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.
 
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Can we use Sandcrete on Faith projects like "Build Another 'Consensual'" or "Establish A Poor-House"?
You can do that.
Also; are "War Lessons" from the Military applicable if the COE escalates to organized violence?
No, as by then they will get booted out the Region by Knights.
Shouldn't "Study Sessions" from the Herbalists be locked for a few Turns?
Fixed.
 
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Plan: Build Up, Shut Down and Pull vote
You have to put an X between brackets if you want your vote to be counted.
@HeroCooky hasn't opened the vote yet, anyway.

-[][Diplomacy] New Settlement, Who Dis? (Cost: 80 Materials)
--[] Aria (Lead By Example), PD, 3 Faithful
The +30 from Aria makes sense and she probably won't run into the same problems as if the Diplomacy Action was with literally anyone else, but how should PD help with a Diplomacy Action?

-[][Martial] Provide fire support for DoD and Scavengers in case of unexpected gribblies.
--[] The Wall, The Tech-Scouts, The Unbroken
I suspect this should be a sub-Action of "Open The Bunker/Pull with the DoD", just like "Recover Personal Cutters" listed what Units to assign to it.

-[][Learning] Secret Of The Circuit Pt.2
--[] 1 Scientist, 2 Damaged Sentinel Remains, 3 Faithful
Unlocking a new Action would be nice, but we already are at 91% Faith so this would waste something like 10%. We could shift one of our Faith(will probably be less important after the COE got kicked out) or Tree(they are all expensive!) Actions around.

-[][Tree] (Either Security Write-in or Beautification)
We could start repairing the armor on the DoD? Investing 50-100 Materials in one Turn is difficult but we could throw 10 Materials over 10 Turns at it to get 150 Armor. If we have that many free Actions...

-[][Hero][Martyris] Too Much to Do - (Illuminate - Church of Eden) (Cost: 6 Materials)
-[][Hero][Martyris] Lead By Example - (Illuminate - Church of Eden)
Martyris with "Too Much to Do" already gives +40 on the dice roll because of our 91% Faith. With both Actions and the Diplomacy bonus, this Action would get +75. We only need to roll 40 or higher, maybe use the second Action for something else?
 
Lol. We have to justify our Insec plants, can't let them think they are wasting agents.

Still I wonder what's their reaction when we keep pulling eldritch stuff out of the ruins. 'Damnit, not this bullshit again!'
"Get out Pilgrim form #4b."

"Dangerous object found but defused via luck?"

"That's the one. Be sure to get the forms for the containment measures needed for it as well."
 
I am getting Humongous Destiny Vibes from the lore, and I don't know why. Maybe it's because the Vault of Glass is back.
 
[X] Plan CoE B-Gone
-[X][Faith] Establish A Poor-House - (Strul)
-[X][Faith] Establish A Soup-Kitchen - (Strul)
-[X][Diplomacy] New Settlement, Who Dis?
--[X] 6FF
-[X][Martial] Central Region Security - (Basic)
-[X][Learning] Keeping Iced - (Electrical/Mechanical) - (2/3 Successes)
-[X][Learning] Secret Of The Circuit Pt.2 - (Electronics/Advanced Electronics)
--[X] DoD, SC, PD, Industrial Electric Foundry, 1 Destroyed Sentinel Remains
-[X][Archeology] Scout The Gallery - Tech-Scouts
-[X][Tree] Assemble An Engine - (Silver Mine) - (1/2 Turns Complete)
-[X][Tree] Black Box - (Basic)
-[X][Holding] Dig Out A Marketplace (Sandcrete)
-[X][Martyris] Too Much To Do - (Illuminate - (CoE))
-[X][Martyris] Too Much To Do - (Establish A Soup-Kitchen - (Zulmni))
-[X][Aria] Too Much To Do - (Recover Personal Cutters - Intact - (PD, The Unbroken)
-[X] Nine Tribes Council - (All Are Free Actions) - (1 Turn remaining)
--[X] Rare Odds And Ends - (Diplomacy)
-[X] Merchants - (All Are Free Actions)
--[X] Buying Goods In Bulk - (Once Per Turn)
-[X] The Adventurer Guild - (1 Action)
--[X] Take 'Em Out - (CoE)
-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (5/6 Turns Complete)

Can we send Aria and PD to recover the cutters while still retaining PD research bonus?

