Voted best in category in the Users' Choice awards.
and I kind of want to check out if the dwarf's need a good scout for their expedition. I don't really know how that all fits with my desire to keep the shrine and strengthening our position in Stirland though.
With a shadowsteed we are probably the only person who can wage a dwarf!crusade part-time, you know.

Didn't know that. Either way, we can support market gardens (or fertiliser for farms on our fief) as well as the Niter.
The reason is mostly that people and domesticated animals don't tend to have two separate sewage systems for liquid and solid waste and when it's already mixed up you can't really unmix it, can you? In settings where you can regulate things like that (i.e. an army) it was sometimes regulated.
 
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[X] Plan Much to Do Before Magistery
Hm. I'm thinking I need to write my own plan, like many before me. How about this:

[X] Plan Much to Do Before Magistery
-[X] Free action: Bring in prospectors to search for minable metals (100+50 gc).
-[X] Free action: Investigate the farming possibilities of the land (50+25 gc for test crops).
-[X] Free action: Gun Shopping: You're currently using a pistol that was a spare for the pistoliers. Visit Nuln or Zhufbar to upgrade. (does not take an action; will trigger a subvote next turn for what type and how many; will cost 100-300 gc, don't take this just to window shop - this is committing to the purchase)
--[X] Zhufbar
-[X] 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.
--[X] Wilhelmina
-[X] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (Stewardship).
-[X] There's always room for more shadow spells in your repertoire. Send off to the Grey College for the basics on one of the others and get started on trying to learn it.
--[X] Doppelganger
--[X] Shadowcloak
-[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] Diggy Diggy Hole, Remixed: You're getting sick of having workmen tramping in and out of your abode. Recruit an entire team and personally oversee them to clear out all of the reachable portions of the Palace-Shrine and be done with it. (-100 gc)
--[X] Ranald's Blessing
-[X] The New Boss: Keep an ear to the ground, learning what you can of Roswita's actions and plans.
Did the veekie bandwagon just work in our favor for once? I could get used to this.

Anyway, changing my vote to
[X] Plan Much to Do Before Magistery

Because even if Darklight wants to finish digging out the palace instead of ruling the Empire with dwarf gunpowder, at least he's not planning to waste actions moving us out to Sonningweise.
 
Fun fact: I actually caught up three turns into the purge of the Haunted Hills, then forgot to Watch this thread, so I've only now finished catching up again. At any rate, the following actions seem especially worthwhile to me, either this turn or simply to earmark for the future;

[ ] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood, 400 gc for stone, optional dwarf help for -1 dwarf rep).

Of the actions to improve our fiefdom, spending dwarf rep on this is probably the least likely to actually improve the lot of our people, and our fief is unlikely to be attacked in any case... But it provides a very safe foundation on which to do so, and makes a firm statement to our people that we are a lord who cares for their safety; I view it as a PR move. I especially note that it actually seems preferable to the fortress option, both due to the lower expense and because this is the only fortification option that provides living space for our subjects.

[ ] Use your reputation to build trade ties with Zhufbar.

We know that Zhufbar sources a large portion of its food from southern Stirland, so getting in on this with the EIC is liable to be relatively lucrative, and it opens us up to continuing contact with dwarfs, which provides both opportunities to deepen relations with them, and also to help them out with things to acquire more dwarf rep for the future.

[ ] Use your friendship with Anton to build trade ties along the Nuln Road.

Lucrative, given the dwarf-quality niter crystals we've acquired, but also frankly I value it because it represents staying in touch with Anton. That's worthwhile in itself.
[ ] Diggy Diggy Hole, Dwarf: You could call in some favours and get the entire place cleaned out with dwarven reticence and expertise (-20 gc for ale, -2 Dwarf Favours)
I just want to call the QM's attention to the opportunity missed here to name this action I Am A Dwarf And I'm Digging A Hole :p
 
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@DarkLight140 Would you be willing to swap one spell or Stewardship for Dwarf Prospectors?

