Trying to sleep, realized how to fix the Management Problem, decided to get it written down before I try to sleep again. I have a problem.

@Imperial Fister

SOLVING THE MANAGEMENT PROBLEM

Turn livestock and fields into buildings.

Specifically, instead of "Food" vs "Fodder", break it all down into Goods. Which represents arbitrary access to stuff that's important to live a comfortable life in ye Olde Days.

People require a certain amount of Goods to remain happy and healthy, and fields and animals can produce Goods, but require time and attention to do so. This is handled by giving everything a Maintenance cost, but not requiring active measures to stay ahead of the rat-race.

Instead of tracking every single animal though, turn it into Herds instead, having each one representing--say, ten to twenty producing animals depending on how many you can fit in one place. You can attach stuff like Bulls or Rams or Roosters as equipment to one, and that generates breeding dice that applies to that Herd every turn. When you max out the 'Experience' on a given Herd, you can either improve it's Quality by one (So from Basic to Decent, or Decent to Good, and so forth), or you can split them off into another Herd of one rank lower than the originating one, representing whether you're focusing on improving your stock or increasing your numbers. Every Herd generates a certain amount of Goods every turn (Cows, being the most expensive and prestigious, but a step underneath Sheep in terms of Sheer Value, give you a certain amount of Prestige for having them as well, meaning you want Cows even if spamming sheep is technically the better choice for making money, as Prestige turns into Orthstirr), but has a certain value in Upkeep that needs to be made every turn as well or your Herd starts losing XP instead, and drops in Quality if it falls below 0.

Instead of deciding whether a Field is used to grow Food or Fodder, you designate them as either Meadows or Crops, and assign Management Dice Upkeep to each (Exactly the same as we do for buildings), which is reduced based on the quality of your Tools. Crop Fields generate a certain amount of Goods per turn during the Summer, while Meadow Fields eliminate the upkeep on one Herd (They can feed themselves during the summer, and there's enough fodder generated in the harvest to feed them in the Winter)

Goods are then used to pay for the upkeep on the people living at your settlement, and any excess can be brought to town and converted to Silver, with the value of Goods per any given period of time changing based on market conditions. Or you can store your excess Goods to cover for emergencies or lean times, this is why Storehouses are important--they're places that you can keep Goods in for a long period of time without them going bad or otherwise getting into trouble.

Of course, you need to actually bring your Goods to town to sell, which limits how much you can do in one trip without having a good Cart, but a successful Farm that makes a surplus of Goods inevitably becomes a wealthy one, because you can use those Goods to buy other options.

Your Goods then convert to Silver and Favor, which you can use to upgrade your facilities or possibly improve your herds, which you can use to make more. I'd probably say the cost of extra Herds above and beyond what you can convienently support with Fields probably gets prohibitively high, which imposes a soft cap on how many you can support before you're taking a loss keeping them fed.

Barns can support a certain number of Herds depending on their quality, and in exchange, Houses lose their ability to support animals (Because it's no longer necessary since we're not tracking individual animals anymore). You need enough space to keep your Herds housed, because you can't just leave them exposed to the elements or they get predated on or sick.

In terms of value... I'd say every type of Herd would provide a certain fixed amount of Goods, which is then increased by however many times by their Quality. So we'd go to have a Flock of Chickens (The chicken equivalent of a Herd), a Herd of Sheep, and a Herd of Cows, all at Fine quality, with some experience towards moving up. (Though Fine to Superior is probably a prohibitively high value). Chickens are probably extremely efficient on Upkeep costs (Both in Maintenance and keeping them fed) but generate a relatively poor amount of Goods in absolute terms (Mostly eggs, light meat, and feathers) Sheep meanwhile have the highest rate of return in terms of producing Goods, but require a fair amount of upkeep if not assigned to a Meadow, and Cows provide solid Goods but also a decent pile of Prestige as well, but in exchange their initial buy-in cost is huge and they level up relatively slowly compared to the other livestock options we have.

Anyway, that's my thonks, I think it can work quite nicely, it also finally makes having Vehicles important, as that increases how many Goods you can bring to market on a turn you're headed that way. There's very little rolling involved--one small set of dice per Herd and that's it, while the number of available Management Dice will drop significantly by way of them now being tied up in Upkeep.

And with all that said, now I must return to slep, I hope this works out well for you!
 
I'll keep this in mind for the next version. Any potential updates to the system will have to wait for the next year to be enacted.

That's totally fair, but we should probably get some silver and Orthstirr at the end of the year for our farm even if it isn't systematized exactly how much. Like, we earned well over 100 silver this year (though we gave away most of it) and 7 Orthstirr, and that shouldn't just flatly not happen for a year. That'd be weird and immersion breaking, at least for me (our farm is doing well and then suddenly fails to net any benefits at all?). Something simple, like the above amounts (100 silver, 7 Orthstirr), would be fine, though.
 
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That's totally fair, but we should probably get some silver and Orthstirr at the end of the year for our farm even if it isn't systematized exactly how much. Like, we earned well over 100 silver this year (though we gave away most of it) and 7 Orthstirr, and that shouldn't just flatly not happen for a year. That'd be weird and immersion breaking, at least for me (our farm is doing well and then suddenly fails to net any benefits at all?). Something simple, like the above amounts (100 silver, 7 Orthstirr), would be fine, though.
That works for me. I was always going to give you the 7 orthstirr, but I hadn't even considered the silver.
 
