Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
Okay so to start we're actually only selecting two projects, since one is committed to finishing the Boiling Deeps Shrine.

In terms of priorities, finally getting boats done would be good, since it's one of our best producers and an important part of the Snowblossom tech tree. Forestry I think is also probably important?

Seasonally, even if yrs isn't modelling it, we're entering into Spring now so from an RP standpoint getting Fields Infrastructure in order to help with the plowing etc. would make sense too, even if mechanically it's weaker.
 
Well now that I'm caught up, I get to join the gallant ranks of the proofreading brigade :lol:

"Love…" the elder cultivator mused. "I love my daughter, even as my thorns splintered her organs.
I imagine that this should be in the past tense, though I suppose she could mean that she still loves her despite having had to kill her

The dawn of the next day came rather late the next day, all things told.
Dawn is never early, nor is it late. The sun rises precisely when it means to

"A small number among the foreman,
Among the foremen
 
Alright, since it looks like our potter friend is not coming south right away (I assume it would have been noted here), but we got the clay anyway, I think we can afford to do something like:
[]Plan: Pill on boat
-[]Fishing boat construction
-[]Tiny Alchemist lab

Though that will cost us a lot of wealth. There's also this:

[]Plan: boatyard infrastructure
-[]Fishing boat construction
-[]Hamlet Forestry

that would be amusing because we can pretend we cut enough wood to make our boats in-house.
 
Have a diffchecker for what all has changed since the last time i took a copy of the fief post:

Fief Update 24/08/21 -> 25/03/21 - Diffchecker

Fief Update 24/08/21 -> 25/03/21 - [QUOTE="yrsillar, post: 11601475, member: 870"] [B]Fief Development and Stats[/B] [spoiler=Term def


Also a typo in said post:
The beginnings of construction for a Sacred Site at the Noiling Deeps the geyser Zhengui has raised from the earth, foundations and a central shrine structure set down, as well as space cleared for cultivation chambers.

And a "that placement can be confusing":
A small location safe with the inner walls outfitted for safe alchemical practices, able to support a small handful of low cultivation achemists practicing their trade

Cost: 35 Agriculture 5 material(reduced by available pillmaker)
1 month
Upkeep: 1 wealth
Effect: +0.1 Wealth per accessible cultivation reagent and special material, +5% chance of gaining cultivator pop [0.1]
Unlocks: Hardened Alchemy processes. Expanded Alchemy processes
The [0.1] is, i assume, meant to show the 'current' amount of wealth it would give, same as with the trade post. But having it just be at the end of the full effect line is confusing for this because of the extra "+5% chance of gaining cultivator pop" that is separate from the scaling effect.
 
We can afford it, and the bonus the alchemy lab gives to recruiting additional cultivator manpower is significant.

The new Minor Tradepost shows us a path to making significant wealth in the future, as well.
It's not really imo. The odds for what we get in the next three months (before the war arc) don't change much:
0​
1​
2​
3​
Current​
0.216​
0.704​
0.064​
0.016​
+Alc​
0.1815​
0.7185​
0.075​
0.025​
 
Well now that I'm caught up, I get to join the gallant ranks of the proofreading brigade :lol:


I imagine that this should be in the past tense, though I suppose she could mean that she still loves her despite having had to kill her


Dawn is never early, nor is it late. The sun rises precisely when it means to


Among the foremen
the tense of love in that section is meant to be like that yes
 
Mmm, I think I favour looking at things from an RP standpoint of what we need maybe?

Boats are great this is true, but we already have fish providing almost all of our food and that might not be the best nutritionally. We're also just entering spring, so getting our fields infrastructure upgraded now so people can plow and prepare the fields more effectively makes sense. Doing it after we've already planted will just be silly. Getting our forestry sorted before we go into more boat building and field expansion and other projects would also make sense maybe? And unlocking the Hunter's Shrine might improve security from spirits as well as well. Forestry is also very good numbers-wise (though ofc the numbers don't really matter to us).

[] Plan: Laying Groundwork
- [] Fields Infrastructure
- [] Forestry
 
The boats and the cliff roads both seem very important to me. They open up further interactions with snow blossom and with the piper. The Piper is especially important in my mind as the way the yith seemingly focus on the argent vents and the pipers potential connection to them make them an interesting plot hook to get into during the war arc.
 
It only takes 1 month, and I believe we can make a more impactful effect on the war effort if we get some cathedral work done earlier on. While infrastructurally speaking I agree that working on something that can only directly benefit two people is short sighted I do think that it's also better to try to integrate such a unique resource earlier on as possible in the fiefs development.
 
[X] Will Trade Pills For Wheat
-[X] Minor Tradepost
-[X] Tiny Alchemist Lab

I think getting an actual economy and pills going will be best. Most of Shenglu is populated with low cultivators, and giving people a way to sell their goods and spend their money will impact more than just our chances of getting CMP to one.

Right now people can only eat local plants and fish, and we are not importing any goods. I agree the fields need work, and building more fishing boats should be on our list in short order. But giving the population a General Store and a source of local power-ups benefits them the most if you ask me.
 
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For boats... the more I think about it honestly the more I think it isn't an immediate priority. A town needs to have a robust broad foundation that covers all of the basics. Min-maxing is when you're doing advanced development and looking for an economic niche or something. At the end of the day we need to be able to support all the fundamentals well.

