I'd like to know what happen when you buy a workshop into a town and then sell it again, you lose forever or can you buy and/or open another one again.
@Flesson19
do you know?
@Flesson19
do you know?

From what I can tell, changing the production was always intended to cost 2000.Exactly right, you can buy and sell as many times as you want. The only issue is in 1.2.0 you can't buy from shop workers anymore. You are forced to buy from the shop owner so you must pay the 2,000 denars to change it to something else. Instead of making shops better as an investment, they have made it cost even more to get very little profit. @Duh_TaleWorlds why are we making shops cost even more instead of lowering their price to make them a decent investment?
That's fine if that was the plan. What I am saying, if the shop costs 30k and you make 200 a day would take 150 days or almost 2 years just to break even. But the problem is most shops need micro management to make decent money and now you have added an additional 2k. So instead of helping shops a "little", you increased cost. Many people just ignore them now, you have turned them from a good investment to help cut wages to extremely low profit investments that aren't worth getting unless the situation is perfect. The problem is the 1.8 economy change made them make much less unless you manage them a lot. Then you doubled the cost to even buy one(which I think is based more on prosperity, And once again, now you need to pay 2k to change one no matter what. I specifically tagged you letting you know the price to buy needs to be reduced. At this point I don't care how much but they need some help to make them actually worth investing into since right now I have many other ways to make much more money with my 30k investment. Where is the harm to lower then 25%-50% and see how they are? Also I wondered why the time_forward command was removed from the command console. That was a huge command that helped with long tests, but still no word after a week as to why.From what I can tell, changing the production was always intended to cost 2000.
I believe the workshop costs were picked with the potential of their active management (warehouses) in mind.
I know the the new economic system in 1.8 it's very dynamic, but 2 points, first the output produced for almost all shops is so high that many shops produce so much that they go idle constantly requiring you to buy the output to make profit. If you want it, I can make a video showing how this process has caused shops to be mostly unprofitable unless weekly you but that output. Not many want to manage their shops on a weekly basis to make profit. Second a few shops are not working right when it comes to production for a few patches now and have trouble almost all the time to make anything, those being smithy, wood workshop and now in 1.2, wool weavery for the first time since I've been testing shops since 1.5 are no longer a safe workshops to buy. Something about the armor weapon producing shops are not able to make money good. I have been giving strong feedback since 1.8's economy change and I don't think I can see any good change to help them, in fact I advise people not to buy shops and use that money for other investments. I have been trying to get you guys to understand the issue for about a year now and have been pretty much ignored. I don't expect a shop to be bough and left making tons of money a day and be amazing passive income, however where they are at right now, most are a waste and take years to just break even. It 'needs' tweaking badly but no one will listen or act upon it to fix the potential problems, like the fact that most shops in Sturgia are trash need help. You've changed production from other villages in the game but wont touch any for sturgia. As people say this isn't a trading game but a fighting game with trading, at this point buying output and someone selling input is almost a weekly chore to make money. Why can't we get a happy medium after a uyear for shops instead of just ignoring themAre you discussing workshop performance in terms of "fully passive" or in terms of active management (players buying raw materials low & selling processed goods high)?
no doesn't need to be fully passive at all, but right now it's the opposite end of the spectrum. Most shops require constant management. Can't we find the happy medium to it. You can make on money with shops but i you truly micro manage them you can make real good money? Also again, you know wy the time forward command was removed, it was a huge time saver for testing and really want it back, no clue why it was removedI think that means you are focused on the fully passive experience? Which is fine, just want to be sure I understand your feedback.
yeah, I'm finding workshops so unsexy (in portuguese we say brochante), the money invested there takes too long and sometimes none at all, I bought several brewery close to amitatys and close them so that mine would be the only one and some weeks I keep seeing 0 income event putting the max grain in the warehouse....no doesn't need to be fully passive at all, but right now it's the opposite end of the spectrum. Most shops require constant management. Can't we find the happy medium to it. You can make on money with shops but i you truly micro manage them you can make real good money? Also again, you know wy the time forward command was removed, it was a huge time saver for testing and really want it back, no clue why it was removed
no I was referring to set and forget, just buying a shop and letting it sit there and not touch it. Buying input to put in the shop and selling the output is micro managing(what I call it) If you constantly watch a shop it can make decent money, but if you buy it and leave it alone, the output is so high it floods the town quickly, pottery for example, soon after buying the pottery produced is so much the price in tow n is 40%-70% below market value which causes the shop to go idle since the game thinks it won't make money. That is the new mechanic of workshops. Most shops "require" that you do it and most people dont want to spend time each week buying and selling from your shop. I am not talking about the new system putting input in your shop and holding the output to sell elsewhere. Most people don't want to do that all the time. buying the shop and buying and selling input/output all the time is micro managing, just buying it and et it run is set and forget. Right now nearly every shop requires micro managing to be profitable on a consistent basis which many dont want to do. You have created a system that requires people for the most part to provide the input and buy the output. That's fine if you want to do that, but as I say constantly, there needs to be incentives to spend time micro managing and the profit you make doing it doesn't justify the time it takes. If you stopped by my stream anymore I could explain it in 2 minutes so you would understand instead of typing these long messages trying to get through our language barrier we have. I know the workshop system perfectly and understand the whole process to make money but most don't want to waste time doing it. There just needs to be some tweaks is all I'm saying but even if I give ideas for a solution they are ignored and nothing is done. It's been this way since 1.8 economy change which is why since 1.8 I have I think 3 workshops videos from 1.8-1.2. Many have abandoned shops since they are so unpredictable or time wasting. All you need to do is make a few tweaks to the system to help with them is all and I have given my ideas for almost a year no and everyone has been ignored, work with us, dont fight us, but after a year of a mechanic getting worse, we do get frustrated. 1.8 hurt shops and subsequent patches have made it worse. Just look at my last workshop video for 1.1.4 and I explain each shop and why they are bad,That video gives me the impression we are talking about different things in terms of active management. I am referencing the following: You buy raw resources at a cheap location, you process them in your workshop, you sell them at an expensive location.
My initial query was aimed at determining whether your profitability observation concerned that. I still cant quite tell but it doesnt seem like that.
What do/can you even do with the money in the end anyways? It's a set-and-forget mechanic; a party wage 'discount'.no I was referring to set and forget, just buying a shop and letting it sit there and not touch it. Buying input to put in the shop and selling the output is micro managing(what I call it) If you constantly watch a shop it can make decent money, but if you buy it and leave it alone, the output is so high it floods the town quickly, pottery for example, soon after buying the pottery produced is so much the price in tow n is 40%-70% below market value which causes the shop to go idle since the game thinks it won't make money. That is the new mechanic of workshops. Most shops "require" that you do it and most people dont want to spend time each week buying and selling from your shop. I am not talking about the new system putting input in your shop and holding the output to sell elsewhere. Most people don't want to do that all the time. buying the shop and buying and selling input/output all the time is micro managing, just buying it and et it run is set and forget. Right now nearly every shop requires micro managing to be profitable on a consistent basis which many dont want to do. You have created a system that requires people for the most part to provide the input and buy the output. That's fine if you want to do that, but as I say constantly, there needs to be incentives to spend time micro managing and the profit you make doing it doesn't justify the time it takes. If you stopped by my stream anymore I could explain it in 2 minutes so you would understand instead of typing these long messages trying to get through our language barrier we have. I know the workshop system perfectly and understand the whole process to make money but most don't want to waste time doing it. There just needs to be some tweaks is all I'm saying but even if I give ideas for a solution they are ignored and nothing is done. It's been this way since 1.8 economy change which is why since 1.8 I have I think 3 workshops videos from 1.8-1.2. Many have abandoned shops since they are so unpredictable or time wasting. All you need to do is make a few tweaks to the system to help with them is all and I have given my ideas for almost a year no and everyone has been ignored, work with us, dont fight us, but after a year of a mechanic getting worse, we do get frustrated. 1.8 hurt shops and subsequent patches have made it worse. Just look at my last workshop video for 1.1.4 and I explain each shop and why they are bad,

