Industrialization Quest

@Powerofmind grabbing
[ ] More Horse Collars. The first ones sold out pretty well eventually, and nobody has bothered to copy you and take your hands off the idea, so you can have carpenters make a lot more improved horse collars, and sell them all over the Rostwald region. Easy profit, and a benefit to the farmers. Win-win!
Cost: 5 Profit Invested for 3 months. Earn 2-4 Profit after that. Difficulty: 30.

Seem good this turn, we need more profit since we really spent too much in town the mill is expensive and we have that fine coming up.
I could... Honestly I'm more concerned about ensuring we get crop rotation started at least for the fall planting season, and we'll get 100% of the money for it back by winter, which is good.
 
I could... Honestly I'm more concerned about ensuring we get crop rotation started at least for the fall planting season, and we'll get 100% of the money for it back by winter, which is good.
How much are you burning and investing? We need to start mill next season I think (it was 8 months between both parts correct or am I misremembering?) so we need to make sure we have that money in hand. And horse collars will be a nice boon plus it should improve the local economy some more which opens up opportunities.

Yeah but it's not a priority for us, I never really see us becoming good at martial actions perhaps competent sure but good not really. So while it's something to do it shouldn't be our primary concern.
+1% to pass and increase degree of success is not something to pass up on, plus we have a better chance at surviving if we run into zombies again. As it is, if we can get our profit back to a good level with some heavy stewardship actions we can than look into taking a 2nd martial with a free action. On the other hand a training ground is the sort of thing that would require us to burn profit which is not something we can afford at the current time.
 
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Did we ever get the copy of the government's version of Nesiwald's grain contract?
The only thing I remember is we used it as an excuse to drop in on Genevieve and then that whole badger thing and the resulting friendly outing happened.

Not that I think there's some sort of tiny stipulation on the other copy that's going to screw us over. I just want to be sure.
 
+1% to pass and increase degree of success is not something to pass up on, plus we have a better chance at surviving if we run into zombies again. As it is, if we can get our profit back to a good level with some heavy stewardship actions we can than look into taking a 2nd martial with a free action. On the other hand a training ground is the sort of thing that would require us to burn profit which is not something we can afford at the current time.
I suppose you're right I just feel Training Ground will provide the village with more immediate benefit with a better trained militia.

[X] Plan For Next Year
 
How much are you burning and investing? We need to start mill next season I think (it was 8 months between both parts correct or am I misremembering?) so we need to make sure we have that money in hand. And horse collars will be a nice boon plus it should improve the local economy some more which opens up opportunities.


+1% to pass and increase degree of success is not something to pass up on, plus we have a better chance at surviving if we run into zombies again. As it is, if we can get our profit back to a good level with some heavy stewardship actions we can than look into taking a 2nd martial with a free action. On the other hand a training ground is the sort of thing that would require us to burn profit which is not something we can afford at the current time.
Burning 2 on the mill prototype, investing 4 (getting it back at the end of fall). Overall cost is only 6, with a guaranteed +1 from forgework, so we'll have 8 profit next turn, which will be enough for the mill's first stage (possibly better, if the prototype lowers the cost). Doing at least one forgework next turn, plus that will be the end of summer, means we'll have ~4 profit leftover for the following turn, enough to at least invest in the plow (which we'll hopefully have ready by then), which we can assume will be worth at least +2 profit by the beginning of winter (when the second stage opens up). A fall season of forgework, throwing in horse collars in the middle, and quarterlies should net us ~6 more profit on top of the ~10 from plows and collars should be something close to a minimum of 16 profit, 1 short of the winter cost, but we'll have all of winter to generate a single profit.

It would be absurdly unlikely for us to not have enough money to pay the winter tax, while also building the mill by spring harvest.
 
[X] Exercise with Sasha!
[X] Forgework.
[X] [Free] Start four-field crop rotation (convince).
[X] Call for Casting.
[X] Vodka Brewing outline.
[X] Mill prototype demo.
[X] [Free] Correspondence.
[X] Audit Preparation, sneaky.
[X] ...Dreselin, are you there?
[X] Cast the die of friendship.
 
Okay, so mill is a 2 part action. Cant remember the cost of the second half (it was some burned, some invested). To finish in time for end of spring and the harvest there we have to start it no later than November. That means we need 8 profit free after these three months with next month being the last of summer. From investments we will gain anywhere from 0 to 5, most likely 2 profit. That means we need 6 more.

