Senko
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I'm currently trying to wrap my head around the downtime rules and one thing that's stood out is that they're actually lousy for making money. I don't mean making a fortune of cash but the gold producing value is so bad its pretty much a don't use this scenario. Especially in comparison to the cost of hiring a manager to help reduce your loss of capital while away.
In the current example if you choose to have your business make gold pieces you make a check and get that value in SP per day. So if your business makes a check of 20 that's 20 silver pieces or 2 gold. Seems fine right its just downtime and you've made 2 gold that day when the average worker is being paid silver pieces and even sages only get 15 gold a day. The issue is your an adventurer and you'll not be there a lot of the time so you probably have a manager hired to negate penalties while your away and they cost 2-5 gold a day to keep around. That 2 gold your business earnt you probably wont even pay the managers cost for the day. Now I think (need to look into it more) you can run the checks up quite high by combining buildings but even so you'd need to have a check of 50+ to pay the more expensive managers every day you choose to take the building/organizations earnings in gold rather than other capital and that's JUST paying their wages nothing for you or that you can put aside to pay them while earning capital on other checks.
So I'm wondering should the earnings be GP not SP e.g. a check of 50 gets you 50 GP that day or more likely should the managers wages be cut?
That is rather than . . .
Warden: 2GP per day.
Headmaster: 3 GP per day.
Partner: 4 GP per day.
Captain: 5 GP per day.
Now obviously you can't just change them from GP to SP as an untrained hireling is 1 sp and a trained one is 3 so the lower ones are actually earning less than they would as a hireling. While the more earning rates are in GP. A doctor costs 1 gold a day and a competant lawyer 3 to give some comparison. So if we say divided all their costs by 2 that seems to make it a lot more manageable. At 2.5 gold the captain of your shipping organization would be getting more than twice what a doctor gets and almost as much as a competant lawyer rather than 5 times and about 1.5 times as much and they'd be looking at nearly 10 times the average sailor's (trained hireling) wages.
Which leaves me with 3 potential options in order from most preferred to least preferred. . .
1) you only need to pay for a manager if your business doens't produce capital that day i.e it shows a loss due to some event or the like. Otherwise their wages are covered in the business operating costs.
2) Mangers cost less say divide all the values by 2 so it'd be 1 GP to 2.5 GP per day. This is still a very good wage for them compared to normal costs to manage the business but not so high that you need a check of 50+ to pay them and get some income from the business.
3) Businesss produce GP instead of SP may make it too profitable an earning venture.
What do people who have used the downtime rules think? Bear in mind the aim of this rule is just to try and line up manager costs with business earning rates if you take it in gold NOT to make it the super amazing income earner that pours cash into a parties coffers. I'm actually happy with the business earning in SP sure it's not a patch on your adventuring earnings but that's why people become adventurers in the first place.
| Mark Hoover 330 |
You make any changes you want, but I use Downtime a lot and haven't made a single change yet. For one, Managers are useful if you're going to be out of the settlement for 7 days. They also prevent Business Attrition, but that's THIRTY days. I don't ever have PCs gone that long, and one of my games is just PCs hacking down level after level in a giant megadungeon.
Then there's the cost of a manager vs potential loss. Your business is so small it only gets a +10 and then takes a 10 to generate 2 GP every day. Maybe you have an Alchemy Lab room, that's it. In a day then it also generates the potential for 2 Capital, whether Goods or Magic.
In order to justify a Manager you need to expect to be gone 7 days or more from the settlement. If that's what you're expecting, or at least it exists as a possibility since the adventure you're embarking on is both distant and dangerous, you could consider a manager. On day 7 you'd lose 1 Capital, if the business generated Capital, or else you'd lose... nothing.
For the sake of argument though, let's say that you had your Alchemy Lab constantly pumping out 1 Goods, 1 Magic every day. On day 7 you lose at least 10 GP of potential Capital. During those 7 days you'd have had to pay a manager 2-5 GP/day, meaning anywhere from 14-35 GP... to save you 10 GP.
Solution: don't hire the manager.
Now if you build a business that instead is generating 3 Goods, 3 Labor and 1 Magic every day, but also had the potential of pumping out 7 GP, 9 SP/day, AND you had a storehouse of Capital you'd paid for already, AND you knew it was a very real possibility you might be gone for 30 days, hiring a Manager, even at 5 GP/day, is a worthwhile venture. If you're earning GP you're still turning a small profit; if you're earning capital the Attrition rate is slowed; if you DO end up being gone for 30 days, no worries.