It would be a lot better if we could set routes for our caravans, take goods from workshops and sell ir elsewhere. Just a little bit of control, so they don't get killed off on every single war you are forced on would be nice.You buy raw resources at a cheap location, you process them in your workshop, you sell them at an expensive location


Thank you for the advice sir, I will surely keep it in my mindI know the the new economic system in 1.8 it's very dynamic, but 2 points, first the output produced for almost all shops is so high that many shops produce so much that they go idle constantly requiring you to buy the output to make profit. If you want it, I can make a video showing how this process has caused shops to be mostly unprofitable unless weekly you but that output. Not many want to manage their shops on a weekly basis to make profit. Second a few shops are not working right when it comes to production for a few patches now and have trouble almost all the time to make anything, those being smithy, wood workshop and now in 1.2, wool weavery for the first time since I've been testing shops since 1.5 are no longer a safe workshops to buy. Something about the armor weapon producing shops are not able to make money good. I have been giving strong feedback since 1.8's economy change and I don't think I can see any good change to help them, in fact I advise people not to buy shops and use that money for other investments. I have been trying to get you guys to understand the issue for about a year now and have been pretty much ignored. I don't expect a shop to be bough and left making tons of money a day and be amazing passive income, however where they are at right now, most are a waste and take years to just break even. It 'needs' tweaking badly but no one will listen or act upon it to fix the potential problems, like the fact that most shops in Sturgia are trash need help. You've changed production from other villages in the game but wont touch any for sturgia. As people say this isn't a trading game but a fighting game with trading, at this point buying output and someone selling input is almost a weekly chore to make money. Why can't we get a happy medium after a uyear for shops instead of just ignoring them
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