Ooh Noooo! You're right! And, the wood vial weight is 0.1. This means wood/clay vials suck for market value. They're too heavy compared to other items. Thank you so much for providing this info! I'll update the spreadsheet. Let me know if you find any other discrepancies. I might need to do another video!
I found that selling fur shoes to be the best way to make money for several reasons. Firstly, you can unlock it early in game, along with the other requirements early in your play through, such as the sewing station and hunting lodge. Since fur shoes only require leather and fur, you can get it year round, as linen comes from flax and can only be harvested once a year, plus it's 10 flax stalk per 1 thread, making clothes that require linen is not a steady income, as you would have to grow a massive amount each year. Fur shoes, like I said, only need fur and leather, so having a hunting lodge to gather the resources it make sure you will always have a steady supply of the material on hand. Then having a couple of sewing stations that constantly makes the shoes will make sure you have the best form of passive income. And because they weigh so little, you can carry several hundred of them and go from town to town to clear out all the vendors money each season until you build a market yourself. I tried fur boots, however, my tailors cannot make as many boots as shoes, plus, it's a lot more material, so I find that the shoes are better. Selling grain and seeds are good, but, you have to actively harvest if you want to get everything done on time, so it's not as passive as building a couple of sewing stations with a level II hunter lodge. Feathers are also pretty good to sell since you can carry thousands at a time, however, it does take a little bit of time to build up the stock to sell, unless you build tons of coops. It's not bad to have a diverse amount of options to sell, such as seeds and feathers, but fur shoes seems to be the best.
You sir are a gentleman and a scholar, i appreciate the work that was put into the spreadsheet and the video. You definitely have the voice for it too, always calming
@@sgtsylver I gotta say as well, it was right at the end of the video where you didn't ask for subs as you "don't need them" that got me. So funny, even if not intended. Oh and I have built my village at the spot you suggested, and yes you are correct, so many resources, so thank you :)
@@hockallz2157 I really didn't plan on making any other videos. It was more just a rant but it got traction. So here we are. Thank you again for your support!
Thank you so much for making this up to date guide. I’ve been struggling to find a good guide on where to focus my efforts because the game has changed beyond recognition (for the better) since I played the early access version a few years ago. This was a lot of work and since you seem to be still playing and releasing new content for it you have earned yourself a sub.
Spreadsheet was a beautiful touch! I scoured over it and have managed to have the best start I’ve had in this game so far! makes a nice change from all them stone knives 😂
Probably the best guide out there. Thank you! 1) As I learn the game, I am learning that farming is the way forward. I set seasons to 30 days but I can switch seasons as I wish. Once farming is done on the first day or so, I gather up my extra seeds and make bucketloads of cash. After the farm is reseeded for the next season, boom, switch seasons, rinse, and repeat. Waiting for workers to gather, hunt, or make items is an inefficient use of time. I set winter to one day (set in 'customize' one season before) because I don't care much for planting carrot and just skip to the next spring in one day. Even though flax and wheat are worth more individually, I plant a TON of cabbage because it is harvested the most each year so there's also a ton of leftover food and cabbage to do whatever with. Just a bonus. 2) Smoked fish and dried meat is fantastic for easy money. Hunters gathering tons of meat each day can net a couple hundred coin a day. Also, have a decent fisherman pull in raw fish and then you crank out the drying. I also have the settings for 1 craft for the bunch because I frankly don't have RL time to sit and wait.
Great and informative video. Recently got into the game and did some quick math early game to see what would be the most efficient. Ended up doing stone knives before seeing this video. Funny enough I just watched the wooden spoon one and was puzzled why he was so adamant about those, and actually laughed out loud when you said they were wrong. Hope you keep making content for this amazing game.
Great video. This does explain alot. I really enjoy hunting birds in the game; ducks early on and eagles later. I always have an overabundance of arrows and end up selling quite a few. I guess it explains why I never really have money problems, unless i get carried away of course.
Early game quests have you running from village to village, collecting the stone and sticks to make 50 stone axes (you need the large pouch and backpack to carry them) between villages means you can make 1000 coins at every place you need to go to in order to complete a quest segment, this I think is the best use of time during the early game. Your guide, though comprehensive, requires all crafting stations to be in existence, and by the time you have them, making money is not so much of a problem as supplying your villagers needs.
