Industrialization Quest

[X] Security and Township
-[X] Zombie scouting.
-[X] Forgework.
-[X] The Watermill, Part 1.
-[X] Carpentry Studies.
-[X] Come live with us!
-[X] Pricing Knowledge.
-[X] Groundwork for Election.
-[X] Anti-Undead Education.
-[X] Learn to smith.
-[X][Codex] Choose the next topic = Standard Weights and Measures Outline

This plan costs us 11 Profit and with a guaranteed minimum income of 8 at the end of the turn (including getting back invested profit) we ill be at minimum of 13 next turn. And that is assuming we fail the rolls for the mine, forgework, and contracted blacksmith.

I went with Come live with us because the first gets Niswald more people. Sometthing that will be crucial for economic growth.

I went with groundwork for election for one reason. Getting the headsman position gets us security. The powers that be still hate us. We were sent here to fail. Or barring that flounder in obscurity. And those same people can take away our title as Steward if they see fit. Like if they notice we are starting to do well. But the headsman election is enshrined as a right of Niswald. If we get that it will be harder for them to take it way from us. So it not only offers power but security.

Other than that Forgework for wiggle room, scouting and education for security, carpentry for helping cottage industries grow, and learning to smith because Harold seems to want to learn and it is free, pricing knowledge for the rumor mill and watermill because... well. its the watermill.

Edit: moratorium is up.
 
Last edited:
[] Plan All-In
-[] Training Grounds.
-[] Forgework.
-[] The Watermill, Part 1.
-[] Smithy Construction.
-[] All Mine, part 1.
-[] I'm trying to help you!
-[] Pricing Knowledge.
-[] Anti-Undead Education.
-[] State of the Realm.
-[][Codex] Choose the next topic: Standard Weights and Measures outline.


Moratorium is up, voting my plan. Let's turn our existing plans into money.

EDIT: Switched to Plan Forgeworkless; since the new ssytem makes the Mill a two-turn project, we'll need extra money next season, which means a loan right now.
 
Last edited:
This plan burns 8 Profit, makes a short-term investment of 2 more (which we get back before we need to pay), and makes a long-term investment of 4 more (which we'll get back next year), while making a few extra profit with Forgework. That leaves us with 2 Profit on-hand, 6 profit that we'll be getting back from investments before we have to pay, and whatever we make from Forgework before the bill comes due, so we should be fine (especially since we're probably taking Forgework next turn as well).
How would we get 6 Profit back before we have to pay?
This plan costs us 11 Profit and with a guaranteed minimum income of 8 at the end of the turn (including getting back invested profit) we ill be at minimum of 13 next turn. And that is assuming we fail the rolls for the mine, forgework, and contracted blacksmith.
How are we guaranteed a minimum income of 8?
 
How would we get 6 Profit back before we have to pay?

How are we guaranteed a minimum income of 8?
We have 4 invested that we get back at the end of the turn.
Crown Granaries Supply Charter. Unless there is a crop failure, receive 2 Profit at the end of Spring and 4 Profit at the end of Autumn.
Crown Stipend for Improvement of Lands. Generates +1 Profit at the end of each Winter.
Contracted Blacksmith - Roll d10. Results are 1 = 0 Profit. 2-9 = 1 Profit. 10 = 2 Profit.
Small Open Pit Iron Mine - Generates 1d4 minus 1 Profit per season.
Then looking at our assets we get 4 at the end of fall (this season) barring crop failure but I assume that that is not happening due nothing so far happening that points to it such as a poor summer. All other sources of profit have at least a small chance of getting 0 or do not pay at end of fall.
 
[X] Plan All-In
-[X] Training Grounds.
-[X] Forgework.
-[X] The Watermill, Part 1.
-[X] Smithy Construction.
-[X] All Mine, part 1.
-[X] I'm trying to help you!
-[X] Pricing Knowledge.
-[X] Anti-Undead Education.
-[X] State of the Realm.
-[X][Codex] Choose the next topic: Standard Weights and Measures outline.

