Thing is, a Vineyard isn't just (or even MOSTLY) about getting Wealth/Art. They are more about establishing greater market share in a trade good. Same as Expand Snail Cultivation and Plant Poppies.

Sure, but we aren't going to get much more out of it other than an innovation roll. On the other hand, being able to grow poppy seed and let us dominate which brings in additional wealth drip and help us deal with the taxation crisis.
 
Thing is, a Vineyard isn't just (or even MOSTLY) about getting Wealth/Art. They are more about establishing greater market share in a trade good. Same as Expand Snail Cultivation and Plant Poppies.
Wealth pretty much is trade goods.

What action would you suggest for generating wealth generically?

Edit: Just for reference, the actions we have that generate wealth are:
  • Glassworks
  • Vineyard
  • Poppies
  • Snails
  • Distribute Land
  • Mercenary Company (sort of)
 
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One econ and one econ slot. Brings things up to, effectively, a full secondary.
Granted.
Most of the Mills' "inefficiency" is bound up in the full [main] action getting spent on advances in labor-saving technology.
It's one and a half mains, not one for a Main Build Mills. One main for a secondary Build Mills. You have to count the secondaries for generating the Wealth and Art too.

Edit: I'll concede up front that we get really good value out of overflowing our econ if that's where you're going, but I don't think it should be wrapped in to this action.

Edit2: fixed a number.
 
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We have no shortage of labor intensive work so no worries on rise of luddites. (Workers displaced by machine and without equivalent replacement work)

And we already are leaning on people as a whole and work is good, so no risk from that end either.

(Would have used "work set you free" but that phrase have terrible connection.)
 
What action would you suggest for generating wealth generically?

Edit: Just for reference, the actions we have that generate wealth are:
  • Glassworks
  • Vineyard
  • Poppies
  • Snails
  • Distribute Land
  • Mercenary Company (sort of)
Among your list, I would recommend any of Glassworks/Vinyard/Snails, but taken as a secondary - since the main seems to be equivalent to the secondary in terms of stats but takes twice as long.

Among ALL of our our action? Expand Econ. After you've done it a couple of times and filled up Econ it starts generating 4 Wealth/Main.

Someday. Someday, we will have a turn when we do
[Y] [Main] Expand Econ 2x
[Y] [Secondary] Expand Econ
And it will be glorious. But sadly, that day is not today.
 
It's two mains, not one for a Main Build Mills.
... one and a half. 3 wealth = 3 econ + slots, so we're spending a [main] and an art on the tech upgrade.

Mills has basically two things going for it; the +tech, and the fact that it's the fastest slotless Econ producer. If we're not willing to expand for whatever reason (centralization), it's the only slotless net econ action we've got.

When we're real short on both Econ and LTE, this is important. When we've got a whole bunch of econ and LTE but we're facing constant wealth drain, we should go fix the wealth drain first.
 
Do we have goldsmiths and jewelers as an occupation or is it all fairly rough stuff we use?

That may be what the Khemetri use the Sapphires for. Make them into high value jewelry to resell.

Alternatively, they are working on a Valley of the Kings kind of super tomb that they are blinging out.
 
Among your list, I would recommend any of Glassworks/Vinyard/Snails, but taken as a secondary - since the main seems to be equivalent to the secondary in terms of stats but takes twice as long.

Among ALL of our our action? Expand Econ. After you've done it a couple of times and filled up Econ it starts generating 4 Wealth/Main.

Someday. Someday, we will have a turn when we do
[Y] [Main] Expand Econ 2x
[Y] [Secondary] Expand Econ
And it will be glorious. But sadly, that day is not today.
I really think maxing econ and using it to refill our stats would be a GREAT idea. But I'm not willing to price wealth like that till we actually DO it. I want the price we use to be representative of how we would actually regain the wealth.

(This is also why I'm not using Main Poppies, which is almost as efficient as Expand Econ! (0.625 secondaries instead of 0.5.) I'm not confident the thread will overcome its squeamishness about addictive drugs, regardless of how cost efficient and valuable they are...)

