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.
A mill is an asset that will start generating profit for us each harvest season if not every season. Also iron plow is more points to research than the mill machining.
[ ] Nest egg. You somehow managed to squirrel away a bit of gold from that disaster. Start with 15 Profit to spend on your projects instead of 5.
[ ] Death and Taxes. The Lord Governor has levied additional fines on you. You must burn 10 Profit at the end of your first, 15 at your second, and 20 after your third year in this post or suffer the consequences.
10 additional Profit at the start for a 45 Profit debt due in three years.
This means that to make it work, we need to invest most of our Profit as soon as we can and hope it generates us additional money to satisfy the ever-increasing demands.
Otherwise we will be giving our advantage away at the end of the first year, and will still be owing the Crown 35 Profit in the following two.
So invest fast, invest a lot, and put your fingers in as many expensive pies as you can reasonably manage. That's the sort of start we've chosen.
I think we should focus on improving crop yields before working on the mill. With that in mind the choices are either crop rotation or iron plows, and iron plows are going to be easier for people to accept since there is no risk and it makes life easier. Once we have a reputation for making life easier (horse collar, iron plows) then we can leverage that to get more buy in on the mill. Low hanging fruit first, then go for the long haul.
[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.
You are Harold Bismarck and you are trying to ignore the fact that chickens live next to your house now. They crow at the crack of dawn and glare at you suspiciously and cluck in warning whenever you pass by. One of your neighbors offered to give you some of the eggs if you let them build a coop near the place, and you didn't see any reason to deny him, but you might have to kick the damn birds off your property to get some actual sleep - even if it's much easier to get proper rest than before now that you've cleaned up.
You miss the smell of books, your comfortable bed, the warmth of a house with thick walls and a roaring fire, and meat for most dinners. You miss having clean clothes without having to work for it, you miss parties. It galls you how much you find yourself pining for material pleasures that are beyond your reach. You should be capable of being humble. You're not weak of will, just of body. You will just have to slowly turn Nesiwald into a comfortable city, yourself its wealthy patron. Or prove yourself redeemed and move back home, in grace once more, at some point.
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.
[92+4=96, Great success.]
You finally work up the nerve to ask about something that has been bugging you every time the young cornet comes through Nesiwald.
"Cornet Renns, I notice that your men seem... Young."
"Yes, they are, aren't they? I'm not entirely sure why, but command takes away my lads every year or two and gives me a new batch of very young ones."
Why would they do that? You vaguely remember lessons about knowing your men and building trust with them...
"Takes a while to get them used to riding in these hills, and to get them to keep their gear proper."
"-Ah, so they send you new horsemen? Perhaps to get them used to riding every day and working together?"
He looks at you strangely, then deflates. "I suppose that would make sense now that you say it. I spend my days getting them in shape, and then they're all taken to one of the regiments of horse in the main army. I'm not sure I like that."
"Look at it this way, sir - they trust you to shape your horsemen up. Get them ready. Imagine what it would be like if the men you start with went into battle, compared to those you send off after a year."
He brightens up. "Yes, well, there is that. And it really is important to keep monsters away from the roads."
"Absolutely vital." The relatively safe roads in Veschwar are going to mean safe trade, which is vital for an industrialized society, according to the Codex. "With that in mind, do you suppose I could help you in your service by arranging for some kind of training yard?"
"Hmm? Perhaps, perhaps. I'll think about your offer. It's tricky work sometimes, you know. A few years ago I lost a few men to an - I think it was an Earth Drake. We were treating it like a wyvern. You know, nets, then stab it from safety. But the damn thing burrowed. Monsters lurk in the furthest corners of our land, no matter how hard we fight them. How are you supposed to tell the monsters of the world apart without being a monster-hunter, I ask you?"
"Perhaps a book? To identify them?"
"I have never heard of such a thing. Might be useful if you find it somewhere."
Horse patrols get cavalrymen used to military life in a relatively low-risk environment. Training materials might be useful. Got idea for monster-identification manuals.
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.
[11+15+17=43, Bare success.]
"So, you want to take some of my money."
You suppress a wince. This wasn't going as well as you had hoped. "I want to help you make more money, and then take some of the extra."
He nods. "Sure, sure. It's just, you'll still end up with some of my money. And control over my whole shop. Not sure I like it."
"When I visited a month ago you mentioned you didn't like figuring out what to make and setting prices for people, right? I'll keep track of the metal and wood and the inventory and what everyone gets paid, and you can spend more time in your forge, where you're happy."
