build now | in time for spring | small + buying the farm | |
turn 4(buy paper for 1), start of spring | watermill -8, 2 for other investments | 9 for other investments | small mill -3, 7 for other investments |
turn 5: Horse collar money comes in(5) | 7 for other investments | 14 for other investments | farm -10, 2 for other investments |
turn 6 Crown Granaries Supply Charter +2 | 9 for other investments | 16 for other investments | |
turn 7, start of summer | small mill operational +1D2, 3-4 for other investments | ||
turn 8 | watermill -10, need to earn 1 before here | +1D2 mill income, 4-6 for other investments | |
turn 9 | |||
turn 10, start of fall | watermill -8, 7 for other investments | ||
turn 11 | +1D2 mill income, 2-3 Farm income, 7-10 for other investments | ||
turn 12 Crown Granaries Supply Charter +4 if no crop failure | watermill refunds 2, watermill produces 2D4+1 | 11 for other investments | 11-14 for other investments |
turn 13, start of winter | |||
turn 14 taxes -10 +1 stipend | if we get more then 6 from the mill we have enough for taxes | watermill -10, need to earn 8 before now | 2-5 for other investments |
turn 15 | |||
turn 16, start of next spring | |||
turn 17 | |||
turn 18 Crown Granaries Supply Charter +2 | watermill produces 2D4+1 | watermill refunds 2, watermill produces 2D4+1 | +1D2 mill income, 2-3 Farm income |
Can we actually bank on crop rotation?A nice breakdown. Do you factor in that we can expect enough to pick up crop rotation next spring if we do mill now?
There is the cost and a non-negligible chance of failure. Also the bonus profit comes from 'additional grain' so we might be able to find said excess from nearby villages etc.[ ] 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.
We can probably afford it next spring in both large mill plans as the watermill will provide 2D4+1 in the spring so getting the rest of the needed cash should be doable as in both plans there is a period of time where there is enough profit to expand the iron mine boosting our income from the blacksmith. the build the farm in time for next spring allows us to try and convince some farmers to start crop rotation this year once the village likes us more and we have done the intrigue action to make crop rotation easier.A nice breakdown. Do you factor in that we can expect enough to pick up crop rotation next spring if we do mill now?
Crop rotation asset itself gives 2 to 3 each spring and fall so it has value in it's own right.Can we actually bank on crop rotation?
There is the cost and a non-negligible chance of failure. Also the bonus profit comes from 'additional grain' so we might be able to find said excess from nearby villages etc.
Keep in mind the assets activate at the end of each quarter and as it is winter and fall we are gaining 8 to 16 with mill online and 2 investment coming back pushes us to 10 to 18. With wealth gain from earlier in the year and other asset improvements that can push the autumn and winter numbers up we should have the profit for crop rotation in the spring. If everything breaks right we might be able to grab it in the fall this yearWe can probably afford it next spring in both large mill plans as the watermill will provide 2D4+1 in the spring so getting the rest of the needed cash should be doable as in both plans there is a period of time where there is enough profit to expand the iron mine boosting our income from the blacksmith. the build the farm in time for next spring allows us to try and convince some farmers to start crop rotation this year once the village likes us more and we have done the intrigue action to make crop rotation easier.
That doesn't sound right if you just take the action directly. You get +Stewardship skill and +15 from Census. Depending on how well the intrigue action to make four-field easier goes, if you take it, it might get that easy, though.
You can write them but I'm wary of promising specific bonuses for them. If I like them I may give a bonus anyway, but no promises.Also, did we ever get confirmation on what the side-story / omake policy is?
If need be we can spend a couple of actions on this if we need to make up for shortfalls, or require more resources to invest into other projects.[ ] 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.
Assuming a moderate success (at +20 compared to the great success of +40) for the intrigue action (I'm figuring anything from 10-20 over passing, or 45-55), +17 stewardship and +15 census, and a difficulty of 70, net bonuses tally up to 52, which is indeed why we shouldn't need much more than an 18 to at least barely pass.That doesn't sound right if you just take the action directly. You get +Stewardship skill and +15 from Census. Depending on how well the intrigue action to make four-field easier goes, if you take it, it might get that easy, though.
Would the river's size or geography allow for the construction of additional factilities? A water-powered saw- or paper-mill, for example?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.