ULTIMATE Warehouse Money Making Strategy Guide - Bannerlord
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- Опубликовано: 8 сен 2024
- The addition of Warehouses to Workshops opens a new way to run Workshops making them more profitable. This is not a Complete Ultimate Guide, but it's close. I see a bunch of good questions in the comments as well has other strategies I had not considered.
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#mountandblade2 #bannerlord
I started playing this game again. I noticed they buffed killing caravans in that they no longer give you negative opinion with the owner. Picking the dessert movement speed buff is really good.
Wait they did?
Holy shit I gotta start raiding caravans, I've always left them alone due to planning for the future
logic. but it demands a dedicated trader run. still nice to see my suspition confirmed. thanks
Not exactly dedicated. I was doing it fast, so I was dedicated. If you just stop by the town add input and grab output, this can be somewhat passively.
And if you have the perk that give 20% on your workshop you easily could flood the market with the goods that you are producing! I take this advice And put it in my private list when I try doing a trader playthrough! Good work!
@@fkzx77AkaJonasTornqvist That perk helps the Silversmith. It bumps production from .75 a day to .95 a day.
you sure were fast.😁 but i assume if you would neglect the shops for days to go to war, they would quickly go back to the "default" income @@hero_on_youtube
I wished they added a feature in which, we could have made caravans and told them to store specific goods in specific places that we own.
Yes, this would be interesting. If you could have the workshop and caravan "team up". Not sure how hard it would be. Although it's your caravan, you had to talk to a Notable to start it. Is the caravan tied to him somehow? I don't know. I like the idea of making several Workshops spread out and have a caravan or two run a trade route that included them.
Awesome info, I can't thank you enough for this. I have been waiting for someone to do a great workshop/warehouse writeup.
Glad it helped!
I bought a brewery shop and I find it the most profitable in the game, beer is made with grains one grain makes 2 beer, grain prices about 7 and beer is sold for 50 + if u raid alot, u will definitely loot Tons of grain, it's incredibly money machine (: just make sure to set the shop to send 100% of output to the warehouse: to do that setting click on clan,other
Free inputs is awesome!
I'm new in this game saw many videos complaining and so did comments. But this was a good thing
There is a subset of players of this game that would rather complain about the game than try to have fun playing the game.
Great explanation of the new workshops. I was worried because it didnt seem like WSs were viable anymore.
Micromanagement by far the best way to make money, also tools can be expensive in aserai territory, so make a wood or smithy in aserai land and sell tools in that town
It got cutout of the video somehow. You gain Trade XP by diverting output into the Warehouse.
Thank you for this video, Im coming back to Bannerlord 2 after some time off. And havent heard any mention of this new feature.
Thank you for the great video and showing everything in detail! This new feature is like a God-send, not relying on local town's supply/demand for profits and being able to ship your own goods around is awesome.
It's my new go to for using Workshops. It's the best way to make the most money from them.
You are doing gods work! Thanks for the video.
If god plays Bannerlord, then yes, yes I am.
so good, I couldn't find info on the warehouse feature, ty!
This is great info. I've been struggling to make money in a new save as a merc. This will help a lot.
It should help a bit. You can passively collect inputs and sell outputs.
Nice, I'm glad to hear that going. I wonder if someone will make a mod to allow your caravans to pick up your trade goods from the workshop. Could be neat if they had an option to disperse the goods, even if they don't travel to the far ends of the earth like you might.
(Also would be nice if your traders could avoid being in hostile territory at the start of a war, but that's a different issue.)
That would be a interesting mod. It would need all new logic. The existing logic has the caravan 'buying' the goods. So 'giving' them and somehow splitting the profits. Hmmm...
@hero_on_youtube I was thinking if it was your own caravans their profit would flow through anyway.
@@OneEyedOneHornedGian Right, but they would have to buy the goods. If a mod allowed them to 'take' the goods how would the profit be calculated? I like the idea, but a mod would need to take a lot into account to work properly.
@hero_on_youtube I see, it would need to reference a separate data set to access the warehouse. You're referring to how to implement it while I was stuck on concept. 😀
Wine press is a lucrative business as well specially the green zone clan area is abundant with grapes 🍇 and they produce fast and plenty of wine
Brewery. Grain for beer and you usually have a ton of grain if you raid even occasionally.
It don't think I've seen this channel's videos before, but it seems familiar. Great video regardless; clearly explained and well paced.
