Hello. Now the workshops works like intended. You must check which ressources the villages around the city bring. And the ressources from nearby castle's villages. A good workshop can some days brings up to 250 dinars a day, but usually give around 150 on average.
In previous patches, workshops use to not take in consideration what were the goods available, like if each city got all ressources available to create products in workshops.
I really can't tell if you're trolling REALLY hard.... or if you might be getting paid to argue on behalf of the Devs...
I am 100% in agreement with LITERALLY everyone else that's posted here.
Let's take a look at Marunath for example. Its got 2 villages that make hardwood plus the standard light grain production, 1 village with iron with light grain, and 1 with clay and light grain. Going by how the devs SAID a profitable system would work... you'd buy and set up a potter OR a brewer, a woodworker, and a smithy. All are locally sourced supplies. But even with all 3... AT BEST you're making 450 denars. AT BEST. Let's say you even managed to OWN Marunath. And you have the approx 1000-1500 income from that. You're still rocking under 2k. This is all BEST case scenario. But with traits and skills still being buggy, you randomly lose whatever benefits those give you towards increased income/production and wage mitigation. Then, the fact that you can't manage your shops inventory like in warband means you can't buy a crapload of cheap X goods for your shops... they have to compete for resources in the trade area with the caravans that are buying up as much of the cheaper locally sourced goods they can. THEN, you have to factor in that bound villages' villagers DON'T always take their produced goods to their city/town they're attached too. It's like 60% yes they do and 40% they'll go to the next town. So now you have to factor in the loss of planned resources. Which is magnified exponentially if a bound village is raided.
I think a lot of the issues stem from the devs moving away from the initial idea of being able to own an individual village and build it up into something more. A lot of the economics would be more successful if you could invest or build up/construct things in individual bound villages to make them more productive, to make them more organized/safer, to make them more defensible.... and so on and so forth.
And if the devs intended for all of this to be a grindy, pain in the ***, nightmare... as you so directly assert.... I have to question the intent behind making the game less fun. Yeah I get that it needs to be balanced. Yes there should be a healthy dose of realism as well. But currently it's completely unbalanced and lacks management options to self mitigate the problems.