Literally what I was thinking.​
 
[X] Plan Forgeworkless
-[X] Zombie scouting.
-[X] The Watermill, Part 1.
-[X] Smithy Construction.
-[X] Learn more about the Codex Crystal.
-[X] All Mine, part 1.
-[X] Can I borrow a gilder?
-[X] Pricing Knowledge.
-[X] Anti-Undead Education.
-[X] State of the Realm.
-[X][Codex] Choose the next topic: Standard Weights and Measures outline.

Doubles up the learning actions since the Codex action is specifically noted to be particularly boosted right now and the All Mine action is likely going to be very useful in getting enough ore to fuel the new smithy we're building. Uses a loan to get enough money to pay for this year's requirement, while the plow and mill should be enough to pay for next year's and the small debt we'll pick up here.

Mill burns 8, Smithy invests 4 for 4 turns. All Mine invests 2 for 1 turn. Everything else is free.
Forgework has been significantly nerfed, and I don't think it's worth it now that it produces less than 2 on average. Specifically:
0 Profit2%
1 Profit35%
2 Profit35%
3 Profit28%
Including dice exploding on nat 100 means that 1% of the 3 profit gets shifted into 4/5/6 profit, for a total average of 1.91
 
[X] Loan and Learning
-[X] Zombie scouting.
-[X] Forgework.
-[X] The Watermill
-[X] Smithy Construction
-[X] Learn more about the Codex Crystal.
-[X] Can I borrow a gilder?
-[X] Pricing Knowledge.
-[X] Anti-Undead Education.
-[X] Learn to smith.
-[X][Codex] Choose the next topic = pick from below.
--[X] Standard Weights and Measures outline.

I think learning more about the Codex Crystal will help in the long run, and the smith can't use all of the iron available now. I want to finish more projects before we try to get people to move in or improve the region's opinion of us because that will probably better our chances. Getting a loan should make it so that we have the funds to start the second part of the watermill project right after we finish the first part. @Rockeye, I don't see how long the Watermill Pt. 1 project will take us now.
Forgework has been significantly nerfed, and I don't think it's worth it now that it produces less than 2 on average. Specifically:
0 Profit2%1 Profit35%2 Profit35%3 Profit28% Including dice exploding on nat 100 means that 1% of the 3 profit gets shifted into 4/5/6 profit, for a total average of 1.91
We had bonuses of 16 and 15 on the last Forgework roll. I think 16 is Learning, but I'm not sure what 15 was.
Why do you choose measurement for codex?
A couple of reasons-1) If we wait too long, we'll lose the 17 progress we already made on it; 2) It's something that can affect a lot of projects IF we have it before starting those projects; & 3) We already need Profit to invest in vodka, the mine, the watermill, etc. so we don't really need to start a new investment topic.
 
Why do you choose measurement for codex?
We already have a little progress on it (only 17, but that's still a little) and I think that getting standardized measurements is something we want to get done ASAP since it's got a longer adoption period and it's most useful if a ton of people are using it.

That and everyone else was already voting for it. I don't think Beekeeping is likely to be effective. The Niter Chemistry... that's a possibility, but I kinda like the standardization personally and it seems like most people agree.

We had bonuses of 16 and 15 on the last Forgework roll. I think 16 is Learning, but I'm not sure what 15 was.
The +32 bonus is already accounted for. +15 for the Census, +17 for Stewardship.
 
With our current bonus and excluding crits/exploding die, the roll is (1d100+32)/35 which results in an average of 1.89.
Forgework has been significantly nerfed, and I don't think it's worth it now that it produces less than 2 on average. Specifically:
... Uh, you two are aware that a guaranteed earning of 1 profit plus a second profit on a natural 80 or better is an expected value of 1.8, right? The "nerf" to forgework is more about being more variable/subject to the whim of the dice than actually reducing the amount it's likely to earn.

Secondly, @Rockeye is the action to get the firefighting river god's priests to give input on the mill something that got forgotten or is it gated behind starting the first half of the mill?
 
[X] Security and Township
-[X] Zombie scouting.
-[X] Forgework.
-[X] The Watermill, Part 1.
-[X] Carpentry Studies.
-[X] Come live with us!
-[X] Pricing Knowledge.
-[X] Groundwork for Election.
-[X] Anti-Undead Education.
-[X] Learn to smith.
-[X][Codex] Choose the next topic = Standard Weights and Measures Outline
 
It's not wonderful, but it's the only thing we can do that's an immediate source of profit. We can spend our free action doing it AND start both the Watermill and the Smithy, while still having enough Profit on hand to make our payments, and without putting ourselves in a situation where we'll have to make more payments later.

unless we REALLY need the money the turn we take we'd be better off investing in other things I think.