"You'll annoy my customers. Don't want that. You got run out of the army. Can you even tell the difference 'tween scaling and corrosion?"
"That sounds like your area of expertise, judging the condition of things. Well, I'll do my best not to annoy people. They'll keep coming here anyway, you're the only smith for dozens of miles."
"See, that's it, you don't get it. You're talking like a merchant. 'Captive market'. Pfah. You talk a good talk about helping everyone, but decent merchants and nobles are a frightful scarce thing. I make the stuff, and I sell the stuff, that's how it works. Doing something else is... Weird and wrong."
"...I see, I think. But, look, if nobody ever did anything new we'd still be scrabbling in caves, right? Humanity, I mean. And Veschwar would probably be a tiny, powerless kingdom under the rule of some cruel foreign prince, if it still existed at all. Let me at least try, and see what you think about it in a week? I'll deal with all the trickiest parts of it for you, I'll tell you exactly how many nails and horseshoes and axes we need. You don't have to deal with that, you can do more forgework instead of counting sums, you get more money, I get something to do with my days that makes me less bored, everyone else gets better tools and more of them, since you'll have more time to work... Why not?"
"Fine. Fine!" He throws his hands up. "I'll try it. But if you steal from me or pull some kind of merchant's trick and ruin me..." He flexes one arm around a hammer. An arm more than twice as wide as yours. "Reckon you'll regret it. You understand?"
"I understand. I want you to flourish, sir. The better off you are, the better off Nesiwald is. The better off Nesiwald is, the better off I am. That's all. So, tell me about your customers..."
'Contracted Blacksmith' acquired, but the smith is suspicious of you.
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.
[99+15+17 = 126. Trait ????? effect revealed: Planning and Learning actions explode on 96-100, not just 100. 126+37+15+17=195. Double required progress achieved. Result improved. Triple required progress achieved. Result improved.]
Something comes over you. This is going to be the first time you use the Codex's knowledge to build something that can really change the world. You have to get it right. It has to do its job well. It has to be simple to use. You have to actually be able to build it, and you gave to make a profit off of it.
You lock yourself in your room with your map and census and the rest of your paper. The Codex glows with a blue light and your hand dances across the pages. This can go here and then that will go there... Counter-rotating stones are faster but will kick up dust, can't have that, explosion hazard... These calculations show that the stream is strong enough where it goes through that sudden dip to do useful work if you do a bit of digging and make a trough...
You have skipped both lunch and dinner before you realize that the Codex has driven you to fill pages and pages with dense-packed writing, making the best use of your increasingly-scarce paper. Dozens of layouts were sketched and discarded in a fugue state, a flow state that feels similar to when you lose yourself in the Codex's light and simply absorb what it shows you. You know that feeling, that tickling across your mind that leaves a headache when it fades - it's the Codex doing something to you, to give you a surge of insight. Apparently it's not just passive, since it helped you out specifically when you sat down to lay out mills.
...You decide to be thankful instead of wary. And then you look at what you wrote in your fugue state.
Apparently you narrowed down the vast range of possibilities for placement, location, and design of your mill to three options. The first involves buying the Hannols' house, getting the family to dissolve into other residences, then taking off the roof and putting up a simple wind-catcher. It's meant to be fast and cheap to put up. The second is a windmill that will sit on top of a particular nearby hill. Being relatively close to Nesiwald means it's not terribly difficult to haul grain to and flour away from, and the position means it has more power to work with, but it's more expensive to build, and takes a lot longer.
The third option is... Ambitious. But your calculations show it's just within your means to pay for it and Nesiwald's means to build it. If you hadn't somehow kept a pouch of gold on you throughout your disgrace, you wouldn't even be considering something so large. It's such a significant outlay of money that even with other ways of getting coin - through skillful management of the smith, or perhaps through more regular trading - it might put you at risk of being unable to pay the Governor's 'fees' at the end of next winter.
But the geography of the river is such that there is a particular spot near the south end of Nesiwald where the stream curves and snakes around before passing within two hundred feet of itself, only twenty-five feet lower. You can build a water mill there and then dig a short channel that diverts some of the stream's flow into a turning water wheel. It's the perfect spot. Such a large mill would be extremely productive and quite profitable. But oh, it will be expensive to make.
You designed three superior one-off concepts for a Mill, which are detailed below.
Vote on which of these three Mill designs you will finalize and plan to put into use in the near future. Pick oneto work on immediately.
