[X] Plan Full Steam Ahead
-[X][Faith] Establish A Poor-House - (Mirn) - (1/2 Turns Complete)
-[X][Faith] Build A School - (Big) - (Mirn) - (1/6 Turns Complete)
-[X][Diplomacy] Kick 'Em While They're Down! - (4 Turns Remaining)
-[X][Martial] Scout Out. - TOP-03 use: The Unbroken
-[X][Learning] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) - (3/8 Successes) Use: Pump-Connector, Resilient Electric Toy
--[X] 6 FF
-[X][Learning] Lock and Key, Part 2 - (Mechanics) Use: Clockwork Pieces
-[X][Archeology] The Crystalgarden - (1/2 Turns remaining)
-[X][Tree] Salt Refinement - Deep Pumps
-[X][Tree] Light It Up!
-[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[X] Suffer Their Arrogance - (1/4 Turns Complete)
-[X][Personal] Too Much To Do - (Keeping Cool - (Electrical/Mechanical) (0/2 Successes)
-[X][Personal] Too Much To Do - (Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery) Use: Basic Engine
--[X] 6 FF
-[X] Forge Clan Vanar-Feer - (1 Action)
--[X] Sell A Copy Of The Recipe
-[X] The Adventurer Guild
- (1 Free Action)
--[X] Guardians For Hire - (Jewel Mines)


[] Steam Budget
-[][Faith] Establish A Poor-House - (Mirn) - (1/2 Turns Complete)
-[][Faith] Build A School - (Big) - (Mirn) - (1/6 Turns Complete)
-[][Diplomacy] Kick 'Em While They're Down! - (4 Turns Remaining)
-[][Martial] Scout Out. - TOP-03 use: The Unbroken
-[][Learning] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) - (3/8 Successes) Use: Pump-Connector, Resilient Electric Toy
--[] 6 FF
-[][Learning] Lock and Key, Part 2 - (Mechanics) Use: Clockwork Pieces
-[][Archeology] The Crystalgarden - (1/2 Turns remaining)
-[][Tree] Salt Refinement - Deep Pumps
-[][Tree] Storerooms - Grand
-[] Stupendously Scholastic Scholars of Science - (1 Free Action)
--[] Suffer Their Arrogance - (1/4 Turns Complete)
-[][Personal] Too Much To Do - (Keeping Cool - (Electrical/Mechanical) (0/2 Successes)
-[][Personal] Too Much To Do - (Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery) Use: Basic Engine
-[] The Adventurer Guild
- (1 Free Action)
--[] Guardians For Hire - (Jewel Mines)

2 plans, one selling a copy of the recipe to pay for light it up, the other working on a budget.
 
Last edited:
I'm leery of doing The Crystalgarden as an Archeology action instead of a Personal action. We still have to roll for that action and a bad dice roll on that can get people killed.
 
I do not think we want to use two artifacts on the same turn, it would be smarter and overall a better usage of the rare ones to use one per turn costing us three in total and not more than that.

For the record I am going to dump enough omake points onto that research to get the highest tier of success regardless and as long as a single artifact that is a +20 is used I can manage that for up to three more turns.
 
I do not think we want to use two artifacts on the same turn, it would be smarter and overall a better usage of the rare ones to use one per turn costing us three in total and not more than that.

For the record I am going to dump enough omake points onto that research to get the highest tier of success regardless and as long as a single artifact that is a +20 is used I can manage that for up to three more turns.
I'm of the opposite opinion, I believe it is better to put in as many artifacts as possible to maximize the rewards from the research.
 
I'm of the opposite opinion, I believe it is better to put in as many artifacts as possible to maximize the rewards from the research.
for most things that is fine, but the catalog everything requires roughly 194 to get 4 successes. At base we have +27 to the roll from method/scientist we are adding 6 faithful so that is another 6, so 33. Now one artifact or rare level bumps that up to 53 where I can provide 44 to get 96, at that level we need a nat 100 to grab that overflow. adding an extra artifact does nothing beyond make me spend less points to bring it up to 96 in this case.
 
for most things that is fine, but the catalog everything requires roughly 194 to get 4 successes. At base we have +27 to the roll from method/scientist we are adding 6 faithful so that is another 6, so 33. Now one artifact or rare level bumps that up to 53 where I can provide 44 to get 96, at that level we need a nat 100 to grab that overflow. adding an extra artifact does nothing beyond make me spend less points to bring it up to 96 in this case.
That's not what I meant. Assigning an artifact to a research action helps complete or unlock other research by osmosis, for example using the black rectangle last turn unlocked basic programming.
 
Adhoc vote count started by Profectus on Nov 7, 2020 at 12:18 AM, finished with 16 posts and 6 votes.