If this is your first time here, Welcome! And thank you for the kind words.
Always good to see a detailed video by Hero. I feel like I would do this until I've paid off the value of the shop and then turn it back onto automated mode.
The thing that needs ti be considered is the opportunity cost of being a trader for your workshops rather than automation. But that is much harder to calculate.
I'm subscribing at this point. Always enjoy these videos and find value in them.
Thanks for the kind words and sub!
I'm new to the game but am saving this vid bc I kniw I'll need it soon. Thanks for posting!
Garmets could be good idea to make in Sanala and sale back to NPC to make best profits for all goods.
I found tool can be sold 200+ so Smithy is my first worksop since it consume crafting materials which I generate myself and have 0 trade value. Also using up to 75% production to store in warehouse if 25% can be positive income to gain renown with perk.
Garments don't go into your Warehouse. Tools from a Smithy is probably the best since you can smelt weapons from battle loot to use as 'free' inputs. Allow any output to the Trader will give you money for the Workshop passively, but if those outputs build up, the Workshop will stop running. I divert 100% to the Warehouse so that doesn't happen.
My man, good as always. The Wolf of Wall St is back
I came here to learn making money in the game and came out an Economics Major.
Dr. Medzawesomeness, PhD of Economics.
Lol i love the retro film filter
Thanks! The audio that came with it was bad, I found this one with a bit a searching.
Doing smithing will make u a lot more money for less effort so workshops are good to boost you're trading and not for making absurd amounts of money but still nice video
Nothing beats Smithing for money.
Great video. I've setup a Winery in Myzea and a Silk weavery in Jalmarys, then transport grapes and silk back and forth in their warehouses. Seems to work so far ? I need to purchase most of the end produce - wine and Velvet, to boost shops production.
Sounds like a good start. But, if you are purchasing the output, you are spending more money. If you diverted the output of both to the Warehouse, you can collect them and sell them elsewhere.
i'd prefer a mixed mode where they would act as normal but use warehouse stock first with the ability to cap how much they sell per day but that may make it too good.
Yes, you can divert partial output to the Warehouse and let the Workshop sell some to the Trader. But, when they sell it to the Trader, you only get the value town offers for the output. Taking it from the Warehouse and selling it elsewhere can make you more money.
there is no "Rivacheg" in bannerlords calradia so you decided to make one
good job
Never heard of it. I made something here?
@@hero_on_youtube there was a city in mount and blade warband which had the best workshop price
Oh, okay. I never played Warband. @@arifyilmaz3970
I smelt any weapons I get from battle and all ores go into my warehouse for my Smith.
Smart. I had a bandit trader build going a few playthroughs ago and did most of my profit from warehouses, caravans, and raiding other caravans and crafting weapons from the smelted down components but this seems way less hands on, just dump a bunch of iron in a warehouse and walk away for a while
Which weapons give Iron Ore when smelted? Or do you use all of the Crafting Materials to reduce the price of Iron Ore before buying it?
@@rikg4086 I'm still not sure which weapons give Iron Ore when smelted. I have a list of weapons and their components, but none of them give Iron Ore.
Or are you saying that the the Smithy will use any Crafting Material?
@@hero_on_youtube I smelt all and my smithy uses all. And I uncover more to Smith.
Most hidden bannerlord channel
I'm not trying to be hidden.
I don't like doing things manually
I am putting only 25% of production, and do the smithing and fighting enemies. I get 2 million now
If you're doing Smithing you don't need any other income source. Some people have an aversion to Smithing, they may find this helpful.
Firstly, thank you so much for this video! I have a few questions, but like in the past they are rather long so my apologies for imposing in advance :D
1) Essentially the strategy here is to turn the workshop into a “manufacturing shop / factory”? just use it to process raw materials into new goods?
2) Regarding its impact to the level 125 Trade perk Artisan Community, would a workshop in factory mode (storing its produce) be calculated as profitable and with the perk still generate renown? While once we are past clan tier 6 that would not be relevant, wondering if it would impact renown accumulation when still at lower clan tiers.
3) This next question has 2 parts:
a. What would be the price / value of goods made and stored in a workshop in factory mode? Would it be marked to the value of goods being traded in the town when we take the goods from the warehouse to our inventory, or would the value be the sum of input cost + workshop wages? Or some other permutation?
b. Would the goods stored in a “factory mode” workshop, generate trading experience when sold by the main character? I am drawing from the situation with metals obtain via smelting, while those metals can be sold and generate money, the sale does not generate trading experience and needs to be “washed” via an initial sale to a caravan to generate trading experience.