The guide only provides you the info to make a judgement with what you have on hand. Or what you can pursue as a goal. You don't need top tier of anything, nor every workstation. Thanks for watching!
many thanks man for the update spread sheet. played game in beta, been very ill last few years and only just come back to gaming really. thanks for this spreadsheet its made me able to get back into game easer
Thanks for the analysis. As soon as I came across a video from this channel yesterday (I'm enjoying watching the playlist at the moment) I had no doubt that this creator awaits a bright future very soon.
Just bought the game on steam summer sale. About 10 hours into the game in my first playthrough, still figuring things out. TYVM. Much appreciated. Subbed.
Much appreciated you making the video. Time is always the one thing I seem to have very little of in Medival Dynasty, as side quests eat up most of my season days. What I have left for time after that is spent on building, Farming, hunting & Gathering for the next season. Approximately 3 days before it changes over. Time is always of the essence and time well spent is a dollar earned. 1000 plus hrs and still love learning new ways or tricks to improve my game experience.
@SGTSylver I first have to say, Thank you for the effort and time you've put into this spreadsheet. I think this is going to be a handy tool for the community. I do however, think there might be a couple of issues I am seeing. I personally am very much in favor of selling Flax/Wheat seeds as they are light and the player can carry a lot of them. Also, I like the leather hand crafted bags, loads of money as long as you have the leather supply. I like the idea of wooden vials as well as they require only wood to make, crafted in bulk and the player can carry quite a lot to sell. My personal favorite item to sell once the Mine is reached, are the Iron arrows. All of which are great items to sell, especially when combined together each season. I do believe that "Time" is a widely unfactored resource in the game. This being said, I see that the Poison Arrows/Bolts rank very high as a great money maker in your chart. However, I have to question if the "Time to craft" value also factors in the time and effort to craft the poison needed to craft these items. This time factor, if not applied, could be added to any crafted item needing multiple crafted resources to make the final product. So, the fact that it only take 1 second to apply the Poison to the Arrow/Bolt you still have to craft the poison, you have to craft the iron ingot. I believe that if the player is personally crafting these items, then that would probably change the value of money made overall. I'm guessing that the chart is assuming that all necessary ingredients for the final product are already on hand?. I want to be very clear for anyone who may read my comment. I like the Idea of having a chart like this one and I am only questioning the items above so the community can have the best possible chart available. I am very appreciative of the time @SGTSylver has put into this chart and if I can help make it better, I will.
Yep, you're correct. The chart doesn't factor the time on any of the "secondary" resources needed, that being things like thread, cloth, planks, ingots, poison, etc. It assumes that you are producing those things already and is to assist you in what to sell given the items you have on hand. Or, what to pursue if you wish to be the most economical with your time in selling items but again caveated. I intended to factor the time in every ingredient to every item but the spreadsheet became too complex and simply time consuming to develop to that point. Also, I feared it would be too complicated for some of the community to reference. It's not to say it couldn't be done elegantly, its just the time needed to make it so wasn't equating to value in the end. The end result didn't really change all that much if you are using NPCs to gather and create the ingredients for you. However, if the player is trying to create each individual ingredient that time adds up quickly and does factor considerably, especially when comparing a poison arrow to a regular arrow as an example, and probably the most extreme example as well. Or when comparing stone arrows to wood vials. Also, please note that someone identified a discrepancy with the wood vial's weight and it was updated in the spreadsheet but couldn't be changed in the published video (perhaps a future update). The vials are not as good as expected as a result. I always appreciate any feedback or information to help make it as valuable a tool to the community as possible so please keep any criticism coming. And, should anyone want to endeavor to take on the task of incorporating all the secondary ingredients and their time into the equation please do, as it would only be a more complete picture.
@@sgtsylver Thank you for your quick reply. I can not even begin to imagine the time and energy that has already gone into making this chart, nor trying to add the secondary ingredients in the the value factor. My brain does not have that type of capacity. When it comes to crafting and selling items, I try very hard to keep things simple and I believe this chart can help players do just that. Math can be hard sometimes 😊 As long as players are aware that these values are for the crafting of the finished product with materials on hand and not the entire process from gathering to final product. Gathering being the biggest time sink, especially in the early game. I think you've done a fabulous job with this chat and I do hope you can keep it updated. Happy Hunting
@@HecticNasari I don't think there is any way to factor the time for the player gathering anything accurately, it would all be a crude guess. The NPCs though, that is all available in the management for the buildings. Thank you for the time and consideration. I really do appreciate it. And, happy hunting to you brother.