[x] Listen in

The possible dwarven connection is tempting, but having an idea of what they're using the glue trees for might give more directly actionable intelligence. Honestly the first impulse that it's being used to help bandits in this region sounds correct, but what if he's selling the glue off to bandits operating in other regions? Lots of opportunities there if thats the case
 
Summer 6/Scouting Horra 2
[X] Listen in
No matter how intriguing a mysterious stranger draped in cloth-spun shadows may be, it doesn't quite compare to getting your hands on proper actionable intel. Which is why you push the stranger from your mind and focus on the now — where Hasvir is talking to the presumed carpenter.

Hopping up into the open window, you balance precariously as you listen in.

"The last shipments of sealwood are still here." Hasvir's voice is dull and deep. He has no questions to ask nor does he have any arguments to make.

The carpenter squirms, avoiding Hasvir's relentless gaze as best he can. "A-and they're being worked on!"

"Not quick enough." It's then that you notice the chains around the carpenter's neck and wrists. He's a thrall.

The thrall cowers with arms raised as Hasvir sweeps through the building, eyes peering into the shadows clinging to the corners and crevices. His gaze passes over you, but sees nothing but an empty window as he keeps moving.

"W-what are you doing?" The thrall asks as Hasvir stops before a low shelf, something having caught his eye. The son of your hated enemy scoffs as he plucks a small iron ornament from the shelf.

"This is not something a thrall should have in their possession. You stole it from somewhere."

The thrall squawks, indignant at such an accusation being leveled at him. "I did not!"

"You did." Hasvir clenches his fist and the delicate piece of iron is left little more then scrap metal. The once-art falls to the ground as the thrall gapes, the corners of his eyes wet as he mouths a forgotten name. "As recompense, you will deliver the shipments to our friends in the East and the North. You know where their camps lie."

Hasvir turns, pivots, and leaves the building. The moment the door closes the thrall falls to his knees as he scoops up the broken metal, muttering something about how he's 'sorry'.

Your lips thin — as much as an owl can, anyways. That's.... honestly, that just sucked.

Flapping your wings, you take to the sky as the carpenter gets to work on the sealwood. By the looks of things, he'll be done sometime tomorrow. In the meantime, though, you can do a little bit more scouting.

The stranger is nowhere the be seen as you wheel about in the air. Unfortunate, but it was only to be expected.

With an owl-like shrug, you turn your attention to where the sound of hammers on metal rings loud and true. Three flat-topped boulders serve as anvils as six smiths work in tandem. One holds the metal steady while the other swings a sledgehammer where the first points. A seventh man stands off to the side, over a table with some charcoal sketches on it.

You could get in close for a good look at the drawings, though that would inevitably draw some suspicious gazes. You could also pass on this and simply observe the goings on from a safe distance. You won't get as much information about what they're making, but it would keep curious eyes away.

Afterwards, you're planning on heading to Horra's house, see if there's anything to see there.

What do you do?
[ ] Get in close to look at the documents (Raises Suspicion Level)
[ ] Watch from a distance

0~0~0

AN: Not much to say here.

No moratorium. Short vote.
 
[X] Get in close to look at the documents (Raises Suspicion Level)

I think we can risk a little suspicion for critical intel. Is the amount we get dependent on Rolls @Imperial Fister ? I'm willing to commit my new Reward Die to that if such is the case.
 
[X] Get in close to look at the documents (Raises Suspicion Level)

Right now we're just at SL 0, so I think we can afford to take a good look.
 
[X] Get in close to look at the documents (Raises Suspicion Level)

Guess this will check whether our theory about the sun weapons is correct.

Good to know there's more than one camp, too.
 
"You did." Hasvir clenches his fist and the delicate piece of iron is left little more then scrap metal. The once-art falls to the ground as the thrall gapes, the corners of his eyes wet as he mouths a forgotten name. "As recompense, you will deliver the shipments to our friends in the East and the North. You know where their camps lie."
So we can follow him and depopulate those camps afterwards. (Try to take some alive for the Headsman to question)
 
[X] Get in close to look at the documents (Raises Suspicion Level)

As others note, we can afford a little suspicion at the moment since it's still at zero and this seems important.

And not only is there more than one camp, there are multiple camps on top of this as a home base, referred to as 'friends' rather than technically part of the same group. So they're mainly supplying the bandits (along with the dwarves and trolls, probably) rather than actually being bandits themselves. Yeah, that tracks.
 
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So yeah, Horra's funding a damn army.

Two bandit camps plus his own little gang here isn't quite an army. It's sizeable for the region though. Definitely big enough that if they all got together we couldn't fight them with just our own allies, which only reinforces the need for proof to bring others in. Of course, them being split up means we can take them on piecemeal, and Steinarr's current mood likely means he's in for some bandit hunting. I expect the two bandit gangs also aren't nearly as hard of targets as Horra's own little fortified hamlet.
 
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So yeah, Horra's funding a damn army.
An army that seems to be outlaws.
An army that can have people go missing.
And if we are lucky enough for Steinarr to have wildfire firestorm... An army that could be at the receiving end of of Steinarr venting his frustration through a big chunk of his Orthstirr being channeled into firestorm tricks. While under the influence of one of our fireboosting berries.
 
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