Oh, huh, I see. Well, we don't have to invest all of our work points into an animal, right? So I imagine you could get a maximum of 8 food from a Decent Cattle if you were willing to invest 8 work points.

My issue is more that I'm not clear why better animals should inherently be more work to take care of? That...doesn't actually make a lot of sense to me.

Like, if that's true, the benefits of having a better quality animal are minimal, though I guess the prices have also been cut so maybe it's fine?
 
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Can we add a Reward Die to upgrade that to Good? I honestly wasn't aware we'd be suffering a penalty for going later in the day or I would've done so.
My bad there. I figured that it would be obvious cause it just makes sense. Since I made a goof there, a Reward Dice can be spent to retroactively make things better.

Also, now that I've had a chance to think about it, this entire shopping portion with the list of animals and stuff was a goof on my end. I'll need a moment to go over and fix it as I am doing a thing right now.

Sorry everybody! I got a bit mixed up.

The fix will consist of spending silver to upgrade the various ratings of your livestock.
 
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My bad there. I figured that it would be obvious cause it just makes sense. Since I made a goof there, a Reward Dice can be spent to retroactively make things better.

I, at least, am a tad distracted today due to it being Father's Day. Inasmuch as I thought about it, I just wasn't thinking this was necessarily a big market day, so it wouldn't matter much (upon reflection, the reference to the Raid Trials should've indicated otherwise, but I just wasn't thinking about it).

But yeah, I'll spend a Reward Die to improve the available quality.

Also, now that I've had a chance to think about it, this entire shopping portion with the list of animals and stuff was a goof on my end. I'll need a moment to go over and fix it.

Sorry everybody! I got mixed up with things.

Ah. Okay, I'll hold all questions until we get a look at the new version, then. And no worries, happens to everyone.
 
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Alright, I've made something of a fix, but I'm not super sure on everything yet so please feel free to make suggestions. Man, I'm embarrassed about this whole thing
 
Alright, I've made something of a fix, but I'm not super sure on everything yet so please feel free to make suggestions. Man, I'm embarrassed about this whole thing

What wabbitking said, it's an entirely new system, some growing pains are to be expected.

That said, in order to know what our land can support, what are our current Resource ratings? Our Building ratings are obviously a work in progress at best, but we farmed the land for a few years, we should know its status.

Like, my personal inclination would be to buy Rank 5 Quality and Rank 4 each in Food, Goods, and Silver, (a total of 200 silver oz. but should be solid) but can we actually support that much on our land? Does it feed all of us? I'm unclear.

EDIT:

Some additional questions about how this works (so as to determine it this is overcosted):

1. What can we actually do with Goods? Like, how much do they sell for and what other uses to they have?
2. In terms of food, do the children count towards the amount of food we need? May need to fiddle with food numbers if so (probably just double them like the housing number) or feeding them all will be impossible.

Right now 120 silver invested into Silver (Quality 5, Silver 4) gets 13 and 1/2 silver a year and so would pay off in nine years, sans taxes, while also providing 30 Goods per year and 30 Food...whether that's a good deal depends a lot on the situation with Goods and Food.
 
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Alright, I've made something of a fix, but I'm not super sure on everything yet so please feel free to make suggestions. Man, I'm embarrassed about this whole thing
So new version is that we handwave away what kinds of animals are bought and we just configure the levels of the different attributes of the collection of animals and then get the price we have to pay from that, did i get that right?

And there is nothing to be embarrassed about in making a second draft of a post.
 
So new version is that we handwave away what kinds of animals are bought and we just configure the levels of the different attributes of the collection of animals and then get the price we have to pay from that, did i get that right?

Looks like. Presumably if we go heavy on Goods we buy sheep, while a Silver and Food heavy stat-line would tend more towards cattle. A balanced stat line like I suggest above would involve a more mixed collection of animals.

That was more or less my intent when suggesting the system, anyway. Simpler to keep track of.
 
