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No, they are not. You just don't know what you are doing.
My workshops are currently averaging more than 600 denars a day each. They have long since paid for themselves.
Workshops get written about a lot, so I would suggest that you search this forum on . . . 'workshop' and do some reading.
I would tell you how mine make 600 denars a day each, but I don't like your attitude. Too many negative vibes.
But I will tell you one thing -- Not one of them is a brewery.
- How many breweries in towns close to yours?
- Does the bound villages to castles that border to where you got your workshop belong to same faction as the town? (those will trade with closest town of their own faction if any)
- Does the market have a great surplus of beer? If so it should be cheap for you to buy and re-sell other places, and your workshops should kick into gear and produce more again.
- What does the "bread basket" tell about daily beer consumption in the town?
- What is the state of the villages? Got issues, been raided etc?
- Is there wars that affect traders dropping by?
There is MANY factors that affect your workshops... A workshop that can be very profitable right out of box in one campaign can be slow to get up and running in another.
Also, level of workshop doesn't really matter much if it involve bigger production output. Not like you would sell more if you don't sell any to start with.
Yes, that is negative
yes, it is your problem.
do you expect any game studio to bow to you, change it and ask for redemption when you don`t figure out how a mechanic it works, how must be your ego?
20000k~ cost a workshop, you can switch production for scraps. If you can`t afford making a couple of tries, you have bigger issues understanding the economy management.
Do whatever you like, mod it, hell look for yourself a career of game designer since you seem to believe you have figure out the absolute way, or stay playing fortnite.
If a town has 5 wheat and 500 beer, you won't make profit at all.
Two solutions to that problem being you ship the beer yourself periodically when you know you start losing profits, or you purchase the competitive breweries and switch them to another product.
I then once I unlock two workshop slots and go around to each town with a brewery and change them over and sell. Making my beer making a sole production in only one town. Eventually the world map will be buying beer every time in mass quanity to fill in demand everywhere else.
Supply Demand economy is very easy. Just restrict the supply and demand sky rockets. Pottery in Battania is also a chad move
In particular, JG bought a brewery, and isn't seeing much return on investment. Part of the intuitive attraction to purchasing a brewery is that people in this time period drink it everyday. Most every man, woman, and child drinks this stuff every single day (perhaps .75 liter, according to a quick web search). It's not a wool garment that you might purchase and keep for several years, or a weapon that you hand down through generations, it's beer.
Perhaps the larger problem might be the issue of weight in the economic model. Goods and commodities all are given the same weight of 10. But some goods are very dense and weigh a LOT (e.g., beer) relative to their worth. Others are less heavy relative to worth (e.g., jewelry). Which should mean that there should be a huge price discrepancy between 10 weight of beer, for example, and 10 weight of jewelry. But the game doesn't seem to reflect this adequately. Yes, 10 weight of jewelry does cost 10 times more than 10 weight of beer in the city I am now visiting (Vostrum), but that doesn't seem right, does it? A gallon of beer weighs a little over 8 pounds. And how much is it worth? Now think about 8 pounds of jewelry. In today's world, currently silver is at about $273 a pound BEFORE it is converted into jewelry, a very labor intensive task. Ten weight of jewelry should be worth A LOT MORE than 10 weight of beer. Not 10 times more, but 100's of times more. Historically you can see how transporting rare luxury items is much more profitable than transporting heavy commodities. The game doesn't seem to adequately reflect this.
And then this price difference between commodities and luxuries should only be compounded by the challenges of transportation. We're talking about a world without a transportation system. I don't see any modelling of river or ocean transportation routes, yet it is profitable to drag beer in on horse/camel/mule back rather than brew it locally? Something everyone drinks everyday? It just doesn't make sense. Even into the twentieth century, with railroads, etc., beer production was a very widespread industry because transporting beer is extremely difficult and costly relative to its worth. It's a lot easier to transport the grain and then brew the (heavy) beer locally. My understanding is that beer brewing was a cottage industry during the historical period, precisely because it is a lot easier to transport grain than it is to transport the finished product beer.
Perhaps you can argue that the game's current economic system works well for "luxury" items, but I don't think that beer fits well into that system.
Let me put this as simply as I can, since 'I will tell you one thing -- Not one of them is a brewery' from my first response was apparently too subtle to sink in --
Don't buy breweries. I repeat -- Don't buy breweries. They require too much work and extra expense, and even then, most of the time, they still don't work. Once upon a time, they did and were guaranteed income, but no more.
But you are starting to catch on about 'luxury' items.
Every one of my workshops are profitable. Not on the scale of 600+ a day, but easily 3-400, sometimes in the 500s.
After a handful of in game years, I see where wars are, and where they aren't. I go to the peaceful areas. I find a high prosperity town. I check the Trade Bound settlements for what they produce. I buy a workshop and have it create something the trade bound settlements make. I make sure there are no competitors. I profit. Wine presses are my favorite.
This takes almost no effort, and not much time. For my very minimal effort, I'm rewarded with free money, and that's how I see it should be.
From what I understand about breweries, they were at one point making way too much money, so they were cut back. Did they go too far? Maybe? Like I said, I'm not about to study economics for a game.
In my opinion, workshops should only be generating a lot of money only if they require a lot of effort from the player.
sometimes you have to by the work shop in a neighboring settlement and change it. The Ai doesnt always set up the best shops for the items in the area, or to many of them.
Also, I heard somewhere about having less of the material around the area is good.
example: there are several villages making grain in the area. you think great lots of supply. but the other shops thought that as well, and there are several breweries around. I noticed this with the olives to, in valandia. lots of olive out put, and like 5 olive presses in the area. one town had to going. which means less profits.
One are had silver attached to a settlement. but no silver smith in the town. I opened a silver smith in the settlement next to it, and made profits.
while the economy is a hot mess in most regards, there is some sort of method to its madness.