SP - Economy Smithing and workshop perks

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Workshops never make a lot of money on this game (at least not on the xbox version) to justify how much the NPC's charge you for perchesing them. It would be nice to be able to boost the profit margins of owned workshops with perks.

My suggestion is, adding a few workshop perks to the smithing skill to help boost owned workshops. The perks could include things like increasing the profit from owned workshops, increasing production rate, increasing the chance of them producing quality products (fine, masterwork ect for smithys and wood workshops), increasing the production rate of higher Teir equipment, workshops can boost towns food production and prosperity (for workshops like olive press winery, brewery ect).

You could even add a quality for things like wine velvet ect to increase the profit of resource workshops like the winery, velvet weaver ect. So high quality wine would sell for more than a standard wine.

As it is right now, the workshops are not worth the amount we are expected to pay for them, sine they rarely increase there profit rating above 500. The average profit is often only 250, which is way too low especially for the smithy and wood worshop considering equipment is sold for a lot of money anywhere between 200 - 200k gold. I make 25k gold from 1 T5 greatsword that I craft using my smithing skill, so it makes no sense that my smithy workshop makes so little profit.

It would also be nice to see workshops like bakery and butchers added. Bakers could produce bread and increase the food production of the cities thay are in, while butchers could produce meat from livestock sold at the city's market and increase the cities food production.
 
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The workshop's income may depend on the prosperity of the city.
Even with high prosperity, my workshops rarely make more than 500 a day. The console version of this game needs more attention. The PC version has mods to counter this stuff, we don't have access to them and are often at the mercy of a overwhelmingly aggressive AI.

We could choose to buy our new kingdom by leveling up the trade perk, but that would be at the cost of our ability to defend it, because we'd have to sacrifice our combat experience. Our companions and clan mates level up too slowly to be relied upon. They die and get captured more than they succeed. With no access to mods to help boost our companions, or to respec them for the jobs you want them to do, we had to rely on the retreat glitch to switch between charchters to help level them up, but thats been patched.

The workshops depend on the prosperity of the town it's in. The town depends on village prosperity and caravans visiting, both of which go out the window when the AI declares war. Without a governor that has perks like increased harth growth, increased recovery rate after raids, increased loyalty. The development of our settlements is very slow, too slow to counter how super aggressive the console AI is. Our companions and clan mates level up too slowly to prepare properly, and our kids take too long to mature. They level up fast, but by the time they grow up, the AI has already conquered most of Calradia, and if you focused on trade to buy your kingdom and have the gold to run it. You often don't have enough combat experience to defend it properly. Taking over rebelled settlements is bugged as well, because starting a kingdom this way sees our clan get cut out of the voting system for new fifes. So we are left with no choice but to rely on workshops and caravans for our income because smithing, even though it's an amazing income, we rarely get time to Smith anything after starting a new kingdom, because everyone is constantly declaring war by that point. The balance is none existent on console.

Workshops need to produce more income, because companions level up too slowly to create a relyable governor before our kids mature.
 
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