[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.

[X] Seek allies - Look for people among the community and in the wider polity
[X] Throw a party - Hold a major social gathering
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
 
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.

[X] Seek allies - Look for people among the community and in the wider polity
[X] Throw a party - Hold a major social gathering
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
Can I ask you to take a second look at fitting Study War in? It's important to start growing as an officer and start a pattern of growing as a person. I'd prefer if you replaced Seek Allies or Hunting with it, but it's very important so if it must replace Throw a Party then even that would be preferable to not including it.
 
Can I ask you to take a second look at fitting Study War in? It's important to start growing as an officer and start a pattern of growing as a person. I'd prefer if you replaced Seek Allies or Hunting with it, but it's very important so if it must replace Throw a Party then even that would be preferable to not including it.
I'd rather get a look at the basic value of every personal action before settling into the known-factor growth actions.
 
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.
[X] Study war - Chance to advance Officer education
[X] Seek allies - Look for people among the community and in the wider polity
[X] Throw a party - Hold a major social gathering
 
Anyone want to try to sell me on the advantages of Hunting? I don't think I've seen many arguments in favor so I don't know precisely what to argue against.
In addition to what veekie said, it's also a good opportunity to shoot footage for hunting tourism advertisements.
And it's also a way to keep Ellas mech combat skills somewhat sharp, like hunting was for the nobility historically.
 
In addition to what veekie said, it's also a good opportunity to shoot footage for hunting tourism advertisements.
And it's also a way to keep Ellas mech combat skills somewhat sharp, like hunting was for the nobility historically.
Alright, those are good points, but I think they're stronger later than they are right now. I want to do more studying before we cut our teeth on a dragon or risk overt Reaver interest.
 
Also, @Academia Nut would the nomads be upset if we donated our weapon for study? Or do we have to Science! it ourselves? What would be the costs involved, and would donating it to be studied on a broader scale net us any benefits?

You can and would receive benefits, but the results might disappear into a blackhole as far as you are concerned. It is possible for refinements to be "proprietary", which is to say that sub-groups within a polity may pursue their own avenues of refinement (one group makes heavier hitting guns better against armour, another makes faster firing ones that are superior against infantry, etc.) and the over group may choose to do their own research, pick and choose from different groups, or adopt a universal standard.
 
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.
[X] Study war - Chance to advance Officer education
[X] Seek allies - Look for people among the community and in the wider polity
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
 
[X] Study politics - Chance to advance Politician education

I'm not going to bother trying to change the other votes but I think the political education is far more important to us.
 
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.

[X] Study war - Chance to advance Officer education
[X] Study politics - Chance to advance Politician education
[X] Study combat(mech)

Not voting for any option that might beat out study actions. If something like hunting or seeking allies or throwing another party aiming for automation gets in that's fine, but I definitely don't want all three to get in. Preferably we do two study actions to make up for neglecting them so much.
 
[X] Construct building
-Entertainment Complex (+3 Culture) [Cost: 20 culture]

[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH

[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW

[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.

[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter X2

[X] Seek allies - Look for people among the community and in the wider polity

[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved

[X] Seek allies - Look for people among the community and in the wider polity X2
 
Vote Tally : Original - Knight of Dandriss: Stone and Steel | Page 32 | Sufficient Velocity
##### NetTally 1.6.0

Settlement Options:

[x] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.
No. of Votes: 19

[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
No. of Votes: 18

[x] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
No. of Votes: 17

[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
No. of Votes: 17

[X] Construct Building
No. of Votes: 16

-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
No. of Votes: 15
[X] Construct building (Entertainment Complex)
No. of Votes: 1

[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter X2
No. of Votes: 2

[X] Advertise for business
No. of Votes: 1

[X] Promote innovation
No. of Votes: 1

[X] Construct building - Hab
No. of Votes: 1

[X] Promote the arts - Spend Economy influence to attempt to produce additional Culture influence
No. of Votes: 1

Personal actions:

[X] Seek allies - Look for people among the community and in the wider polity
No. of Votes: 18

[X] Study war - Chance to advance Officer education
No. of Votes: 14

[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
No. of Votes: 11

[x] Throw a party - Hold a major social gathering
No. of Votes: 8

[X] Study politics - Chance to advance Politician education
No. of Votes: 5

[X] Study combat(mech)
No. of Votes: 1

[X] Seek allies - Look for people among the community and in the wider polity X2
No. of Votes: 1

Total No. of Voters: 20
 
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Seek allies - Look for people among the community and in the wider polity
[X] Study war - Chance to advance Officer education
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved

I'm literally just copying all of the most popular votes, but these are what I want anyways so...

With this we will have 2 entertainment complexes, 2 reactors and 1 Hab.

We'll need to build a Hab next, as each hab can only support 4 additional buildings. Which means our goal is to reach 25 culture and 5 economy as soon as possible. Seeing as we get +5 economy pet turn, we can safely ignore that.

Current culture is 23+4
After building it will be 3+7

Turn 4: 10+7
Turn 5: 17+7
Turn 6: 24+7

We need to gain at least 1 culture from outside of our stable income... That'll probably be done by patrolling or something, no sweat.

