I just googled a bit more. The hospital was built 1881. Modern? It depends. You must concider, that every small house, all barns and industrial buildings would hardly had been red painted before that. The color is older, but earlier only rich people could afford it.
I forgot to tell the origin of the old pictures: 1. Hofors, Hälsingland (middle Sweden) 2. Söderåkra, Småland (south Sweden) 3. Somewhere in Västerbotten, I couldn't find out where (north Sweden).
Now to the trade. This is complicated! I mean, to calculate the profit of a specific production site. Let's take barley/beer as an example.
1 barley and 1/24 firewood gives 1 beer. That's not so complicated. If we forgot the firewood; worth about 0,1, it's even easier.
In your suggestion: barley would be worth 3, if you sell it to the lower price (barter trade/"wrong" export merchant), 4 if you buy it or if you sell it to the "right" export merchant and 5 if you order it. Similar the trade value of beer is 6 or 8 depending on the merchant.
This means the profit of each beer could be all between 1 and 5. That's a big difference. And I can't say, that any of these prizes are pure theory. It also shows how interesting the trade has become.
If we want to make it as simple as we can, to get values that are possible to compare, the best thing is to use the prices from the tradingport. They are correct, if you can sell the product to the "right" export merchant and if you produce the rawmaterial yourself and could as alternative export it to the higher prize or if you buy it without "order fee".
I will use the same categories as i used in that other thread:
A. Less than he need himself;< 400
B. A small profit; 400-800
C. A decent profit; 800-1600
D. A good profit; 1600-2500
E. A very good profit 2500-4000
F. An overpovered profit >4000
A - smelter
B - herbalist,
, miner, woodcutter, fisher
C - forester, gatherer, herdsman (smaller pasture)
, blacksmith (all except steel tools), tailor* (woolcoats, Nordic coats), charcoaler
D - herdsman (larger pasture)
, blacksmith (steeltools)
E - herdsman (reindeer, 1 in the hut)
, brewer (barley beer)
* I used 2 tailors in each hut and I don't think that's good, if you don't have big stores of wool. With one tailor or more wool, I guess that the profit of Nordic wool coats would rise to D. Other sites have enough close raw material and a decent location. I didn't recalculate the italicized from that other game, if anything is changed, it might look different.
I did try the blueberry liqueur but even if the profit is high for 1 liqueur, I don't think it will be a big export good. I didn't have enough blueberries to run it for a long time. And produced with imported (ordered ?) blueberries and potatoes to make schnapps, I don't think there's much profit left.
My comments to the values: The brewery makes too much profit. I think the profit of each beer might be alright, but the productivity too high. My average was 850, I even saw more than 1000. With half as much, the profit would be in the same range as the tailor.
Now some picturesFirst picture
This is so annoying! :
I also have 200 Nordic coats and 2000 beer, that I could sell to a higher prize, and the poor merchant bring 60 daler! Trade makes a lot of fun with this mod!
You see I sell a lot of things, if I can to the high prize. My instincts; not to sell high value products to the lover price, were right. My calculations show, that it's really bad business. If I have to sell something to the lover prize (and I have to buy a lot of food so I do) I use logs, venison, mushrooms or alcohol.
The game feels a bit safe, so I took these nomads. I also wanted to show my second metal center.Third picture
As usual; some statistics.
This is my 4. and last trading port. I built it more from a geographical point of view, than because I really need it. The map is now full but I will run the game a little bit longer, to see what happens when the population grows.