4) Regarding the situation in #3B if the goods stored are something like smelted metals, could we try to overcome it by having a 2nd workshop of the same type in the same town which is not running in factory mode allowing there to be a market price for the manufactured goods?
5) Towards the end of the video you shared the production ratios for some workshops (e.g. smithy - 1 iron ore = 4 tools), could you share the ratios for Breweries and Oil presses please? I tend to use breweries a lot.
1. Yes, with the bonus of getting Trade XP for diverting it into the Warehouse.
2. 99% sure it's no, the shop would not trigger that perk diverting 100% output to the warehouse. I need to double check it to be 100% sure.
3a. The value of the goods is only relevant to you. The game will not calculate the value and you will not get Trade XP for selling items taken from your Warehouse that were produced by the Workshop.
3b. No Trade XP gained.
4. No. Adding a second workshop of the same type, will produce more output and drive the value down not just locally, but globally. You want to have fewer shops producing your intended output.
5. Breweries run 3.5 times a day and output 2 Beer each time. Wine Press run 2.5 times a day and output 2 Wine each time. Olive Presses run 2.5 times a day and output 2 Oil each time. Calculate the cost for the output, 100 for worker's wages plus number of daily runs times the value of input. Divide that by the quantity of the output, so for Breweries the output is 3.5 times 2. If you can Grain for 6 Denars each, 6 x 3.5 + 100 = 121. 121 / (3.5 x 2) = ~17. So, if Grain costs 6 Denars, Beer will cost 17 to produce.
@@hero_on_youtube thank you so much! Got it! Last question, do you have patreon or some other platform I can show my appreciation for your work ? Really owe you for this
@@workstorage933 I have not setup anything like that yet. Thanks for the thought. I'll make a community post if I setup something like that.
@@hero_on_youtube you deserve it.
Btw, I tried your suggestion with a slight variation, in the same town I set up 2 workshops with one to store 50% of produce and the other 75% of produce, I observed getting passive trade XP (about 100-200 points) at each noon day tick (when you get the passive relation boost with notables in a town) and the goods I collected from the workshop would have "trade value" i.e. when I sold the goods I also got trade exp.
Both were also profitable enough to generate Renown using the trade perk (luck the game still measures renown after clan level 6)
Admittedly it was only 3 observations in my current play through, but I did snapshots with my phone of the trade exp level before and after the noon tick, then took the goods to the next town which had a higher price for the goods.
I also did not measure the trade experience gained under different scenarios (different storage levels)
In this case it was 2 breweries in Sargot and the goods were sold in Jaculan which lacks a brewery (Galend and Charas also lack a brewery in my current play through)
Awesome! Another strategy for folks to try. @@workstorage933
Thanks for the guide mate! Do you happen to know if any other workshops effect the smithy or woodshop? Do you get fancy armor if there is a velvet weavery or a silver smith? Do you get tabard over armor if you have a wool or linene weavery? I play console so testing this myself would be torture.
The Wool Weavery makes cloth "armor" Tier 0 armor. Not what you had it mind, but it's the only other Workshop to output gear.
Okay so they don't add to or boost each other. I was hoping that they might make special smithy outputs like jeweled armor if you had the silversmith in the same town. If that isn't a mod some one should make it. Not that I could play it. Thanks mate.
I mean input items and warehouse means I can take the millions of hardwood and take them south and set up a shop and just let that run. I could make a killing making a few runs without doing much of anything.
Sounds good. How many days do it run before the output price drops low?
@@hero_on_youtube I'll need to check, that was just the idea I had but I'll disable mods and update and check it. I think the price can be kept high in somewhere like sanala because of the prosperity. I'd suspect outside of storing the output you won't ever see the price drop enough to actually buy it and sell it across the asari territory.
The caravans 'know' the price for every trade good in every town. If the price for Tools is high in Sanala, then Caravans will head there will cheap Tools from elsewhere. That and your shop selling Tools to the Trader in that town will lower the price. It will work for a while, but it may drop too low to make it a 'set it and forget' shop. This is the point of my video. You can make more money by taking the items from the Warehouse and casually selling them on your travels. @@mattiOTX
@@hero_on_youtube for certain goods they are used by the population so you could keep a nice profit for a long time, a few in game years work. After that depending on product I would check for either trading myself to regional towns such as hardwood products in the south or just doing things like weapons and armor and discarding for troop XP, which is useful for running cheap decent number troops in towns or castles to keep prices low and you run a shipment of equipment to their holds to jump them up in levels during war and when you need to replenish troops. That's all extra stuff though.
