DarkLight140
Credit to Team
- Location
- Lost in my thoughts
I like the study backlog plan for the most part. However, I would also like to improve our lands somewhat, and that means we should be taking the prospector and farming actions this turn.
Both of those need to start early. Even if we're putting off the fief stuff for the most part, since both actions are purely investigative we're looking at a full turn of actions before we get the results that we'll need to even know the possibilities/costs of improving our lands. We aren't likely to get another budget windfall like this and apply it to our fief in the foreseeable future, so knowing whether we need to fit an 800g mine or a 400g mass importation of grape vines into our budget before we burn the bulk of our funding on something like a fortified manor two towers (one reading room and one laboratory for the bonuses on both activities, naturally) is fairly important.
Actions slots are rather difficult to come by, but while I'm not about to suggest that we should pay double Dwarf Rep costs, taking the human options with the slotless surcharge is relatively inexpensive and even if they won't do as good a job as the dwarves there's still the possibility of finding something- perhaps no one's ever prospected these lands before and there is tin or something just waiting to be noticed by a professional with a decent roll.
What I'm saying is that we're not going to be living alone if we ever do actually live on our lands. Given the need for things like a library, experimental lab, secure containment facility ('apprentices DO NOT ENTER'), and so forth in addition to all the usual living areas that a home must contain, I would consider the manor option the only reasonable one listed just for living space- that is, without bringing any considerations of defense even into the discussion.
And do we want to fill our Buried Palace with apprentices? I doubt we'll have more than a couple years before we have at least one- as the most well-known wizard in Stirland literally everyone who finds a teenager erupting in magic probably goes "give her to Dame Weber, she'll handle this". It's kind of astonishing that we haven't already noticed that happening, although I guess maybe Van Hal was having them all quietly murdered/shipped off and we never caught on.
Both of those need to start early. Even if we're putting off the fief stuff for the most part, since both actions are purely investigative we're looking at a full turn of actions before we get the results that we'll need to even know the possibilities/costs of improving our lands. We aren't likely to get another budget windfall like this and apply it to our fief in the foreseeable future, so knowing whether we need to fit an 800g mine or a 400g mass importation of grape vines into our budget before we burn the bulk of our funding on something like a fortified manor two towers (one reading room and one laboratory for the bonuses on both activities, naturally) is fairly important.
Actions slots are rather difficult to come by, but while I'm not about to suggest that we should pay double Dwarf Rep costs, taking the human options with the slotless surcharge is relatively inexpensive and even if they won't do as good a job as the dwarves there's still the possibility of finding something- perhaps no one's ever prospected these lands before and there is tin or something just waiting to be noticed by a professional with a decent roll.
A fortress is excessive, but if we ever actually live there it's worth remembering that as a Magister we are legally required to take in and instruct anyone who we discover with talent for magic, isn't irreversibly tainted by dhar, and shows the possibility of being trained in ulgu. Apprentice instruction takes around a decade before they move out and Magisters average having more than two of them over their lifetimes just to reach replacement rate of the Magister population- given the growth rate of the Colleges and the odds of death by mischance, it's more likely that the true average is four or five."BoneyM has said that nobody attacks the Weber lands because they're a bunch of mountains, and instead any prospective bandits will attack the fat farmlands down in the valleys. Let's build a fortress on it!"
What I'm saying is that we're not going to be living alone if we ever do actually live on our lands. Given the need for things like a library, experimental lab, secure containment facility ('apprentices DO NOT ENTER'), and so forth in addition to all the usual living areas that a home must contain, I would consider the manor option the only reasonable one listed just for living space- that is, without bringing any considerations of defense even into the discussion.
And do we want to fill our Buried Palace with apprentices? I doubt we'll have more than a couple years before we have at least one- as the most well-known wizard in Stirland literally everyone who finds a teenager erupting in magic probably goes "give her to Dame Weber, she'll handle this". It's kind of astonishing that we haven't already noticed that happening, although I guess maybe Van Hal was having them all quietly murdered/shipped off and we never caught on.
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