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There are a lot of topics on this forum alone that can help you. Don't look at older, outdated info. There's probably good threads within the past couple of weeks.
Be smart about what and where you buy. Don't buy a workshop in a low prosperity/war torn area. Check what the bound villages to your workshop are trading. Have your workshop make things that use those materials. Don't allow competition. Protect the bound villages. If a castle changes lords. it's bound villages may get redirected elsewhere, so keep an eye on that.
That was tossed out many iterations ago when they overhauled economic mechanics in favor of it being more in-depth for trader playstyles and the like. Now you will just flat out not get money if the calculation is below a certain threshold. Your options are to either CRUSH the competition and completely buyout the surplus, or sell the workshop and take your ventures to a better location.
Crushing the competition and buying out the market like a scummy big business man is certainly fun if you're playing as a trader, but it is expensive and requires a chunky amount of capital. You can recoup a little by buying and selling. For example, if your problem is simply that there's too many workshops in nearby cities making the same thing you are, you can just buy them all, change their production, and sell them. You take a loss overall but it's not as bad as it could be.
Overall, look up current, modern guides and videos. Ignore anything that's old.
Workshops are not guesswork. Whether workshops are profitable or not depends on a lot of factors that you can identify yourself:
- the town's prosperity and how often it is being besieged/conquered (which affects prosperity and prices)
- are the bound and also nearby non-bound villages producing the required raw materials or not (and if they are, are the villages or the villagers being attacked often, including by bandits)
- how many workshops of the same type are on the map or close to your workshop or in the same town (the more, the lower the price will be for that product; and this is different every time you start a new playthrough, workshops are random)
So for example you can buy all the silversmiths and change their production to something else, sell them off, open up a silversmith in Sanala for example (basically monopolizing the production of jewelry) and see the price of jewelry and your workshop profits increase
However, this doesn't last forever, workshops not owned by you can change their production so new silversmiths might pop up in time
- the demand
- how expensive the final product (for example beer vs jewelry or velvet) or the raw materials are
- are you in the early, mid or late game (later in the game most towns are prosperous and consume a lot of goods at a high price)
These are biggest deciding factors. Also, there is at least one policy that affects workshops, and perks
If your workshops aren't profitable, my guess is either that the town is being attacked often or it's a low prosperity town by default / you don't have a reliable source of raw materials (the villages are not producing them or they are being attacked often) / the final product is a cheap item that might also be very common / a combination of those.
The best workshops will always be at the edges of the map (in safe areas), preferably in prosperous towns that have villages with the needed raw materials, with a preferably expensive finished product that is not very common, so basically Aserai and Vlandian territories. Khuzait territory is a big nono because of the bandits, the Empire and the Battanians are constantly under attack and they also don't have very prosperous towns (at least compared to the Aserai and Vlandians), Sturgians also have poor towns so yeah.
The only exception to these rules would be if the price of something is not balanced (like wool weaveries used to be), but this always gets fixed.
Towns' prosperity is a different discussion but trust me that Vlandian and Aserai towns will end up with the highest prosperity (even if they don't start with the highest one) IF they are not attacked or conquered often, followed by Battanian and Empire towns
Bro they revamped workshops and the economy ages ago. These changes aren't recent. Also they were very good changes that made playing as a trader much more engaging.
it is buggy
i had workshop brewer
i bout out all brewers around my town an switch them
waited (2)weeks later still made 0
only after i switch brewer to another shop an switch back did it made money
after that i just left normal an went to beta
this was all last patch
not the new beta patch
so i dont know if this bug is still going on
May you all prosper!
You sure it wasn't just that your surrounding towns were all FULL of beer? Sometimes you need to empty the stock yourself and spread it around. Or even just dump it if you're rich enough.
during those 3 years, most likely, you will invest even MORE. what means you have to wait more than 4 years to get ANY "passive income".
if player do things at least reasonably well, by 4 years such "passive income" is so small its just pointless.
i say - forget them! good towns can get you reasonable passive income, but not garbage called "workshops".
Skill issue.
Lol.
(it isn't even cost-effective anymore to buy the jewelry there and sell it somewhere else, due to the high prices such a prosperous town will pay, but I do occasionally buy some and sell it for minimal profit just to keep fueling the demand)
When prosperity increases, even the not-so-profitable workshops will turn a decent profit. Early game they aren't worth it (but I'm pretty sure the cost-to-buy the workshop is related to the workshop's profitability, so if you wait later in the game it might get really expensive)