Industrialization Quest

well, depending on results of our survey. Stream might not be suitable for watermill or the only good spots with great wind for for windmill might already be taken by other buildings.
 
What kind though should we go wind or water each has the benefits the other lacks like a Windmill is great for agriculture but a water mill is better for metalworking
Here is the full text of the action:
[ ] 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.

So as mentioned by @Chopak we are figuring out what the best type of mill to use is based on factors so much as water and wind power availability in a convenient spot for transporting grain to.
 
Turn 2 Planning - March 1138
You are Harold Bismarck, and you'll just have to show them how it's done. Aside from a few friends, the provincial villagers here don't like or trust you at all. You can't quite blame them - if someone you had only ever heard negative rumors of was foisted upon you by the Crown you would be rather annoyed and slow to warm up to them, too. You'll just have to make the best of it.

The air is still full of chill but winter snow is steadily transitioning to March mud, and people are getting ready to harvest their winter crops and plant again, the eternal cycle of country life. You have your own self-appointed work to get to.



In addition to the per-category actions, you have 1 Free Action that can be applied to any category. Please plan vote on a list of actions to take in your first month in Nesiwald.

You have 10 Profit (5 Profit invested for two more months). Winter 1138 ends after this turn.


Martial. 1 action.

You cannot afford to totally ignore martial matters. The army receives more crown funding than any three other institutions combined. If you really want to grow your industrial ideas, you'll need them to buy from you at some point. Perhaps you get a trainer and eventually graduate to 'passable' in soldierly matters. Perhaps you will simply find someone to consult with and set yourself up as the military's supporter that way.

[ ] Seek a trainer. Travel to nearby villages and pay for advertisements. Send letters. Try to find someone who can train you in martial matters. It will be a long and hard road to improve yourself from 'abysmal', but perhaps some day you can approach 'passable' and stop those pitying looks. You get the feeling that if you remain martially hopeless it will color everyone's first impression of you, forever, and you can't have that.
Cost: 1 Profit burned. Difficulty: 20. Ongoing cost depending on trainer selected, if any.

[ ] 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.

[ ] Exercise! Even without someone to specifically train you, part of the problem is simply that you're weak. Back home, you would take every chance to read or attend court, barely putting any effort in on your parents' training exercises and doing indoor activities whenever possible. If you force yourself to grow fit and strong through rigorous daily exercise, that will help you become slightly more soldierly.
Cost: 0. Difficulty: 50. [0/5] Successes = Increase base Martial by 1.



Stewardship. 1 action.

The census and map you made are going to come in handy. Everyone seems confused about why you would want such a thing, but it helps you check the viability of your ideas and plans without leaving your study, and assists you in all sorts of calculations for available material and labor, or demand for goods, and so on. The blacksmith is a fairly good opportunity, you think - the man is terrible and worn-out enough about the business side of his work that you think he'd make anything for you if you had the coin and he had the time, and you might be able to take over running the smithy with minimal objection.

[ ] 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.

[ ] Iron Mine Improvements. Currently the iron mine is a simple open-pit mine where men break apart stones with picks and hammers. You can build a small elevator, storage sheds, slightly better tools, and so on. It wouldn't be a real industrial mine like the Codex shows you glimpses of, but it would mean there is more ore available to be made into iron, and you're going to need quite a lot of iron eventually.
Cost: 3 Profit Invested for 3 months. Difficulty: 40. Improve ore supply for the smith.

[ ] Actual Roads. The main routes in Nesiwald are simple dirt paths. No matter how grandiosely they may be called 'roads', they simply aren't. If you are going to be in Nesiwald for a while, especially if you are going to get it to grow in size and relevance, you're going to need real roads at some point. The Codex shows you how to make a good road: Stone pavers on top of a gravel bed which is itself on a flat surface of well-compacted dirt.
Time: Three months. Cost: 5 Profit burned. Difficulty: 50. Easier to move people and goods around within Nesiwald. Road-building experience.

[ ] 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.

[ ] Start four-field crop rotation (buy). This should be an easy and simple way to improve food production in Nesiwald. Should. Get to know the farmers, and figure out who might be willing to divide up their fields in a new and radical way on your say-so. Probably not very many of them, given the looks you've received since being put up in your office-cum-storehouse. To guarantee that you'll actually see a return on your money and to secure long-term profits you'll buy a few fields and then get the farmers currently living on them to become tenants, working the land that now belongs to you - or perhaps to the position, Steward of Nesiwald. That might be better to keep from being accused of acting like nobility despite your disgrace.
Cost: 10 Profit burned. Difficulty: 40+20 [Low Nesiwald approval]. Gain tiny tenant farms (four-field crop rotation) asset. Improvements may take a while to show.