We have 13,
Four field is until end of fall so that is not free in time for first part of the mill (4 tied up)
Burn 2 on demo mill
7 (4 invested) +1 from forge. For horse collar if we do not do it this turn than that does not free up before we have to start the mill which would leave us with 3+ any we earn...

@Powerofmind we need to do horse collar this turn to be able to start the mill on time (horse collar invests 5 for 3 months which would be August, September and October) as if we delay we are short on funds with 9 being invested otherwise we have to pass on improved horse collar which reduces our safety margin and does not give another economic boost to neiswald of note we do not see the profit from horse collar until the investment comes back in 3 months as well based on the last time we took it
 
ok, so, my opinions.

color coded because i like it :p



Martial. 1 action.

[ ] Training Grounds? Everyone lamented the general unpreparedness of the militia at Ganz. So incompetent were the masses of volunteers that the army's leaders sent most of them away! This brings to mind the notion you shared with Cornet Renns when you first arrived - could Nesiwald build a simple training ground? You're not sure what it needs besides a flat open field to serve well, but you can talk to people and you remember your father's assembly field...
Cost: 0. Difficulty: 30. Figure out what a basic training ground needs.

[ ] A Monster Manual? You've had an idea for a guide to identifying dangerous magical wildlife - 'monsters', as they're called. Monsters are a problem for the whole world, but in Veschwar are mostly kept at bay by the relentless militancy of its people. Just last week one of the hunters killed a pair of zombie wolves. An identification guide - a monster manual - could help people recognize what they're dealing with, maybe even save lives. Write letters of inquiry to your new contacts in the Merchants' Guild.
Cost: 0. Difficulty: 5. See if anything like a Monster Manual already exists.
[ ] Exercise with Sasha! You're beginning to noticeably toughen up, and your endurance is better. Even if Sasha complains you got soft in the city. Keeping up this regimen is not quite as challenging as it was before, though Sasha still delights in being better than you at this. You're going to have to get back at her for making you suffer one day, though... Perhaps by teaching her accounting?
Cost: 0. Difficulty: 25. [2/3] Successes = Increase base Martial and Combat Prowess by 1.


we're so close to that level up in martial and combat prowess that I think we should complete it now. That extra point would probably help with the training ground too next turn. Monster manual can probably wait.


Stewardship. 1 action.



[ ] Forgework. You have a deal with Mr. Smith to manage his money and shop in exchange for some of the extra coin he makes. When you really put the effort in, you can speed his own efforts and his apprentice-teaching along. Keep at it. Organize his tools, adjust prices a bit, help the apprentices, tally up demand for nails and horseshoes, round up men to fetch more ore, pitch the idea of new tools to folk, and so on.
Cost: 0. Difficulty: 15. Gain 1 Profit from excellent management and support of the blacksmith. Natural roll > 80 = 2 Profit.


if we need money this turn, immediately

[ ] 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. Write up some plans, get enough people on board with the idea, and make a lovely main road for the village.
Time: Three months. Cost: 5 Profit burned. Difficulty: 50. Easier to move people and goods around within Nesiwald. Road-building experience.


not enough people and traffic to justify this. Maybe after we expand the mine if we start to export the iron.

[ ] More Horse Collars. The first ones sold out pretty well eventually, and nobody has bothered to copy you and take your hands off the idea, so you can have carpenters make a lot more improved horse collars, and sell them all over the Rostwald region. Easy profit, and a benefit to the farmers. Win-win!
Cost: 5 Profit Invested for 3 months. Earn 2-4 Profit after that. Difficulty: 30.


the most efficient profit-making option.

Unless we need profits IMMEDIATELY, in that case we might prefer forgework.

[ ] The Watermill, Part 1. You've decided on an ambitious course of action, inspired by a quirk of geography that makes for a perfect water-drop, the ideal location for a waterwheel, to turn the power of nature into man's use. You have to lay a foundation and prepare the ground by building up and cutting away part of the hill, then start on the building's frame. This is going to be a big project, but it's not very complex or difficult, just a lot of work.
Time: Four months. Cost: 8 Profit Burned. Difficulty: 30. First stage of Large Watermill construction.


