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Do you have enough wheat farms to cover 10 windmills (in addition to any pigsty you might have, I think those use wheat too in addition to vegetables. Could be wrong though)?
Mills need a constant supply of wheat so the best way to make them work is to plop a wheat field down, then a granary adjacent to it that only accepts wheat, then adjacent to the granary on the other side place the mill. That way the production chain is as short as it can possibly be. If the mill worker lives within green proximity to the mill, his productivity will basically max out.
You can extend this building principle to basically every production chain. The closer the resource they need to fetch for work is to the worksite, the quicker the work will get done. This is especially true since workers fetch their own components for crafting, stockpile workers don't deliver they pick goods up. This is true for more or less everything. Fablings pick things up they don't deliver. Shop workers will go fetch components until the shop inventory is full just because they can sometimes so having the resource close by is supremely helpful.
...then I'm really intrigued. ERR, humm, what the devil are you making sorcery out of? :P
The first thing that comes to mind is something I did accidentally myself. None of my windmills would move and I couldn't figure out why, then I realized I set a flour cap in the production limits that was prevent them from continuing. Could be that.