Towns also have a minimum limit they seem to seel items for. Fur does not drop below 100 on the previous patch even when there is 50k in the market, granted it was also bugged to not give trade XP. Items do have a minimum limit so running something like 7g hardwood south to something like sanala could see hardwood products sell at a decent minimum price based on population but I'll need to check that.
This is super helpful, does this offset in your mind the renown gain if you go that perk?
I only found a way to use the Warehouse to make Workshops more effective, I use Smithing for money. I also don't typically need help with renown, so I don't really try to take advantage of that perk, assuming you are talking about the Artisan Community perk. I know that doesn't answer your question.
I bought a bunch of business and still go under but I'm shut I figured it out lol
4:42 i would watch a speedrun for it
I have all the video for the run I used here. I could put it together. It would take time to edit it. Do you really want to see every looter fight and all the smithing?
Yes, I actually do, but don’t edit if it will take a lot of time, I doubt others would watch it so it probably won’t be worth it for you.
If you are going to do it, would you be talking over the video or just silent?
I would comment over what I've done. The problem with no editing it, is there is a lot of stuff that no one would want/need to watch. I would edit it to shorten it to a reasonable time. It's over two hours of video. @@5prh
Yeah, that is what I meant, doubt people would watch 2 hours of the same thing with you only talking for a couple of minutes here and there, me included.
if you divided it into chapters where you talked (the 2hours version) that would be enough for me because it would be the same thing happening over and over so no need to keep talking (which isn’t a bad thing at all) and it would be enough as you explained the process for each chapter and did them over and over which would make it easier to understand.
So like in the first minute, you explain that you are getting the money to buy the workshop, then you explain why you bought a tannery (based on the video above) and THEN converted it into a silversmith, and so on, I hope you understood what I meant.
Nonetheless I would probably still watch it, you never know I might learn a thing or two from your gameplay (I haven’t played the game for several months now)
Plus, You know your audience better than I do, publishing 2 hours of footage might hurt your channel, no need to do that at all.
can caravans be combined with the warehouse?
As in, will my caravans ran out of a city take my outputs and go sell that in a place with better prices?
That seems like a perfectly reasonable thing to be able to do, but is it implemented?
Nope. That's not a thing.
Any idea on why my Baltakhand Wool Weavery is stuck at 0 income. I've tried all sorts of things like putting wool in warehouse or buying all other workshops in town and changing them but it doesn't do anything. Isn't garments supposed to be one of the most lucrative goods?
TW removed Garments as a factor to add to the money made by Workshops. They did it when they removed Armor and Weapons from Smithy and Woodworkshops. Probably some new guy who didn't understand that Wool Weaveries only output Garments.
Can you pay for an armorsmith and stock it up to "force" it to make endgame armors? In case you don't really aim for profit with workshops but as a way to power yourself up.
If you add a Smithy it will increase the chances of getting higher tier gear. If you put the Iron in the Warehouse, you will be relying on your Smithy to make the gear. If you put some of the Iron in the Trader then the Artisans can use it to build the gear too, since the Artisans don't have access to your Warehouse. But any Iron in the Trader can be picked up by the Caravans. Your Smithy will output what the game calls Ultra Armor once every ten days, where the Artisans will do it once every 14 days, this assumes they have Iron available everyday.
Bro, I bought 3 Breweries in Saneopa because it's my richest fief atm and there are 2 villages that produce grains. Yet just to be sure, i bought grains from other villages and brought them to my warehouse and enabled "input from warehouse" yet 2 of my workshops are halted and one of them just making 64 denars. What am i doing wrong? I don't want to walk around the map just to sell my items. I'm already rich, just trying to learn how the workshops work 😅
This video was about the Warehouse aspect of Workshops. There are other videos on using the Workshops the traditional way. But, a quick note, only put one shop of any type in a Town. If you are allowing the shop to sell output to the town's Trader, once the Trader has too much of the item and can't sell it, the shops will not produce more until it's sold below some threshold. Check out Flesson19's channel. He has a video on making Workshops profitable, other videos on which shops work best in which towns.