I think it's one of the best investments of dwarf favor. This is the kind of thing we need to know for sure.
As the default good result from human prospectors and dwarf prospectors should be the same (i.e. the minerals present will not change no matter who is looking for them) I would rather give inferior human prospecting a shot before investing our dwarf favor in it. Saving an action slot is a convenient bonus, too.

I think I'll edit the currently leading plan, and remove the shadow cloak option in favor of internalizing learning. I've asked for the authors clarification above, but I believe he lives in Australia so is likely asleep and may close the vote when he wakes.
I like internalizing learning a lot, but with Magistery imminent and Magic 5 requiring additional learned spells I want to focus heavily on spells at the moment. Fortunately, the two aren't incompatible- every time we learn a new spell it's a Learning action, meaning that it'll give a bonus to future internalize learning attempts. I would be happy to internalize learning next turn and take advantage of the bonuses from the three Learning-based actions taken this turn.

Yes, we lose out on a couple points of learning for those actions, but we'll have it for the Magister tests and our important more important exotic magical studies (Liber Mortis, juice, shyish blades, fog spell development). Does that sound reasonable to you?
 
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[X] Plan Much to Do Before Magistery
Yup, a decent plan that includes the cheap stuff to auto-do, and keeps an eye on the Elector Countess, that may be coming for our head.
 
I like internalizing learning a lot, but with Magistery imminent and Magic 5 requiring additional learned spells I want to focus heavily on spells at the moment. Fortunately, the two aren't incompatible- every time we learn a new spell it's a Learning action, meaning that it'll give a bonus to future internalize learning attempts. I would be happy to internalize learning next turn and take advantage of the bonuses from the three Learning-based actions taken this turn.

Yes, we lose out on a couple points of learning for those actions, but we'll have it for the Magister tests and our important more important exotic magical studies (Liber Mortis, juice, shyish blades, fog spell development). Does that sound reasonable to you?

[ ] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
The reason I want to do the learning action this turn, is because next turn takes all of the war time stuff outside of "in the last year" part so it's effectiveness should pretty drastically decrease IMO. Wars like what we fought aren't common things after all. Meanwhile there's no downside to learning the spell next turn, in fact, it'd be easier next turn with the learning boost if that action succeeds.
 
As the default good result from human prospectors and dwarf prospectors should be the same (i.e. the minerals present will not change no matter who is looking for them) I would rather give inferior human prospecting a shot before investing our dwarf favor in it. Saving an action slot is a convenient bonus, too.
The dwarf option for minerals makes the human one a waste. There months be things the human prospectors are literally incapable of finding short of miraculous happenstance (aka Nat 100).

You are spending a considerable amount of gold there.
 
The reason I want to do the learning action this turn, is because next turn takes all of the war time stuff outside of "in the last year" part so it's effectiveness should pretty drastically decrease IMO. Wars like what we fought aren't common things after all. Meanwhile there's no downside to learning the spell next turn, in fact, it'd be easier next turn with the learning boost if that action succeeds.
There is a downside to learning the spell next turn. Specifically, learning a spell has a significant chance of failure, and getting Magic 5 requires learning several new spells. We're probably going to have to retake one of those spell actions due to failure to learn it, but we don't know which or if in advance. Because of this, dropping a spell learning action is likely, in my opinion, to push out testing for Magister by a turn. I would rather not do that as I consider rushing Magister important.

As far as bonus decay goes, you're not wrong. However, even if the bonus from our in-war learning actions decays it still won't be gone yet, and we'll have multiple fresh new learning internalization bonuses to supplement them, so I would expect the total resulting action DC to be lower if anything.

The dwarf option for minerals makes the human one a waste. There months be things the human prospectors are literally incapable of finding short of miraculous happenstance (aka Nat 100).
There may indeed be such things. However, human prospectors are inferior, not incompetent. Where dwarves would shine is finding things which are quite difficult to locate or which humans might not recognize and appreciate as useful. Not all useful minerals would fall into those categories, however, so if humans can find something relatively easy to locate to exploit without costing us an action slot to do it, why would we not want that?
 