Finally, let's look at an adventurer in a given day. Based on WBL and the expectation that a given PC might exceed WBL by some based on the assumption that some of their WBL is made up of Consumables that will be used during the course of an adventure, I think it is entirely reasonable to presume that a level 2 PC might have 1,200 GP worth of stuff by level 2.
Let's say that this PC and her fellows embark on a journey that will require 3 days overland travel, hacking a dungeon of unknown difficulty, then at least another 3 days back. Let's further assume that this PC has an Alchemy Lab room as the start of her business.
She figures she'll be gone for like, AT LEAST 7 days, maybe more. She COULD hire a Manager which, in the unmodified Downtime rules would be break even with the cheapest one, or else she's actually losing money by the day. However on a given day of adventure a properly outfitted PC with the player employing modest resource management, can expect to endure on average 4-6 encounters.
5 encounters, at CR 2, usually generates about 750 GP worth of stuff for an individual PC. If NOTHING happened during the entire journey, this PC got to the dungeon, they hacked for like 15 minutes then rested for the night, the next day loaded up all the treasure and finally took 4 days instead of 3 to return because of being loaded with treasure, the PC's business would be out 1 Capital while the PC has returned with 750 more GP worth of stuff.
In short Downtime businesses aren't about making the PCs tons of money, nor are the Managers really needed unless you're going to be spending 2 weeks or more on the road all the time while ALSO having a business that generates more than 5 GP/day.
I'm not seeing a reason to change these rules, but YMMV.
Senko
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The thing that worries me is downtime businesses operate on a 5 day cycle not 7 (they get a weekend) but your still paying the manager so lets take say a magic school form the book that's around 100 check so your prodcuing 10 gold or a variety of capital. Lets use the Abbot 4 GP because its a magical school so we'd have an arcane version of that.
So with my understanding its . . .
Day 1 produce 10 gold, pay manager.
Day 2 produce capital, pay capital cost, use gold from yesterday to pay manager.
Day 3 produce 10 gold, pay manager.
Day 4 produce capital, pay capital cost, use gold from yesterday to pay manager.
Day 5 produce gold pay manager.
Day 6 use saved gold to pay manager
Day 7 use saved gold to pay manager.
Basically your using 3/5 of your potential production cycle just to support the manager. For smaller businesses it gets worse because your not able to build up enough to pay the next day instead your spend half or the majority of the business's operation solely producing gold to support the manager. Alternatively your sinking your adventuring money into paying the manager either way the businesss comes up as a loss.
My concern is that a business should be at least break even, better showing a steady profit preferably in capital from running it. You shouldn't be required to keep sinking adventuring proceeds in it just to keep it afloat when the majority of that cost is just the manager and then on top of this you have the normal operational costs where if I read this right you pay a variable amount of gold for the capital your making.
I know they're not to make a fortune I just feel the cost of managers is out of step with the amount you can make from a business AND the cost of other professions.
| Meirril |
First, what makes you think there are any closed days for a business? The rules make no mention of it at all. While it makes sense for their to be days where the business is closed, that is up to the GM and players.
Also, why are you paying the managers for their days off? Nothing in the rules about that too. You also shouldn't be rolling for events when the business isn't operating. You are rolling for events, right? That is the only way a business should generate a loss and the largest reason to have a manager for each business (to handle events when you aren't present).
If a business isn't generating enough capital to pay for the manager, you haven't made it large enough. Think of the real world, if you open a lemonade stand in your front yard you shouldn't be able to hire a manager. On the other hand if you open a fast food franchise you should have a store manager and several shift managers on top of a full staff that consists of 3 or more teams of laborers, 1 team of experts, 1 kitchen, several storage rooms, an office, 2 restrooms, a reasonably sized dining room, maybe a playground. BTW, those 'shift managers' are the team of 'experts' leading the laborers for each shift.
If you're business isn't producing enough gold, that is due to your decisions and/or lack of time and investment.
Personally, I am willing to run an organization at a loss of gold if I make enough in capital. If I produce 1.2gp + 1 magic + 1 goods per day for a single Adept with a 2gp manager then I'm spending 50g + 10g + 2g = 62gp per day to produce 100g + 20g + 1.1g = 121.1gp worth of resources per day, which is almost double the amount of money I put into it (assuming I find a use for the 1 magic and 1 goods worth of resources).
