[X] Soil Studies (+10 bonus development rolls in fief)
[X] Insight Sharing (+1 Isolation and Ending XP)
I just can't get too worked up over a quest that won't be relevant for IC years. Further boosting our development rolls should decrease the number of actions we need to sink into our fief for various projects or bits of upkeep (since the projects will succeed more quickly/reliably and we won't need to worry about upkeep if our income is high enough), and having more leeway with our time in the nearish future strikes me as far more valuable than freeing up actions over a year down the line.
Gains we get from actions now can compound, after all. Best to frontload them, at least somewhat.
These are both significantly rarer and more useful than the other options. While stones are always useful, we have plenty of other avenues to get them. The soil is great too, but it simply doesn't compare to enhancing our Dao insights, or working towards a breakthrough to the Cyan realm. In the end, our personal power is the most important thing. We can come back from our fief's crops failing, we can come back from running out of money, but we can't come back from Ling Qi and/or someone she cares about dying because Ling Qi's cultivation isn't enough.
This thing is, anything that gives us more resources, saves us more resources, or, most critically, saves us
time can funnel those benefits back into our cultivation. Money can buy cultivation aids like rare pills, or net us useful equipment, or hire a specialist to deal with a problem that we otherwise would have done a mediocre job bashing our head against,
saving us time. Money can also buy offerings - we've run into multiple situations where we pay cultivation XP to appease spirits, and if we had enough resources that we could hand over a Cyan brush instead without feeling like we were screwing our house over, we would be able to save the XP we would otherwise spend on the offering.
And time? Time can be funneled into cultivation actions, into exploration quests rather than political ones, into things that will net us more resources and power rather than into whatever happens to be on our plate that turn.
So a +10 to development isn't just a nebulous bonus to making the mortals happy, because we're responsible for the mortals and if they're going hungry it now costs us time or resources to fix the issue. Or on the positive end, the +10 could lead to us earning a bumper crop, giving us additional resources, or perhaps just some insurance against the mortals going hungry later should some disaster strike. (Or it could help us finish our road construction more quickly, because a +10 to
development rolls is not just a bonus to agriculture.)
And a bonus to our fief's development is a bonus that persists on an ongoing basis, aiding multiple projects all of which will provide returns on that bonus years down the line.
Getting part of a Cyan Ascension quest done ludicrously early simply doesn't compare, at least not to my eyes.