Which professions are good investments?

Infantry#14

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In short and long terms, which professions are good at making gold?

For example, should I purchase a silver miner over the expert tobacoo planter?
 
Situational in many cases. In the start you can make very good use of Firebrands, Carpenters, Scouts, Fishermen even Soldiers.

Silver miners are good IMO. Professional tobacco-, cotton- and sugar-planters can only be trained from indian villages and after that from schools so I take it you mean the refinement-professions such as Distillers. Use mathematics, dunno what else to say.

For example:
Theoretical Prices:
Silver = 18
Tobacco = 5
Cigars = 10

Silver Miner earn 2 silver above the Colonist. 2 Silver that sells for 18 gold each equals 36.

Master Tobacconist in a standard house produce 3 more cigars than a colonist, cigars are 5 gold more worth than raw tobacco so you gain 15 gold. This would double into 30 gold with an upgraded Tobacconists shop.
 
In short and long terms, which professions are good at making gold?

For example, should I purchase a silver miner over the expert tobacoo planter?

Well, the trite answer is it depends whether you have tobacco or silver resources nearby. :)

The professions you'll want to obtain early will depend on what resources are available and what you like to do first. I try to get a few colonies set up before I worry about refining raw goods, so I don't bother with guys like Tobacconists or Distillers, unless they show up of their own accord. My last game I tried building up my food production early, and moving all my spare food to one city to trigger population increases faster, which worked pretty well. That meant getting expert farmers and fishermen early. If I can't get the skilled crop planters I'll put any extra farmers on those squares, so that if I find myself in need of food I can do so more efficiently. In addition, any settlements where I plan on doing a fair amount of building I try and make sure I've got expert lumberjacks for each good forest square, and enough expert carpenters to make use of the lumber. If I had to pick one place to start however, I'd go with the expert food producers. It's always easier to build your economy when you don't have to devote as many colonists to feeding the others.
 
Silver Miners don't need a building, so you have no waste.

Expert Fishermen with Seafood resources or Expert Farmers lead to growth.
 
Silver Miners don't need a building, so you have no waste.

Expert Fishermen with Seafood resources or Expert Farmers lead to growth.

I agree 100%. You can run your economy if you can get a couple of silver mines up and running with Expert Silver Miners working them. They are one of the simplest trade items because they require no processing facilities and bring in the most cash per item.

You can load up also with food resources as mentioned. I have one colony right now producing 50 food per turn. It's got three seafood resources and two farms, all with either expert fisherman or expert farmers as appropriate. It is producing a colonist every four turns. You can quickly turn them into soldiers and dragoons with the right resources.
 
Expert carpenter and blacksmith/gunsmith saves you a lot of free colonists.
The free ones can then do other biddings, like production on export goods.
But i think the most important ones are still expert farmer and fisherman. you need them to sustain the population.
 
If you're talking about going out and buying a specialist, I'd agree with Silver Mining, but if you're working with Free Colonists, I think it's often the case that you need to do the math. Sometimes FC's will get only 1 silver, but could get up to 7 cotton or some other resource. If you mine, lodge, or plow a tile, then you'd need to redo your math, of course.
 
Silver Price will drop fast. So it is good to get your going but less usefull long term. Hence i prefer not invest money in Silver Miners. If i can get one educated by natives, it's fine. Otherwise i just use converts.
 
Here is my two cents... BTW I didnt even beat the game or even finished 300 turns, but I came halfway to 150ish turns...

Having a silver miner and ore miner is essential since you can sell it to good price... I am around turn 150 (normal speed) and the price of silver didnt drop significantly... Having a firebrand preacher is a must IMO, since you can produce crosses to attract colonists... Also train fishermen and farmers to boost food income... two expert fishermen with docks and drydock upgrades can feed a fairly large settlement...
 
I've seen silver drop below food with just one silver miner working. By that time, though, the player will have reaped SUBSTANTIAL benefits. I'd say that by the time silver drops to 10 gold, you will have already wanted to find another buyer. Problem is: other Europeans tend to have no money!
 
so what should we do? have a variety of goods to sell to Europe?

It's a classic economic balancing act. Specializing in fewer goods means it's easier to focus your resources to support fewer manufacturing chains. But overspecialization means you're more vulnerable to a drop in value of those goods. Same in the game as in real life. :)

One of the reasons I like playing as the Dutch. Their reduced price fluctuations make it easier to get by with a less diverse economy, in case you get stuck with a bad map position :)
 
It's a classic economic balancing act. Specializing in fewer goods means it's easier to focus your resources to support fewer manufacturing chains. But overspecialization means you're more vulnerable to a drop in value of those goods. Same in the game as in real life. :)

One of the reasons I like playing as the Dutch. Their reduced price fluctuations make it easier to get by with a less diverse economy, in case you get stuck with a bad map position :)

Well I guess it cant hurt to have more goods to sell... :)
 
Here is an attempt to get an idea of the values of colonists.

Expert "anything" planter :
8-14 goods * 4 :gold: = 32 - 56 :gold:.

Expert farmer :
7 -12 :food: at Epic, a colonist costs (at max) 800 :gold: / 300 :food: -> 19 - 32 :gold:

Expert preacher :
10 :gold: per cross until colonists cost more than 800 :gold: when you rush them at the docks => 60 :gold: at start with a church 120 :gold: with a cathedral. However, its value drops as the game goes.

Expert silver miner :
4 silver on a mined peak 8 if silver is present = 80 - 160 :gold:. IIRC, the value drops by 1 for each 100 silver sold.

Expert distiller / tobaccoonist, etc... :
turns 6 raw goods (value around 4) into 6 better goods (value 10). Which means it's worth 36 :gold: without the appropriate building 72:gold: with. With the appropriate factory (which turns 12 raw goods into 18 improved goods), the value is as high as 18*10 - 12*4 = 132 :gold: !

Master blacksmith :
since tools are cheaper than ore at start, you should not use them. Buy tools in Europe instead.

Master gunsmith :
if I have a rich indian civilization near me (such as the incans or aztecs), I like to sell them guns. If I don't produce guns, I buy them in Europe at a cost of 7:gold:. So each gun produced is worth 7:gold: minus the cost of the tools (3). With an armory, a gunsmith produces 12 muskets, i.e 12 * (7-3) = 48 :gold:.


Expert lumberjack / carpenter :
difficult to evaluate.

Conclusions :
- even if you have no silver resource, a silver miner is always a good short term option.
- Personnally, I have considered building my own colonists with excess food. It's definitely not a good option. It's better to produce other goods, sell them in Europe, and purchase colonists at the docks.
- Preachermen can be a good option at start, but lose value very fast. I neglegted the religious points they produce as these are a non-factor for me, although I suppose you can build a strategy upon religious founding fathers.
- Master Gunsmiths and Blacksmiths should not be used at start.
- improved goods producers are less profitable than raw goods planters until you build the appropriate building. Note that for the same amount of money earnt, improved goods are better because they have less influence on the prices at Europe, and on the tax raises.

- I didn't take into account the taxes. By the way, selling goods to Europe increases the taxes. Thus, there is a moment in the game when you'll prefer to produce your own tools / guns. When the taxes are as high as 50%, you should start consider building goods at home. Producing your own excess food is also an option.
 
I've been playing in South America. Within reach, some Indian village can always teach expert-level farmers, cotton, tobacco and sugar farmers, and fishermen. Also the teaching is very fast and doesn't take too much more time later late in the game. There is frequently an expert-silver-miner settlement somewhere. I train all my first-level producers in the Indian settlements and import all my second-level producers. I've kind of given up on schools and colleges. After a few graduates, they just seem to take way too long.
 
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