@@hero_on_youtube thank you!
i can’t find a guide that explains how to make the workshop auto-refill with resources and auto-sell, can someone help
I don't think I can help. I never heard of auto-fill. Is that a mod?
q question: does the warehouse affect to the trading xp? i mean, instead of buy/sell, just produce/sell, can still have trade xp?
No. You will get Trade XP for diverting output to the Warehouse, but you won't get it for selling items taken from the Warehouse. I'll do a video on this soon...
I have a brewery that nets me zero. I supplied it with grain, its ware house is currently at 4000/6000, the 4000 being grain. It's been running for over a year. It produces nothing. Wtf.
Is the status running or halted? If it's halted, it's not actually running. Is there a lot of Beer in the Trader? If there is, the workshop will stop running. The status will be halted. You have to buy the beer, or wait for a caravan to buy it or the town to consume it, before the workshop will run again. This is the reason I divert all output to the Warehouse. The Trader won't get filled up with Beer and the shop will keep producing output.
@@hero_on_youtube It Is running it says. It does in fact make beer and store it in the warehouse when I put it to 100% storage. It just doesn't seem to generate money. I guess there's a ton of other breweries in the area? I'll have to check. Thank you
@@marcusjackman1487 If you are diverting the output to the Warehouse, the Workshop will not sell the output to the Trader and therefore, not make money. If you divert all of the output to the Warehouse, YOU have to go sell it to make money.
Is it possible to go around and buy every Silver smith convert it to something else, then sell it, to make it so there’s only 1 place producing stuff and make the price go really high, or will the npcs turn those converted silver smiths back into them
Yes and yes. You can buy, convert and sell workshops and obtain a monopoly. If an NPC shop fails, it's possible that they will select a Silversmith as the replacement, since you have the only one.
Trade route video pleeeeease
I need a guy that explains why I cannot make money from my warehouses, and everything is halted
Is it set to 100% output to warehouse? If not, the output that's accumulates in the trader may be preventing the workshop from running. At 100%, I think it ignores that check. I would have to research it to be certain.
I believe it’s not at 100 it’s at zero the way it is at default
@@youngoutlaw5150There's logic to make the workshop halt if there is too much of the output in the Trader.
I’m a dummy so things like these even as simple as they are to most people confuse me so badly lol
If you have questions, ask. You could also join one of the Discords and ask your questions there.
@@hero_on_youtube cheers mate I’ll keep it in mind
So I’ve bought a brewery added grain and output is at 100% and I’m getting output but I’m still at 0 income? What am I doing wrong lol
There may be too much beer in that town. You will have to buy some and sell it elsewhere. If there is too much output, the value is lowered so your shop isn't making enough money to make a profit, for the shop.
@@hero_on_youtube I bought all the beer in the town and still at zero profits 😩 I even tried putting all the beer in my warehouse and still no sales
@@bradleybarrells9694 In order to get automatic profits, the Trader has to pay your workshop for the goods. He only gives you the price in that Town. That price may not be high enough to make money automatically. That's why I showed you in the video to divert all outputs to the Warehouse and YOU grab them and sell them elsewhere. It will show up as 0 profits in the Workshop, but you will get the profits when you sell it elsewhere.
@@hero_on_youtube gotcha I appreciate it man!
How do you know where to get cheap inputs and sell at the highest output? Isn't that a whole lot of traveling if you do this manually and the optimal place to buy and sell are far away from your workshop?
It's possible that the optimal places to buy and sell or far away. But, since you are manually running the Workshop using the Warehouse. You can put a Workshop right in the middle of the two or three or four places you're traveling to, to buy and sell.
My advice to find the best prices is to check them yourself. I spend the first part of my games hunting looters, selling the gear and checking for deals/prices in each town.
I usually hang around Vlandian holds, and go into Battania or Aserai when needed.
Once you've gone around a few times you get to know which towns are best for each good, as well as 'normal prices' for each good.
@@Hashashin_Fidayin This is good advice!
My Capital is at 15 and the Workshop is Not Running how Can i fix that ?
The short answer is micromanagement. If that doesn't make sense to you, then you need to long answer, which is too long for a comment. I added it to my videos to do list.
I was trying the silversmith method but my workshop is halted like all the time even when they have money and input, not for a day but for ages. Why is this? How do i stop it. Please help i think im going insane
Are you diverting 100% of your output to the warehouse? If there is "too much" output in the Trader, the Workshop will stop production.