Once I was established enough I noticed the copper shovel and that's what I focused on during Spring! backpacks are imperative so you can make multiple trips as fast as possible. Village placement also matters in regards to how quick you'll be able to run back and forth and sell the shovels. I was able to make about 800-1000 during my first run.
I like knives first few days. I build towards arrows, and then seeds. One of the rules I have is "no empty freighting." I want to be fully loaded when going to sell, and end up fully loaded at my village. In the first years, I use dandelions to reduce time of runs, and gather berries, or other resources only when I have to rest to get stamina back. I also do hunting to augment hides. If you put a resource storage at mine between the BranXXX villages, you can efficiently mine limestone, rocks, copper, and tin one day a season and start jump starting villager happiness, building new buildings, and make lots of money with stone knives, poisoned copper arrows, and simple bags with two village hunters. With a productive farm, extra seeds for money starts a whole new jump start.
I agree. It's about being opportunistic in what you're nearby to minimize movement. I also discovered in my latest, soon to be published, video that knives offer more production pts in experience than simple bags. So, their benefit gets amplified early game for that reason as well. Thanks for watching!
This spreadsheet is amazing. I was wondering if you would consider re-doing this spreadsheet given I heard they made multiple updates to the value of certain items. Love your videos and thank you!
This was super helpful Sarge, thanks. Funny to me that I always end up as a fletcher in every medieval tech game since DnD 2nd ed. Every time I try to get out they pull me back in, the fletching mafia is apparently a thing.
Thank you so much,I just started and I am pretty lost. I followed your video to build my settlement in the spot you said and I agree is the perfect place!! Thanks so mucj
wouldn't it be bada$$ if the NPC you're selling to responds with: "What the hell am I gonna do with 2700 wooden spoons??? I'll buy 20. Come back next season and I may buy 20 more." There's always some cheese factor in every game like that allows gaming the system with no rhyme or reason or logic to the activity.
I’m just gonna go on record and say that your voice played a part in my subscribe here. So far your guides have been very helpful and much appreciated thank you for the good work.
Impressive spreadsheet! If you ever want to get rid of the #div/0!....if((missing data)="","",(=your function/calculation here)...I hated seeing it so I would add this to functions to show nothing for missing data in referenced cells!
Not really related but you should consider starting a channel reading stories like reddit horror stories or even out of copyright books. You've got a great voice for it.
This is awesome don't actually own this game was planning to pick this game up during summer sale but was worried about how much time I'd be able to invest. This video was really cool and helpful.
Thanks for the current round up. Looks like a few of my annicdotal observations were accurate: bolts and arrows are great to sell, sheep for wool is a good mid game option and shovels are good if selling via the market stall. Surprises for me would be the trousers and hats plus the oven items. I have generally considered selling clothing items and oven items less worth it based on time and weight than selling their individual components. Did you factor into your calculations the need for making the components before the item? Eg 1 :spinning flax or wool into thred then fabric before making the actual item of clothing? Or Eg 2: growing wheat/rye then threshing then grinding into flower before baking? Or Eg 3 :smelting copper and tin ore into bars then smelting into bronze bars for the bronze tools?
I did not factor the time to produce "ingredient" materials. Although, I started to but the spreadsheet became too "complex" to be easily used by most. Additionally, it didn't really effect the end result that much, which is what can you sell the fastest for the most coin.
Great video, Ive been looking into things like this, however I want to adjust for RP type play, how would you adjust for market limits such as demand and supply? Mechanically and min max this all makes sense but will a vendor really buy 1000 arrows and entirely deplete their funds if this was real life? What would happen if you flooded the market? Also along those lines I want to food in a more realistic way, yes there is peak efficient methods and the NPCs don't care about anything other than food and water value, but what if it was real life?
I just craft stone knives if I need money. Make 100 stone knives for 500 sticks and 200 rocks. Get 2000 silver. Buy your backpack and pouch, some fertilizer and seeds and you don't really need money until taxes or buying animals. This can all be accomplished on the first day.
I started selling copper axes and bronze axes. I can bankrupt the vendors with one round of runs to vill per season. Then buy my needs and sell them even more axes, to walk away with the goods and my money back, lol. Start each season off cleaning out the mine, of course, then crafting these goods, then the sales runs, returning with seeds and animal feed…. the waterfall is close enough, but I look forward to a donkey & stall soon. I’m about to complete fertilizing my fields for first planting season. Then Im gonna get hogs in and can automate that aspect… I’m building homes and inviting my first 10 key villagers, then hunker down to assess. Fun cycle. Based on this analysis, I’m gonna work on @ season of arrows and see how it goes. Thanks!