I didn't check exactly how long do we have, but I think it's basically too late for the closest profit season. We might as well gather some money from other projects, and maybe try that small model to get people more interested in this.

[ ] 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. It's all legal, even if it would sure look like you're trying to set yourself up like a lord.
Cost: 10 Profit burned. Difficulty: 40 - 20 [Farmers Found]. Gain tiny tenant farms (four-field crop rotation) asset. Might cause backlash.

[ ] 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 + 10 [Busy Season] - 20 [Farmers Found]. Four-Field Crop Rotation starts on some farms.


we have enough projects draining our money away that we don't need to add buying a farm yet. IF we're going to try to convince the others we might as well wait until the malus from busy season goes away.


Learning: 1 action.

[ ] 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. The Codex is a lot more cooperative and calm now, for some reason. And you could swear you heard it whisper to you once... You might make good progress this time.
Cost: 0. Difficulty: Probably a lot easier now?. Gain information. Repeatable.


I think it can wait, we need those actions for both mines and iron casting.

[ ] All Mine, part 1. The book on mining you purchased in Ganz describes ways to follow an ore vein as it abandons the surface and dips back into the ground. Tunneling is tricky and occasionally deadly business, but it seems that most mines worth the name have to use it. There's only so much iron right on the surface. Organize a dig of a short experimental shaft with these support structures and follow the iron into the hills.
Cost: 2 Profit invested for 4 months. Difficulty: 50. Unlock All Mine, part 2 (Stewardship)


[ ] Call for Casting. Timothy Greens isn't ready for his own smithy yet and he has been refused the chance to try sand casting with iron so far, but if you weigh in on the great possibilities of the method, Mr. Smith trusts you enough that he'll let Greens have the forge in the evening if you pick up the slack on some of his other work. If you can figure out how to make cast iron plows, that will be wonderful for the ease of farming around here.
Cost: 0. Difficulty: 40/100. Try to make cast iron plows.


one gives us the ability to make the iron plows. The other gives us the raw material.

Let's finish the sandcasting project (finally!), then we will probably want to expand the mine to really take advantage of it.

[ ] 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.


we don't need new ideas.

Codex Outlines: 1 action.

[ ] Niter Chemistry outline. Apparently you could possibly mine this white stuff, or extract it from... Bat poop? Well it's not any more disgusting than spreading cow dung into the fields. The Codex implies that it is very, very good for the growth of certain plants, and also good at burning, that could possibly make a nice weapon of some kind? And maybe for putting on meat to make it last longer? You're not sure about that bit, but perhaps it will clear up if you study it.
Cost: 0. Progress: 0/[??500-800??]


[ ] 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??]


sooo... standard weights would help in pretty much everything we do, niter is needed both for fertilizers and gunpowder. I THINK we should start with standard weights (which also helps us accurately measure how much niter we're using in the other projects, to better calibrate the doses).

After all we want to know exactly how much gunpowder to put into a grenade, or what's the ratio of niter to whatever-else-is-needed to make the best gunpowder...

[ ] 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/[??300-500??]


On the one hand this is the easiest research project. On the other it's unrelated to our other in-progress projects.

[ ] Beekeeping Outline. Honey is a deliciously sweet delicacy, a rare treat. Nobles love the stuff, and you would know! Given that you have to get it by tromping through forests looking for wax balls of angry and then poking them with a stick... It's understandable that few want the job of collecting honey. But the Codex Crystal has ideas about bees, and has been showing you ways to - you think - attract bees to specially made hives and collect the honey without being stung as much. A reliably source of honey could be very profitable.
Cost: 0. Progress: 0/[??300-500??]


we shouldn't spread ourselves too thin. The other actions directly help our currently in progress projects, this one simply adds yet ANOTHER avenue of research/work that we don't have time for.

Diplomacy: 1 action.



[ ] Come live with us! Your ideas for projects in Nesiwald call for it to turn to a bustling town, even a city in its own right, eventually. In particular you want mine workers. The glut of iron tools your mine and Mr. Smith's work provide should make things easier. You can offer to give homesteaders loans of tools, coin, animals, and land if they'll make their lives in Nesiwald, and start trying to induce the village to become a town.
Cost: 3 Profit invested for one year. Might recover Profit if action fails. Difficulty: 50. Causes Nesiwald to grow if successful.


too soon and we don't have the money to invest.