2 Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
1 Destroyed Caretaker Remains - 4.31 - +20 to Machinery/Armor/Programming/Electronics
Are you sure they give +20? Those are under common artifacts.
 
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Can we send Aria and PD to recover the cutters while still retaining PD research bonus?
Yes, she's number-crunching, not prototyping, so no reason she couldn't.
2 Destroyed Sentinel Remains - 1.31 - +20 to Machinery/Armor/Programming/Electronics
1 Destroyed Caretaker Remains - 4.31 - +20 to Machinery/Armor/Programming/Electronics
Are you sure they give +20? Those are under common artifacts.
The first gives +10 for each sentinel, the latter had it's boni not reduced to 10. Fixing now.
 
[X] Plan Diplomacy, Security, and kicking the COE
-[X][Faith] Establish A Poor-House - (Strul) - (0/2 Turns Complete) - (-10 Materials) - [Sandcrete](-12.5 Materials)
-[X][Faith] Build Another 'Consensual' - (Tessen) - (0/2 Turns Complete) - (-6 Materials)
-[X][Diplomacy] Illuminate - (COE) - (0/1 Turns Complete) - (-6 Materials)
--[X] +6 FF, Rare Odds And Ends, +15 from School The Diplomat-Corp - (COE)
-[X][Martial] Central Region Security - (Basic) - (0/3 Turns Complete) - (-24.50 Materials)
-[X][Learning] Combat Stimms Round 1 - (Medicine/Biology/Chemicals) - (0/5 Successes)
--[X] [PD], [DoD], 2 [DO], [Institutional Knowledge], +6 FF,
--[X] Textbook On Cellular Theory - +20 to Common Biology,
-[X][Learning] Keeping Iced - (Electrical/Mechanical) - (2/3 Successes)
-[X][Archeology] Prepare an Expedition (TW-01) - (1 Turn) - (House Mirn support: N)
-[X][Tree of Knowledge] Black Box - (Basic) - (1SC) - (0/2 Turns Complete) - (-20 Materials)
-[X][Tree of Knowledge] Assemble An Engine - (Silver Mine) - (1/2 Turns Complete)
-[X][Holdings] Dig Out A Marketplace - (0/4 Turns Complete) - (-5.50 Materials)
-[X][Aria action] Too Much To Do - (Healing For All! - (0/1 Turns Complete) - (-7 Materials))
-[X][Martyris action] Too Much To Do - (New Settlement, Who Dis? - (0/6 Turns Complete) - (-80 Materials))
--[X]Rare Odds And Ends
-[X][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))
--[X]+6 FF

-[X] Nine Tribes Council - (All Are Free Actions) - (1 Turn remaining)
--[X] Sell Artifact/s (Artifact/s)
---[X][Rare] (Scale-Plate - 6.62, Layered Plates - 5.25)= 11.87 Materials
--[X] Rare Odds And Ends - (Diplomacy) - (-7 Materials)
-[X] Merchants - (All Are Free Actions)
--[X] Buying Goods In Bulk - (Brothel 'Consensual' - (Jokvi))
--[X] Repay loan - (-40 Materials)
-[X] The Adventurer Guild - (1 Action)
--[X] Take 'Em Out - (COE) - (-6 Materials)
---[X] Either try to prevent as much violence as possible or distract the violent COE members with visibly mutated but armed Adventurers.
-[X] The Union Of Herbalists - (1 Action Locked)
--[X] Institutional Knowledge - (3.69 Materials) -(Combat Stimms Round 1)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (1FF) - (0/4 Turns) - (-6 Materials)
-[X] Forge Clan Vanar-Feer - (1 Action Locked)
--[X] Engineers Galore - (Engineer) - (5/6 Turns Complete) - (-15 Materials)
 
Wouldn't it be better to put Martyris' bonus on the new settlement? We only have one shot at it, whereas we can do illuminate again.

Also shouldn't we begin training another scientist? The black box requires one and we only have one left.
New settlement has higher odds of success and it should get the +15 from ashleaf unlike illuminate. I want to save up 4S action to do Agricultural Studies faster next turn.
 