If we can gain +8 culture in the next couple turns though, we might be able to build an addition pylon on turn 5.

[] Promote the arts - Spend Economy influence to attempt to produce additional Culture influence

This is a pretty valuable action right now, honestly.

Edit: though if possible, we we would like enough economy and science to build reactors right after finishing Hab #2, so while the econ - culture influence trade is valuable, having 25 culture and 20 economy is the real goal, (and 10 sci)

Sorry for appearing contradictory, just jotting down thoughts as they come.
 
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[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.

[X] Seek allies - Look for people among the community and in the wider polity
[X] Throw a party - Hold a major social gathering
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
 
We might want to build a Proving Ground next turn so that we can better research CLF3​ rounds and build a factory when the research is finished so that we can build the rounds. After that we build a trading post and a caravan to sell it. We could also go allowing license production.

The research would take 20/4=5 turns. And the factory is buildable in 25-2=23/5=4.6≈5 turns, though with continuing patrols we get +7 to economy per turn so it would only take ≈4 turns.

Of course that's only if we want to exploit the CLF3​ rounds as soon as possible and we might want to before someone else catches enough Facemelters and figures out how to make them .
 
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We might want to build a Proving Ground next turn so that we can better research CLF3​ rounds and build a factory when the research is finished so that we can build the rounds. After that we build a trading post and a caravan to sell it. We could also go allowing license production.

The research would take 20/4=5 turns. And the factory is buildable in 25-2=23/5=4.6≈5 turns, though with continuing patrols we get +7 to economy per turn so it would only take ≈4 turns.

Of course that's only if we want to exploit the CLF3​ rounds as soon as possible and we might want to before someone else catches enough Facemelters and figures out how to make them .
  • Hab (+1 Culture, +1 Economy, +1 Science, +1 Military) [Cost: 25 culture, 5 economy] [Note: new buildings cannot be constructed unless Habs compose at least ⅕ the active buildings]
With this we will have 2 entertainment complexes, 2 reactors and 1 Hab.

We'll need to build a Hab next, as each hab can only support 4 additional buildings.

Ahhem.
 
We might want to build a Proving Ground next turn so that we can better research CLF3​ rounds and build a factory when the research is finished so that we can build the rounds. After that we build a trading post and a caravan to sell it. We could also go allowing license production.

The research would take 20/4=5 turns. And the factory is buildable in 25-2=23/5=4.6≈5 turns, though with continuing patrols we get +7 to economy per turn so it would only take ≈4 turns.

Of course that's only if we want to exploit the CLF3​ rounds as soon as possible and we might want to before someone else catches enough Facemelters and figures out how to make them .
I'd say that right now the Facemelter rounds don't provide us with enough substantive benefit to delay our growth curve. We're a lot better off putting that Science Influence into more science-generating buildings and setting ourselves up to tackle bigger research projects further down the line. I'm hoping we'll actually do the Facemelter project when we have a Hab Block, a Reactor Block, a Network Center and a Lab, generating 21 Science per turn and letting us finish it in a single turn. That wouldn't set our growth back considerably like trying to do it now would.

[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Seek allies - Look for people among the community and in the wider polity
[X] Study war - Chance to advance Officer education
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved

I'm literally just copying all of the most popular votes, but these are what I want anyways so...

With this we will have 2 entertainment complexes, 2 reactors and 1 Hab.

We'll need to build a Hab next, as each hab can only support 4 additional buildings. Which means our goal is to reach 25 culture and 5 economy as soon as possible. Seeing as we get +5 economy pet turn, we can safely ignore that.

Current culture is 23+4
After building it will be 3+7

Turn 4: 10+7
Turn 5: 17+7
Turn 6: 24+7

We need to gain at least 1 culture from outside of our stable income... That'll probably be done by patrolling or something, no sweat.

If we can gain +8 culture in the next couple turns though, we might be able to build an addition pylon on turn 5.

[] Promote the arts - Spend Economy influence to attempt to produce additional Culture influence

This is a pretty valuable action right now, honestly.

Edit: though if possible, we we would like enough economy and science to build reactors right after finishing Hab #2, so while the econ - culture influence trade is valuable, having 25 culture and 20 economy is the real goal, (and 10 sci)

Sorry for appearing contradictory, just jotting down thoughts as they come.

I think that the amount of Econ we'd have to spend to get the culture you're talking about is nowhere near worth it. Would probably be 16+ and we'd be spending a few every turn. No good.

If we wind up with excess econ we should just use it to construct trading posts or even factories, at least for the time being.
 
I think that the amount of Econ we'd have to spend to get the culture you're talking about is nowhere near worth it. Would probably be 16+ and we'd be spending a few every turn. No good.
I was suggesting it might be possible to build a turn 5 Hab if we secure additional culture, instead of a turn 6 Hab.

Given that the hab is the next thing we need to build, the sooner we build it, the sooner we can build other things.