[ ] Correspondence. You made friends in Ganz! Friends who you can send letters to - and openly sent letters aren't nearly as expensive as discreet and secret ones, thankfully. Writing to them keeps you in their mind and lets you draw on them for advice and interesting news. They'll be useful, all three... Less cynically, they're your friends, and you'll enjoy hearing from them.
Cost: 0. Difficulty: 20. Get in the habit of writing to Maisah Touati, General Greis, and Genevieve Casinet.


this is an habit worth acquiring. I'm sure everyone will agree

[ ] Mill prototype demo. You can make a small version of the watermill you plan to build fairly cheaply by paying some carpenters to put a model together. By demonstrating how it works with little gears and a bucket poured down a small trough, you'll have something you can show to the folk who will be working on making it. You can get them excited about this new innovation taking away the work of milling and leaving time for other things! If they don't take it as a flight of fancy that will never work, that is.
Cost: 2 Profit Burned. Difficulty: 40. Get Mill Demonstration. Nesiwald peasants understand the idea of a water mill, might get excited about it.


we probably need this before we start the mill, but at this point the project is probably delayed so it can wait a turn to first start writing our letters

Intrigue: 1 action.

[ ] Audit Preparation, sneaky. It didn't work the first time but maybe by lingering in the right places and asking the right questions you can figure out people are cheating on their tithes, and how egregious it is if so. If they're only cheating a bit, that's probably fine. If they're cheating a lot, you'll surely have to deal with it...
Cost: 0. Difficulty: 70. Information.


[ ] Audit Preparation, blatant. By openly investigating people for the chance they might be cheating on their tithes, you will surely burn a little goodwill, but you have a much better chance of finding out if anyone is hiding things. Even if you miss something, it sends a message that blatant skimming of the tithes isn't something you'll tolerate.
Cost: 0. Difficulty: 20. Information. May lower Nesiwald opinion.


we tried subtle. I think we should go with the easier option this time, and hope for the best (not losing rep i mean)

[ ] More Gossip. You can't just walk out your front door and talk to the local gossips for the surrounding area. The other villages, hunters, homesteaders, horse patrols, and occasional wandering priest or herbalist in the sparsely-populated region you find yourself in might be a new source of gossip if you drop a few coins in the right palms in response to interesting stories. It might not be that much more interesting or useful than what you hear in Nesiwald itself, but more information is usually better. It'll help you keep a read on the area's mood if nothing else.
Cost: 1 Profit Burned. Difficulty: 20. Unlock Rostwald Region rumor mill.


let's do our job first

Piety: 1 action.


[ ] 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. Go to the church and pray, asking Shallya for the strength to continue on despite misfortune.
Cost: 0. Difficulty: ??. Helps you rest and recover. Gain a bit of divine favor?

[ ] Faith of the Shield. Ordnil is the patron god of Veschwar. Whether or not he steadied your hand when you killed that zombie, you think a little bit of endurance and surety can't go amiss for you. You should take some time aside to pray to Ordnil. Maybe set up a small shrine by carving the tower shield symbol into one of your walls.
Cost: 0. Difficulty: ??. Helps calm and center you. Gain a bit of divine favor?


[ ] ...Dreselin, are you there? You were touched by divinity in Ganz, and poor luck, poor judgement, or lack of skill ruined every attempt at pewter casting you made, so the brush of the divine left you, tinged with disappointment. How do you apologize to a god except by praying?
Cost: 0. Difficulty: ??. Pray to the goddess of crafts.


[ ] Signs of evil. The Necromancer God, Azmal, is a threat against everything that lives for the first time. Mindless zombies rise from corpses that are a bit too intact, sometimes. There are more powerful things, intelligences that prey on the living, and the rumors say you can raise zombies deliberately by invoking Azmal. There are ways of opposing the Dead God, too. You can ask Bertram.
Cost: 0. Difficulty: 30 - 10 [Dislike of Undead]. Learn more about undead and how to deal with them.


I want our blessing back! Come on, I know you want it too!
Personal: 1 action.

[ ] Reading and Writing. You miss books. Ledgers, tallies, and your own close-spaced notes on the things the Codex Crystal shows you aren't books. You have some paper, so perhaps you can write your own stories at some point - maybe that would be relaxing - but what you really want is to send for a few books to keep you entertained, literate and cultured, and, well, sane.
Cost: 2 Profit Burned. Get a small collection of novels and nonfiction.