Flax and wheat are the best imo. Lots of expensive seeds to sell plus you get straws and flaxstalk from them. From them you can produce strawhats in the seewing hut. If I wanted to earn as much as possible during year1 I would probably make stoneknives day one and two. The last day of spring I would sow as much flax and wheat that i could afford.
That is a great Spring plan. I even forgo the house, focusing on the barn so I can make my own fertilizer day 1 of Summer from rotted berries in the compost bin. That way more money goes toward seed and bigger fields in the next seasons.
Thank you for this. I tried making money using spoons. It takes a lot of time picking and doesnt give much money. Feather and spoon sucks. Thanks for this
Thumbs up, appreciate the effort. I'm sad I kinda finished this game pretty quickly on my 2nd play through...in fact I didn't even realize I "beat" the game till I looked up end game goals, which is finish main story quest. I made a pretty town, had about 65 buildings 38-40 workers, babies pouring out. Loved the journey. Just a beautiful game, looking forward to Sengoku Dynasty in the fall.
Thanks! I too am looking forward to Sengoku. After the dumpster fire that was Wild West I was glad to see that the early play shown on youtube by creators wasn't garbage. I really appreciate you commenting!
Can't wait to see the values for villager-created items, if I read your comments correctly. I always get stuck in my head early game about what to make them do to min/max earnings, so it would be nice to see some numbers. I'd start evaluating it myself, but I just picked the game up again and deleted all my old saves... Though, I could download a cheaty save file from the web I guess.
@@sgtsylver this is also for mid to late game. There is no calculator for time to pick up items, in certain areas or at all. No criticism here, I'm just mentioning for someone else. I don't understand the matrix enough to put this together.
I did hunting lodge and got 2 hunters had them gather feathers. Then wood shed then work shop had wood vials made. Year 2 and main quest is complete i have horses, and over 50k i just let them do that and no shortages in resources and collect over 2k feathers 1 k in vials. Then travel around to sell. Money should be the easiest part of this game.
I'd like to hire some bandits in the game. Alternatively: disable their chief so the rest of the gang joins me. Then I'd proceed to rob the vendors in every village. If they don't pay up for my "security services", I will set their huts on fire with a self crafted torch, make the guys at the camp fire join me and my gang. The ladies will cater to us. The rest may be eaten by bears and wolves, Idc. I'd build a robbers' camp in the woods, like in the medieval novel 'robyn from the hood'. The kings' herold should react related to my actions such as putting a reward onto my head. The more we rob and burn, the more soldiers appear in the valley. If I and my gang want to live like free men, we have to face and remove Unigost, the local sheriff. He's a murderer anyways. Devs, can you do that for me? Please!
You just saved me sooo many hours, I've been working on building a spreadsheet to calculate the profit of items per villager production time. Have you confirmed that villager building production rates scale proportionally to the craft timer for the player?
Also, I'd personally caution against accepting the use of "$/sec/kg" as the "bottom line" here since as a metric (like any other metric) it only makes sense in certain contexts. Given two items of similar weight and crafting times, it can show a clear winner... however, if used to compare items with extreme stats, it can be misleading at times. Is the limiting factor how many items you can craft? Is it how much you can transport, or how many trips? Can you produce enough iron arrows to fill a pack mule's inventory, or would it be better to focus purely on profit/hour? Obviously there's a tipping point where you want to focus on whatever brings the most value per hour, but you need to switch to lighter items at some point to make the best use of inventory space. I'd also like to point out that your consideration of the costs often don't take into account the time required for prior steps in the production chain. My next goal if I have time is to figure out what the "average" productivity of a villager looks like, and assign a dollar-value to their workday/time, and revisit the cost of various items based on the time required for their production.
I have not verified if the players skills/perks attribute to the crafting production of the buildings worked by an npc. But it is something I'm also interested in knowing. Thanks for watching and the support!
