Industrialization Quest

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.
Iron mine is what I am objecting to. The blacksmith option costs us nothing, gains us an asset with 1.2 profit per year, unlocks an action to generate profit each turn and unlocks other actions related to the blacksmith. More so it puts the blacksmith under our partial control when later parts of the plan like making the mill is going to involve the blacksmith or for that matter iron plow improvements.

Iron mine however ties up profit for 3 turns and does not give us anything. Iron mine is an action we take after we get the blacksmith asset since it would likely improve the blacksmith asset.

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.


Cost: 3 Profit Invested for 3 months. Difficulty: 40. Improve ore supply for the smith.
 
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[X] Plan Slow but Steady...Maybe
-[x][Martial] Find a way to help the horse patrols.
-[x][Stewardship] A black partnership.
-[x][Learning] Mill Machinery Standards outline.
-[x][Diplomacy] Say hello.
-[x][Intrigue] From the grass up.
-[x][Free] Send an apology.
-[x][Piety] Other Gods.
-[x][Personal] Tidy up the place.

Ok so my thoughts for this plan are:

Find a way to help the horse patrols, there is no better option right now we don't have enough profit for a trainer and not enough free time for exercise.
A black partnership, working with the blacksmith gave us a small bonus toward the iron plow, maybe if we work there we'll get another bonus, and even if we don't improving the black smith is a priority he is the one that will help us in many of our projects. I decided Plan a Wind or Water mill because isn't immediately necessary and we could be doing something else.
Mill Machinery Standards outline for our future project.
Say hello and From the grass up to get rid of that extra difficulty in implementing the four-field crop rotation.
Send an apology because i don't think its a good idea to leave this alone for a long time.
Other Gods to open more options and Tidy up the place because maybe this well give us a morale boost or something.
 
Iron mine is what I am objecting to. The blacksmith option costs us nothing, gains us an asset with 1.2 profit per year, unlocks an action to generate profit each turn and unlocks other actions related to the blacksmith. More so it puts the blacksmith under our partial control when later parts of the plan like making the mill is going to involve the blacksmith or for that matter iron plow improvements.

Iron mine however ties up profit for 3 turns and does not give us anything. Iron mine is an action we take after we get the blacksmith asset since it would likely improve the blacksmith asset.

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.


Cost: 3 Profit Invested for 3 months. Difficulty: 40. Improve ore supply for the smith.
The ore itself is a source of money though? Since by the time the Investment ends we'd have the slack to invest into the Blacksmith with the Mill done, and will have a ready supply of ore to use right in time.

Rather than raising ore output only after we lack it.
 
The ore itself is a source of money though? Since by the time the Investment ends we'd have the slack to invest into the Blacksmith with the Mill done, and will have a ready supply of ore to use right in time.

Rather than raising ore output only after we lack it.
Assets trigger at the end of each season (so this turn) so grabbing the blacksmith gives us a shot at profit this turn. The ore still requires us to do the blacksmith action, nothing stops us from doing the ore next month and having it finish at then end of the next season. As it is the blacksmith asset action also opens up blacksmith improvements which would see the profit generation increase.

The ore itself does not give us any money directly. Horse collar had profit listed as a reward, ore does not the only thing it does is improve ore supply for the smith. Also more importantly the blacksmith does not cost any profit investment which depending on the mill cost we may not have enough with the ore investment and we will need to burn 1 profit next turn to get more paper and ink supplies.
 
Veekie is right that improved ore supply would increase the amount of money the blacksmith makes for you.
 
[X] Plan Logical Baby Steps
-[X] 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.
-[X] 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.
-[X] 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.
-[X] 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??]
-[X] 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.
-[X] 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.
-[X] 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?
-[X] 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.
 
@veekie any chance I can convince you to swap in A black partnership. for Iron Mine Improvements. ?

The differences is that A Black Partnership give us an asset and assets are checked at the end of each season (which would be this turn) for generating profit. It also open additional actions including a repeatable action to generate 1 profit in case we need a bit more for a project (or if we need a bit more to cover taxes), and actions to improve the blacksmith (which would in turn increase the chance of triggering the asset, the profit generated by the blacksmith or both).

Iron Mine Improvements on the other hand is an improvement to the blacksmith asset and as such does not aid us until we have said asset. It also ties up 3 profit for the next 3 months putting us at 8 available next turn. Since we have a good chance at finishing the mill planning (+15 from the census, +17 from our stat so +32 or needing a 28 or better to finish in one turn) and the only other major asset cost we have seen is the farm at 10 keeping funds available to build the mill right away would be preferable. As it is for the Iron Mine improvement as long as we finish it before the end of next season (and we have 5 profit that becomes available month 2 of next season) we improve our blacksmith asset for next season.

Basically, going Black Partnership gives us a 30% chance to gain 1 profit this turn (due to season end), opens up a 1 profit action we can repeat and opens up actions to improve the Blacksmith Asset all for 0 cost. Iron Mine on the other hand ties up 3 Profit for 3 months and improves the Blacksmith Asset thus generating no value until we have the Blacksmith Asset and with the way Assets work we wont generate profit from that until end of June assuming we take Black Partnership sometime next season. All we need to do to get the same value from Iron Mine as taking it this turn is grabbing it April, May or June while not grabbing the Black Partnership action this turn costs us .3 profit and a better chance at having the profit needed to build a mill plus the ability to gain profit to get to the amount we need for the mill and any other projects.
 
[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.
 
Sasha Nesiwald might serve as a Martial trainer for you later. Just keep in mind that she's actually very young even if she seems to be a bit of a Martial prodigy. And also mischievous. Right now and for most of Spring she's going to be extremely busy planting and doing farm chores, though.
 
This has a fairly clear majority so I'm going to start writing the actions that it shares with the next one down - 'tho I'm not actually going to officially close the vote until 6 PM today.

[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.
 
I think it's way too early to begin setting up a wind or water mill, especially before we've researched mill machinery standards, but I was too late. The iron plow seemed like a sounder investment, especially if we could get it researched by planting time. It just seems like it's a big investment. Then again, we did pick that extra starting gold for a reason. I also would have preferred sending a letter home, but that's just me.
 
I think it's way too early to begin setting up a wind or water mill, especially before we've researched mill machinery standards, but I was too late. The iron plow seemed like a sounder investment, especially if we could get it researched by planting time. It just seems like it's a big investment. Then again, we did pick that extra starting gold for a reason. I also would have preferred sending a letter home, but that's just me.

idk standard seem more focused on long term mill applications like spinning and trip hammers. We need a proper income soon.
 
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