I think we would need to at least send half the gold those projects would require so the Dustins can fund them and maybe spend a point of influence to order some of the experts in Wintertown to move without causing loss of opinion.Makes me think we need to use an Issue Command on the Barrow Lords next turn telling them to construct Shipyards at Barrowtown. I wonder if granting the Dustins the right to open a concrete factory in Barrowtown will aid in that?
@notbirdofprey Is the petition of house Dustin for us to build them a concrete factory or to help them build one? If we spend a 1000 gold and ask House Dustin to build both a Shipyard and Concrete factory in Barrowton would that be workable or would we need also some influence (for example to relocate some of our own concrete factory workers without loosing opinion among the commoners)? Since they are allied to House Manderly there should not have as much trouble recruiting shipwrights for their shipyard so I don't think we will need to spend points there.
[] Concrete Construction: Concrete will be an extremely useful material, but unlike stone, it cannot be simply carved out of the ground. You must set up a building for it to be mixed, train some people in how to make it and use it, and then you will be able to use it. Time: 3 seasons. Cost: 800 gold. DC: 35. Reward: New options unlocked, increase to trade.
I'm also curious if our Matters of Trade action qualifies for the Manderly quest since we missed the DC80 requirement for a favourable trade deal here. Even if only by 3 points. If not then we should spend our extra action next turn to invite artisans. Since we need to have a new guild by Summer 109 for the Merchants quest and that is turn 21 if I'm counting correctly.[] Establish Shipyards (Location): Before building a fleet, you need to establish the groundwork. Barrowton has docks, but they are not particularly large. All Bear Island has are a few piers for fishing boats, and the same is true for Torrhen's Lake. White Harbor is really the only place in the North with the facilities to construct large ships. It's time to change that. Begin constructing docks, gathering timber and rope and tar, and establishing all the things you will need to build and service a powerful fleet. Time: 2 seasons. Cost: 750 gold. DC: 50. Reward: Cost reduction for shipbuilding, improved results and the chance of success for shipbuilding actions, possible increase to trade.