I'd like this, but we're a bit short on money.

[ ] 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, the necessity of violence... The closest thing to intellectual conversation you can get.
Cost: 0. Progress friendship with Bertram.


[ ] Cast the die of friendship. Timothy Greens is a somewhat unconfident young man, but you've become friends - you think. He seems more comfortable talking to you lately, perhaps you can try to think of some way to help him believe in himself? It's worth a try.
Cost: 0. Progress friendship with Greens.


Getting better rep with Greens while we work on the sandcasting project is probably a good idea.

[ ] No relaxing, only work. Who are you kidding? The Codex Crystal - this wonderful incredible artifact that you don't understand and have kept a closely guarded secret - is the one and only gateway of these futuristic ideas. You are the only one who can bring the future here. You need to give it your all.
Cost: 0. Work harder. Gain a free action.


but if we don't want to get closer to Greens we might as well double down on our work and take another of the green options (or yellow if the greens were all taken)
Burning 2 on the mill prototype, investing 4 (getting it back at the end of fall). Overall cost is only 6, with a guaranteed +1 from forgework, so we'll have 8 profit next turn, which will be enough for the mill's first stage (possibly better, if the prototype lowers the cost). Doing at least one forgework next turn, plus that will be the end of summer, means we'll have ~4 profit leftover for the following turn, enough to at least invest in the plow (which we'll hopefully have ready by then), which we can assume will be worth at least +2 profit by the beginning of winter (when the second stage opens up). A fall season of forgework, throwing in horse collars in the middle, and quarterlies should net us ~6 more profit on top of the ~10 from plows and collars should be something close to a minimum of 16 profit, 1 short of the winter cost, but we'll have all of winter to generate a single profit.

It would be absurdly unlikely for us to not have enough money to pay the winter tax, while also building the mill by spring harvest.
the problem is that I think the mill takes one action for every month we're spending building it. That means we can't do anything else in that category (unless we use the personal action for it).

I'm not saying it's not worth it, just that we should really consider it before we commit. Maybe it would be better to delay another season and build the mini-mill instead?[/QUOTE]




EDIT: ok, for some reason I can't manage to make the two spoiler boxes in martial go down to one. I delete the SPOILER between [], save and then it simply leaves them there!

weird
 
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Okay, so mill is a 2 part action. Cant remember the cost of the second half (it was some burned, some invested). To finish in time for end of spring and the harvest there we have to start it no later than November. That means we need 8 profit free after these three months with next month being the last of summer. From investments we will gain anywhere from 0 to 5, most likely 2 profit. That means we need 6 more.

We have 13,
Four field is until end of fall so that is not free in time for first part of the mill (4 tied up)
Burn 2 on demo mill
7 (4 invested) +1 from forge. For horse collar if we do not do it this turn than that does not free up before we have to start the mill which would leave us with 3+ any we earn...

@Powerofmind we need to do horse collar this turn to be able to start the mill on time (horse collar invests 5 for 3 months which would be August, September and October) as if we delay we are short on funds with 9 being invested otherwise we have to pass on improved horse collar which reduces our safety margin and does not give another economic boost to neiswald of note we do not see the profit from horse collar until the investment comes back in 3 months as well based on the last time we took it
Incorrect. We need to start the Mill in September for it to be finished in time for the full spring harvest (as QM has mentioned finishing on the last possible month can come with penalties). (Sept>Oct>Nov>Dec, second stage starts Jan>Feb>March>April)

There's no point in doing horse collar now, because it can't be finished in time for the Mill cost. Better to set it up to tick over near the end of fall.
the problem is that I think the mill takes one action for every month we're spending building it. That means we can't do anything else in that category (unless we use the personal action for it).
That would be brutal and not in keeping with previously established things. When we invest or burn money on stuff, it doesn't forever eat our actions. It didn't do it when we improved the mine, why would this be different?
 
