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2: Yes and no. You need to use a tavern-specific currency to buy furniture and place them around a grid kind of like organizing your camp. Some furniture items will only have an effect on seats within a certain number of tiles around them, so trying to optimize that is the most involved part of the initial designing of your tavern. Otherwise, you just set a profitable menu of food and drink, optionally shifting it around every few in-game weeks as ingredients go on sale or suffer a shortage.
3: Reaching max tavern rank gets you a pretty useless non-upgradeable legendary hat? You can send your hired chefs/brewers to other taverns to steal a food/drink recipe. Otherwise it's all profit.
4: It's all handled automatically. All you do is set the menu - buying ingredients, cooking the food, and selling the food is all done automatically.
The utility the DLC offers is:
This if you want to reward the devs for their continued support like "Coffee for Devs or Pizza for Devs". I like it and have no issue paying for it, but I know some wouldn't since it doesn't actually add all that much to the game, at the moment (excluding the ability to stow animals in the tavern as bouncers).
Once you start making thousands of Copper Coins per rest, you don't benefit at all by only withdrawing at high exchange rates because then you'll never withdraw all your excess funds. With a fully maxed out tavern, I'm raking in around 3,500 Copper Coins per rest. At an exchange rate of 100:30, that's a bit over 1,000 Krowns per rest.
It's technically worth waiting until you hit 100:100 exchange rate to withdraw, because you'll get the benefits of a higher exchange rate for a few clicks, but it only amounts to a few hundred extra Krowns per week and change.
Exchange rates are much more important to keep track of early on, when Copper Coins still have other uses.
Not for me.
I genuinely enjoyed the content, it's a nice aside super-minigame as it were. The direct benefits to your crew are almost beside the point.
It's a breakaway from the usual flow of the game, and a very welcome one.
Even for suspension of disbelief reason, I don't see any lore reason why a grizzled graying mercenary would not decide to buy a tavern. He or she spent his whole life in such establishments..
I don't disagree, and I get a kick out of it, so no regrets for me, but I was looking at playing Devil's Advocate in this regard.
I mostly use civilians. I use my people as the tavern Manager and if they have a specific ability, the rest are just bouncers. I look at the tavern as a biker bar of old.
Devil's Advocate is always needed
I'm glad more people besides myself enjoyed it for itself.
I'm also glad reasoned polite debate is still possible on the interwebs :3 cheers, fellow merc! /chapeau