Threads Of Destiny(Eastern Fantasy, Sequel to Forge of Destiny)

Voted best in category in the Users' Choice awards.
It's probably a requirement for Hamlet, though.

... but I'll take putting up the docks or opening the pastures alone, so long as we're not locking in the admin center immediately.
There's a new table on the front page under "Spoiler: Term definitions"; we need 8P (we also lose 1W, balancing roads, and 10Adm, balancing the manor).

Note that "one revelation" is also satisfied by "[] Plan: Funny name" (not to be confused with "[] Plan: A Funny Name"). I've been putting off approval voting but there are a lot of people determined to be wasteful ...

Also, a reminder that once we're in Hamlet, we will get a multiplier to effective P from our Granary (edit: and Hot Springs) happiness, assuming fractional effective P are allowed (otherwise we need 20P before it works) since up to 200% is allowed. Since Adm is defined by a table I'm assuming its cost bonuses will still be out of reach.
 
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Alright, hear me out. We will need 8 manpower to get to Hamlet, but we don't need to rush to get that manpower now. In fact, it would be counter-productive, since Manpower eats our agriculture. Right now, I think we should shore up our Material income by building the subsistence quarry and starting the admin center, and delay the pasture as late as possible since taking them will force us to make wasteful workforce allocation choices. We can continue increasing our food production through the fishing line and get the manpower there, or ensure famine protection with the granary afterward. Also, we want the fief news we receive during the summit to be as boring as possible, just to make sure Qi isn't distracted.

[X] A solid foundation
-[X] Subsistence Quarry
-[X] Administration Center
 
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There's a new table on the front page under "Spoiler: Term definitions"; we need 8P (we also lose 1W, balancing roads, and 10Adm, balancing the manor).
Whoops! I'd looked at that post, but missed that addition. Thanks for the catch!

Also, a reminder that once we're in Hamlet, we will get a multiplier to effective P from our Granary happiness, assuming fractional effective P are allowed (otherwise we need 20P before it works)
Ah, right, hmm. I'd forgotten about that element; happiness gives us an effective P multiplier as long as we can keep it high enough.

... We're going to need more happiness structures. A 5% increase isn't going to cut it, and everything past hamlet comes with inherent penalties. And I wouldn't bet on getting any fractional P; that sounds like an utter pain to GM. I'm certainly happier about getting +5 Happy from the hot springs, though; combined with the Granary we'd be at +10, so an effective 11 P. (Assuming it applies to the hirelings. ... Also assuming the bonus applies at all before we hit Hamlet. I think it might not.)
 
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In fact, it would be counter-productive, since Manpower eats our agriculture.

The missing part in your reasoning is that despite Pastures costing 1A per turn from increased P, it almost certainly also gives us 1.5A regardless, likely even 3.0A with some choices, when fully staffed - so it's net gain until we do explicit Pop Drives. Whereas actually staffing the quarry isn't something we'll generally be able to do, since it drains our A significantly in the long run.

Regardless there's no point in building the manor yet. If you want the quarry (which makes hamlet take 7 months instead of 6), you might consider instead the quarry + docks plan, "[] Plan: We Built This City On Rocks And Docks", which is fairly popular.

Also assuming the bonus applies at all before we hit Hamlet. I think it might not.)
Happiness explicitly isn't considered for either kind of outposts, "as their manpower is temporary".
 
[X] Plan: Where We Dump the Leftovers & Paperwork

I'd really rather stop lollygagging on getting to hamlet.
 
I'd really rather stop lollygagging on getting to hamlet.
then vote against Quarry by all means ... but Admin Center doesn't help that at all. Why do people keep thinking that?

In fact, it might even be harmful because I doubt we're allowed to take Population Drive twice in the same turn. So that would require reminding everyone not to take Pasture (or Boats?) until Turn 23, which will be difficult while we're wasting P (since we can't take Quarry). Chances are we'll miss and end up with a 7-turn layout instead.
 
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Because we have to pay that 5 turn budget anyway.

Resourcewise? We're not hurting, and the scale of our income isn't going to get better in the forseeable future either as tier 0 and 1 structures are shit, making the opportunity cost insignificant. But the Admin Center is our single biggest timesink in the Resource Outpost tier, the sooner we start it, the happier we'll be. Especially since it generates Admin for us, which is the god stat as it reduces costs across the board once it exceeds 100.

The other godstat is Permanent Population, as that increases our Wealth intake every time we take it until all of our pops are Permanent. This offsets the costs of everything else.

Also, Admin Center gates the Palisade, which is a major Defense buff, which is important because Defense drops as our Settlement upgrades, but that's also what keeps us out of trouble. We're actually in danger right now and until we move in full time, because our Defense isn't high enough to take Negative Events off the table with just the people who are holding down the fort.
 
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We're not hurting on materials, so the quarry can be put off. But despite the big number, we're short on food, because it doesn't match up to our needs. So we should build food production now, so it'll pay off while the Admin Center is building.

And food production is coming?

Like, we're working on Granary which unlocks the next Fields upgrade, and we can get the other food efficiency boosts as we go along.

We're still handling our upkeep mostly through our Hirelings, and most of the Food efficiency options are 1 month only, we can easily be making a surplus by the time the Admin Center is done.
 
!

There is a fields upgrade behind the Granary now! That's good. Do we have a Fishing Dock + Granary plan yet? We do not. Correcting this.

[ ] Plan Drink Like Fish
-[ ] Fishing Docks
-[ ] Subsistence Granary
 
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Because we have to pay that 5 turn budget anyway.
Because of the required Pop Drives, 6 turns is the minimum.

Getting +10Def a single turn earlier (that we will then lose when we actually advance) is pretty insignificant compared to all the turns before that, and no combination of Adm bonuses will get us into the next tier in the foreseeable future.

If we want a 6-turn Hamlet rush, we can't pick any food boost that doesn't offer permanent population, other than Docks which we know is needed to unlock one. I've sigged the full analysis link. If we compromise and go for a 7-turn one, Quarry + some fields/pasture upgrade might allow us to then drop one of the Pop Drives if another food bonus is available after that - I'm doubting field/pasture upgrades will offer P directly since Fish alternated.

[ ] Plan Drink Like Fish
-[ ] Fishing Docks
-[ ] Subsistence Granary

That's [] Plan: Funny name
 
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[X] Plan: Funny name
-[] Subsistence Granary
-[] Fishing Docks

[X] Plan Sheep on a Boat
-[ ] Fishing Docks
-[ ] Subsistence Pastures

[X] Plan Don't Run with Scissors
-[ ] Subsistence Granary
-[ ] Subsistence Pastures

There is a fields upgrade behind the Granary now! That's good. Do we have a Fishing Dock + Granary plan yet? We do not. Correcting this.
Yes we do, my plan.
 
[X] Plan: Funny name
-[X] Subsistence Granary
-[X] Fishing Docks
[X] Plan: Where We Dump the Leftovers & Paperwork
-[X] Administration Center
-[X] Subsistence Granary
 
[X] Admin Wrangling
-[X] Subsistence Pasture
-[X] Administration Center

[X] Plan: Where We Dump the Leftovers & Paperwork
-[X] Administration Center
-[X] Subsistence Granary

[X] Plan Sheep on a Boat
 
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