Hello, as someone that always finds himself trying to maximize profits in games and collecting data for that purpose, I wanted to share my findings and feedback for workshops in 1.8.0.
First of all numbers from game code/data with the addition of observed numbers in game:
Notes:
First of all numbers from game code/data with the addition of observed numbers in game:
Workshop | Input | Output | Conversion Speed | Base Input Price | Base Output Price | Expected Base Profit | Observed Input Price | Observed Output Price | Observed Profit |
---|---|---|---|---|---|---|---|---|---|
Wine Press | Grape | Wine | 2.5 | 20 | 75 | 225 | 25 | 65 | 162 |
Brewery | Grain | Beer | 3.5 | 10 | 100 | 565 | 8 | 36 | 124 |
Linen Weavery | Flax | Linen | 2 | 15 | 200 | 670 | 16 | 67 | 136 |
Pottery | Clay | Pottery | 2 | 18 | 200 | 664 | 17 | 69 | 142 |
Olive Press | Olives | Oil | 2.5 | 30 | 210 | 850 | 27 | 65 | 157 |
Tannery | Hides | Leather | 1 | 50 | 250 | 350 | 44 | 146 | 148 |
Velvet Weavery | Raw Silk | Velvet | 0.75 | 80 | 500 | 690 | 10 | 166 | 141 |
Silversmithy | Silver | Jewelry | 0.75 | 130 | 600 | 802 | 150 | 300 | 237 |
- Base prices are listed just as a reference, should be ignored as observed prices are usually far from base prices.
- Calculated profits ignore Sweatshops and Mercenary Connections perks, which can increase profit by 20% and 25% in order or 45% in total.
- Workshops that don't produce just a trade good are ignored for simplicity's sake.
- Observed prices are gathered from multiple examples of in-game prices where the the town had relevant workshop. You might have observed lower/higher prices but remember that workshops will change prices.
- Profits are very low. Especially compared to other sources of income. Ignoring Silversmithy, workshops average at 140 gold a day profit and about 200 gold a day with both perks. They cost around 25k gold to buy, which means it takes 178 days (or 125 days with perks), roughly 2 years in game to make that money back. And this is not good compared to other sources of income. For example being a mercenary gives you 160 gold per influence. Raiding a hideout gives 6-7 influences, prisoners that worth about 400-500 gold and including loot, it gives around 2000 gold. Even if we assume 1000 gold spent for soldiers etc., raiding a single hideout is equal to 7-8 days of workshop profit. Other activities give even more gold.
- Workshop selling price needs to be increased. This might be just an oversight during the workshop balance update. How can a workshop that cost 25k to buy and has 11k in capital can be sold for only 7700? Doesn't make any sense and doesn't feel good at all. Player should be encouraged to take risk and switch to another workshop in another town if long term it seems better. Considering current workshop profits, a 35 gold increase in profit, which is 25%, would mean switching to a different town would pay back in 542 days. Ridiculous number. It is far better to just sit on the not so good workshop.
- Perks need to be updated for new workshop numbers. Market Dealer perk gives 20% less upkeep, which is only 20 golds a day. While its alternative, Caravan Master, gives 30% increased carrying capacity. Far better. Rapid Development perk gives 5k gold if workshop is captured. I believe this is from old values, where a workshop cost around 15k, so 10k loss. Now workshops cost about 25k so it is 20k loss. Should be updated to something like 15k.
- Initial workshop selection needs improvement. I think a town having 2 of same workshop can make sense in certain situations. Sometimes the input is so abundant and other options are not so good that 2 of same workshop becomes a good option. However 3 of same type is very, very unlikely to be a good option. And game seems to put a lot of 3 of same type workshops in 1.8.0.
- All workshops but Silversmithy has close profit, which is nice to see. And Silversmithy has its own problems. The silver sources in the game are rare and thus prices fluctuate a lot. And you might see your workshop not produce for a day when there is no silver available. I think for this reason Silversmithy having a higher profit margin is good. If the player wants to engage with production by supplying input material, they can gain higher profit for their time.
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