The engine that drives profits is magic item creation, and crafting via fabrication or other magical means. By using resources instead of gold to pay for all crafting, you can make a profit from what is designed to be a zero net gain system. Even if you only use the resources to purchase finished goods, you still double your gold investment.
One last thing to mention. The only 'employees' that get paid are the managers. If you form an organization or create a building without assigning any teams to run the building, it somehow operates anyways and generates a profit. At no time do you have to continue paying in more money to keep a team or organization running other than manager costs and to respond to events. Apparently the rolls you make are purely profits with the costs taken care of as part of daily operations.
Senko
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First, what makes you think there are any closed days for a business? The rules make no mention of it at all. While it makes sense for their to be days where the business is closed, that is up to the GM and players.
Also, why are you paying the managers for their days off? Nothing in the rules about that too. You also shouldn't be rolling for events when the business isn't operating. You are rolling for events, right? That is the only way a business should generate a loss and the largest reason to have a manager for each business (to handle events when you aren't present).
If a business isn't generating enough capital to pay for the manager, you haven't made it large enough. Think of the real world, if you open a lemonade stand in your front yard you shouldn't be able to hire a manager. On the other hand if you open a fast food franchise you should have a store manager and several shift managers on top of a full staff that consists of 3 or more teams of laborers, 1 team of experts, 1 kitchen, several storage rooms, an office, 2 restrooms, a reasonably sized dining room, maybe a playground. BTW, those 'shift managers' are the team of 'experts' leading the laborers for each shift.
If you're business isn't producing enough gold, that is due to your decisions and/or lack of time and investment.
Personally, I am willing to run an organization at a loss of gold if I make enough in capital. If I produce 1.2gp + 1 magic + 1 goods per day for a single Adept with a 2gp manager then I'm spending 50g + 10g + 2g = 62gp per day to produce 100g + 20g + 1.1g = 121.1gp worth of resources per day, which is almost double the amount of money I put into it (assuming I find a use for the 1 magic and 1 goods worth of resources).
The engine that drives profits is magic item creation, and crafting via fabrication or other magical means. By using resources instead of gold to pay for all crafting, you can make a profit from what is designed to be a zero net gain system. Even if you only use the resources to purchase...
In order.
Weekends.
This is in the sidebar on page 79 specifically . . .
The Craft and Profession skills in the Pathfinder RPG Core Rulebook allow you to attempt a skill check once per week, earning an amount of gp equal to 1/2 your check result. If you were to divide that amount by 7, you’d get your earnings per day. However, that assumes you work 7 days per week, and most people take 2 days off per week for rest and worship, so that’s only 5 days of actual work per week. Dividing your check result by 2 and then by 5 is the same as dividing by 10, which is why the downtime system has you divide your check result by 10 to determine gp earned per day. You can work 7 days per week (if you really need the 2 extra days for earning capital), but even mighty adventurers need a day off now and then.
Managers and day's off.
I admit that was just my own interpretation based on how the managers at work are always on call and get paid for that. I assumed the managers were being paid for all 7 day's to be available in case of as you said events.
Showing a loss.
Yes you can only do this if an event triggers it but if an event does trigger it then you might not be able to pay the manager for that day if the rolls are against you. At least not out of the business earnings.
Zero net gain
This right here is what bugs me about the system and the managers prices. As it stands while you can come out ahead in fabricating magic items over the long term your essentailly gaming the system to do it. Yes a larger industry makes more sense of the manger but you really need to sink a massive amount of money into it to reach that point and you're still only breaking even on the business. YMMV but like I said feel the downtime system should either show a reliable profit even if only a few GP a day or pay for its own costs when its up and running.
What I mean is I set up a lumbermill lets say a great huge endeavour clear cutting an ancient forest. It should be producing enough profits to grow (increase capital) in its own right i.e. day 1 = gold (sales), day 2 = growth (use gold from day 1 to buy capital in goods). As it is now you can't do that the only to grow the business is to keep infusing money from outside adventures or have it operating maybe 1 day in 3 or worse. To use your example I think you should be able to take that 121.1 GP worth of resources, sell them then use the gold to produce another 2 day's worth of resources whic then sell for 121 GP each half of which goes into running it for another two day's and leaves you with 121 GP to reinvest as you see fit to grow the business i.e. buying labour or the like to build a new office area or a shopfront or what have you. I know you can use capital X to purchase upgrade but when you try to change it to another type for instance it starts getting heavily penalize from what I see.
