce OP of Khuzaits (their cavalry ratio is higher than other factions). This reduce at speed bonus of cavalry ratio increased daily cavalry loss ratio 1% from 0.5% (no enemy case). Because caravans have high cavalry ratio and they were faster when this bonus was 60%. Like in this example even we did not change anything about how caravans work their expected ROI (return of investment) and average life on map is reduced. So in some patches these profit expectations can be broken but we will fix them when we see it. What happened workshops in 1.5.6 is something like this. Also I see that caravan problem before it is released and give caravans a small speed bonus to keep average daily caravan loss ratio at 0.5% at 1.5.7.
Would it be possible to include workshop levels? Something like expanding the size of our operation to increase output capacity, so instead of using 1 grain to produce 1 beer at a cycle, we could invest more money to increase the production to take 2 grains and produce 2 beers. I don't know if this is exactly the way it currently works, it is just an example.
The idea behind it is to allow us to increase our passive income and balancing it with an investment requirement, plus it also factors in item prices, so increasing the operation would only be profitable if the town had enough supply (connected villages in good conditions + producing the resource required) and if there were enough caravans going by to prevent produced goods from flooding the markets and causing the price to drop too much.
Caravans? No, my last one, who costs 22.5k made 2k before been destroyed by looters.