The +30 from Aria makes sense and she probably won't run into the same problems as if the Diplomacy Action was with literally anyone else, but how should PD help with a Diplomacy Action?

Because PD is a walking advertisement of what good allies the Pilgrims are. Compassionate humanity, technological expertise and military strength, all in one snarky 12-foot-tall package.

Martyris with "Too Much to Do" already gives +40 on the dice roll because of our 91% Faith. With both Actions and the Diplomacy bonus, this Action would get +75. We only need to roll 40 or higher, maybe use the second Action for something else?

Whoops. I did not know about that bonus. Alright, adjusting:

[X] Plan: Build Up, Shut Down and Pull
-[X][Faith] Establish A Soup-Kitchen - (Jokvi) (Cost: 4 Materials)
-[X][Faith] Establish A Poor-House - (Strul) (Cost: 10 Materials)
-[X][Diplomacy] New Settlement, Who Dis? (Cost: 80 Materials)
--[X] Aria (Lead By Example), PD, 3 Faithful, Rare Odds And Ends - (Diplomacy)
-[X][Martial] Central Region Security - (Basic) (Cost: 24.50 Materials)
-[X][Learning] Secret Of The Circuit Pt.2
--[X] 1 Scientist, 2 Damaged Sentinel Remains, 4 Faithful
-[X][Archaeology] Open The Bunker (Cost: 103 Materials)
--[X] Pull with the DoD
---[X] The Unbroken go with as security
-[X][Tree] Beautification (Cost: 10 Materials)
-[X][Holdings] Dig Out A Marketplace (Cost: 5.5 Materials)
-[X][Hero][Aria] Lead By Example - (New Settlement, Who Dis?)
-[X][Hero][Martyris] Too Much to Do - (Illuminate - Church of Eden) (Cost: 6 Materials)
--[X] 6 Faithful, +15 from School The Diplomat-Corp - (COE), Rare Odds And Ends - (Diplomacy)
-[X][Hero][Martyris] Too Much to Do - (Recover Personal Cutters - Intact - (The Wall, The Tech-Scouts))(Cost: 6 Materials, 5 Small Suspendium Shards)
-[X][Support][Merchants] Pay off loan - (Cost: 40 Materials)
-[X][Support][Adventurer's Guild] Take 'Em Out - (Church of Eden) (Cost: 6 Materials)
--[X] Prevent as much of the COE-caused violence as possible. This includes only assigning adventurers with the subtlety necessary to avoid making things worse.
-[X][Support][Nine Tribes Council]
--[X] Sell Artifact/s (COMMON: Rusted "RIOT" Shield, "4D Rectangle", Elaborate Costume, Well Kept Clothes, 2 Destroyed Sentinel Remains, Bugged Collision Avoidance System, RARE: Flexible Armor Jacket)
--[X] Rare Odds And Ends - (Diplomacy) - (-7 Materials)
-[X][Support][4S]
--[X] In The Name Of Profit - (Secret Of The Circuit Pt.2) (Cost: 15 Materials)
--[X] Suffer Their Arrogance - (1FF) - (0/4 Turns) - (Cost: 6 Materials)

Welp, I suspect that in the space of six hours at work it has already become too late, but here is my finalized plan.
 
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Because PD is a walking advertisement of what good allies the Pilgrims are. Compassionate humanity, technological expertise and military strength, all in one snarky 12-foot-tall package.
... The Tribes are more martially enclined, so that might work. Huh.

We probably should ask @HeroCooky to clarify if PD gives mechanical boni outside of Learning Actions, though.

--[X] 7 Faithful, +15 from School The Diplomat-Corp - (COE), Rare Odds And Ends - (Diplomacy)
The maximum number of Faithful that can be assigned to an Action is 6.
They run all your operations and keep things functioning without your oversight or give a +1 if assigned to an action (max. 6).
 
Just a heads-up, due to family related stuff, voting will continue until the 11th.

Edit: Also add problems with my internet (yet again) to the above. *sad emoji*

Second Edit: Voting will close at ~20:30
We probably should ask @HeroCooky to clarify if PD gives mechanical boni outside of Learning Actions, though.
Mechanical? Only if she has fought something, and then only a diplo bonus for Aria.

Story-wise? Only fluff.

Story-wise, which can lead to mechanical boni? Yes, absolutely.
 
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