Tech & Policies
Tech is a snowball; scholars are the hill. Policies are the wax.
Traders swear Cartography (second route = instant income). Smiths swear Metallurgy (tools compound forever). Our sim says Metallurgy wins by day 5 IF you have 2+ smiths; otherwise Cartography. The forum thread about this outlived the argument.
Week-One Tech Order
#1Agriculture I20 RP
Farm plots +15% yield. Nothing else feeds you first.
#2Milling35 RP
Unlocks flour → bread. Doubles your food economy.
#3Sawmill Blades40 RP
Planks +20%. The timber line is every other line.
#4Metallurgy I60 RP
Smelter + ingots → tools compounding.
#5Cartography75 RP
Second trade route. Greyharbor was lonely.
#6Bakery Arts80 RP
Bread +25% value; also feeds trade partners.
Policy Ledger
| Policy | Cost/day | Effect | Verdict |
|---|---|---|---|
| Pantry Act | 10 gold/day | +50% food storage, offline 100% window 2h→4h | Always on. The day-one policy. |
| Apprentice Mandate | 25 gold/day | New workers learn jobs 50% faster | On during hiring bursts, off during stability. |
| Free Market Charter | 60 gold/day | Trade margins +15% | Pays for itself once furniture flows. Check the math weekly. |
| Night Watch Edict | 30 gold/day | Raid damage -30% | Cheaper than rebuilding. Ask Oakhollow how. |
| Scholar Stipend | 40 gold/day | Research +25% | The snowball accelerator. Enable and forget. |
Banking RP across days is fine; nothing decays. The "use it or lose it" feeling is inherited trauma from other genres. Heal.
costs from tooltips + editor ledger, v1.0.1