That said, in order to know what our land can support, what are our current Resource ratings? Our Building ratings are obviously a work in progress at best, but we farmed the land for a few years, we should know its status.
Base Rating of the land is 6
Food is 7
Goods are 7
Silver is 5

Through various means you can raise the different values of the land (like through sacrifices and rituals)
1. What can we actually do with Goods? Like, how much do they sell for and what other uses to they have?
Goods can be used to craft things like your meat-keeping sticks and your explosive charms. You can also use them as payment in lieu of silver, where they are worth about 2oz per Good (tentative, of course). They of course go into the upkeep of your buildings as well (where they are used to make clothing and furniture and other basic necessities)
2. In terms of food, do the children count towards the amount of food we need? May need to fiddle with food numbers if so (probably just double them like the housing number) or feeding them all will be impossible.
Children do count, yes.

During Summer, you don't have to worry about feeding your animals as they can just graze. It's during Winter that you actually start having to care.
 
Base Rating of the land is 6
Food is 7
Goods are 7
Silver is 5

Through various means you can raise the different values of the land (like through sacrifices and rituals)

Huh. Higher than I was expecting. Okay, my above version is probably fine in terms of Food then.

Goods can be used to craft things like your meat-keeping sticks and your explosive charms. You can also use them as payment in lieu of silver, where they are worth about 2oz per Good (tentative, of course). They of course go into the upkeep of your buildings as well (where they are used to make clothing and furniture and other basic necessities)

Hmmm. There's a definite disconnect between Goods and Silver then, since at, say, Rating 4 in each, you're producing 1 silver per turn in silver (since, per the post on it, it grants its rating in 1/4 ounces), and 8 silver worth of Goods. That seems like a problem.

Like, our land above produces 13 Goods (or 26 silver in Goods), and a tad less than 2 silver in cash per turn. That just seems very wrong.

The rest seems fine, mind you, including all the use cases, but this makes the Silver stat seem vastly weaker than the Goods stat in every way despite costing the same. Something needs to be fiddled with there, either upping silver income, reducing the amount of silver 1 Good is worth, or most likely a bit of both.

Like, we need Goods for stuff, Silver should be the best stat for raw income, or at least tied.

So, let's do some analysis and look at a farm comparing various values:

We'll assume we go with my 200 silver ounce plan I mention above on our farm (Quality 5, Food, Goods, and Silver at 4), if so the total farm Goods will be 22 and the total farm Silver will be 20 (both adding Resources and Livestock together). Given that's about what we spent on livestock last time, we should probably be making roughly 100 silver per year to start with if we do that (as that was our rough income last time). And we'll assume we need to invest a fair percentage of the Goods back into the farm itself (say, 8 each turn, so we have 14 per turn to sell).

Current System: 198 Silver per year. That's way too high.
Goods and Silver both worth 1 Silver: 204 Silver. That's worse.
Goods worth 1/2 Silver, Silver worth 1 Silver: 162 Silver. Better, but still too high.
Goods and Silver both worth 1/2 Silver: 102 Silver. That seems correct.

So, that seems like the right solution: Goods should sell for 1/2 Silver and the Silver stat should give 1/2 its value in silver ounces per turn. This makes the two pretty interchangeable, but I'm not convinced that's bad.

Technically Goods at 1/4 silver per and Silver at 3/4 silver per would also work out pretty well (it totals 111 silver in the above comparisons), but that's probably overly fiddly? And maybe a tad high? Or maybe not. That would give a reason to raise the Silver stat higher than Goods...

Children do count, yes.

During Summer, you don't have to worry about feeding your animals as they can just graze. It's during Winter that you actually start having to care.

Gotcha, and you can obviously store up food for the winter...yeah, that works.
 
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I'll say yes, it does, as I had an idea that I would like to test out and that's a perfect opportunity to do so, which should hopefully solve some potential confusion brewing.

Essentially, I'm changing how hugareida ranking up works to allow you to choose between bonus dice, bonus damage, or more simultaneous usages.
Would it work like Shapeshifting, where you can (with downtime) swap between the effects?
 