[ ] Start four-field crop rotation (convince). Alternately, you could just try to convince the farmers to adopt your idea, helping seal the deal by giving them a loan or buying them new tools and asking to be paid back in a few months. You won't see as any profit directly and it'll be even harder, since what does some cityfolk know about farming anyway? But improving local food production will have some very nice knock-on effects, increasing the amount of grain that you can feed the mill you plan to build and therefore the likely profits, and freeing up more people to work on all the other projects you have in mind.
Time: Two months. Cost: 4 Profit invested until end of Autumn. Difficulty: 60+20 [Low Nesiwald approval]. Four-Field Crop Rotation starts on some farms, you will not see any direct Profit but the local economy will improve.



Learning: 1 action.

Learning what the Codex can teach you is going to be the bedrock of your plans to bring that miraculous future to this world. There will be three rough stages in bringing any new innovation to the real world. First, you study the Codex Crystal's visions to understand the general idea of how to produce the new innovation, gaining an understanding of the use and purpose and learning a general outline for how to produce it. At least this step will be essentially free - the only thing it will cost you is your own time and effort and perhaps a bit of paper.

Second, you will have to perform experiments on what you have deciphered. Watching someone else do it is not enough - you have to practice a sort of alchemy, working with your hands to build prototypes, test methods, and learn the pitfalls and bad ideas. This will probably be expensive, depending on the item in question. And finally, once you have working knowledge or a prototype, you will be ready to use whatever you have been working on for real. It'll be a difficult process but that's what you have to do.

Your observation of the smith and iron mine has led to a little insight on the cast iron plow. +30 Progress.

[ ] Ask the Codex about itself. You don't understand the Codex. You found it in a bunch of out-of-fashion jewelry in your parents' storeroom, but that doesn't go very far to explaining why such an obviously powerful magical artifact was waiting there for you to discover it. Or why nobody else can see the light it shines for you. You can sort of guide the Codex to certain subjects if you try. Why not ask the Codex about itself? You might be able to learn how to better use it, figure out what it's doing to make you a bit more sharp of mind, or even figure out where it came from.
Cost: 0. Difficulty: ??100+??. Gain information. Repeatable.

[ ] Ammonia Production outline. Extracting the stuff through various disgusting or difficult methods will be a trick, but apparently ammonia is very, very good for the growth of certain plants. Unfortunately the methods that produce useful amounts seem to involve a lot of complicated alchemy-like processes. The Codex Crystal hints at future uses, too.
Cost: 0. Progress: 0/[??800-1200??]

[ ] 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

[ ] Cast Iron Plow outline. It seems like a heavy plow made of cast iron can bite into the soil more effectively than the wooden ones in common use currently. The Codex promises that a single animal can prepare far more land than before with a cast iron tip to a plow. Blacksmithing is more complicated than you first thought, and it looks like an unusual method is required here. You'll figure it out.
Cost: 0. Progress: 30/[??250-400??]

[ ] Vodka Brewing outline. There are plenty of potatoes being grown in the local fields. They're an easy crop that grows in almost any kind of soil. The Codex is showing you methods to turn potatoes into a new kind of alcohol using fermenting and strange boiling processes. The new drink would probably be fairly cheap to make and could be a good source of income. Potatoes are cheap.
Cost: 0. Progress: 0/[??400-600??]

[ ] Seek new ideas. See what the Codex has to show you, spend time letting it wander to whatever it wants to display to you instead of directing it somewhere specific.
Cost: 0. Unlock new technology prospects depending on roll.



Diplomacy: 1 action.

Life in a small village like this is rather far from the courtly politics and diplomacy you had expected to be dealing with right now, but you can apply charm and diplomacy to your new situation all the same. After all, a lot of your work will be getting people to accept and use your ideas. Simply developing them is not enough if the people are too suspicious of you to take what is being offered.

[ ] Say hello. You should meet as many of the villagers of Nesiwald as possible. Ask after their troubles, learn who the important figures are in town. Show them that you care about how they're doing - because you do. You want everyone to prosper and become rich. Hopefully your sincerity will be appreciated.
Cost: 0. Difficulty: 50. Improve Nesiwald approval.

[ ] Nearby villages. There are other villages in these hinterlands, despite what the hilly forests looming above you and making the world seem far too small might make you think. Make a point to travel along the trails to any neighboring villages and learn more about the place, even if you're only the Steward of Nesiwald itself. This will hopefully get easier when winter ends.
Cost: 0. Difficulty: 30. Learn about nearby villages.

[ ] 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.



Intrigue: 1 action.

You might not think there's much sneaking around or circumspection to be had in a tiny village like this, but gathering information and using less-obvious methods can be useful, whether to earn some extra money or to get people to actually use your inventions. Some of what you intend to do is probably illegal, and competitors might react badly to you. You can garner small advantages now and prepare for when that will be necessary.

[ ] 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.