Snowblossom and our fisheries are currently in a good place. We've got a working shrine, with got sufficient fishing infrastructure to, currently, supply most of our food. We don't need any more at this stage even if we want it.

Other things are more important. Our farms are inadequate. We don't have mills or smithies. We need to get our forestry and spirit relations there sorted before we mess something up. If people are concerned about security, well, the Hunter's Shrine is currently our best lead on something that might help with spirit beast risks. Then once we start getting cultivators we've got all our various cultivation mat projects to start building our infrastructure there too. It might pain me, but I feel like it actually makes sense to step back from fishing for a moment and focus on the rest of the fief.
 
A whole free project! And it was one of those I wanted to do. I know that we got a 100 crit, but this is still great.

My priority remains unchanged: Cultivator Manpower.
However, even if I would like to take the Alchemy Lab, it really doesn't make sense narratively.
Though it reduces the chances of not getting any Cultivator Manpower in a 15% (3 percentage points from 21% to 18%), which is significant.

The good thing is that "Agriculture" doesn't distinguish wood from fish and produce, so the Forestry project will grant 3 Ag from a single ManPower. That's double of what we would get from the Field Infrastructure (an increase of 0'5 Ag per MP, with 3MP).
The Boats gives the same boost as Field Infrastructure, but unlocking a Fishery Specialization and further projects.

So, as much as the CMP from the Alchemy Lab tempts me, I really think we should go with

[]Plan: boatyard infrastructure
-[]Fishing boat construction
-[]Hamlet Forestry
 
Is it paranoid of me that I read that warning about LQ having to cast down a loved one and immediately thought of Biyu? That dream of the heights we instilled scares me, tho I guess the other option could have been twisted as well.
 
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I think getting an actual economy and pills going will be best. Most of Shenglu is populated with low cultivators, and giving people a way to sell their goods and spend their money will impact more than just our chances of getting CMP to one.
Nearly all of our population is mortals. The cultivators we do have are a bunch of bureaucrats and the Cai guards who currently aren't even being counted in our population stats (it's a bit awkward).

This is all putting the cart before the horse. We currently don't have a meaningful local cultivator population, and also haven't developed any significant goods we could trade beyond the wool from a small flock of first realm sheep.

Everything else really needs to be developed first before we look at that.
 
[X] Plan: Laying Groundwork
- [X] Fields Infrastructure
- [X] Forestry

I like the thematics/rp. Spring is the time to do this kind of work for the farms, and we did just have a discussion that implied improving our local basic resource generation might be a good deal. And getting our farms up would be nice for a large number of reasons.

And Shenglu is mostly surrounded by alpine forest and taiga? There are a lot of luxury mortal woods in those biomes. Here's hoping that Zhengui starts causing cultivator trees to start growing. (Probs not, but I hope)

The Following is a Skitzy Ramble:

Soil Studies RP wise should probably wait until next spring, I think. That would be good timing, should have almost all the basic stuff for standard agriculture on lock at that point. Maybe even the first Sheep expansion and knock on wool industry stuff.

Obviously, boat construction should come after forestry starts so you can lay up and start drying lumber for construction. Don't need boats to do initial jadehelm scrimshaw tho. I would bet money that it's already started, fishermen have down time and they get bored and do stuff. Scrimshaw is very 'nautical' and something fishermen would do in their down time as the materials would be on hand. Jadehelms are big fish and good eats iirc, so they definitely being fished.

The Mill, following improved infrastructure, can wait for late summer (We still are on monthly ticks for fief business yes?) or fall completion. In time for the harvest. We should do preservation then too.

Pop drive soon though, I think. Maybe a couple, just looking through we're short 3 manpower?

Chillmist catching seems like a winter thing to do.

This vague "plan" is assuming that the third slot will be allocated to one of our shrines or cultivator site improvements for the foreseeable future.

We still don't have any cultivators? Boo. Summertime Alchemist hut? 5% isn't a lot but every bit counts in the long term. Getting one cultivator would be pretty fucking neat. Really give us a lot more play in terms of security.

Dipping sub 100 is risky, but the Iron Mine attached to the quarry is a significant boost.

Getting the Scrimshaw, Chillmist, and Clearwater up and going... would the Clearwater, as something that seems to be a proper consumable increase the chances of cultivator pops appearing? That might be a project chain worth exploring.

Dunno. Dinner time.
 
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Nearly all of our population is mortals. The cultivators we do have are a bunch of bureaucrats and the Cai guards who currently aren't even being counted in our population stats (it's a bit awkward).

This is all putting the cart before the horse. We currently don't have a meaningful local cultivator population, and also haven't developed any significant goods we could trade beyond the wool from a small flock of first realm sheep.

Everything else really needs to be developed first before we look at that.

We have plenty of low cultivators, almost all of the bureaucrats are at least Red and all of the priests and Zhengui's staff are similar.

CMP is implied to be Green or near Green. We got plenty of Reds and a handful of non-combat Yellows around.
 
CMP is implied to be Green or near Green. We got plenty of Reds and a handful of non-combat Yellows around.
CMP is not green. The problem is that yrs hasn't been accounting for any of the cultivators we have in fluff in the mechanics, which is why all the numbers don't actually match up with what's going on. And our overall population is still quite small I think. Yes we do have priests and bureaucrats, but I don't think that's actually that many people?

I'm pretty sure most of our cultivator population will be the security forces who aren't being sourced or supplied locally.
 
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