[] Plan Food and Diplomacy
-[][Faith] Establish A Soup-Kitchen - (Ularn) - (-4 Materials) - (0/1 Turns Complete)
-[][Faith] Establish A Soup-Kitchen - (Tessen) - (-4 Materials) - (0/1 Turns Complete)
-[][Diplomacy] Kick 'Em While They're Down! - (6 Turns Remaining) - (0/1 Turns Complete)
-[][Martial] Scout Out. - (Tech-Scouts) - (TOP-03) - (0/1 Turns Complete)
-[][Learning] Under Pressure - (Mechanical/Hydraulic/Electrical) - (Needed Artifact: Broken Pump) - (0/2 Successes)
--[] 6FF
-[][Learning] Mutated And Their Bodies - (0/2 Successes)
-[][Archeology] Send Out The Scavengers (WO-02) - (0/1 Successes) ???
--[] 5FF
-[][Tree of Knowledge] Salt Refinement - (0/2 Turns Complete) - (-4 Materials)
-[][Tree of Knowledge] Black Box - (Basic) - (0/3 Turns Complete) - (-20 Materials) - (-1 Scientist)
-[][Personal action] Too Much To Do - (I Heard From a Guy...) - (0/1 Turns Complete)
-[][Personal action] Too Much To Do - (High-End Introduction - ( Forge-Clan Vanar-Feer)) - (0/1 Turns Complete)
-[] Merchants - (All Are Free Actions)
--[] Buying Goods In Bulk - ( Storerooms - Expanded)
-[] The Union Of Herbalists - (1 Free Action)
--[] Study Sessions - (-2.34 Materials) - (7/8 Turns Complete)
Costs: 4+4+4+20+2.34=34.34 Materials
FF 11
Ok, this should work.
Faith gets two soup-kitchens because they cost half of what poor-houses would cost, is cheaper on the upkeep, and should be on average just as effective at weakening the COE as the poor-houses would be. Building them in other cities should also get us more information about those places, which is why I chose Ularn(COE is active there) and Tessen(I assume it's the capital of Tessen).
Diplomacy gets "Kick 'Em While They're Down!" because that's a no-brainer and has a very good success chance. Probably have to switch it to Personal after two or three actions though.
Martial has us scouting the locked tower area so we get an idea about how many machines there are and what their stats are. We're not going to fight them until we get our volunteers back but the info could be useful if we run into any other machines.
Learning has "Under Pressure" and "Mutated And Their Bodies", both for the boost to our Material income they could be.
Archeology has us clearing out an area that our expedition currently visits. I think the place would be left with one looting round leftover but
@HeroCooky didn't update the turn count for that, so things could change.
-WO-02: Est. Artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 3 Turns, Mutants nearby.
-WO-02: Est. Artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 3 Turns, Mutants nearby.
I would probably switch to a scouting action but that would mean I also have to change the Martial action.
Tree of Knowledge has "Salt Refinement" because it's cheap, and Black Box - (Basic) which we can barely afford but is important because of the research boost and the chance of keeping used Artefacts. I'm not sure about the Black Box because it
is expensive but the early we get it the better.
Personal gets the action that causes trouble for the COE(because it needs the +40 bonus) and a Diplomacy action for the Forge-Clans. Mainly because we will interact with them if we climb the tech tree and I want IC knowledge of their plans for the Workshop.
If they start sending people into the Forest of Rust, we want to know that beforehand so we can avoid any trouble they cause.