Yeah we definitely need to look into radios now to keep in communication with our branches, and our trade caravans. Keep our unity up, get news faster, spread the words easier too.
We do have an open Learning slot during the next Turn. Let's see, "The Grey Disease" is still ongoing and we need to finish the 4 Successes Mass-Producible Transistors project.
"Primitive Radios" would need 5 Successes and to get 3 Successes from the dice we would need to hit 114. We can get a bonus of +63 if we use all our Engineers + the standard stuff like the workshop and Scientific Theory. We could reach +93 if we use all our scientists + 6 Faithfull on that too. Add a few Artefacts and 2 Automatic Successes, and we could finish it in 1 Turn.
Hmm, that would push back the Mass-Producible Transistors project but we probably want overflow on that and the contest should still go for 3 Turns. If we aim for 1 or 2 Successes during this Turn and then focus during the next Turn, it could work out.
Might change the Black Box too, now that we could use Grease The Wheels to force finish Psychology projects quickly.
We still have to do Mass-Producible Transistors project for the Bureau For Imperial Civilian Logistics competition. The 220 Materials that are the 1. place prize aren't that much to us anymore but it would still be a sizable cash boost. Mass-producing transistors like that might also reduce the upkeep cost for our computers and other electronics, like the prosthetics we developed.
We still have to do Mass-Producible Transistors project for the Bureau For Imperial Civilian Logistics competition. The 220 Materials that are the 1. place prize aren't that much to us anymore but it would still be a sizable cash boost. Mass-producing transistors like that might also reduce the upkeep cost for our computers and other electronics, like the prosthetics we developed.
We can still do both at the same time. The expedition will take several turn to set up and then have to set up basic infrastructure so we have some before they can divert too much.
We should probably buy another lot of electronics artefacts if we don't find many, though.
Months before the Expedition ever got to the point where it had been finalized in its current number, and all logistical issues had been solved, scouts had been sent out by those already dead-set on their Pilgrimage. These scouts returned with news, both good and bad, about the Regions these Pilgrims wished to convert, maybe altering the trajectory of the whole trek itself.
Choose Three Regions Your Scouts Visited:
[] Ju-Ji's Hall
Population: ~5.4 Million Settlements: Mining Outposts, Farming Settlements (Geo-Thermal Fed), Industrial Pockets Elite Factions: House Ju-Ji (Ruler), House Ali-Na-Hammadi-Nasir (Copper/Iron Merchants bought into nobility), House Lo Hou Mu (supply/oversee food, plants, medicine, animal raising, and work lizard breeding), and House Chi-Chi (Cultural exports and art), Knight Chapter Shining Lilac Local Factions: Children Of Tewaqir, Followers Of Light, Deep Dreamers, Merchant Guild Industry: Mining, Industrial Manufacturing, Steelworks Environment/s: Underground, Caverns, Aquifers, Geo-Thermal Hot-Spots Advantage: +1 to Common People Relations
[] Broken Crossroads
Population: ~6.1 Million Settlements: Isi (Capital), Nariq, Zimsaba, Tisa Elite Factions: House Isi (Animal Husbandry), House Tisa (Machinery), The Free City of Zimbasa (Cultural Exports), The Free City of Nariq (Manufacturing), Forge-Clan Gyram, Forge-Clan Zeina Local Factions: Merchant Guild, Adventurer Guild, Criminal Gangs, Speed-Works Company Industry: Motorcycles, Knight Components, Meat Environment/s: Savannah
[] The Capital
Population: ~57 Million Settlements: The Capital Elite Factions: The Imperial Family, The Military Generalship, The Forge-Clan Conclave, The Treasury, The Assembly of Ten, Followers of Light Local Factions: Merchant Guild, Adventurer Guild, Temple of Seven, The Gear Makers, The Unborn Scale, The Betrayed Industry: Everything Environment/s: Underground Urban Sprawl
[] The Green Dunes
Population: ~4.6 Million Settlements: Jagisla, Samina, Alania Elite Factions: House Jagisla (Food), Church Of Eden Local Factions: Merchant Guild, Adventurer Guild Industry: Food Environment/s: Rolling Green Hills
[] Slatnans Womb
Population: ~8.7 Million Settlements: Stonecrest Elite Factions: House Stonecrest (Spice, Medicine, plant-based Luxuries), Children Of Tewaqir, Knight-Chapter Golden Host Local Factions: Merchant Guild, Adventurer Guild, Forge-Clan Silvica Industry: Greenhouses, Herbs, Spice, Drugs, Filtration, Bio-Medical Products Environment/s: Urban Sprawl, Dense Forest, Overgrown Ruins
[] Bone Valley
Population: ~9 Million Settlements: Hal Elite Factions: House Ere, House Are, House Era, Forge-Clan Calor (Mining), Forge-Clan Aes (Forging), Forge-Clan Cudo (Smelting), Rassemblement Vivant, Knight-Chapter Last Light Local Factions: Merchant Guild, Adventurer Guild Industry: Mining, Smelting, High-End Fabrication, High-End Manufacturing Environment/s: Barren Wastelands, Harsh Desert, Underground Urban Mine
[] Seven Silver Cathedrals
Population: ~1.7 Million Settlements: House of Rest, House of Slumber, House of Waking, House of Healing, House of Dreaming, House of Work, House of Faith Elite Factions: Church of the Martyred Son Local Factions: Merchant Guild, Adventurer Guild Industry: N/A Environment/s: Cliffs, Mountains, Fortresses
[] The Red Sea
Population: ~3.2 Million Settlements: The Idle Bank, Lushire Fungal Gardens, Yorwe Reef Garden Elite Factions: House Idle, House Lushire, The Free City of Yorwe Local Factions: Merchant Guild, Adventurer Guild Industry: N/A Environment/s: Myconoid Forest
[] Sunken Hollows
Population: ~5 Million Settlements: Ash, Perfidious, Decay, Bog Elite Factions: Order of the Flaming Sword, Myra's Chosen/The Great Gearmother, House Hollow, Knight-Chapter Maric's Wrath, Knight-Chapter The Bloody Cog Local Factions: Merchant Guild, Adventurer Guild Industry:
Environment/s:
[] (Other?)
???
Population: ??? Settlements: ??? Elite Factions: ??? Local Factions: ??? Industry: ??? Environment/s: ??? AN: Here, you'll be voting for more information and up-to-date news from three Regions the new Chapter sent their scouts out.
Also, apologies for a slight hiccup, but you'll be voting for the Adjudicator in addition to the Region you'll be settling.
[X] Ju-Ji's Hall
[X] Broken Crossroads [X] Sunken Hollows
We are not going to the capital, we don't have the support base for us to make any sort of major move there. From that I picked Crossroads because it looked cool and Sunken Hollows because we can make friends there.
It look like the regions mist receptive to us, the womb seem a good place to expand mass food production making green hills (and eden) become less important
Also @HeroCooky you should put this pictures on staltan informational it drives home the fell of staltan and how the empire is far from medieval.
I don't think it is a good idea to go to The Capital yet, we do not have any enough strength to keep the factions there from outcompeting us. Green Dune probably isn't a good choice either since the Church of Eden considers us heretics. Though we do have their holy text…
[X] Ju-Ji's Hall [X] Slatnans Womb
[X] Sunken Hollows
Ju-Hi's Hall because we already have a foot in the door and it sounds like the place could use several of our steam engines. We might be able to modify them to run on geothermal power too!
Slatnans Womb because I'm curious how the Not!Islam ended up as part of the local Elite Factions. Also, ruins.
Sunken Hollows because we still have that old Torah Artefact and they could use help building up settlements out of the places they cleansed.