If we wind up with excess econ we should just use it to construct trading posts or even factories, at least for the time being.
We literally cannot construct anything other than the Hab. After we construct the Hab, we can build whatever we want.

I suggested two possible goals:

1- turn 5 Hab, turn 6 ???
2- turn 6 hab, turn 6 reactor(3)

The first requires +8 external culture during turns 3 and 4. This can come from trading economy, from holding a festival, from nomad diplomacy, from patrolling... Trading economy for culture is simply the most certain, though even then the trade ratio is unknown and risky.

At our current income, if trying to meet the second goal we'll need +1 culture, and we'll have 2 spare economy. A simple and easy trade, or we can get the culture elsewhere; we have time.

What we can not do is build a trading post or factory. Not if we want a reactor or entertainment block in the near future. Those have to wait until we get Hab 3.
 
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.

[X] Seek allies - Look for people among the community and in the wider polity
[X] Throw a party - Hold a major social gathering
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
 
  • Hab (+1 Culture, +1 Economy, +1 Science, +1 Military) [Cost: 25 culture, 5 economy] [Note: new buildings cannot be constructed unless Habs compose at least ⅕ the active buildings]


Ahhem.
Oh, yeah we need to build a hab next. Though that would take an additional four turns until it's finished, started in turn 6 and finished in turn 7. From base income and without any expidentures we would have in turn 7:
Culture 6
Economy 32
Science 18
Military 17

Looks like we could build the third reactor and a trading post or proving grounds then. Depending on how things go we might even be able to build all three, with luck we get the additional eight economy needed.
Though we may want to build an additional barracks for more troops to protect the settlement instead of one the possible not reactor buildings.
I'd say that right now the Facemelter rounds don't provide us with enough substantive benefit to delay our growth curve. We're a lot better off putting that Science Influence into more science-generating buildings and setting ourselves up to tackle bigger research projects further down the line. I'm hoping we'll actually do the Facemelter project when we have a Hab Block, a Reactor Block, a Network Center and a Lab, generating 21 Science per turn and letting us finish it in a single turn. That wouldn't set our growth back considerably like trying to do it now would.
We are quite far form accomplishing that though. We shouldn't focus on the long term and loose sight of any short and mid term opportunities.
I'd say that the benefits from using and selling the Facemelter rounds could be worth the delay in that build order.

On the other hand we do not need to research them ourselves. We could get someone else to research them, for a part of the profits. Of course that cuts into our own profits and things might leak.
 
I was suggesting it might be possible to build a turn 5 Hab if we secure additional culture, instead of a turn 6 Hab.

Given that the hab is the next thing we need to build, the sooner we build it, the sooner we can build other things.


We literally cannot construct anything other than the Hab. After we construct the Hab, we can build whatever we want.

I suggested two possible goals:

1- turn 5 Hab, turn 6 ???
2- turn 6 hab, turn 6 reactor(3)

The first requires +8 external culture during turns 3 and 4. This can come from trading economy, from holding a festival, from nomad diplomacy, from patrolling... Trading economy for culture is simply the most certain, though even then the trade ratio is unknown and risky.

At our current income, if trying to meet the second goal we'll need +1 culture, and we'll have 2 spare economy. A simple and easy trade, or we can get the culture elsewhere; we have time.

What we can not do is build a trading post or factory. Not if we want a reactor or entertainment block in the near future. Those have to wait until we get Hab 3.
Let me clarify. I think it's going to be more efficient to save other resources rather than trying to trad them for a faster hab, that way we can just build whatever we want as soon as the hab is done, rather than waiting for them to replenish. There's no point building a faster hab if we can't build something else the very next turn after it.
 
I'd say that the benefits from using and selling the Facemelter rounds could be worth the delay in that build order.

Putting off researching the Facemelter rounds reduces the Indigo Hammer blowback against the nomads. If we research them immediately, it's really obvious where we got them; in the future, it won't be.

And not caring about the damage our actions cause to our allies will make it harder to get more allies in the future.
 
At first I wondered about researching the round but then figured we ought to wait till we're done buying animals and whatnot in the short term from Indigo and all, nomads on their way out.
 
Putting off researching the Facemelter rounds reduces the Indigo Hammer blowback against the nomads. If we research them immediately, it's really obvious where we got them; in the future, it won't be.

And not caring about the damage our actions cause to our allies will make it harder to get more allies in the future.
Hm, yeah waiting until all animals have arrived would probably be best. Though the nomads themselves don't care after the first shipment has arrived, as Argo said in update 2.6.

When they have the animals there isn't anything that Indigo Hammer can do against the nomads.

And having a, in Ellas words, a major and unique manufacturing and export good would be a good thing and, in my opinion, worth the delay in the build plan.
 
[X] Construct Building
-[X] Entertainment Complex (+3 Culture) [Cost: 20 culture]
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Intrigue sweep - The mayor is down and reeling but there may be other threats out there
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and there is some friction between them and the locals. You might want to sort that out.
[X] Study war - Chance to advance Officer education
[X] Seek allies - Look for people among the community and in the wider polity
[X] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
 
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