You named Martyris's and Selene's daughter Silvia. I added the Jr. to keep the two apart.
Oh, right. The Jr. part and Silvia's "our children" made me think something else. And while I'm at it; Can we use Sandcrete on Faith projects like "Build Another 'Consensual'" or "Establish A Poor-House"?
Also; are "War Lessons" from the Military applicable if the COE escalates to
organized violence?
And a third question; Shouldn't "Study Sessions" from the Herbalists be locked for a few Turns? We finished training a new doctor last Turn. If we can't train more doctors, I'm probably going for "Institutional Knowledge" and take a Biological/Medicinal Learning project.
Anyway, I'm going to post two or three variations of a plan with different big projects.
[] Plan Diplomacy, Security, and kicking the COE
-[][Faith] Establish A Poor-House - (Strul) - (0/2 Turns Complete) - (-10 Materials) - [Sandcrete](-12.5 Materials)
-[][Faith] Build Another 'Consensual' - (Tessen) - (0/2 Turns Complete) - (-6 Materials)
-[][Diplomacy] Illuminate - (COE) - (0/1 Turns Complete) - (-6 Materials)
--[] +6 FF, Rare Odds And Ends, +15 from School The Diplomat-Corp - (COE)
-[][Martial] Central Region Security - (Basic) - (0/3 Turns Complete) - (-24.50 Materials)
-[][Learning] Combat Stimms Round 1 - (Medicine/Biology/Chemicals) - (0/5 Successes)
--[] [PD], [DoD], 2 [DO], [Institutional Knowledge], +6 FF,
--[] Textbook On Cellular Theory - +20 to Common Biology,
-[][Learning] Keeping Iced - (Electrical/Mechanical) - (2/3 Successes)
-[][Archeology] Prepare an Expedition (TW-01) - (1 Turn) - (House Mirn support: N)
-[][Tree of Knowledge] Black Box - (Basic) - (1SC) - (0/2 Turns Complete) - (-20 Materials)
-[][Tree of Knowledge] Assemble An Engine - (Silver Mine) - (1/2 Turns Complete)
-[][Holdings] Dig Out A Marketplace - (0/4 Turns Complete) - (-5.50 Materials)
-[][Aria action] Too Much To Do - (Healing For All! - (0/1 Turns Complete) - (-7 Materials))
-[][Martyris action] Too Much To Do - (New Settlement, Who Dis? - (0/6 Turns Complete) - (-80 Materials))
--[]Rare Odds And Ends
-[][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts, The Wall, The Unbroken) - (0/1 Turns Complete) - (-6 Materials, -5 Small Suspendium Shards))
--[]+6 FF
-[] Nine Tribes Council - (All Are Free Actions) - (1 Turn remaining)
--[] Sell Artifact/s (Artifact/s)
---[][Rare] (Scale-Plate - 6.62, Layered Plates - 5.25)= 11.87 Materials
--[] Rare Odds And Ends - (Diplomacy) - (-7 Materials)
-[] Merchants - (All Are Free Actions)
--[] Buying Goods In Bulk - (Brothel
'Consensual' - (Jokvi))
--[] Repay loan - (-40 Materials)
-[] The Adventurer Guild - (1 Action)
--[] Take 'Em Out - (COE) - (-6 Materials)
---[] Either try to prevent as much violence as possible or distract the violent COE members with visibly mutated but
armed Adventurers.
-[] The Union Of Herbalists - (1 Action Locked)
--[] Institutional Knowledge - (3.69 Materials) -(Combat Stimms Round 1)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (1FF) - (0/4 Turns) - (-6 Materials)
-[] Forge Clan Vanar-Feer - (1 Action Locked)
--[] Engineers Galore - (Engineer) - (5/6 Turns Complete) - (-15 Materials)
Costs: 10 Materials +12.5 Materials +6 Materials +6 Materials +24.50 Materials +20 Materials +5.50 Materials +7 Materials +80 Materials +6 Materials +7 Materials +40 Materials +6 Materials +3.69 Materials +6 Materials +15 Materials= 255.19 Materials
Income: = 244.56 Materials + 11.87 Materials + ??? from Nine Tribes Council Sell = 256.43 Materials
Overall costs: 256.43 Materials - 255.19 Materials= 1.24 Materials
Ok, this plan focus on Diplomacy Actions to weaken the COE and get influence on the Nine Tribes Council. It also does three Faith Actions to weaken the COE, with a good dice roll on "Establish A Poor-House" maybe even destroying them.
