@Rockeye how are we doing on paper? Can we do the mill planning or do we need to grab paper this turn?
[X] Plan First Asset
-[x][Martial] Find a way to help the horse patrols.
-[x][Stewardship] A black partnership.
-[x][Free] Plan a Wind or Water mill.
-[x][Learning] Mill Machinery Standards outline.
-[x][Diplomacy] Put a foot forward.
-[x][Intrigue] From the grass up.
-[x][Piety] Other Gods.
-[x][Personal] Tidy up the place.
@veekie the blacksmith gives us an asset that generates a profit 2 times a year on average and opens up additional options. We want to improve the mine after securing the blacksmith
Edit- also first payment deadline is end of next winter or 13 turns from now
[ ] Find a way to help the horse patrols. Cornet Renns's men tromp up and down the snaking valleys in these parts that go all the way to the flint mountains. They keep the roads clear of bandits and monsters, and identify worn-out trails and fallen trees blocking the road. If you can somehow help them in their mission it would be a first step in setting yourself up as a supporter of the military, rather than a soldier yourself.
Cost: 0. Difficulty: 30. Identify challenges the horse patrols face.
Training is a long-term thing. This is something that'll get us results quicker, which is helpful while we're getting established.
[ ] A black partnership. Mr. Smith, the blacksmith, is simply not a very organized man. His time would be much better spent shaping iron and training his apprentices to do the same than attempting to run a business. But you are quite good at business, you think. You will get the ore and wood and coal he needs, tell him what needs to be made, and manage the store, removing those headaches from his life entirely. All you want is a cut of the sales.
Cost: 0. Difficulty: 30+10 [Low Nesiwald approval]. Gain Contracted Blacksmith asset (30% chance of 1 Profit each season). Gain a repeatable action that generates 1 Profit. Unlock blacksmith improvements.
The town doesn't much care for us, so most of these actions are pretty hard... and that's something that affects the money we get off it. So instead of taking large risks, let's do some cheap-and-easy relationship building while we get our plans in order.
[ ] Plan a Wind or Water mill. You can't just start building things willy-nilly and expect to profit. If you want to bring a central grain mill to Nesiwald you have to figure out where best to put it, write out detailed notes on the construction, figure out how you will get materials and labor to the site, research how much it will cost to hire someone to run it, and how much money you will make off the centralized grinding after all is said and done. Only by having details plans and charts will you be able to make the most of the Codex Crystal.
Cost: 0. Progress: 0/60. Unlock action to build a Wind or Water mill, depending on which works better in the local area. This is probably the fastest route to real profits.
[ ] Mill Machinery Standards outline. A big problem with making lots of anything is that every smith and carpenter does things differently. Even different pieces by the same person often don't fit together. You need to fix that somehow, to make expanding easier. The methods the Codex proposes to try to deal with this seem straightforward enough, but it will probably take a lot of experimenting to put them into practice.
Cost: 0 Progress: 0/200
The Mill is described as the best real money available to us, so let's take both Mill-prep actions to get us into a position to get that gravy train running.
[ ] Put a foot forward. When your stipend packet from the Crown arrives, send the courier back a detailed letter including part of your census, your best guess at the health and state of the town, and describe your intention to use the Crown's money wisely. This will remind the government you exist when certain powerful figures wanted to just forget you, but perhaps including your impressive map and census will show them that you're useful.
Cost: 0. Difficulty: 20. Remind the government that you exist. Hopefully seem useful.
We got our critical census, so we may as well show it off. Perhaps it will help.
[ ] From the grass up. You have a few actual friends in Nesiwald, and a few more people you've done some amount of business with. You could start your efforts with them and ask them to mention you to others. If you're accepted by a few members of this community it shouldn't be
too hard to get the rest to follow.
Cost: 0. Difficulty: 35. Makes "Say hello" Diplomacy action easier.
[ ] Other Gods. You can spend some time to think about the other gods popular in Veschwar. While the blessings of Shallya are not half bad at all, other deities can deserve your attention too. Remember everything you can about your theology lessons growing up and make a list of other gods you might want to invite to Nesiwald, and ask the locals who else they pray to.
Cost: 0. Difficulty: 20. Get information about other gods, new actions.
[ ] Tidy up the place. Your new home has been empty except for vegetables for decades. You are very much unused to doing these things yourself but you have to learn some time. Clear out the stored objects, clean everything up, get some kitchen utensils and re-learn the very basics of cooking, and generally settle in to your new home. You're probably going to be here a while, might as well get comfortable.
Cost: 0. Settle in, make the new home more comfortable.
We haven't done this yet. We should do this soon, so we don't start getting sick from the poor conditions.