@@sgtsylver I found the following: the output of a theoretical lvl 0 villager would be very nearly zero. Output per villager is directly proportional to level (level 2 produces twice as much as level 1, and level 4 twice as much as level 2, etc). I also found that there's zero correlation between player's crafting time and villager crafting time. A lvl 3 production villager can craft around 15 simple torches per day, player rate is 2 seconds; however, a lvl 3 wood cutter can craft planks almost 30 times per day, whereas player time is 4 seconds. For a villager with lvl 2 production, buckets and simple wicker baskets differ, they can make 4 baskets, or 3.4 buckets (15% less), even though for the player these two items cost the same amount of time (5 seconds). So in short, using the player crafting times to ascertain time values for villager crafted objects could be off by a small amount, or by a lot (almost 4 times the expected production rate for planks)
Compare your finding to the spreadsheet. The Output/day/lvl column has the values I already found. Maybe you'll find something different. The column starts at level 1. I found that each level increased by that level. So if a level 1 produced 1 item per day, a level 3 would produce 3 items p/day, maxing at a level 10 producing 10 p/day. You are correct that there doesn't seem to be correlation to crafting time and I haven't confirmed if the players perks contribute to villager output. The only way I was able to validate these values was by going into the Management tab and setting the building to craft each item at 100% at level 10 and 100% at level 1. I found some small discrepancy due to rounding of decimals in the code (I assume). Also, mood is a factor that I haven't contributed. I'll need to get a villager to 100% mood to verify for each building.
@@sgtsylver you have .02 for small wicker basket and i have 2.02; however, on testing I can confirm two things. A) player productivity bonuses for workshops don't seem to affect villager output B) happiness does affect output. For my woodshed log output, I got 23.06 at -20% mood, 23.41 at -12%, and 23.61 at -8%. I'm checking now to see if building condition affects output
Great video. Does the value of items remain fairly consistent when they’re being made by villagers instead of the player or would that be a completely different equation?
It is a different equation. I started it with the spreadsheet under the "Production value" column. Getting those values is more tedious than I wanted it to be. And will do a separate video on that alone. Thank you for participating in the discussion!
Yes and no. Time consumption is different when you add the time to pick up the raw materials from your resource storage and the way to the appropriate workstation to craft that item - with handcrafting you can just stand right at the box in the resouirce storage while any work done at a crafting station requires you to pick up stuff and move. You would have to add this time which is actually not being measured in the spreadsheet. For me personally it is very much about which time is more valuable - my personal or the workers time. Vials are needed for all potions and a crafter at a low percentage setting for vials will actually craft loads more than a single Herbalist can use - so i usually have more than i need anyway. Those are the ones i take with me at season change to pay taxes. All items that only require a single input are excellent for this actually.
On the PC if you hold the ALT key it will engage Survival Sense highlighting things around you. Survival Sense can be unlocked with 2 pts of survival skill. Thank you. I really appreciate the support!
I apologize if I didn't look well enough through your videos. Is there an up to date cart location video/guide that anyone has seen? I've been using an "interactive map" I found online but there seems to be quite a few "missing" carts now
I don't know of any reliable tools or guides for cart spawns unfortunately. However, the location of a cart is not guaranteed, they spawn at random but in predetermined locations.
Just make walk around on the first day. You'll be picking up a lot of valuable items to sell. Then buy a large backpack and pouch. You should accomplish this on the first day. Then Create a settlement, build hunters lodge, cause you need food. Create lumber and stone extractor too. That should be your first 3 jobs to create. It will give your village everything it needs. Housing, food and firewood. For the water, just fetch it on the river. You should get a wife and 6 other workers. Once you unlock hunter's lodge 2. Now you will have 4 hunters that can get you around 100 leathers and 30 food in a day while you do your quest. Keep on crafting simple bags or knife (only if you have surplas of stone and knife). Sell those bags and knives and get yourself a donkey. Donkey will make building houses easier and traveling faster. When you got a donkey, that's already mid game. Keep doing this until you unlock sales merchant. After you get the sales merchant, money will just flow in. It's not gonna be your problem anymore. Your problem would be managing your people and resources. Money is only start of the game's problem. Just sell simple bags don't overthink it.
@@PostNuttClarity I agree that the challenge is lost after a while. It would be nice if you could toggle some settings for difficulty progression. Even if it were seasonal changes where an event happens. Maybe instead of 3% loss of food you lose 50% or something. Or being able to have bandits raid and it be a toggle in the settings. Something to bring more challenge in the late game.