[ ] Find the farmers. You can probe the gossips for information about which farming families are most in need of money, or least traditional. Perhaps you can figure out the best families to approach with the idea of four-field crop rotation and use what tidbits of gossip you hear to color your pitch of the idea?
Cost: 0. Difficulty: 35. Makes Crop Rotation actions easier.

[ ] Send an apology. You think you can get a letter delivered to your family if you are appropriately circumspect and pay the right person. It would be bad form to openly send them a letter, but you can send a secret one. Traveling merchants do this sort of thing for 'little considerations' all the time. Apologizing profusely for the whole mess won't put you back in their good graces immediately, but it would show your family that you mean to make up for it.
Cost: 1 Profit burned. Difficulty: 20. Sincere apology sent to your family.



Piety: 1 action.

Gods. Divinities. You don't fully understand them, but you think nobody does. Whether the gods are truly benevolent and kind or if their blessings are some kind of partnership or hobby, or something else entirely, you're not quite sure. You've never seen an obvious miracle - a glowing bolt of light that leaves a man fully healed, or lightning from clear skies to strike an enemy - but their more subtle workings seem real to you.

You made a study of it when you were a bit younger, asking people who they pray to and for what and seeing how they do - people who pray do better at the things they pray for on average. It was a fairly clear trend. You think that you have at least a smidge of true faith in you, having done that careful study and seeing the effects painted in a sheet of reports and numbers. Not to mention the magical powers of certain gods' chosen followers: Clerics. Devoting some time to them seems like a good idea.

[ ] The Healer. There's a small church to the goddess Shallya here. Gods can be inscrutable at times, but the blessings they provide to people who faithfully pray are real and undeniable. Shallya's domain is healing, a fairly popular subject when plague and fighting are both capable of ravaging entire villages. Find the church, meet the priest or caretaker, and pray, asking Shallya for the strength to continue on despite misfortune.
Cost: 0. Difficulty: 30. Gain a bit of divine favor?

[ ] 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.



Personal: 1 action.

You can't endure every moment of your days being devoted to productive work in the long-term. Personal projects should distract you from more complicated and difficult tasks and give you a bit of time to unwind.

Your new friends are a comfort, Bertram Cooper and Sasha Nesiwald. Though young Sasha is already working in the woods, stocking up her big family's larders and firewood-piles and unable to tolerate being inside for too long.

Personal actions don't have difficulties.

[ ] Paper, please. You have a bit of ink and a few notebooks, but you have already burned through several in your maniacal census-taking rampage - you're taking pains to write as small as possible, but you're low on ink too, and you're going to run out sooner or later. Find a merchant that can get you a crate of the things you need to write. That should last you a while.
Cost: 1 Profit burned. Gain enough paper and ink that you won't be pressed for writing material soon.

[ ] 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.

[ ] Carving out time to talk. You enjoy your talks with Bertram Cooper, the steady and calm wood-carver who knows all the gods. Make sure to set aside some time every week to have dinner with the man and talk about the empire, the future, gods and ethics, or anything really.
Cost: 0. Progress friendship with Bertram.
 
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whoops I am adding a third Intrigue action by the way guys

There.
 
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Hmm is it worth looking for a trainer?
hard to say, remember in addition to the burned profit hiring the guy(if we even find a trainer that is!), we have an ongoing cost to keeping him on the books, plus we now have an action to start working on our martial problem for free. Though, I do suspect a trainer would need less successes/give more martial gains than simply doing it on our own.

All in all though, fixing our poor martial with a trainer would probably need to wait until we have actual profit rolling in, rather than stuff invested.
 
[X] Plan Grinding Towards Profit
-[X][Martial] Find a way to help the horse patrols.
-[X][Stewardship] Plan a Wind or Water mill.
-[X][Learning] Mill Machinery Standards outline.
-[X][Diplomacy] Say hello.
-[X][Intrigue] From the grass up.
-[X][Piety] Other Gods.
-[X][Personal] Tidy up the place.
-[X][Free] A black partnership.

Focusing on the mill, since we got a payment deadline coming up, we need reliable moneymakers, and thats the Mine and Mill.
The Blacksmith is too incremental, at least until we have better approval.
 
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[X] Gods I need Friends
[] 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.
[] 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.
[] Cast Iron Plow outline. It seems like a heavy plow made of cast iron can bite into the soil more effectively than the wooden ones in common use currently. The Codex promises that a single animal can prepare far more land than before with a cast iron tip to a plow. Blacksmithing is more complicated than you first thought, and it looks like an unusual method is required here. You'll figure it out.
Cost: 0. Progress: 30/[??250-400??]
[] 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.
[] Carving out time to talk. You enjoy your talks with Bertram Cooper, the steady and calm wood-carver who knows all the gods. Make sure to set aside some time every week to have dinner with the man and talk about the empire, the future, gods and ethics, or anything really.
Cost: 0. Progress friendship with Bertram.