[] Plan Kicking the COE and a Door
-[][Faith] Establish A Poor-House - (Strul) - (0/2 Turns Complete) - (-10 Materials) - [Sandcrete](-12.5 Materials)
--[]Rare Odds And Ends
-[][Faith] Build Another 'Consensual' - (Tessen) - (0/2 Turns Complete) - (-6 Materials)
--[]Rare Odds And Ends
-[][Diplomacy] High-End Introduction - (The Followers of Light) - (0/1 Turns Complete)
--[] +6 FF,
-[][Martial] Guards! Guards! - (Jewel Mine - Improved, replaces Guardians For Hire) - (0/1 Turns Complete) - (-6.5 Materials)
-[][Learning] Combat Stimms Round 1 - (Medicine/Biology/Chemicals) - (0/5 Successes)
--[] [PD], [DoD], 2 [DO], [Institutional Knowledge], +6 FF,
--[] Textbook On Cellular Theory - +20 to Common Biology,
-[][Learning] Keeping Iced - (Electrical/Mechanical) - (2/3 Successes)
-[][Archeology] Open The Bunker - (0/1 Turns Complete) - (-103 Materials)
--[] Pull with the DoD
-[][Tree of Knowledge] Black Box - (Basic) - (1SC) - (0/2 Turns Complete) - (-20 Materials)
-[][Tree of Knowledge] Assemble An Engine - (Silver Mine) - (1/2 Turns Complete)
-[][Holdings] Dig Out A Marketplace - (0/4 Turns Complete) - (-5.50 Materials)
-[][Aria action] Too Much To Do - (Healing For All! - (0/1 Turns Complete) - (-7 Materials))
--[]Rare Odds And Ends
-[][Martyris action] Too Much To Do - (Illuminate - (COE) - (0/1 Turns Complete) - (-6 Materials))
-[][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts, The Wall, The Unbroken) - (0/1 Turns Complete) - (-6 Materials, -5 Small Suspendium Shards))
--[]+6 FF
-[] Nine Tribes Council - (All Are Free Actions) - (1 Turn remaining)
--[] Sell Artifact/s (Artifact/s)
---[][Rare] (Scale-Plate - 6.62, Layered Plates - 5.25, Papers With Recurring Numbers - 5.42)= 17.29 Materials
--[] Rare Odds And Ends - (Faith) - (-7 Materials)
-[] Merchants - (All Are Free Actions)
--[] Buying Goods In Bulk - (Brothel
'Consensual' - (Jokvi))
--[] Repay loan - (-40 Materials)
-[] The Adventurer Guild - (1 Action)
--[] Take 'Em Out - (COE) - (-6 Materials)
---[] Either try to prevent as much violence as possible or distract the violent COE members with visibly mutated but
armed Adventurers.
-[] The Union Of Herbalists - (1 Action Locked)
--[] Institutional Knowledge - (3.69 Materials) -(Combat Stimms Round 1)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (1FF) - (0/4 Turns) - (-6 Materials)
-[] Forge Clan Vanar-Feer - (1 Action Locked)
--[] Engineers Galore - (Engineer) - (5/6 Turns Complete) - (-15 Materials)
Costs: 10 Materials +12.5 Materials +6 Materials +6.5 Materials +103 Materials +20 Materials +5.50 Materials +7 Materials +6 Materials +6 Materials +7 Materials +40 Materials +6 Materials +3.69 Materials +6 Materials +15 Materials= 260.19 Materials
Income: = 244.56 Materials + 17.29 Materials + ??? from Nine Tribes Council Sell = 261.85 Materials
Overall costs: 261.85 Materials - 260.19 Materials= 1.66 Materials
This plan tries to open the Bunker and does three Faith Actions to weaken the COE. We also get an introduction to the Followers of Light. Although, I would prefer to wait with trying to open the Bunker until we have an armed Cutter that can work as an escort.
The cost of "New Settlement, Who Dis?" somewhat limits what we can do otherwise. I could write another plan that focuses on expanding the Tree if people want?
Edit: Added Combat Stimms as the Learning Action. We should be able to finish it in one Turn and it's one of the few projects we can use our doctors on.