So, going over the updated facts, and my own second looks... still waiting on the update for 3PU, of course. As a note, I decided to swap from Low, Not Lowly or Stone Will Change to Expand the Hospice, because it's a simple 1 turn thing that'll net us a nice Goodwill per turn bonus. Next turn, Martyris can help provide support for the recruitment missions.

Edit: After more thought, turned Aria's action into Too Much To Do. The Trail of Rust and Suspendium tribute counter are both on track to complete in two turns, so Aria's Relax can wait one turn, so that the bonuses are refreshed and ready to go without worries about Suspendium deficits given I guestimated the Cargo Craft cost at 5 Medium Shards. Also allows us to start the scouting frenzy.

[] Plan Plan Mk 2
-[] [Faith] Expand Your Hospice Network
-[L] [Faith] Build An Orphanage - (Big) - (Tessen) - (1/7 Successes)
--[] Seek Mutated Help (0.1 Goodwill) = +100
-[L] [Diplomacy] We Are Legion - (8/9 Turns Complete)
-[] [Diplomacy] From the Brink
--[] (Ashleaf Tea +15, Common People +15, +6FF) = +36
-[L] [Diplomacy] We Are One People! - (Locals) - (2/6 Successes)
--[] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
-[] [Martial] Scout Out - (TOP-01) - (Rust Scouts)
--[] (+6FF) = +6
-[] [Martial] Guards! Guards! (Artisinal Robotics Creation, Black Box, Electronics Workshop, Laboratories, The Crystal Path)
-[L] [Martial] Upgrade The CRPS To CREPS - (1/9 Turns Complete)
-[L] [Learning] Catalogue Everything 2: Airship Boogaloo - (Cargo Crafts) - (Intact) - (The Unbroken, The Wall, Incubi) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (9/12 Successes)
--[] (Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, Black Box +5) = +100
-[] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (0/5 Successes)
--[] (Scientific Theory +15, Soaring Wrenches +50, Black Box +5, 4[ENG] +56, +6FF) = +132
--[] (2x Chainswords +5 to Mechanics, 2x Commercial Pump +5 to Hydraulics, 12x Scrap Trooper Guardians +5 to Electronics/Metallurgy) = +80
-[L] [Learning] Hack The Bunker - (All Electronics/Programming) - (12/17 Successes)
--[][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, Black Box +5, 3[SC] +36, 1[TSC] +18, +6FF) = +110
--[] (16x Common Bunker Artifacts +5 to Electronics, Bugged Collision Avoidance System +5 to Programming) = +85
-[] [Archeology] Prepare an Expedition - (Doomed Fortress) - (1 Turn Prep = 2 Turns Expedition) - (House Mirn support: N)
-[] [Archeology] Send Out The Scavengers (Doomed Fortress)
--[] (+6FF) = +6
-[L] [Tree of Knowledge] Berth - Small - (1/4 Turns Complete)
-[L] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (2/6 Turns Complete)
-[L] [Holdings] Miniscule Scientific Complex - (4/17 Turns Complete)
--[] Hire Contractors x3
-[L] [Holdings] The Trail Of Rust - (9/19 Turns Complete) -- Sandcrete
--[] Hire Contractors x3
-[] [Holdings] Mercenary Quarters - (0/9 Turns Complete)
--[] Hire Contractors x2
-[] [Martyris] Shift Your Bureaucracy From (Diplomacy) To (Holdings)
-[] [Martyris] Too Much To Do (Guards! Guards!)
-[] [Aria] Too Much To Do (Mercenary Quarters)
-[] [Merchants] Procure (Appraise/Investigate 2x Tattered Book & Thick Faded Tome)
-[] [Herbalists] Anatomical Lectures (0/5 Turns Complete)
-[] [4S] Suffer Their Arrogance (0/4 Turns Complete)
-[] [Vanar-Feer] Engineers Galore (0/6 Turns Complete)
-[] [Followers of Light] We Work As One! (Tessen Big Orphanage)
-[] [Conclave] Eternal Arts (29/84 Turns Complete)

Goodwill Cost: 0.1 + 1.5 + 0.01 = 1.61
 
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Hmm. Expensive. What is the name and bonuses of the Engineer Specialist?
Specialists are noted in the Glossary, IC Information, Experts and their uses;
Types of Experts you know of;

General Doctor: +6 against diseases and to Medical/Biological research
Surgeon: +12 to Medical/Biological research
General Engineer: +14 to salvaging operations and to Mechanical/Electronic research
Trained Engineer: +24 to salvaging operations and to Mechanical/Machinery/Hydraulics/Metallurgy/Electronic research
General Scientist: +12 to all research
Trained Scientist: +18 to all research
Commander: +5 to the initiative, +1 damage, +5 to morale
 
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Hmm, I do like Plan Mk 2, so I might not post a plan of my own but a few points-

-[] [Martial] Scout Out - (TOP-01) - (Tailors Scout Lizards)
I would suggest using the Rust Scouts for this. In the Forest, stealth is more important than mobility and our scouts have armor that boosts stealth, + smoke bombs if they do run into anything.

-[] [Martyris] Too Much To Do (Mercenary Quarters)
-[] [Aria] Too Much To Do (Guards! Guards!)
I would suggest switching Aria's and Martyris' Actions. Designing and organizing the Mercenary Quarters might advance Aria's Object of Veneration trait.

-[] [Herbalists] Anatomical Lectures (0/5 Turns Complete)
-[] [4S] Suffer Their Arrogance (0/4 Turns Complete)
-[] [Vanar-Feer] Engineers Galore (0/6 Turns Complete)
Can we get more Surgeons and Engineers? The Regional Breakup lists us as 1/1 for Surgeons and 4/4 for Engineers.