[ ] Converted house. Construction: 3 Profit, 2 months. Produces: 1d2 Profit/quarter. Inoperable during Winter.
[ ] Hilltop windmill. Construction: 8 Profit, 4 months. Produces: 1d4 Profit/quarter. Inoperable during Winter. Profit can increase up to 1d6 if you secure additional grain.
[ ] Large watermill. Construction: 18 Profit, 8 months, in two stages. Produces: 2d4 + 1 Profit/quarter. Inoperable during Winter. Profit can further increase up to 2d6 + 2 if you secure additional grain.
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
[1+16=17. 17/200 Progress]
This is simply not going to work. The way you originally envisioned it, a set of plans for building powered mills, was going to use measures like 'wood beam, 6 feet length, no more than 6 inches width and 3 height, placed twelve inches along the cross-connecting beam'... But then you ran into a problem. How long is an inch, exactly? Everyone measures it a bit differently.
You ask the smith and a pair of carpenters to mark down one inch on a corner of your rapidly-diminishing supply of paper, and get three marks that are a bit apart from each other. While it might not seem like a big deal, multiply that tiny difference by twelve and it's more than enough to cause trouble. A carpenter told to make a foot-long groove and one told to make a foot-long ridge will almost always make pieces that don't fit into each other.
You thought you could leave things at a reasonable level of detail. 'Iron latch two inches tall with six evenly spaced holes'. That sort of thing. If it were so, you could finish this in perhaps a month or two. But you realize now, with growing frustration and a scream in your throat, that it wouldn't do what you wanted. It wouldn't allow you to hand off pieces of the plans to a dozen different craftsmen and builders and get a functional mill out of it.
The problem is more basic. When everyone measures an inch differently, you need to tell them how to measure your three-inch nail, your pound of sand, your cup of water. Only by creating measurement tools that all agree with each other will you be able to delegate parts of large, complicated projects with anything approaching efficiency. Or teach anyone else the secrets of industry that the Codex shows you.
On the bright side, once you figure it out, having standard weights and measures will be helpful for all sorts of things, not just building mills. It's damn frustrating realizing just how many road-blocks lie in your path, though.
In your frustration, you almost don't notice that you knocked over a candle until too late! Your last unused notebook is quickly lit up by the flame, and you only barely manage to keep it from spreading by tossing it out the window, where alarmed villagers stamp it out with snow and muddy boots!
Problem revealed. This tech changes to "Standard Weights and Measures", a more impactful, but more difficult tech.
Also, you are out of paper.
Standard Weights and Measures outline. What is the length of a foot? How much does a bushel of grain weigh, exactly, and how much ale is in a barrel, measured to the drop? You need to figure out a system of weights and measures that will allow a layman to measure a variety of physical properties and get the same results, every time. If you can get it to the point that others can follow a standard measure, everything will be so much easier. You could order nails exactly two and one-quarter inches long from five different smiths and know that they will all be the same. It's going to save you so many headaches down the line.
Cost: 0 Progress: 17/??600-1000??
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.
[74+11=85, Great success.]
You don't ask your friends to spread your good name directly. You've been accumulating a surprising number of them - the Nesiwalds, Bertram, your neighbors, the priestesses of Shallya, everyone you've read an old letter for... It seems that once people actually meet you, they conclude that you're alright, for the most part. What you really need to do is break through to the rest of the village, the ones that look at you and see an officious military failure here to take their crops.
You identify someone who particularly dislikes you, then make subtle prompts through the gossip network and talking to your friends about things you've done for a neighbor or a funny story from your own lands, and once they have recently heard something about you that makes you seem like an actual person, someone to talk to instead of someone to deal with, you approach and act nice. It works excellently, getting people to engage you on your own personality.
Significant bonus on 'Say hello'.
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.
[47+14+40 (Great success on Intrigue)=101, Great success.]
You once again put a lot of effort into speaking with the families of Nesiwald. You learn their names and troubles, you listen to them complain and gossip, you offer sympathy and a helping hand with chores and in a couple of instances a connection to someone who can solve their problem - Plow broke? I heard the Farroes have a spare, they live in the fourth place on the right.
Your talk of wanting everyone to do as well as possible still sounds like bullshit the first time you hear it, but you speak with real conviction and pride about how you improved things in your own lands, and real regret about failing the soldiers trusted to you. They can't help but believe you eventually.