We should have enough of a safety margin that we don't need it this turn

Why do you choose measurement for codex?
well, we have enough sources of income nearly ready that we don't really NEED honey, and measurement is that kind of general utility that will help basically everything we end up doing, ESPECIALLY if we end up mass producing anything.
 
... Uh, you two are aware that a guaranteed earning of 1 profit plus a second profit on a natural 80 or better is an expected value of 1.8, right? The "nerf" to forgework is more about being more variable/subject to the whim of the dice than actually reducing the amount it's likely to earn.

Secondly, @Rockeye is the action to get the firefighting river god's priests to give input on the mill something that got forgotten or is it gated behind starting the first half of the mill?
The nerf to forgework is that it takes 3 months now. We used to have an expected profit of 1.2 per action taking 1 month. It is now an expected profit of 1.9 per action taking 3 months, slightly over 0.6 per month. It's been nerfed almost in half.
 
Thoughts:

[ ] Zombie scouting. You're no tactician or leader, and the village's real militia who actively train to fight together are all off fighting for king and country, but there are still hunters, homesteaders, and woodsmen. You could try to get them to scout the north where there are supposedly more and more zombies. They even have an interest in knowing if trouble is coming or not. Plus, maybe you can convince Cornet Renns to help? Undead are a threat to the roads and trade, after all.
Cost: 0. Difficulty: 40. Convince hunters and woodsmen to go scout the north for undead.

This is by far the better martial action this turn. We might have Zombie issues, might not, but the other option is Training Field and that is a more long term action.

[ ] 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.
Cost: 8 Profit Burned. Difficulty: 25 - 15 (Census Bonus). First stage of Large Watermill construction.

Gotta do this one. That leaves us with 8 Profit at the end of turn.

[ ] Smithy Construction. Timothy Greens is ready to graduate to journeyman, according to the grumpy Master Smith. He just needs a smithy. If you help fund the construction, he will pay you back for the trouble out of what he earns after establishing himself. It will be a bit of a delay but there's a lot of reasons to want this - not least of which is so that you can organize the production of a lot of cast iron plows for sale!
Cost: 4 Profit Invested for 1 year. Difficulty: 40 - 15 (Census Bonus). Timothy Greens becomes a Journeyman Smith!

I want to do this one, but can we actually do it and still have the money we need for the Governor?

[ ] Forgework. Devote a significant fraction of your time to managing the smithy, organizing the stock, and making good sales, and so on... You've done it before, you can keep doing it. Eventually this won't be worth your time, but for now you need every copper penny you can get!
Cost: 0. Difficulty: 40 - 5 (Census Bonus) per success. Earn 1 Profit per success, up to 5.

Not sure this is worth it anymore. Expected income is only 2. On the other hand, it is a zero cost way to bring in income, so...

[ ] River Trade. The rivers leading up to Nesiwald are smaller than the great veins of water coursing across the flatter terrain down south, but they are still perfectly navigable by small boats. Occasionally someone will take a boat up or down the river carrying things or fishing. It's just that there are sections of rapids or small waterfalls between here and the great rivers in the south, necessitating procedures called 'portage' where the whole boat, contents and all, is carried over land past the river obstacle and then put back in the water. If you invest in a few river trading trips you could earn some money and encourage future trade.
Cost: 3 Profit invested for six months. Difficulty: 35. Risk some money to gain more and encourage Nesiwald trade. Cannot take this action during Winter.

This might be possible to do... as this basically means 2 turns, and we need to pay at the end of next turn (or in other words, two turns, this money will be returned in time to pay the governor).

[ ] 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 3 months. Difficulty: 50. Unlock All Mine, part 2 (Stewardship).

Since we get the profit back this might be a good one to pick.

[ ] Carpentry Studies. There seems to be a sort of cottage industry of carpentry in Nesiwald. A few folk are talking about giving up their farms completely and working with wood for a living, which is an exciting idea, a sign of the village turning into a town. You know that lumber can be a profitable industry - good furniture and solid oak timbers cost quite a pretty penny. You should poke around and investigate the possibilities here.
Cost: 0. Difficulty: 40. Investigate lumber/carpentry industry possibilities.