Profits
I think I've been reading it wrong in that case I thought this . . .
You must pay the Earned Cost to buy this capital, although if you can’t afford to buy all of it or don’t need more than a certain amount, you can choose to earn less capital than your check indicates.
meant you still had to raise the money for the capital you produce e.g. your check indicates you create 10 units of goods then you have to PAY 100 GP to produce that. Fair enough the stuff doesn't come out of nowhere but that brings us back to my earlier comment of the business needing to earn 100 GP to pay for it themselves and that requires again as per my reading either 10 +100 checks (no manager or other costs), 1 +1,000 check or you paying out of pocket 100 GP for that production. In other words just running a business with a +100 check requires 10 day's of GP production (10 a day) to afford 1 day of goods procution with no other outlay. Add in a manager (lets go with the cheapest 2 GP one for this business) and you get 8 GP a day meaning you now need 13 day's of producing GP to afford 1 day of goods production.
Again this is assuming not other costs/bonuses and no weekends off. Sure the staff are apparently being paid by the business but as it is currently your spending a huge amount of the businesses operation churning out gold for 1 day of some other commodity.
| Sandslice |
Let's start out with this: how much a Manager costs depends on what sort of Manager is involved.
Suppose, as with one of the book examples, you want to run a minimal inn. A manager (innkeeper) for a tavern costs 20 silver per day - regardless of whether she's a level 3 expert or a time-lost level 16 impossible sorcerer.
How much can an inn make per day? Well, the example in the book gives a tavern that can generate +41 to the Profession (innkeeper) check, simply by being constructed with a minimal degree of sanity: one bar, one common room, one kitchen, one lodging area (capacity 10), and one stall (capacity 2 horses.)
Using the sample Barkeep NPC for our manager, we have another +13 to our Profession check; that's +54. Take 10 = 64 = 64 sp per day.
Since we're paying 20 sp per day to our innkeeper, that's 44 sp profit. Per day.
----
Now, the problem you're having is that you're trying to gain capital. Suppose we wanted to flip the Common Room to influence. Our checks become 57 (gp) and 30 (influence) in this case.
The problem becomes apparent. The 57 translates to 37 sp after paying the manager... but, by rule, the influence activity costs us 450 sp out of pocket.
This is because the nebulous "points" of Labor, Goods, Magic, and Influence represent relatively large resource pockets compared to gold. As such, it's not as much of a problem as it would seem at a glance.
The system seems fine, as long as you build your business's building(s) sanely. (:
| Meirril |
So you're saying that point of influence is not a small loyal clientle but a huge portion of the city liking your inn?
Influence is more like doing unspecified favors for influential people or building up your own reputation in the community. Like that 15g could represent you hosting a party at the request of a guildmaster, or entertaining a minor noble, or throwing a tea part for the local gossips. It could also be charitable contributions and public works.
The main problem with using the resources from the downtime system to pay for things is you have to be directly involved. You have to be in town to spend them, and you are limited by the size of the town on how much you can spend each day. You're managers can spend gold while you are gone, but they can't convert resources into something else.
If you really want to convert resources to gold directly, you should be able to. Convert Goods into any trades-good and you can spend those like coin. Convert Magic resources into Diamonds, diamond dust, and other gems commonly used in casting spells. By rules gems, jewelry and works of art are accepted by merchants for their full gp value.
| Sandslice |
So you're saying that point of influence is not a small loyal clientle but a huge portion of the city liking your inn?
No. In the example I gave, we're making 44 sp profit per day. After a couple weeks, we decide to change gears for a day and throw a party, hire some travelling bards to play, and leverage our profits for reputation-building.
That reputation might (as an expenditure of 2 points out of the 3 gained) attract the attention of a young cleric of Cayden at some point - of course, when combined with the 2 points of goods and labor, and 3 of magic, that are also required to establish his Acolyte Team. Or it might represent favors and bribes (worth 2 influence) needed to secure a licence to add a Brewery room.
So we can do the math on this. We're going to assume a two-week cycle where every other Saturday is a day of Abstract Capital building, with the other (and both Sundays) is off.
- Pure gold: (64x11) - (20x11) = 484 sp.
- Common Room to influence, Saturday Night Party Time:
(64x10) + 57 - (20x11) - (150x3) = 27 sp, plus ((7+13+10)/3) = 3 influence.
