I think there is a point we need to clarify.
We only roll 3d40 on locked in actions.
You're entirely correct, as listed at the top of the turn 2 post:
Each die results in rolling 3d40, which are added together for the result. Each project can only have 1 die applied to it unless otherwise specified. Dice are LOCKED IN once applied, until the project completes or the die is pulled off the project. If the project completes, you get the die back right away. However cancelling a project costs 1 turn.
But uh-
-this is quite the opposite. It's also listed in the turn 2 post, just under the military category
Some military actions have a Quality Die (d100) instead of the usual 3d40 for Projects. Quality Die actions do not get locked in.
It isn't specified that it locks, and the dc has question marks next to it. Better to play things safe than be sorry.
Per the above, dice assigned to projects are locked-in as the default.
Now, to compare and contrast my own plan
[] To Set One's Stance
Military:
[] Prepare to Assault the Circle of Knives: (Quality Die) (Locks the Pikes) [1 Military Die]
--Marten Cambrie
[] Formalize the Bloody Pikes: (0/100??) [1 Military Die]
[] Militia Recruiting: (0/50??) [1 Free Die]
@Simon_Jester, looks like this is the same for us. Prepping to go on the attack, choosing an option that's listed as paying dividends later, and taking a short-term project.
Infrastructure:
[] Build a Church: (0/50??) [1 Infrastructure Die]
[] Build a Clock and Calendar: (0/50??) [1 Infrastructure Die]
We're the same here in understanding that these projects have already been signposted by our advisors as necessary, which I very much like.
Production:
[] Support Huical's Farm: (0/150??) (Costs 1 Ichor on completion) [1 Infrastructure Die]
[] Formalize and Expand Foraging: (0/50??) [1 Free Die]
[] Create a Weaving Workshop: (0/100??) [1 Infrastructure Die]
--Katherine Rosa
We've both pinged on the Weaving Workshop being the only option that can trigger Katherine's bonus, and how she previously mentioned lots of folk were already trying to
do things. Just that the efforts were undirected.
Research:
[] Search for Mine Sites: (0/50??) [1 Free Die]
[] Build a Hot Farm: (0/100??) (Costs 1 Hellfire on starting) [1 Research Die]
[] Create Weapons: (0/???) [1 Research Die]
-Leonardo di ser Piero da Vinci
Again, it's already been listed that people are just...*digging*. So finding good locations to direct their digging is essential, having Leonardo put to crafting weapons for us is also something I agree on. There is the argument that we don't "need" this since we're aiming to take the circle of thorns- which simply grows weapons there- but us having the
ability to craft our own weapons is must.
Services:
[] Recruit Peacekeepers: (0/100??) [1 Services Die]
[] Organize Canteens: (0/50??) [1 Services Die]
-Again, Peacekeepers, as was mentioned in the updoot.
And now for me to address how my plan actually differs from your own: Food.
I realize how tempting it is to simply go for the default good option of Morale and Needs Survey, but it isn't the optimal choice. I might even go so far as to call it a trap option (for turn 2) depending on how punishingly Rockeye is setting the pace of the game. See, we've already seen the effects of low food mentioned in Turn 1 results at the end of the fluff.
...the constant hunger pains are starting to get to you again.
The Canteens option also lists that food A) Will strengthen our people, B) Get our people's natural healing working properly, and per this narrative bit C) Rid the Hangry morale debuff while simultaneously letting them think more properly. We don't *need* to do the survey to know this, so why take it in order to be told it's a problem when we already know it is? Again, I only think taking the survey is non-optimal this turn. I expect to be taking it after Organize Canteens finishes.
The other big thing is the quiet synergy between Huical's Farm & Hot Farm. One has us lending manpower out to the person who knows
how to farm in hell, while the other has us prepping the
conditions to farm in hell. Having the canteens set up also means we've got a direct through-line to prepare and deliver the harvests of said combo. In true plate spinning sense, this sets the topic of food spinning such that we don't have to worry about it for a nice while afterwards- which will let us turn our focus to other things.
Central:
[] Code of Laws: (0/100??) Mini-Vote) [1 Central Die]
-Hard to have Peacekeepers/Law Enforcers if you don't have what they're supposed to enforce figured out.
[] To Set One's Stance
Military:
[] Prepare to Assault the Circle of Knives: (Quality Die) (Locks the Pikes) [1 Military Die]
--Marten Cambrie
[] Formalize the Bloody Pikes: (0/100??) [1 Military Die]
[] Militia Recruiting: (0/50??) [1 Free Die]
Infrastructure:
[] Build a Church: (0/50??) [1 Infrastructure Die]
[] Build a Clock and Calendar: (0/50??) [1 Infrastructure Die]
Production:
[] Support Huical's Farm: (0/150??) (Costs 1 Ichor on completion) [1 Infrastructure Die]
[] Formalize and Expand Foraging: (0/50??) [1 Free Die]
[] Create a Weaving Workshop: (0/100??) [1 Infrastructure Die]
--Katherine Rosa
Research:
[] Search for Mine Sites: (0/50??) [1 Free Die]
[] Build a Hot Farm: (0/100??) (Costs 1 Hellfire on starting) [1 Research Die]
[] Create Weapons: (0/???) [1 Research Die]
-Leonardo di ser Piero da Vinci
Services:
[] Recruit Peacekeepers: (0/100??) [1 Services Die]
[] Organize Canteens: (0/50??) [1 Services Die]
Central:
[] Code of Laws: (0/100??) Mini-Vote) [1 Central Die]
The only thing I'd really be up for swapping is Create a Weaving Workshop for Establish Ichor Gathering since folks are really loving the possibility of that consumable +20. (Understandably so)
EDIT: Had a mix-up with QUOTEs, how embarrassing