The idea is to get us some clout locally while setting up our next projects in the form of a mill and plows.
 
I feel that this turn our intrigue action should go towards a letter home so we can start rebuilding our standing with our family.
 
[X] Farming this spring
-[X][Martial] Find a way to help the horse patrols.
-[X][Stewardship] Plan a Wind or Water mill.
A mill to process the increased production of the new fields.
-[X][Learning] Ask the Codex about itself.
This gets easier with each roll that is not a crit fail and we have enough tech to build at the moment
-[X][Diplomacy] Say hello.
-[X][Intrigue] Find the farmers.
-[X][Piety] Other Gods.
-[X][Personal] Paper, please.
-[X][Free] A black partnership.
This gives Gain Contracted Blacksmith asset (30% chance of 1 Profit each season). not a high chance for profit but any cash can help as we try to expand.
 
Focusing on the mill, since we got a payment deadline coming up, we need reliable moneymakers, and thats the Mine and Mill.
The Mine does not actually make you any money. You just get the money you put into it back after 3 months with no permanent loss. The primary effect is to allow the blacksmith to smith more black.
 
[x] Plan Miller Time
-[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] Send an apology.
-[x][Piety] The Healer.
-[x][Personal] Tidy up the place.

[ ] 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.

[ ] Send an apology. You think you can get a letter delivered to your family if you are appropriately circumspect and pay the right person. It would be bad form to openly send them a letter, but you can send a secret one. Traveling merchants do this sort of thing for 'little considerations' all the time. Apologizing profusely for the whole mess won't put you back in their good graces immediately, but it would show your family that you mean to make up for it.
Cost: 1 Profit burned. Difficulty: 20. Sincere apology sent to your family.
I continue to insist that this is both important, and a sooner-rather-than-later thing.

[ ] The Healer. There's a small church to the goddess Shallya here. Gods can be inscrutable at times, but the blessings they provide to people who faithfully pray are real and undeniable. Shallya's domain is healing, a fairly popular subject when plague and fighting are both capable of ravaging entire villages. Find the church, meet the priest or caretaker, and pray, asking Shallya for the strength to continue on despite misfortune.
Cost: 0. Difficulty: 30. Gain a bit of divine favor?
Learning about other gods can wait, let's chat up the locals.

[ ] 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.
 
[X] Plan Iron Forged Diplomacy
-[X] Find a way to help the horse patrols.
-[X] A black partnership.
-[X] Cast Iron Plow outline.
-[X] Put a foot forward.
-[X] Say hello.
-[X] Send an apology.
-[X] Other Gods.
-[X] Tidy up the place.

Plan Profit Use
Invested 0
Burned 1
Banked 9
I still think the iron plow is the way to go, especially since we already improved the horse collar. I think that a windmill is simply to expensive and large a project. So to that end my plan starts researching the plow and starts on improving the blacksmith. Assuming a success the path would be this turn get the blacksmith organized so they can actually use the extra material from improved mining to be started next turn. Which should set up to allow smooth introduction of the plow. Past that the plan is mostly continuing diplomatic efforts. Try to make a positive impression back in the capital, which ties in nicely with the apology to the family. Try for better connection with the locals, while not in a data gathering trance, and get a better idea of the culture by looking into the more minor deities if any. Finally clean up to help ourselves out.
 
@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.
 
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If you do the mill planning this month you definitely need paper by the end of next month.
 
@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
I think its the other way round, the mill is a more reliable source of profit for now, we need the Blacksmith on board if we want to focus down better plows, but a profit 2 times a year is not a good time investment.

Once we have better metalworking products THEN the payout would be worth the time, but right now I'm rushing the Mill.
 
[X] Plan Smooth Roads, Easy Future
-[X] Exercise!
-[X] Plan a Wind or Water mill.
-[X] Mill Machinery Standards outline.
-[X] Say hello.
-[X] From the grass up.
-[X] Send an apology.
-[X] The Healer.
-[X] Tidy up the place.

These are all, for general intents, preparatory actions.
-Exercise/apology shores up our poor stat and should partially negate our current large diplomacy penalty with all internal powers that fight things and control our stipend, as well as open up potential connections with former family which have all sorts of uses.
-The mill is crucial to generate initial wealth and profit, and having it will dramatically improve opinion of us when it's finished considering how brutally difficult hand-milling is.
Hello/Grass up lets us actually begin improving base yields in the near future, or improving the blacksmith without a big chance of failure, or... Neiswald must approve, really.
The Healer could buff a variety of random choices, though it has potential to improve Exercise in particular.
Tidying up should have already been done, but it's reasonable enough not to have. It's a grab-bag action that might have some useful thing in it, as well as helping prevent possible health issues down the line.
 
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