Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
You would get an average of 50 denars a week with a mill, which makes the payback period of 120 weeks. If you also owns the castle which is linked to the village you cut the payback period in half.
Also remember that the cost is reduced by the engineering skill (Enterprises in town do not have such bonuses) of your party [(20-skill)/20] so at 14 (you having 10 will have + 4 in party skills) you can have 70% off which brings down to 1800 denars which is 36 weeks for just village and 18 weeks for both castle and village to break even. (500 denars a week for a dyeworks would equal to 20 weeks to break even while a 600 denars /week dyeworks would be 17 weeks to break even, for reference purpose)
so if you have tons of skills then it is definitely as good as any enterprises you might have if you have the castle. Otherwise (10 from party member = 50% off which is 60/30 weeks to break even) it would probably be purely hedging measures in case your enterprises in enemy/hateful lord territories got sequestrated.
I personally prefers to build a school first because high popularity in villages with low prosperity = more recruits.
For Towns it's a bit complicated because towns have their own prosperity. I haven't looked at the code for town prosperity yet, hope this helps.
6k isn't exactly exorbinant, especially considering some of the prices of the investments in the cities. You can probably get the 6k back pretty easily and pretty quickly if you raid some caravans east of Halmar and sell the goods in Halmar/Narra/elsewhere. Ransoming nobles and selling prisoners will also land you some more money.
So ignore it? No I can't see the advantage nor potential in ignoring it.
The factors going into the mill seem negligable. A higher engineer skill should make it build quicker, and I think cheaper, anyways. But even then 5-6,000 is not much considering the prices of some things in game (heavy armors and great weapons for instance). If 6,000 is exorbinant than you apparently have not seen some of the prices.
So the only real consideration is whether or not you want 5% that you didn't have before. Yeah 5% isn't a lot by itself but it's still +5% you didn't have at first and it pays to you consistently. Over some time the amount gained through the 5% grows and grows.
It's just funny because here I was dropping TEN thousand for a dyeworks in Halmar.
It's certainly exorbitant in proportion to what it seems to do. From what I see here, I don't think I would even build it when I have too much money, not worth the time to stop on by the village for a negligible 50 more denars a week.
I don't see the point of it's existence when something even cheaper like a brewery gives back much more and much faster. Patronization is not appreciated.