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I wonder if investing in the fief buildings isn't premature? I don't think there is any local grain to store in a granary. A well, sure, always good, but will it actually be near our herder huts?-[ ] Fief Management, Delegated (375 gc, no actions)
--[ ] Build a communal granary to store food for lean times (50 gc).
--[ ] Build a well (50 gc).
--[ ] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
--[ ] Investigate the farming possibilities of the land (50 gc for test crops).
I'm taking advantage of the ability to hire a manager that @BoneyM has graciously allowed us. The granary, well, and crops are basic quality of life improvements for the locals, while the bailey gives a basic amount of defensibility so those improvements don't get immediately wrecked. I'd like the dwarf fortifications instead, but without the income from Mathilde's position on the council we'd be running a little close to empty for my preference. A wooden bailey is at least easily replaceable if we do end up getting the money together, though. I would also have liked to take dwarf prospectors, but I couldn't find any room for the action and dwarf rep points are too scarce for me to feel okay about losing an extra.
The manor options aren't going to be necessary for a while. We've already decided we're staying in Wurtbad for the near future as of last turn, so I think it's a bit premature to take any of those just yet. Get the basic improvements up first and then we can see about personal accommodations.
-[ ] Spend some time getting to know Wilhelmina's sons.
While those dwarfs-and-Anton trade actions would be great to increase the EIC's income (and thus get our debt paid off quicker), I think it's best we get to dealing with Wilhelmina's sons first. They're already in positions of leadership in the company, so we need to make sure they align well with us. Expanding into Sonningwiese would be nice too, even if there's no particular financial benefit for us, but the investments we're making should outweigh its lack.
-[ ] Create market gardens outside the walls of Wurtbad, fertilized with the solid waste collected by the Gong Farmers.
Looks like this would be the most profitable of the gong farmers options, while also potentially being fodder for Stewardship improvement further into the turn. I almost went for organising the payments, which should hopefully increase the income from the gong farmers, but that maybe-bonus to Stewardship practice pushed it over the line. It's a little disappointing we won't be able to use the synergy of being in charge of the Watch to improve enforcement of the waste disposal laws for that option, though. I imagine that would have even more of an impact. For the other options, expansion will make the payments option harder to implement, so we need to leave that one a little bit and arming the gong farmers will hopefully not be necessary considering we never heard about serious attacks -- we may want to look into the Watch's operations in a few turns if we're worried the Sewer Jacks aren't keeping any bigger threats at bay.
For the nitre factory, I'd prefer one of the gunpowder options, but we may not be able to afford it at the moment. That's a lot of dwarf favour or probably a huge amount of gold for the non-dwarf option. Selling the crystals may be a viable interim solution, but probably not to Zhufbar or the Moot. Nuln should like them because they're high quality ("For being made by men," grumbles the dwarf chemist), but Zhufbar has their own source and higher quality besides, while for fertiliser it might further fuel Stirland's desire for the Moot if they increase their yields any more. I don't think we want to precipitate that particular war. Selling the factory would be a waste, and I don't think we're quite ready to absorb it into the EIC -- we'll want to provide a bit more strategic direction first, otherwise they may never move into gunpowder production, and we'll miss out on the opportunity to bring the dwarf experts in. I don't feel like I have any actions free just yet, though, so I won't take any of them.
-[ ] Internalized Lessons: Stewardship
As others have mentioned, this will help us manage our various enterprises. We have a reasonable chance of getting it with our success on financial learning last turn.
-[ ] Internalized Lessons: Intrigue
This is one I'm a little surprised nobody's chosen. We did about as well on the intrigue rolls last turn as we did for stewardship on an action that was much more involved, requiring actual action as opposed to just study. That should give us a good probability of success. We intend to take the Magister's test relatively soon and the Grey College promotes Intrigue almost as much as they do Learning, so an extra point or two shouldn't be ignored.
These two actions are on strict time limits, so they're going to push some other stuff out, which is annoying. In particular, I've been pushing finishing the palace excavation and enchantment practice as a combo for about half the quest so far, but without that Spymistress income we're not really in the position to invest in those actions just yet. If I could automatically cut the EIC, gong farmers, and nitre factory actions without having to worry about finding a new income stream, we'd be in a much better position for magical research.
-[ ] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
Every plan should take this. R v H is the new most important and most influential person in all of Stirland, so we need to know what she's doing. If you're worried about her sending Witch Hunters after Mathilde, we need to know about that. If you're worried about her trying to take away control of the gong farmers and nitre factory, we need to know about that. Any person that has a particular fear about her actions that isn't voting for this option is just going to end up wasting actions mitigating the effects of something we don't know will happen. I'm thinking particularly about people I've seen saying we should develop the fief in preparation of moving everything out there to do research we're perfectly able to do in the Buried Palace. That's a lot of actions we may very well never need to take. Take this action instead.
-[ ] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)
Reasonable options for Free Time: Wilhelmina, since I'm taking the sons action; Anton, since he proved himself a great friend by resigning; Kasmir, if we think he might have shown up, for the same reasons we chose him last turn.
I am very tempted. It's something we will probably want to do before taking the Magister examination, but perhaps not just yet. A cat would be appropriate, being sneaky and favoured by Ranald just like Mathilde, but I could see us taking just about any of these options, except maybe the last. Too unsubtle for most of the possibilities there. Animals are better for that.
If only we were an Amber Wizard, we could spend all of our time collecting animal familiars.
Now, to collect it all together... and realise I've only chosen five actions. At least I can put Enchantment back in now.
[X] Plan Seventeen Can't Think Of A Name
-[X] Fief Management, Delegated (375 gc, no actions)
--[X] Build a communal granary to store food for lean times (50 gc).
--[X] Build a well (50 gc).
--[X] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
--[X] Investigate the farming possibilities of the land (50 gc for test crops).
-[X] Spend some time getting to know Wilhelmina's sons.
-[X] Create market gardens outside the walls of Wurtbad, fertilized with the solid waste collected by the Gong Farmers.
-[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
-[X] Enchantment: You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
--[X] Ranald's Blessing
-[X] Internalized Lessons: Stewardship
-[X] Internalized Lessons: Intrigue
-[X] Free Time: Wilhelmina
I'd rather do the investigations first- surveys, trial planting- then decide what we need. You could get human surveyors for the same 150g as the bailey.
@BoneyM are human and Dwarven prospectors mutually exclusive? Would we be able to hire human one (unsupervised) first, then if nothing turns up, hire Dwarves later? Presumably we'd get a lot of "Should or hired dwarves straight away" comments, but would there be any other harm?