That sounds good to me. After all, goods were used far more often for trade than actual proper silver was.

Cool. In that case, my vote is as follows:

[X] Plan Well Rounded Herd
-[X] Quality 5 (80 silver oz.)
-[X] Food 4 (40 silver oz.)
-[X] Goods 4 (40 silver oz.)
-[X] Silver 4 (40 silver oz.)

[X] You have a lot to think about, it's time to go home

For explanation: This is about what we spent on a Herd last time, leaves our total Food numbers positive even in Winter with our current personnel with a little room to grow, and has a pretty good return on investment at 54 silver oz. per year (the farm as a whole isn't gonna use up more Goods than the Resources make, so the Goods here are pure profit).

Investing 80 more silver in Quality 6 or 40 in more on one of the other stats just doesn't have great returns (80 silver in Quality would get us +3 Food and +6 Silver per year which is not great, while 40 silver in Food would get us only +6 Food per year, and 40 silver in either of the others would grant only +3 silver per year...all are mediocre returns for money spent).

An argument could be made for a cheaper herd (as the Return on Investment is even better per silver spent, we could make 42 silver per year with a herd costing only 100, or 30 silver per year with a herd costing only 50), but we have the money for this one and a nice herd is a prestige thing as well. Plus, the return on the last levels of everything is 9 Food and 12 silver per year for a cost of 100 silver, which is still not too bad, as returns go (adding one more to everything would be a return of 9 Food and 12 silver per year for a cost of 200 silver, which isn't nearly as good).

And we could stay and risk encountering something, but I'd rather just go home.
 
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Huh, with the Breadsticks..

Can we grab Blackhand's recipes? He knows sandwiches, but that can't possibly be the only food he knows.

Asva's wedding deserves the best!
Your virthing might have a couple raven feathers mixed in. I'll need to do a sit down and think about how Halla's Aspects have grown.
Hmm..

Given Hammer in Hand and Sten, there's probably an anvil (or hammer) somewhere.
There might be something representing our mentorship of Drifa, perhaps a very tiny hammer attached to Sten.
There's probably a boat somewhere, representing Eric.
There's probably something representing our nascent Jarlship of Stigmar, Tryggr and Trausti.
Stigr's definitely there. Bow and arrows.
Halfdan might be there, but he'd be represented as an Atgeir.
There's probably a bit of rag somewhere in our Virthing, or something representing our very good scouting, like maybe some rags woven to stylistically show an eye. This might also represent Randi.
Our Saemd/Virthing probably has a dog somewhere, representing both Flekkr and Steinarr. (Actually, a scene of Flekkr playing with Steinarr's Dog Fylgja would be very cute.. just saying.)
Hallr is probably represented as fire. Fire everywhere. Hallr's hiding in plain sight very well.

Halla's tendency to make friends and her being more selfless would likely influence her Saemd and Virthing to show her friends more.

Other notable deeds that might show up on our Virthing:

1) Our nascent Speaking out the Law, and more generally tendency to make friends/high Dreng - We've done it consistently and to big effect. This might just be the silver everywhere, though. Silver-Tongue.
2) Our Owl growing up into a Wizard Owl might have resulted in our Owl Feathers carrying runes, or be stylistically arrange in runes, since we know runes well.
 
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[X] Plan Well Rounded Herd
-[X] Quality 5 (80 silver oz.)
-[X] Food 4 (40 silver oz.)
-[X] Goods 4 (40 silver oz.)
-[X] Silver 4 (40 silver oz.)

[X] You have a lot to think about, it's time to go home
 
[X] Plan Well Rounded Herd
[X] You have a lot to think about, it's time to go home
Tomatoes aren't in Italy at this time period given they're a new world crop native to the Americas.
This is a travesty.

Sigurdr! Fix this!

...

Waiiiit

With the Norse propensity for Farming, we could make pizza a Norse invention in this timeline.. Tomatoes could grow year-round long in a soulscape..
 
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