- Stall to goods (or labor):
(64x10) + 56 - (20x11) - (100x3) = 176 sp, plus ((8+13+10)/3) = 3 goods (or labor).
- Stall to labor, and Lodging to goods:
(64x10) + 52 - (20x11) - (100x5) = -28. 3 labor as seen above, and ((4+13+10)/3) = 2 goods; but we can't quite afford it. So we go 3 labor + 1 goods, or 2 labor + 2 goods, and profit 72 silver.
----
The above might be what you're objecting to - but the model here (barring event variance) is a reasonably stable one. And keep in mind that this is only setting a single basic building onto an 11-day cycle, and we can get results like this.
| Mark Hoover 330 |
Yes, when you're not there your business should produce GP. There's never enough profit per day for the businesses and organizations to buy all their own Capital. The Inn for example produces a +53 check using every room to contribute. Taking 10 that's a 63; 6 GP, 3 SP. Multiple rooms could be producing Labor in this Inn, but 1 Labor costs 10 GP.
An Inn can't work for 1 day to pay for 1 Labor the next day.
So while you're out of town, for simplicity sake, the business can just be making money. This is something my players do routinely. If that's not enough for you, you can do the calculations you are above, figuring out how much time they have to accrue profit by day for the business to pay for the Capital it generates.
However, some folks have talked about cheaper crafting through using Capital as being the real profit driver. Think about this: if one of the PCs in the party is a Wizard that didn't trade away Scribe Scroll, 1 Magic Capital at 50 GP will let the Wizard scribe 8 CL1/Level 1 spell scrolls. Essentially you just wrote 8 scrolls, spending 6 GP, 2 SP, and 5 CP per scroll.
Selling those scrolls for 12 GP, 5 SP each, you just made your 50 GP investment back. No profit, but rather you're breaking even. If your GM allows you to sell the brand new scrolls at full price (25 GP ea), then you're making a profit.
Downtime isn't meant for PCs to make tons of extra Capital while they're out of town. It's not meant for PCs to make massive profits either. While you're away from the business, it's a way to make a couple extra GP and handwave your cost of living (if the GM enforces the 3 GP/month spent to survive in your campaign). When you're AT the business there are mechanics to make tons of Capital, have your character PAY for that Capital, and then spend that Capital to make cheap gear, magic items, or earn bonuses while you're in town.
In other words; Downtime businesses/organizations mostly benefit PCs during Downtime.
One thing players in my megadungeon campaign asked for though was a "Capital banking" houserule. In other words, while they're out of town, if they have a project they're working towards, the business/organization could use Rooms/Teams to generate Capital instead of GP for a day/days. These resources would go into a bank and store, waiting for money to pay for them. Then, when the character came home he/she would spend their gold to buy the "potential Capital" their business/organization had accrued while they were out.
For example one PC has a Scriptorium and a Storefront, with an Apprentice employed there as well. He always scribes scrolls when he's in town, so recently when the PCs were out for 5 days he had the business bank 2 Magic every day, for a total of 10 Magic. When he got back he spent 500 GP from his own adventuring profit and paid for all of the Magic Capital, turning right around and spending 6 right away to scribe a bunch of scrolls.
As for having a manager again I'd ask: are you planning to be out of the settlement for 7 days or more on a regular basis? If you are, maybe look at a pro/con argument for a manager. Your PC is home for several days, generates 6 Goods, 4 Labor, and 1 Influence they don't need to use, and then goes off on an adventure that keeps them out of the Settlement for 14 days.
During that time away with no manager they lose 2 Capital due to attrition. The loss of 2 Goods wastes 20 GP. The cost of keeping the cheapest manager on staff that whole time is 28 GP. It's cheaper to let attrition happen than to pay a cheap manager.
Now, if you're planning to be gone for THIRTY days at a time, I'd get a manager. Spending 60 GP on a cheap manager and using them to keep your business from disappearing from your ownership is a good use of your gold.
Lastly: if you're THIS invested (pardon the pun) in the Downtime rules as is, talk to your GM about possibly giving you the Leadership feat at level 7 as a free bonus houseruled to every character. Using Leadership to acquire a Cohort, then using said Cohort to be your manager can be fun and lucrative.
| Chell Raighn |
Just from my limited understanding of the downtime rules for running a business, I've always assumed that it is advisable to produce gold during periods where you are off adventuring and have a manager running the shop, and then collect capital only on days when you are actually present to run the business yourself. Doing so should typically insure that your business does produce a steady profit even with the cost for a manager, as their wages would be payed out of the gold earnings from the days they worked.
| Mark Hoover 330 |
Throughout levels 1 and 2 you have barely enough spells and HP to survive about 4-6 fights a day. If you're an experienced player, with other experienced players, and you're managing consumable magic items and resources well, perhaps at level 1 you can manage as many as 6-10 fights a day. You also are likely traveling by foot, horse, or animal companion during this time, though certain niche campaigns might have you on boats or in covered wagons as well.