  • [X] Plan Full Steam Ahead
    -[X][Faith] Establish A Poor-House - (Mirn) - (1/2 Turns Complete)
    -[X][Faith] Build A School - (Big) - (Mirn) - (1/6 Turns Complete)
    -[X][Diplomacy] Kick 'Em While They're Down! - (4 Turns Remaining)
    -[X][Martial] Scout Out. - TOP-03 use: The Unbroken
    -[X][Learning] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) - (3/8 Successes) Use: Pump-Connector, Resilient Electric Toy
    --[X] 6 FF
    -[X][Learning] Lock and Key, Part 2 - (Mechanics) Use: Clockwork Pieces
    -[X][Archeology] The Crystalgarden - (1/2 Turns remaining)
    -[X][Tree] Salt Refinement - Deep Pumps
    -[X][Tree] Light It Up!
    -[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
    --[X] Suffer Their Arrogance - (1/4 Turns Complete)
    -[X][Personal] Too Much To Do - (Keeping Cool - (Electrical/Mechanical) (0/2 Successes)
    -[X][Personal] Too Much To Do - (Building up Steam - (Advanced Metallurgy/Advanced Alloys/Advanced Mechanics/Mechanics/Advanced Hydraulics/Hydraulics/Advanced Machinery/Machinery) Use: Basic Engine
    -[X] Forge Clan Vanar-Feer - (1 Action)
    --[X] Sell A Copy Of The Recipe
    -[X] The Adventurer Guild - (1 Free Action)
    --[X] Guardians For Hire - (Jewel Mines)
    [X] Plan Scouting, Spying, and Finishing Buildings
    -[X][Faith] Establish A Poor-House - (Mirn) - (1/2 Turns Complete)
    -[X][Faith] Build A School - (Big) - (Mirn) - (1/6 Turns Complete) - (3FF)
    --[X] +3FF
    -[X][Diplomacy] Exfiltrate - (COE) - (0/1 Turns Complete)
    -[X][Martial] Scout Out. - (The Unbroken) - (TOP-03) - (0/1 Turns Complete)
    -[X][Learning] Catalog Everything - (Advanced Electronics/Hydraulics/Mechanics, Electronics/Hydraulics/Mechanics) - (3/8 Successes)
    --[X] +6FF, + (Turbine Coolant System +20 to Hydraulics)
    -[X][Learning] Lock and Key, Part 2 - (Mechanics) - (-2 Materials) - (0/1 Successes)
    -[X][Archeology] Send Out The Scavengers - (TW-01) - (Tech-Scouts)
    -[X][Tree of Knowledge] Storerooms - Grand - (-8 Materials) - (0/3 Turns Complete)
    -[X][Tree of Knowledge] Beautification - (-10 Materials) - (0/3 Turns Complete)
    -[X][Personal action] Too Much To Do - (The Crystalgarden - (1/2 Turns remaining))
    -[X][Personal action] Too Much To Do - (Kick 'Em While They're Down! - (4 Turns Remaining)) - (0/1 Turns Complete)
    -[X] Merchants - (All Are Free Actions)
    --[X] Buying Goods In Bulk - (Administration Center - Grand)
    --[X] Payback loan: -11.70 Materials
    -[X] The Adventurer Guild - (1 Free Action)
    --[X] Investigate - (Forge-Clan Vanar-Feer) - (-4 Materials)
    -[X] Stupendously Scholastic Scholars of Science - (1 Free Action)
    --[X] Suffer Their Arrogance - (-6 Materials) - (1/4 Turns Complete)
    [X] Steam Budget
Voting is now closed.

Plan: Full Steam Ahead Won.

@Leon12431, @Warmach1ne32, @Profectus, please assign any Boni within the next 3(three) hours, until 20:00 CET.

The Actions are:

Establish A Poor-House - (Mirn) - (DC: 15)
Build A School - (Big) - (Mirn) - (DC: 50)
Kick 'Em While They're Down! - (DC: 40, rolled with +15)
Scout Out. - TOP-03 - (DC 30, Rolled with +5)
Catalog Everything - (DC: 53/67/94, rolled with +73)
Lock and Key, Part 2 - (DC: 10/30/45, rolled with +32)
The Crystalgarden - (DC: 34)
Too Much To Do - Keeping Cool - (DC: 60/65/70, rolled with +62)
Too Much To Do - Building up Steam - (DC: 81/106/131, rolled with +112) - (Forgot to carry the piety bonus.)
 
Last edited:
I need 9 1d100 for your Actions with a DC of:
15
50
40, rolled with +15, if successful, roll 2d100
30, rolled with +5
53/67/94 rolled with +73
10/30/45 rolled with +32
34
60/65/70 rolled with +62
81/106/131 rolled with +112

The first failure is re-rolled
All others have a DC of 50 for Goodwill roll.

Further Rolls:

Unknown:

2d100

Artifacts:
2d2
2d4-2 Derp, failed to remove.

Piety:
1d6-2

Faithful:
1d100

Income:
17d4+39

The first rolls are taken as official.
I will roll on the 09.11.20 at 17:00 CET if there are no other rolls present.
 
Last edited:
And just resized I can do this way faster so rolling again
gale threw 8 100-faced dice. Total: 542
88 88 55 55 68 68 24 24 83 83 99 99 71 71 54 54
 
needed 15, rolled 72
needed 50, rolled 88
needed 40, rolled with +15, if successful, roll 2d100, rolled 55+15=70 so needs 2d100
needed 30, rolled with +5 rolled 68+5=60
needed 53/67/94 rolled with +73, rolled 34+73=107
needed 10/30/45 rolled with +32, rolled 83+32=115
needed 34, rolled 99
needed 60/65/70 rolled with +62, rolled 71+62=133
needed 81/106/131 rolled with +112, rolled 54+112=166
given that rolling last two d100s, last two rolled are 98 and 96
gale threw 2 100-faced dice. Total: 194
98 98 96 96
 
Last edited:
rolling Income
4+4+4+4+4+4+3+3+2+2+2+1+39=76
gale threw 12 4-faced dice. Total: 37
4 4 4 4 2 2 4 4 4 4 3 3 3 3 4 4 2 2 1 1 4 4 2 2
 
Last edited:
Back
Top