Probably safer to pick this one than the mine.

[ ] Can I borrow a gilder? You need money to do things. The more money you have access to, the faster you'll be able to do things. And you still have that severe penalty payment looming over your head... Maybe spending so much back in Ganz was a bit unwise? Well, you can ask both the people of Nesiwald and some creditors from the south for loans. You think the cast-iron plow is a pretty good piece of evidence that you'll be able to pay them back so you should get some decent offers!
Cost: 0. Difficulty: 20. Get loan offers from both locals and distant creditors/merchants.

[ ] I'm trying to help you! The locals in Nesiwald itself seem to more-or-less approve of you after you've 'proved yourself' and they've gotten to know you. However, the wider Rostwald region still mostly sees you as a military failure sent off here to cause trouble for someone the capital doesn't really care about. You can do your best to change that by visiting the various villages and homesteaders with cheap tools for sale and chatting about your plans for the future. The tough folk of this region are pretty insular and may be hard to convince, though.
Cost: 0. Difficulty: 75. Reward: +1 Rostwald region approval. Difficulty will go down as projects complete.

One of these, I'd probably pick the borrow option, as I'm more comfortable with it now that we have an actual plow to demonstrate what they are investing in.

[ ] Pricing Knowledge. Having a good idea of what is cheap and what is expensive, when movements in the markets of the country are happening, and the general state of the economy will surely be useful. The movement of money and flow of goods is something you are keenly interested in, and liable to kick over or at least somewhat disrupt eventually if things go well. You can ask Maisah about economic rumors and even send probing questions to other merchant outfits to try and assemble such a picture.
Cost: 0. Difficulty: 40. Unlock Economy rumor mill.

[ ] Groundwork for Election. The village charter of Nesiwald says that "the place known as Nesiwald be governed by the chosen Headman, who is to be elected from a Vote of all adult men." While it doesn't define any time period for the vote, it will obviously have to happen if old Ludwig dies. Morbid, but he will eventually. You can try to prepare to make yourself replacement for him as Headman, either upon his death or by calling for an election some time in the future. The position of Headman would certainly be a useful one.
Cost: 0. Difficulty: 40. Investigate how people would vote for a new Headman and how you can make yourself seem like a good candidates.

I'd pick the Pricing Knowledge, as I think the other is not urgent.

[ ] Anti-Undead Education. If there are truly more and more undead in the mountains to the north, it might be a good idea to educate people on ways of warding them off. Sincere faith, salt or ash lines and a few strange chants, and solemnly intoning burial rites. These things can stop a zombie in its tracks, sometimes, according to Bertram. Make sure as many people in Nesiwald as possible know these things and don't have wrong ideas about this subject.
Cost: 0. Difficulty: 30. Educate locals on how to deal with the undead.

Defeinately should pick this for the piety action.


[ ] State of the Realm. You should write a series of letters to Heileen. She's the oldest child of your family, and might be feeling lonely. Your father said she was helping manage the accounts - at age thirteen no less! You can ask after the state of your family's lands and manor, and perhaps serve as a sounding board and give advice to her. It would be nice to be able to help your family in some way. While Captain Varn lightly warned you not to associate with your family, but can he really enforce that or use it against you? It's not like you disobeyed orders, you were just an awful commander. You think you have enough leeway for this, at least.
Cost: 0.

[ ] Learn to smith. You're not going to make a living doing it, of course, but you've absorbed a reasonable amount of knowledge about smithing and metalworking over the last year... Having something to do with your hands that doesn't involve books and writing could be a nice change of pace, a part-time hobby to distract and decompress you from everything else you have to do. This would be more for fun than any practical purpose, admittedly.
Cost: 0.

The first one is likely to be more beneficial, but risks annoying Captain Varn.

[][Codex] Choose the next topic = pick from below.
[][Codex] Change the current topic to something else = pick from below.
[][Codex] No change.

Note: Progress on a topic you are no longer actively looking at will eventually begin to decay.

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. Bonus applies due to having Niter on hand.
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??]

Standard Weights and Measures would be my choice.