Incorrect. We need to start the Mill in September for it to be finished in time for the full spring harvest (as QM has mentioned finishing on the last possible month can come with penalties). (Sept>Oct>Nov>Dec, second stage starts Jan>Feb>March>April)

There's no point in doing horse collar now, because it can't be finished in time for the Mill cost. Better to set it up to tick over near the end of fall.
Ouch, yeah.... we really spent way too much last month in the city, this stinks a bit as improving economy for neiswald is going to be useful plus the extra profit from the horse collars. As it is depending on profit rolls we may have to wait till next spring to do it. Can only hope we roll well on the mine and blacksmith for summers end. Plus doing forgework each turn. That doesnt even account for money to spend on getting the iron plows out.

[X] Plan For Next Year
 
Ouch, yeah.... we really spent way too much last month in the city, this stinks a bit as improving economy for neiswald is going to be useful plus the extra profit from the horse collars. As it is depending on profit rolls we may have to wait till next spring to do it. Can only hope we roll well on the mine and blacksmith for summers end. Plus doing forgework each turn. That doesnt even account for money to spend on getting the iron plows out.

[X] Plan For Next Year
Iron plows will be valuable during late winter, iirc, as that's when most spring crops get planted. It should produce a nice kick at a crucial time.
 
That would be brutal and not in keeping with previously established things. When we invest or burn money on stuff, it doesn't forever eat our actions. It didn't do it when we improved the mine, why would this be different?
i might remember wrong. It's just something i think i remember rockeye saying.

@Rockeye if we take the 4 month action mill does it consume an action only this turn, or is it an action every month until it has been completed?
 
[X] Plan: Frugal Investments

-[X] Exercise with Sasha!

You're beginning to noticeably toughen up, and your endurance is better. Even if Sasha complains you got soft in the city. Keeping up this regimen is not quite as challenging as it was before, though Sasha still delights in being better than you at this. You're going to have to get back at her for making you suffer one day, though... Perhaps by teaching her accounting?
Cost: 0. Difficulty: 25. [2/3] Successes = Increase base Martial and Combat Prowess by 1.

Let's get the level up before other martial actions.

-[X] Forgework.

You have a deal with Mr. Smith to manage his money and shop in exchange for some of the extra coin he makes. When you really put the effort in, you can speed his own efforts and his apprentice-teaching along. Keep at it. Organize his tools, adjust prices a bit, help the apprentices, tally up demand for nails and horseshoes, round up men to fetch more ore, pitch the idea of new tools to folk, and so on.
Cost: 0. Difficulty: 15. Gain 1 Profit from excellent management and support of the blacksmith. Natural roll > 80 = 2 Profit.

I've been convinced that this is the most efficient way to gain profit in time for the mill, but I will keep an eye on the debate to see if I get swayed otherwise.

-[X] Call for Casting.

Timothy Greens isn't ready for his own smithy yet and he has been refused the chance to try sand casting with iron so far, but if you weigh in on the great possibilities of the method, Mr. Smith trusts you enough that he'll let Greens have the forge in the evening if you pick up the slack on some of his other work. If you can figure out how to make cast iron plows, that will be wonderful for the ease of farming around here.
Cost: 0. Difficulty: 40/100. Try to make cast iron plows.

Let's continue to follow up on this.

-[X] 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/[??300-500??]

Seems like the simplest and fastest path to a commercialized product.

-[X] Correspondence.

You made friends in Ganz! Friends who you can send letters to - and openly sent letters aren't nearly as expensive as discreet and secret ones, thankfully. Writing to them keeps you in their mind and lets you draw on them for advice and interesting news. They'll be useful, all three... Less cynically, they're your friends, and you'll enjoy hearing from them.
Cost: 0. Difficulty: 20. Get in the habit of writing to Maisah Touati, General Greis, and Genevieve Casinet.

-[X] Audit Preparation, sneaky.

It didn't work the first time but maybe by lingering in the right places and asking the right questions you can figure out people are cheating on their tithes, and how egregious it is if so. If they're only cheating a bit, that's probably fine. If they're cheating a lot, you'll surely have to deal with it...
Cost: 0. Difficulty: 70. Information.

I could be persuaded to be blatant if there is a lot of support for that.

-[X] ...Dreselin, are you there?

You were touched by divinity in Ganz, and poor luck, poor judgement, or lack of skill ruined every attempt at pewter casting you made, so the brush of the divine left you, tinged with disappointment. How do you apologize to a god except by praying?
Cost: 0. Difficulty: ??. Pray to the goddess of crafts.