By the end of level 1 your PC should have about 1000 GP saved up, with perhaps a little more on the side in consumables. The end of level 2 sees the PCs more than doubling that to 3000. In short, it seems like if you're spending any of that precious lucre on starting a business/organization in a settlement it is unlikely you'll be able to travel very far from that settlement for adventure, or else if you anticipate a more nomadic existence why would you have started a business/organization?
I would posit, then, that needing a manager doesn't really become a factor until about the end of level 3. 2nd level spells still don't let you fly/teleport all over the world yet, but you're able to survive a bit easier on the road now without having to rest in a town or city all the time. You still have the problem though of only being able to handle between 4-10 fights a day, depending on your level of skill at gaming.
If you have a business/organization started and running by this time, it is likely small. I don't anticipate a PC worth roughly 6000 GP in a standard campaign where they are compelled to keep up with the Big 6 magic items is dedicating the lion's share of their WBL to their new magic academy. This ALSO means that it's likely, based on how expensive Magic Capital is or how much Capital it takes to add Rooms and Teams that you probably don't have tons of unused Capital sitting around the settlement for attrition to affect.
So throughout levels 1-3 managers simply aren't useful/cost effective.
Now we get to the end of level 4. You're leveling up to level 5 soon, you're sitting on roughly about 10,500 GP worth of money and gear, and one of the PCs in the group might even be making cheap magic items for the party. Now you can really start to wander around all over the region, for days or even weeks at a time, and you can manage a modest amount of fights per day.
Your business/organization has likely been around a couple levels by now. A typical day at home could net anywhere from 2 - 10 Capital, maybe more. Depending on the size of your settlement, you may not be able to spend all that Capital in one day and your adventures could have you gone for 7 days or more at a time, so you consider a manager.
I would reiterate, at this point, the financials. An unused Magic Capital lost to attrition after 7 days is a loss of 50 GP while the cheapest manager costs you 14 GP over that week; this manager is worth paying. However the same business losing a 10 GP worth Goods or Labor makes hiring a manager a net loss for the business.
So, levels 1-3 you likely won't need a manager. levels 4-6 you might need one, but depending on 1. how often you leave unused Capital laying around when you leave town, 2. what TYPE of Capital you might leave laying around, 3. how often you anticipate even being out of the settlement for 7 days or more, you may still be better off dealing with the losses through attrition than paying even the cheapest manager to watch the store.
By level 7 you may have taken the Leadership feat and have a Cohort as a manager. Barring that, you might have magic items or spells that make travel easier and thus being gone for extended periods even less of an issue. You also have a net worth of 23,500 GP or more. In short, does it matter if you lose 10 - 15 GP a week in Capital loss through attrition?
Ah, but what if you disappear unexpectedly? What if you're gone SO long unexpectedly that 30 days pass and you lose your business? If in 29 days you couldn't get it together enough to walk or ride back home, cast any number of long distance communications spells, hire riders to carry word for you or just generally have a presence in your business, you may not be the most reliable owner.
So, where do I think a manager is a needed resource for the PC to maintain? Niche campaigns.
Specifically, I think having a manager for a business/organization is worthwhile if your campaign gives long periods of weeks, months or years to the PCs taking Downtime, but then punctuates these Downtime sessions with equally long periods where the PCs are out of the settlement.
Over the course of 2 weeks a PC running an Inn could generate 10 Goods, 20 Labor, 30 Influence, and 22 GP before even factoring the PC's skills into the business. Depending on the size of the settlement, you might not be able to spend all of that Capital over that time to start new projects. Heck, you might not have even generated all that Capital since it means you just spent 750 GP on Capital!
However, if you DID purchase all that and haven't used it all, then the king sends you to the edge of the most distant marches of the kingdom for a months' long campaign against an invading force, get a manager. In this instance set your inn to generating only GP, have them making roughly 2.6 GP profit after the Innkeeper's daily pay, and you'll lose Capital more slowly and retain control over the business long term.