Tech & Policies

Tech is a snowball; scholars are the hill. Policies are the wax.

Cartography vs Metallurgy first — the eternal week-one argument

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

  1. #1Agriculture I20 RP

    Farm plots +15% yield. Nothing else feeds you first.

  2. #2Milling35 RP

    Unlocks flour → bread. Doubles your food economy.

  3. #3Sawmill Blades40 RP

    Planks +20%. The timber line is every other line.

  4. #4Metallurgy I60 RP

    Smelter + ingots → tools compounding.

  5. #5Cartography75 RP

    Second trade route. Greyharbor was lonely.

  6. #6Bakery Arts80 RP

    Bread +25% value; also feeds trade partners.

Policy Ledger

PolicyCost/dayEffectVerdict
Pantry Act10 gold/day+50% food storage, offline 100% window 2h→4hAlways on. The day-one policy.
Apprentice Mandate25 gold/dayNew workers learn jobs 50% fasterOn during hiring bursts, off during stability.
Free Market Charter60 gold/dayTrade margins +15%Pays for itself once furniture flows. Check the math weekly.
Night Watch Edict30 gold/dayRaid damage -30%Cheaper than rebuilding. Ask Oakhollow how.
Scholar Stipend40 gold/dayResearch +25%The snowball accelerator. Enable and forget.
Research points do not expire

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