And our Dwarf rep is, I presume?
No, but there are few other uses as efficient as having dwarves help us with rocks.

They will give us a through and detailed study of every single prospective venue of mineral wealth in our lands. Because that's how they roll.

We might to want prioritizing certain construction projects if there's certain hidden wealth there.

It also means exploring it earlier.
 
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I suppose, but so then would be the Rep.

The way I see it, when it comes to something as game-changing as mineral wealth, you want to know.
 
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There is a downside to learning the spell next turn. Specifically, learning a spell has a significant chance of failure, and getting Magic 5 requires learning several new spells. We're probably going to have to retake one of those spell actions due to failure to learn it, but we don't know which or if in advance. Because of this, dropping a spell learning action is likely, in my opinion, to push out testing for Magister by a turn. I would rather not do that as I consider rushing Magister important.

As far as bonus decay goes, you're not wrong. However, even if the bonus from our in-war learning actions decays it still won't be gone yet, and we'll have multiple fresh new learning internalization bonuses to supplement them, so I would expect the total resulting action DC to be lower if anything.

There may indeed be such things. However, human prospectors are inferior, not incompetent. Where dwarves would shine is finding things which are quite difficult to locate or which humans might not recognize and appreciate as useful. Not all useful minerals would fall into those categories, however, so if humans can find something relatively easy to locate to exploit without costing us an action slot to do it, why would we not want that?
RE: spells and learning failure, should we learn Invisibility? Presumably it gets a boost because we tried and failed before.
 
So I just had a random thought for an enchanted item, not sure what it would be used for unless it would work as an extremely valuable bribe to an Ogre. Basically the thing is an enchanted necklace with an enchantment based off of Eye of the Beholder only with taste rather than sight. Basically it would make anything you eat taste better.
Dunno if this has been answered yet, but ogres don't tend to give a shit about taste. They'll bite a pig in half if theyre hungry. They just want to sate their eternally gnawing hunger
 
RE: spells and learning failure, should we learn Invisibility? Presumably it gets a boost because we tried and failed before.
I would like to learn Shroud of Invisibility, but it's a moderate difficulty spell. Because Magic score increases based upon the number of spells known rather than their complexity, moderate spells have higher DCs to learn (and thus greater failure chances) than simple spells, and increasing our Magic score is important for the Magister's exam, I'm focusing entirely on simple spells for now.

You do make a good point about possibly having a lower DC due to retrying, though. That might well put its DC on par with the simple spells. Shroud of Invisibility goes on the list for next turn. I'm not terribly interested in Bewilder, Eye of the Beholder, or Mutable Visage, anyway; they don't fit our style that well.
 
I would like to learn Shroud of Invisibility, but it's a moderate difficulty spell. Because Magic score increases based upon the number of spells known rather than their complexity, moderate spells have higher DCs to learn (and thus greater failure chances) than simple spells, and increasing our Magic score is important for the Magister's exam, I'm focusing entirely on simple spells for now.

You do make a good point about possibly having a lower DC due to retrying, though. That might well put its DC on par with the simple spells. Shroud of Invisibility goes on the list for next turn. I'm not terribly interested in Bewilder, Eye of the Beholder, or Mutable Visage, anyway; they don't fit our style that well.
I wanted to get Mutable Visage years ago when we could Bind Spell it to our agents, but I don't think that's necessary anymore.

If we have agents in the future, they'll probably be fighters, in which case Chickensteed and the ulgu mail or blessed weapon would probably be more valuable to them.
 
So on a side note if we do eventually intent to make build a castle of some kind then I found a pretty good design

Here is a video of the guy who designed it giving a tour
 
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So on a side note if we do eventually intent to make build a castle of some kind then I found a pretty good design
It's a fine design, but do we really need a castle? I don't think we're liable to be attacked by anything more significant than a bandit raid - and even then, only if we find something really valuable in the hills.
 
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