-[X] 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, the necessity of violence... The closest thing to intellectual conversation you can get.
Cost: 0. Progress friendship with Bertram.

This or cast the die of friendship, but we just spent a month with Timothy, I'd like to talk to Cooper.

-[X] [Free Action] Cast the die of friendship.

Timothy Greens is a somewhat unconfident young man, but you've become friends - you think. He seems more comfortable talking to you lately, perhaps you can try to think of some way to help him believe in himself? It's worth a try.
Cost: 0. Progress friendship with Greens.

But why not do both?

-[X] [Free Action] All Mine, part 1. The book on mining you purchased in Ganz describes ways to follow an ore vein as it abandons the surface and dips back into the ground. Tunneling is tricky and occasionally deadly business, but it seems that most mines worth the name have to use it. There's only so much iron right on the surface. Organize a dig of a short experimental shaft with these support structures and follow the iron into the hills.
Cost: 2 Profit invested for 4 months. Difficulty: 50. Unlock All Mine, part 2 (Stewardship)

I want to be focused on increasing our money so we can pay the governor and build the mill, and this seems like a better choice than four-field farming convince, as that would lock up 4 profit, while this one locks up 2 profit. Neither will be ready in time for the Mill right?

We have 13 Profit currently, -10 at end of winter for the governor, -8 in Sept for the Watermill.

+4 for the Autumn harvest, +1 at end of winter, + 1d4 per season from the mine (so lets say +1), and +1 (it depends on the roll, and the expected value is +2 by Sept and +5 by end of winter) from the Blacksmith. So that provides for an extra 2 to invest somewhere (it's +7 if you take the expected value, but let's be risk adverse on this, that means we should pick something with 2 Profit investment, like the mine).
 
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[X] Plan: Frugal Investments

-[X] Exercise with Sasha!

You're beginning to noticeably toughen up, and your endurance is better. Even if Sasha complains you got soft in the city. Keeping up this regimen is not quite as challenging as it was before, though Sasha still delights in being better than you at this. You're going to have to get back at her for making you suffer one day, though... Perhaps by teaching her accounting?
Cost: 0. Difficulty: 25. [2/3] Successes = Increase base Martial and Combat Prowess by 1.

Let's get the level up before other martial actions.

-[X] Forgework.

You have a deal with Mr. Smith to manage his money and shop in exchange for some of the extra coin he makes. When you really put the effort in, you can speed his own efforts and his apprentice-teaching along. Keep at it. Organize his tools, adjust prices a bit, help the apprentices, tally up demand for nails and horseshoes, round up men to fetch more ore, pitch the idea of new tools to folk, and so on.
Cost: 0. Difficulty: 15. Gain 1 Profit from excellent management and support of the blacksmith. Natural roll > 80 = 2 Profit.

I've been convinced that this is the most efficient way to gain profit in time for the mill, but I will keep an eye on the debate to see if I get swayed otherwise.

-[X] Call for Casting.

Timothy Greens isn't ready for his own smithy yet and he has been refused the chance to try sand casting with iron so far, but if you weigh in on the great possibilities of the method, Mr. Smith trusts you enough that he'll let Greens have the forge in the evening if you pick up the slack on some of his other work. If you can figure out how to make cast iron plows, that will be wonderful for the ease of farming around here.
Cost: 0. Difficulty: 40/100. Try to make cast iron plows.

Let's continue to follow up on this.

-[X ] 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/[??300-500??]

Seems like the simplest and fastest path to a commercialized product.

-[X] Correspondence.

You made friends in Ganz! Friends who you can send letters to - and openly sent letters aren't nearly as expensive as discreet and secret ones, thankfully. Writing to them keeps you in their mind and lets you draw on them for advice and interesting news. They'll be useful, all three... Less cynically, they're your friends, and you'll enjoy hearing from them.
Cost: 0. Difficulty: 20. Get in the habit of writing to Maisah Touati, General Greis, and Genevieve Casinet.

-[X] Audit Preparation, sneaky.

It didn't work the first time but maybe by lingering in the right places and asking the right questions you can figure out people are cheating on their tithes, and how egregious it is if so. If they're only cheating a bit, that's probably fine. If they're cheating a lot, you'll surely have to deal with it...
Cost: 0. Difficulty: 70. Information.

I could be persuaded to be blatant if there is a lot of support for that.

