Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
Thinking about it, Xia Lushen makes an excellent point. It is good to build your own networks.

That doesn't only apply to brewing the medicine. We aren't the only member of the Ling who will ever break through to Cyan, after all. There's independent value in securing our own sourcing capability for the rare reagents required. If our breakthrough to the next realm were imminent, then I would probably weigh the option of getting the ingredients right away, but it isn't. It's a while from now, so there's no reason to rush acquisition. It's more efficient to build our networks in the first place, rather than trading a rare favor for a one-off benefit.

[X] Soil Studies (+10 bonus development rolls in fief)
Food security has major positive logistical implications for our fief. Being as self-sufficient in feeding ourselves as possible saves us money, preserves our limited transport/trade volume for other priorities, and reduces our vulnerability to enemy action. Those are all really nice things to kickstart, with lasting benefits.
 
[X] Rare reagents (Begin Forgotten Elixir Quest, complete Part 1 of 4 immediately)
[X] Insight Sharing (+1 Isolation and Ending XP)
 
[X] Soil Studies (+10 bonus development rolls in fief)

I feel a recurring benefit is likely to be much more valuable in the long run than any immediate benefit.
 
[X] Soil Studies (+10 bonus development rolls in fief)


Compounding bonuses. Getting a barony set up from wilderness is hard. Every advantage is valuable. The elixir is also rather valuable, but a better developed barony gives us more options when it comes to trading for the materials, even if we have to wait a bit
 
I also think the reagent option is kind of awkward from a narrative pacing perspective, at the moment. It's a project we have actual years to complete, and that we're not likely to pick up again for probably a couple years.

Comparatively, fief stuff is something we'll be diving into seriously over the course of this next year. It's a lot more present. It's a lot easier for the choice to have clear continuity, which just generally helps the story tie together.
 
[X] Soil Studies (+10 bonus development rolls in fief)

We're gonna be on a pretty barren wasteland of a fief, and while Precious helps a lot with that, it can't hurt to stack even more advantages on top of Precious. It's important we at least become self-sufficient foodwise as soon as possible if we're going to grow the fief.
 
Adhoc vote count started by EternalObserver on Sep 22, 2021 at 12:35 AM, finished with 168 posts and 93 votes.
 
[X] Soil Studies (+10 bonus development rolls in fief)
Been convinced to change my vote by Abeo's network building argument, but won't be too disappointed if Reagents win.

Getting an art insight as part of a business transaction from someone we literally just met feels violently wrong, and others have already pointed out that we've got a number of income sources.
 
[X] 200 Green Stones
[X] Soil Studies (+10 bonus development rolls in fief)


Pill quest is probably years of real time away from mattering and while i haven't done the math i don't think the +1 to insights matter in any real sense.
 
Pill quest is probably years of real time away from mattering and while i haven't done the math i don't think the +1 to insights matter in any real sense.
Concept levels are important for going up stages within Green and having better XP/steps makes turn planning both easier and more diverse. We don't need to hit the same concept on multiple projects and also double them to get a certain concept levels of easier. Plus talking to mass murder man about mass murder would probably be intensely interesting.
 
[X] Insight Sharing (+1 Isolation and Ending XP)
[X] Soil Studies (+10 bonus development rolls in fief)
 
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