Do I have to manually put product into the workshop? My workshop isn't working. Do I need to assign a companion to run my workshop? If yes then how? Why isn't my workshop working on its own? TY
There is an option in the Clan Tab to adjust the amount of output diverted to the Warehouse. It defaults to 0, I set it to 100%. There is no way and no need to assign a companion to run the workshop.
Which workshop did you create? Are you giving it inputs from your Warehouse? If not, it gets the inputs from the Trader, make sure the Trader has inputs. I chose the option to get inputs from the Warehouse. It's in the same section as the output option.
@@hero_on_youtube I bought a brewery. It is doing nothing. I left 200 grain in the warehouse thinking maybe it needed grain. I'll check and see where the input directive is.
Also, I got an invite to be a mercenary but not sure if I should accept that or not. Thanks
Do workshops still make income by themselves and what settings do you do to make it so?
Yes, Workshops can make money on their own. You can still use inputs from the Warehouse to make it run consistently, but the output needs to go to the Trader to make money.
So if I do not want to move the goods myself, and just let worshop sell to traders, then I would leave "Get the Input from the Warehouse" unchecked, yes? If I want to move goods, check it?
I thought that this management screen was referring to the warehouse getting the raw "input" you just stored there to create output? So if nothing of raw inputs in warehouse, it does not create outputs? Or is manufacturing kinda auto too?? I've been scouring the countryside for cheapest and stocking warehouses thinking that process...anybody?
I'm not poindexter enough 😂 "right now" to do all he suggested...but, it's completely within my realm eventually 😆 in addition to all the war lording that is!
I'm fairly certain I covered all of this in the video. You should watch it, very informative.
@@hero_on_youtube oh I did 🙂thats where I formulated the Q. I've actually just used your tips to refine my own shops! I went half Poindexter😉 shops improved
At least now Workshops van be worthwhile again
They fixed the issue with some of the shops selling gear, like a smithy. Originally, they would return all of the profits from the gear it sold to the Trader, so you could make 10's of thousands. So they put a cap of 1000 on each item. Then they changed it again when introducing Warehouses. Otherwise, you could setup a Wood Workshop and Smithy and divert all the gear to your Warehouse. You could get the best gear for you, your fam and companions for the price of two workshops. Someone made an error in the calculated value of outputs. Like if it's not possible to get in the warehouse, you don't get money for it. That's why Wool Weaveries only return 0 everyday, all they do is produce.
@@hero_on_youtube aside from making money,
It seems like a good idea to buy shops in a nice city simply to produce gear
Can I just chuck all my crud in the warhouse instead of lugging it about?
Yes, but you have limited space.
@hero_on_youtube thanks for the reply. At least some crafting materials can be stored. :)
If you own the town in question you have a stash (in the keep) and is a better place to put other stuff.
@AnimatedBiomedical yeah, I figured that out later. This was very early on from when I started playing. Thank you though. 😊
did the speed run for this ever happen?
id like to check that out
Not yet, you're the only person asking about it.
Is there a way to get a workshop and let it run itself, I don’t want to make runs I want to run around and kill stuff lol
Check out Flesson19's channel, he has tips on how to do just that.
Bro I need help because my current capital is under 5000 what should I do???
Put Inputs in the Warehouse so they don't buy them from the Trader. I mention that in the video.
The question is, do you get trade exp from selling your output?
No, but you get Trade XP by diverting the output to your Warehouse.
on this day this is still the same ?
This information is still valid today.
Would this train up Trading?? I'm struggling with that atm
Yes, you earn Trade XP for diverting workshop output into the warehouse.
👍👍
👍👍
😂 ❤
For me the question isn't how to make money, but how do I pull the strings to ruin others economies?
Poor nobles run new kingdoms
Nobles don't own shops. But you can buy all the input material from a town. Not just the input for the three workshops, but the input for the hidden Artisan workshop too.
Caravan still better for lazy people
Caravans can be a good "set it and forget it" sure. But I feel my method here is low effort. Fill up your Warehouse, stop buy once in a while to get the outputs and sell them as you wander. No need to immediately go to a specific Town first, you'll eventually get there.
@@hero_on_youtube that’s a valid point
Yep still can’t make money ha
Using the Warehouse Strategy I laid out in the video, you can't make money? Which workshop are you using?
mofos so painfully boring
Did you get the attention you wanted?