-[X] ...Dreselin, are you there?

You were touched by divinity in Ganz, and poor luck, poor judgement, or lack of skill ruined every attempt at pewter casting you made, so the brush of the divine left you, tinged with disappointment. How do you apologize to a god except by praying?
Cost: 0. Difficulty: ??. Pray to the goddess of crafts.

-[X] 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, the necessity of violence... The closest thing to intellectual conversation you can get.
Cost: 0. Progress friendship with Bertram.

This or cast the die of friendship, but we just spent a month with Timothy, I'd like to talk to Cooper.

-[X] [Free Action] Cast the die of friendship.

Timothy Greens is a somewhat unconfident young man, but you've become friends - you think. He seems more comfortable talking to you lately, perhaps you can try to think of some way to help him believe in himself? It's worth a try.
Cost: 0. Progress friendship with Greens.

But why not do both?

-[X] [Free Action] All Mine, part 1. The book on mining you purchased in Ganz describes ways to follow an ore vein as it abandons the surface and dips back into the ground. Tunneling is tricky and occasionally deadly business, but it seems that most mines worth the name have to use it. There's only so much iron right on the surface. Organize a dig of a short experimental shaft with these support structures and follow the iron into the hills.
Cost: 2 Profit invested for 4 months. Difficulty: 50. Unlock All Mine, part 2 (Stewardship)

I want to be focused on increasing our money so we can pay the governor and build the mill, and this seems like a better choice than four-field farming convince, as that would lock up 4 profit, while this one locks up 2 profit. Neither will be ready in time for the Mill right?

We have 13 Profit currently, -10 at end of winter for the governor, -8 in Sept for the Watermill.

+4 for the Autumn harvest, +1 at end of winter, + 1d4 per season from the mine (so lets say +1), and +1 (it depends on the roll, and the expected value is +2 by Sept and +5 by end of winter) from the Blacksmith. So that provides for an extra 2 to invest somewhere (it's +7 if you take the expected value, but let's be risk adverse on this, that means we should pick something with 2 Profit investment, like the mine).
I would strongly consider picking up the prototype mill. Getting the local carpenters and farmers excited about the project could provide us with any of a dozen very useful bonuses. At a glance, any of the following are possible, though I wouldn't expect more than one to happen:
Cheaper Stages
Faster Stages
Auto-grab the +2 production from more grain (word of mouth gets to other farming communities nearby)
Higher approval/economy growth in Neiswald

Of the four possible results, I think either 1 or 3 are the most likely. If it gives cheaper stages, it immediately makes up for the burned profit and probably then some, though they might expect a portion of the profits next year to recoup their costs? If it automatically gives the +2 profit from extra grain bonus, we'll see more profit after winter, and be able to grow more rapidly.
 
We have 13 Profit currently, -10 at end of winter for the governor, -8 in Sept for the Watermill.
Not this winter, though. If the story threadmarks are to be believed, we're still in year 1138, while the character sheet says:
Governor's Fees - At the end of Winter 1139, you owe 10 Profit to the Lord Governor. Increases to 15 next year and 20 the year after that, and then the debt is paid off.
 
That would be brutal and not in keeping with previously established things. When we invest or burn money on stuff, it doesn't forever eat our actions. It didn't do it when we improved the mine, why would this be different?
@Rockeye if we take the 4 month action mill does it consume an action only this turn, or is it an action every month until it has been completed?
If it says "Time: X months", it takes an action the whole time. If it says "Profit invested for X months" it doesn't, but the money doesn't return to you quickly.

Also crop rotation convince action has been edited, I failed to update it for time passing.
 
If it says "Time: X months", it takes an action the whole time. If it says "Profit invested for X months" it doesn't, but the money doesn't return to you quickly.

Also crop rotation convince action has been edited, I failed to update it for time passing.

So basically something like the Waterwheel locks the action for 4 months, but the All Mine action only takes one month for the action, but the Profit is invested and doesn't return for 4 months?
 
Woof, the changes to four-field are brutal. It's no longer worth the effort and investment at this time; the new duration of investment is the end of next spring, way farther down the line than I was hoping for. We'll just have to start up four-field next year, much as it pains me.

I've swapped to horse collars, instead, since they can still generate some money for us, and they ease some of the cash pressure on us.
 
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