Taking them as a secondary doesn't massively change the outcome; it just knocks one main off the end. I picked Main for that example because I didn't want people to think I was ignoring costs. ;)
 
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... one and a half. 3 wealth = 3 econ + slots, so we're spending a [main] and an art on the tech upgrade.

Mills has basically two things going for it; the +tech, and the fact that it's the fastest slotless Econ producer. If we're not willing to expand for whatever reason (centralization), it's the only slotless net econ action we've got.

When we're real short on both Econ and LTE, this is important. When we've got a whole bunch of econ and LTE but we're facing constant wealth drain, we should go fix the wealth drain first.
Edited it a few minutes ago.
 
[X] [Alchemy] Full support (Main Study Alchemy, Stallions very pleased)
[X] [WC] Send many experts to work at the problem (-3 Art, -2 Centralization, +2 Wealth, +2 Wealth next turn)
[X] [React] Main New Trails
 
But I'm not willing to price wealth like that till we actually DO it
I suspect overfilling econ will still burn econ-slots, so, doesn't actually change the pricing.

In any case, I'm probably the most in favor of building the damned dam as I ever have been at this point - it eases travel into the lowlands and gives us a big boost to our mills, which is a lot more interesting than just an econ drip.
 
Taking them as a secondary doesn't massively change the outcome; it just knocks one main off the end. I picked Main for that example because I didn't want people to think I was ignoring costs. ;)
At that point, it is 2 main actions for 1 econ, 3 econ expansion, and a major innovation roll. Seems like a good trade when we need econ expansion; obviously less of a good one when we need econ.
 
At that point, it is 2 main actions for 1 econ, 3 econ expansion, and a major innovation roll. Seems like a good trade when we need econ expansion; obviously less of a good one when we need econ.
You're ignoring that vineyards cost econ expansion. 2 main actions for 1 econ and 1 econ expansion.
 
I suspect overfilling econ will still burn econ-slots, so, doesn't actually change the pricing.

In any case, I'm probably the most in favor of building the damned dam as I ever have been at this point - it eases travel into the lowlands and gives us a big boost to our mills, which is a lot more interesting than just an econ drip.
YAY!!!

Also, IIRC we know that overfilling count doesn't cost slots. It wouldn't make much sense narratively... I'll try to find the post.
 
I suspect overfilling econ will still burn econ-slots, so, doesn't actually change the pricing.
We've been told that econ past our limit takes up slots, but also refunds then if we have a true-city. So as long as we aren't planning to go cityless, it is econ-slot-neutral; e.g. Expand Econ effectively give +2 Wealth per secondary action committed with no impact on econ or econ expansion once Econ is filled up.
 
I suspect overfilling econ will still burn econ-slots, so, doesn't actually change the pricing.

In any case, I'm probably the most in favor of building the damned dam as I ever have been at this point - it eases travel into the lowlands and gives us a big boost to our mills, which is a lot more interesting than just an econ drip.

@Academia Nut
When econ overflows, do we get back the econ expansion slots that were consumed?

We know that other stats overflowing into econ consumes slots, but we don't know the reverse. This is actually important since we'll be overflowing our econ next turn with very high likelihood.
If you have a True City then yes, it would be refunded.
 
Also, IIRC we know that overfilling count doesn't cost slots.
You sure you're reading things correctly?

The Expand Economy action gives us two/four Economy and costs us two/four Econ Expansion. I don't see why that'd change just because the Ecomony overflows, afterwords.

We've been told that econ past our limit takes up slots, but also refunds then if we have a true-city.
Oh, that'd do it. Would the refund get calculated against total overflow, or each action that produces overflow independently?
 
You sure you're reading things correctly?

The Expand Economy action gives us two/four Economy and costs us two/four Econ Expansion. I don't see why that'd change just because the Ecomony overflows, afterwords.


Oh, that'd do it. Would the refund get calculated against total overflow, or each action that produces overflow independently?
Should be each action, as that is how it's done for every other refund thingy.
 
Snails don't, though. And neither do Glassworks (though I'm not sure if those require forest slots; it isn't mentioned anywhere).
Glassworks do require forest slots which make them relatively expensive.

Snails only produce one Wealth instead of two like vineyard, so they're more expensive as well.
 
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