Alright so I say we definitely start work on the watermill and smithy construction for stewardship actions this turn.

Can we afford it?

Total cost this turn: 10/16 profit. Total profit available at the start of next turn: +4 invested, +4 fall income tick, +~4 Forgework, +~1 Mine = 19. Profit cost next turn: ~10 (+10 specifically at the end of the season, post income)/19. Profit expected by the end of the turn: +~4 Forgework, +~1 Mine, +1 winter tick = 25

Hmm... we should be getting back 8, (I don't think we can count on the Forgework or the mine), so I guess we can afford to spend up to 6 more after the 8 for the watermill?

Priorities for spending? Smithy = 4

All mine = 2

[X] Security and Township
-[X] Zombie scouting.
-[X] Forgework.
-[X] The Watermill, Part 1.
-[X] Carpentry Studies.
-[X] Come live with us!
-[X] Pricing Knowledge.
-[X] Groundwork for Election.
-[X] Anti-Undead Education.
-[X] Learn to smith.
-[X][Codex] Choose the next topic = Standard Weights and Measures Outline

Hmm... forgoes Smithy in favor of Come Live With Us. Uses the free action on doubling Intrigue actions. Seems sub-optimal.

[X] Plan All-In
-[X] Training Grounds.
-[X] Forgework.
-[X] The Watermill, Part 1.
-[X] Smithy Construction.
-[X] All Mine, part 1.
-[X] I'm trying to help you!
-[X] Pricing Knowledge.
-[X] Anti-Undead Education.
-[X] State of the Realm.
-[X][Codex] Choose the next topic: Standard Weights and Measures outline.

Has both the Smithy and the All Mine, and uses free action on Forgework which is probably a best way to arrange Stewardship, but...

Has the sub-optimal Training Grounds instead of Zombie Scouting, and uses Diplomacy on the 75 DC improving opinion instead of the 20 DC to find out our loan options, which we ought to do just in case everything goes sideways.

[X] Plan Forgeworkless
-[X] Zombie scouting.
-[X] The Watermill, Part 1.
-[X] Smithy Construction.
-[X] Learn more about the Codex Crystal.
-[X] All Mine, part 1.
-[X] Can I borrow a gilder?
-[X] Pricing Knowledge.
-[X] Anti-Undead Education.
-[X] State of the Realm.
-[X][Codex] Choose the next topic: Standard Weights and Measures outline.

Has Zombie Scouting, Smithy and All Mine, as well as the borrowing option. Uses Free Action to do a second Learning action. Forgework would be a marginally better Free Action choice by giving us a cushion, but this is a solid plan.

[X] Loan and Learning
-[X] Zombie scouting.
-[X] Forgework.
-[X] The Watermill
-[X] Smithy Construction
-[X] Learn more about the Codex Crystal.
-[X] Can I borrow a gilder?
-[X] Pricing Knowledge.
-[X] Anti-Undead Education.
-[X] Learn to smith.
-[X][Codex] Choose the next topic = pick from below.
--[X] Standard Weights and Measures outline.

Discards All Mine for Forgework, this is a solid plan for those that want to be a bit more cautious. Note that the most aggressive plan that still should leave us with enough money would be to replace Forgework in this plan with River Trade.

[X] Security and Township
-[X] Zombie scouting.
-[X] Forgework.
-[X] The Watermill, Part 1.
-[X] Carpentry Studies.
-[X] Come live with us!
-[X] Pricing Knowledge.
-[X] Groundwork for Election.
-[X] Anti-Undead Education.
-[X] Learn to smith.
-[X][Codex] Choose the next topic = Standard Weights and Measures Outline

Come and Live With us instead of Smithy makes this sub optimal.

[X] Plan Forgeworkless

It's the best plan, and the only improvement I'd make to it isn't worth splitting votes over.

I don't understand why so many are voting for Come live with us, it locks up 3 profit for 4 turns. Smithy is the much better investment if we are going to spend that much on a long term investment.
 
Last edited:
[X] Plan Forgeworkless

Between the possible gains of the mine (the 1d4-1), the possibility of loans, and everything else, I'm convinced enough that we can afford to.

Worse comes to worse we take a loan next turn. We're about to really raise our income, so we should easily be able to repay it.
 
Back
Top