... I wonder if it's still drinkable? If yes, that would be a point in favor of the Ancients having ridiculous preservation methods even by modern standards.
FYI, modern sodas basically last forever if their containers aren't kept in a place which degrades them. At most the soda would de-gas a bit if you're using plastic containers(which are porous and DO grow more brittle and porous with exposure), but a can of coke kept in an environment where they aren't physically penetrated would keep for a thousand years.
 
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What happened to the unionists over the last few turns that caused them to dissolve?
They rolled shitty for their reactions/plans, causing them to bleed members/influence at an alarming rate. Those left over realized that their faction/goals/methods were untenable in the changed environment and decided to not go out with a whimper or last Hurra, but with dignity. They choose to sign with the Base in exchange for concessions, which resulted in the creation of the Foundation faction.
 
[] 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.
 
[X] Plan Screw COE, Get Money
-[X][Faith] Establish A Poor-House - Mirn (0/2 turns)
-[X][Faith] Expand Your Hospices
-[X][Diplomacy] Kick 'Em While They're Down! - (6 Turns Remaining)
-[X][Martial] Mutated Corps. (0/2 turns)
-[X][Learning] Mutated And Their Bodies Needs (0/2 Successes)
-[X][Learning] Under Pressure - (Mechanical/Hydraulic/Electrical)( 0/2 Successes)
--[X] 5FF
-[X][Archeology] Scout The Wall
-[X][Tree of Knowledge] Medical Wing (0/2 turns)
-[X][Tree of Knogledge] Salt Refinement (0/2 turns)
-[X][Personal action] Too Much To Do - (High-End Introduction - ( Forge-Clan Vanar-Feer)) - (0/1 Turns Complete)
-[X][Personal] Too Much To Do - Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) (0/8 successes)
--[X] 6 FF
-[X] The Union Of Herbalists - (1 Action Locked)
--[X] Study Sessions - (7/8 Turns)
-[X] Merchants - (All Are Free Actions)

--[X] Selling Artifacts ( "Night-Fun/Sleep" Pills - 19.09)
--[X] Buying Goods In Bulk - (
0.30 = Storerooms - Expanded)

I think COE is too busy imploding to pay attention to any misleading leads at the moment. Want to have 1 Faith Action free next turn since our doctor likely will give us something new to do there. Contact with Forge-Clan probably is the way for us to get engineers.
 
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Voting may now commence.

I need 1d100, if the number rolled is equal to, or higher than, 60, please roll again.
 
[X] Plan Food and Diplomacy
-[X][Faith] Establish A Soup-Kitchen - (Ularn) - (-4 Materials) - (0/1 Turns Complete)
-[X][Faith] Establish A Soup-Kitchen - (Tessen) - (-4 Materials) - (0/1 Turns Complete)
-[X][Diplomacy] Kick 'Em While They're Down! - (6 Turns Remaining) - (0/1 Turns Complete)
-[X][Martial] Mutated Corps - (0/2 Turns Complete)
-[X][Learning] Under Pressure - (Mechanical/Hydraulic/Electrical) - (Needed Artifact: Broken Pump) - (0/2 Successes)
--[X] Broken Pump, Paper About Leverage
--[X] 6FF
-[X][Learning] Mutated And Their Bodies - (0/2 Successes)
-[X][Archeology] Send Out The Scavengers (WO-02) - (0/1 Successes) ???
--[X] 5FF
-[X][Tree of Knowledge] Salt Refinement - (0/2 Turns Complete) - (-4 Materials)
-[X][Tree of Knowledge] Black Box - (Basic) - (0/3 Turns Complete) - (-20 Materials) - (-1 Scientist)
-[X][Personal action] Too Much To Do - (I Heard From a Guy...) - (0/1 Turns Complete)
-[X][Personal action] Too Much To Do - (High-End Introduction - ( Forge-Clan Vanar-Feer)) - (0/1 Turns Complete)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts("4D Rectangle", Ancient Soda)
--[X] Buying Goods In Bulk - ( Storerooms - Expanded)
-[X] The Union Of Herbalists - (1 Free Action)
--[X] Study Sessions - (-2.34 Materials) - (7/8 Turns Complete)


Here is the plan that karmoa made, with some adjustments that I made to it.
 
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-[X][Tree of Knowledge] Black Box - (Basic) - (0/3 Turns Complete) - (-20 Materials) - (-1 Scientist)
I think we should delay building the Black Box until we have a 2nd scientist either available or partway through training. Slotting our best artifact into the Black Box (Hololithic Cube) gives us a +5 research bonus, but would cost us the +12 bonus that our only scientist is currently providing.

The plan below swaps out the Black Box for the Medical Wing.

[X] Plan Food, Diplomacy and Medical
-[X][Faith] Establish A Soup-Kitchen - (Ularn) - (-4 Materials) - (0/1 Turns Complete)
-[X][Faith] Establish A Soup-Kitchen - (Tessen) - (-4 Materials) - (0/1 Turns Complete)
-[X][Diplomacy] Kick 'Em While They're Down! - (6 Turns Remaining) - (0/1 Turns Complete)
-[X][Martial] Mutated Corps - (0/2 Turns Complete)
-[X][Learning] Under Pressure - (Mechanical/Hydraulic/Electrical) - (Needed Artifact: Broken Pump) - (0/2 Successes)
--[X] Broken Pump, Paper About Leverage
--[X] 6FF
-[X][Learning] Mutated And Their Bodies - (0/2 Successes)
-[X][Archeology] Send Out The Scavengers (WO-02) - (0/1 Successes) ???
--[X] 5FF
-[X][Tree of Knowledge] Salt Refinement - (0/2 Turns Complete) - (-4 Materials)
-[X][Tree of Knowledge] Medical Wing - (0/2 Turns Complete) - (-15 Materials)
-[X][Personal action] Too Much To Do - (I Heard From a Guy...) - (0/1 Turns Complete)
-[X][Personal action] Too Much To Do - (High-End Introduction - ( Forge-Clan Vanar-Feer)) - (0/1 Turns Complete)
-[X] Merchants - (All Are Free Actions)
--[X] Selling Artifacts (Ancient Soda)
--[X] Buying Goods In Bulk - ( Storerooms - Expanded)
-[X] The Union Of Herbalists - (1 Free Action)
--[X] Study Sessions - (-2.34 Materials) - (7/8 Turns Complete)
 
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