By the end of the month, everyone knows you as Harold Bismarck, not that man with the pen and paper. This doesn't mean they all like you, far from it in fact, but they dislike you because you're a former noble, or because you speak with a city accent, or because you got drummed out of the army, or because your ideas seem silly and foolish, not simply because you're an officious stranger here to interfere with their lives. And some of them do like you. They've finally acknowledged your improvement of the Church of Shallya, too, and you get 'thank you's from a few people you thought hated your guts. You'll take it.
+1 Nesiwald Approval. Villagers more likely to think of you as an individual instead of an agent of the government going forward.
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.
[31+11=42, Success.]
The three most-known gods in Veschwar - aside from Shallya the Healer, who appeals to everyone - are Ernalda the Cow Mother, who appeals to peasant farmers, Ordnil Ironheart, who is seen as a patron of the Army, and Azmal, the Necromancer.
You already know Shallya, and you've been praying to her and you refurbished one of her temples! Healing is, of course, popular with everybody, but Shallya's blessings are also said to have to do with comfort. Azmal is hated and feared, for he is the one who causes bodies to return to life and serve him, and creator of all manner of unpleasant monsters that use or abuse remains to cause further harm. Why anybody would worship that thing is beyond you, but apparently they do. A few years ago there were rumors that a cult to Azmal had been exterminated in the city of Ganz.
Ernalda's symbol of a cow is obvious and straightforward. Followers of Ernalda pray for the health of their animals and crops, whether it be resistance to disease or for them to be fruitful and multiply. Apparently Ernalda disdains churches and temples per se and is better worshiped in a different way. And of course, there's Ordnil. He is not actually a god 'native' to Veschwar, but perhaps because his domains line up so well with how your beloved country sees itself, everyone acts as if he is one of our own. Ordnil is a war god, but one focusing on durability, defense, and endurance. Ordnil Ironheart, the call him, for those with his blessings are supposedly as hard to kill as if they were made of iron.
There are other gods, less relevant to the area, or less popular, but no less real. The gods are real, and factor into your plans.
Shallya. Feminine goddess who depicted as long-haired and slim. Symbol is a dove. Primary domain is Healing, secondary domain is Comfort. Beloved the world over.
Ordnil. Masculine god, tall and bearded, wearing armor. Symbol is a tower shield. Primary domain is Defense. Secondary domain is Endurance. Seen as patron god of Veschwar.
Ernalda. Feminine goddess who takes the shape of a peasant woman or a cow. Symbol is a cow. Primary domain is Herds. Secondary domain is Crops. Liked by peasant farmers.
Azmal. Depicted as a skeleton or a disembodied black cloud, sometimes wielding a scythe. Symbol is a mutilated eye. Primary domain is Necromancy. Hated and feared the world over.
Information revealed about 4 popular deities. 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.
You begin with an inventory of the house, dragging every unidentifiable old lump and bundle out and seeing if it will do you any good. Truthfully, there's not much in here besides ordinary household things. Any dreams of the last Steward leaving you a gift are dashed. After the first two days of clearing out old, ruined things and slowly trying to put the house in order, some of the neighbors actually look in on you.
"Ludwig's gone batty if he thought this place was suitable to live in! For shame, we'd have all come together to neaten it up if he'd told us."
"You've been praying to Shallya, right? I'd say it's definitely been payin' off if you've been living like this for two months and haven't caught cold or the like."
"Don't you have a wife to help with these things?"
"-Ah, no, I'm only nineteen..."
"We'd have seen her around if he did, Greta. Looks like it's just him, alone in that big house."
"Ninteen! That's a very marriageable age!"
Maybe for peasant farmers, but as the first son of a noble house you were probably going to wait until you were twenty-five or so, to find the best political match.
"Maybe you should get one. My daughter's-"
"He's not exactly a great catch, look at those arms. And he got run out of the army! Disgraceful. How's he going to provide for her and their kids?"
"Oh, hush. He's a noble type, he doesn't strong arms to make coin - he's got that lettering and numbering, plenty of ways for that to make a living, he's got nice hair and all his teeth..."
You duck away blushing, escaping the gossip, the inescapable fussing of women everywhere. The end result is that you actually know your immediate neighbors now, and struck up a deal with several of them to do things write or read letters and calculate budgets in exchange for the occasional batch of firewood, doing your laundry, or a nicely cooked dinner. They still don't regard you as quite the same as them, but at least your home is reasonably comfortable now.
Your new home is now livable.
Rumor Mill and Quarterly Report will come out some time tomorrow. At least 24 hours for the vote.