Just build knifes, sell a stack of 25 for 950 gold dont have to worry cos every vendor has 1000 gold or more, it takes time like 30 minutes 20 minutes real time but you can easily make 10,000 in 2 hours
Yep, knives can work well. But just for clarification, a stack of 25 only nets you $500. When you are playing default settings or 3 days per season that time really is precious. When you have other resources your time is better spent on those things for higher return. I really appreciate the information and participation. Thank you!
doesn't seem like you take into account any material values, like how easy and cheap sticks are to get compared to linen, or how there is only so much copper/mining resources in the game each season.
No, I don't take into account value of raw materials as you don't buy them so the "value" doesn't factor in my opinion. The value of raw resources is time not coin. Yes you can sell them but you won't, they are too heavy and worth too little. As explained in the video, a stick is worth 0.1 coin, a spoon is worth 1.5, but it takes 2 secs to craft. I can craft a simple bag in 3 secs worth 25 coin without a Workshop. Every other item in the tier 1 workshop provides you more value for your time. A direct comparison to sticks would be baskets. You can craft 1 small wicker basket (5 sticks) in the same time it takes you to craft 3 (2.5) spoons. A basket selling for 7.5 compared to the spoons 4.5. Yes, you can carry more spoons, but you need to spend that time crafting them. Time is just not there to do that. The video points out that it is more about what you have on hand and utilizing those resources to be the most lucrative and efficient with your time. If you don't have leather, than you make baskets, etc. Resources in the game are virtually unlimited due to NPCs. They can gather endlessly without limit, the only limit being their capability which can be increased by their skill, mood and with more of those buildings and npcs. Conversely, if you are going to every mine on the map and manually extracting all the ore each season you probably need to look at using NPCs for more efficiency in your time. Basically, it comes down to how much time you've set for each season and how you want to play. But the spreadsheet is a guide in efficiency to help you make the best use of your time. I really appreciate your watching and support! Thanks!
A lot of this theorycraft seems to be invalidated by Fast Crafting. I use fast crafting because the default crafting system is so non-interactive it feels like the game has no respect for my real-life time. Sorry but I'm not gonna sit there and watch as my character crafts 90 bowls of soup, one a a time. But because the game is designed with time intended to be a resource I feel a little bit like fast crafting is an exploit. I wish the game just skipped in-game time when you chose to craft in bulk. But it doesn't, and the game is unplayable to me without fast crafting, so here we are.
I agree that the fast crafting does seem a bit cheaty and negates the element of urgency that is created in the game's default play settings. Finding that balance is hard. At the same time though, I don't think the game is designed to be intended for the player to craft for long sessions. I find the game most enjoyable when I'm trying to balance time between all the other things that need to be done and sitting on the edge of failure. I do appreciate the aspect of allowing those that want to use the various settings to create the style of gameplay they want to enjoy. BTW 90 bowls of soup is a huge amount of soup. Thank you for sharing, I really appreciate it!
I'm still new to this game, sadly I only play test version of this game. In the game I'm now has 18/60 building with 14 total villagers, most of them only lvl 2-3 skill only, and now I'm thinking weather my villagers pay tax to me or not in every season, in my opinion maybe the game don't have ability to let me profits from tax. The highest money I can make in 1 season is just about 1300 coin by selling stone knife and feather only and I never go beyond that amount. Sad.
Your villagers will not pay you taxes but if you are crafting the higher tier items you can sell them in Market Stalls for pretty good profit daily. Check the spreadsheet in this video. Thanks for watching.
It is, they updated the game with the Oxbow update and changed the economy. The values are off but the relevance is the same for most items. Stone tools/knives are worthless now though.
still wondering why everyone is so focused on making money fast? appart from taxes, new recipes and animals you dont need that much. if you run around the map there are tons of free stuff in those carts and barrels for you to use or sell, i see no point in having 50k coins and no way to spend them cause i dont have the skill to build the higher end buildings. would be interesting to find out what gives you more skill to unlock some buildings faster or how many stones i have to dig up to unlock the mine...
Using the word "Fast" was chosen for clickbait honestly. You could use the word "efficiently" or "smarter" and it would have been more to my play style. Mid to late game, spending your time looking for loot is less profitable/efficient than farming a field of flax, selling those seeds, turning it into thread, cloth, and then clothes. Everyone has their own play styles and if someone wants to min-max their game cool. There is an achievement to have $1M coin, so there is that to consider. But otherwise you're correct. Once you are sitting on $100k coin, unless there are recipes to unlock the money isn't necessary. I'm working on data for what actions give experience in tasks best. Hopefully a video about that soon. Thanks for watching and participating. I appreciate it!