Well hell, where are we going to get the devilish amounts of paper needed for equally devilish mountainous amounts of paperwork? Don't suppose we can pull it out of a tree's ass or something?
Third option is only viable due to taking over the smith and the profits we'll get from the horse collar. Yeah, this is a risk, but 2d4+1 baseline is too good to pass up.
Third option is only viable due to taking over the smith and the profits we'll get from the horse collar. Yeah, this is a risk, but 2d4+1 baseline is too good to pass up.
The long trip to Nesiwald and poor road conditions due to the winter means that you arrived in February 1138 - the second month in Winter - instead of the first. Two turns remain until the end of the first quarter (Winter 1138).
Every three turns there is a quarterly review. Many projects will generate profit once every three turns. For example, a small weaving workshop might generate 2+1d4 Profit per quarter, and a bank with a lot of assets to loan out might generate 3d6 - 6 Profit per quarter (small chance to lose money).
As near as I can well it's three turns to a quarter and since it's four quarters to a year along with when we got here, turn three should be the start of the second quarter.
And with the penalty:
Death and Taxes. The Lord Governor has levied additional fines on you. You must burn 10 Profit at the end of your first, 15 at your second, and 20 after your third year in this post or suffer the consequences.
Yes?I know this, that's why it's a risk since it takes twice as long to get the profit as with the other options, and in the meantime we might not be able to pay our debts if we get unlucky. However, 2d4+1 baseline almost pays for itself in only just 1 year with average rolls, and we'll actually get profit with a little luck.
Compare that to the middle option, where we'll need some luck to get 1 year profitability with average rolls being around 2 or so(compared the the large mill's rolls being an average of 5) and it's the superior option.
Inoperable during Winter. You get the 1 Profit from the Crown Stipend before the tax comes into effect, though. And if you complete it by end of Autumn, it procs one time then too.
Inoperable during Winter. You get the 1 Profit from the Crown Stipend before the tax comes into effect, though. And if you complete it by end of Autumn, it procs one time then too.
By my calculations, we have the opportunity to start immediately, at the beginning of Spring. The third mill takes 8 months to build and doesn't work in Winter. The debt comes due at the end of Winter. As such, I'd calculate that if everything goes as well as possible, we won't make more than a single month's income with the third mill, since it'll only be ready by the last month of Fall. That's still probably not enough to pay our debt, which means we'll be stuck.
As such, I'd advocate for the first mill, as a temporary solution. The town probably can't have three mills, and the second mill probably won't be as useful with the third mill. As such, we build the first mill as practice, and to get some initial cash flow. We can then move on to build the third mill later, once we're in a position to not go broke building the thing.
By my calculations, we have the opportunity to start immediately, at the beginning of Spring. The third mill takes 8 months to build and doesn't work in Winter. The debt comes due at the end of Winter. As such, I'd calculate that if everything goes as well as possible, we won't make more than a single month's income with the third mill, since it'll only be ready by the last month of Fall. That's still probably not enough to pay our debt, which means we'll be stuck.
As such, I'd advocate for the first mill, as a temporary solution. The town probably can't have three mills, and the second mill probably won't be as useful with the third mill. As such, we build the first mill as practice, and to get some initial cash flow. We can then move on to build the third mill later, once we're in a position to not go broke building the thing.
Nope, burned. Invested is for things like loans and trade missions, where it makes sense you'd get your money back unless something goes catastrophically wrong. Building a large building consumes money and doesn't spit it back out right away when you finish.
I'll let you build two mills, but the second one totally replaces the first and you lose all time and money that was invested in the first. (The second mill will also be a bit easier, since you have experience doing the thing once already.)
I'll let you build two mills, but the second one totally replaces the first and you lose all time and money that was invested in the first. (The second mill will also be a bit easier, since you have experience doing the thing once already.)
Sounds like my idea is the best way to go, then. We build it, milk a year's profits out of it, then start up the third mill when the time's right to expand.
So if we take the converted house it'll take the last turn of winter and the first turn of spring to build it. We then get the rest of spring, then all of summer and fall. Not a huge amount of cash but it's probably better to snag the low hanging fruit to get the cash flowing before we move onto the bigger things.
And honestly, depending on how many sources of profit we get, it might be better to wait on the third mill until after the third year (with the 20 profit to be burned).
[x] Large watermill. Construction: 18 Profit, 8 months, in two stages. Produces: 2d4 + 1 Profit/quarter. Inoperable during Winter. Profit can further increase up to 2d6 + 2 if you secure additional grain.