Hmm, we might want to move 1 of the Archeology Action slots to Martial during the next Turn. We can't use Martyis' Hero Action to scout or clear out locations, but we could have him organize expeditions.
Then we could have 1 Martial Action scouting, 1 Martial Action fighting, and 1 Archeology +1 Hero Action on expeditions. Each Turn.

Edit: On second thought, moving the Diplomacy Action slot to Holdings means we might go down to only 1 slot in Diplomacy if the new Intrigue category takes that Action slot. Might be better to do the Archeology to Martial swap now and see how Intrigue shakes out, first.


[] 3-Point University - (1 Action)
-[] Rectorate Interventions - (Choose Learning Action)
(Cost: 35 Goodwill
Reward: You cannot roll below a 65 for the chosen Action.)
Probably won't see too much use. Guarantees 2 Successes for theories, detective work, or translations but 35 Goodwill is a lot.

-[] Guest Lectures - (Choose Learning Action)
(Cost: 15 Goodwill
Reward: Roll an additional 1d50 for the chosen Action.)
Might help for categories without many Artefacts to boost them. I wonder how this interacts with Rectorate Interventions and their guaranteed 65?

-[] Exchange Program - (Specialist)
(Cost: 10 Goodwill
Reward: Gain a chosen Specialist for this Turn. 10% Chance to gain a random Specialist for free.)
If the random Specialist triggers would we have 2 Specialists for that Turn or is the random Specialist permanent?

-[] Research Subsidies - (Choose Learning Action)
(Cost: 20 Goodwill
Reward: Remove 1d3 required Successes from one Learning Action. Cannot go lower than 3.)
Does that stack? Because projects like The Code Which Lives(Successes needed: 43) or Secret Of The Circuit Pt.4(Successes needed: 80)...
 
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1. Can we get more Surgeons and Engineers? The Regional Breakup lists us as 1/1 for Surgeons and 4/4 for Engineers.
2. I wonder how this interacts with Rectorate Interventions and their guaranteed 65?
3. If the random Specialist triggers would we have 2 Specialists for that Turn or is the random Specialist permanent?
4. Does that stack? Because projects like The Code Which Lives(Successes needed: 43) or Secret Of The Circuit Pt.4(Successes needed: 80)...
1. The first number says how many X Specialists you have available, the latter how many you have total.
2. The d100 will be taken into consideration, the d50 will not. If you roll the d100 below 65, you get the 65 for this dice instead.
3. 2, with the second being permanent.
4. It does stack.
 
I would suggest using the Rust Scouts for this. In the Forest, stealth is more important than mobility and our scouts have armor that boosts stealth, + smoke bombs if they do run into anything.
Done.

I would suggest switching Aria's and Martyris' Actions. Designing and organizing the Mercenary Quarters might advance Aria's Object of Veneration trait.
Done.

Edit: On second thought, moving the Diplomacy Action slot to Holdings means we might go down to only 1 slot in Diplomacy if the new Intrigue category takes that Action slot. Might be better to do the Archeology to Martial swap now and see how Intrigue shakes out, first.
Okay, so just to be clear, are you saying you want me to switch Archeology to Martial instead of Diplomacy to Holdings? We only have 2 slots for Holdings right now, so adding Mercenary Quarters would occupy Aria's available Hero Action for multiple turns.
 
So a final form of the plan. Making the action swap Archeology to Martial now, as requested. Guess that means we're delaying the start of the Mercenary Quarters by one turn. Shuffling up, Aria will take over Guards! Guards! and Martyris will keep some theory-making going.

[X] Plan: Initiate Bunker Bonanza
-[X] [Faith] Expand Your Hospice Network
-[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (1/7 Successes)
--[X] Seek Mutated Help (0.1 Goodwill) = +100
-[X] [Diplomacy] We Are Legion - (8/9 Turns Complete)
-[X] [Diplomacy] From the Brink
--[X] (Ashleaf Tea +15, Common People +15, +6FF) = +36
-[X] [Diplomacy] We Are One People! - (Locals) - (2/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
-[X] [Martial] Scout Out - (TOP-01) - (Rust Scouts)
--[X] (+6FF) = +6
-[X] [Martial] Guards! Guards! (Artisinal Robotics Creation, Black Box, Electronics Workshop, Laboratories, The Crystal Path)
-[X] [Martial] Upgrade The CRPS To CREPS - (1/9 Turns Complete)
-[X] [Learning] Catalogue Everything 2: Airship Boogaloo - (Cargo Crafts) - (Intact) - (The Unbroken, The Wall, Incubi) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (9/12 Successes)
--[X] (Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, Black Box +5) = +100
-[X] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (0/5 Successes)
--[X] (Scientific Theory +15, Soaring Wrenches +50, Black Box +5, 4[ENG] +56, +6FF) = +132
--[X] (3x Chainswords +5 to Common Mechanics, 2x Commercial Pump +5 to Hydraulics, 11x Scrap Trooper Guardians +5 to Electronics/Metallurgy) = +80
-[X] [Learning] Hack The Bunker - (All Electronics/Programming) - (12/17 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, Black Box +5, 3[SC] +36, 1[TSC] +18, +6FF) = +110
--[X] (16x Common Bunker Artifacts +5 to Electronics, Bugged Collision Avoidance System +5 to Programming) = +85
-[X] [Learning] Assemble The Theorists! - (Common Physics)
--[X] (Scientific Theory +15, Black Box +5, Adjudicator +30, +6FF) = +56
--[X] (Interesting Toy +5 to Physics) = +5
-[X] [Archeology] Prepare an Expedition - (Doomed Fortress) - (1 Turn Prep = 2 Turns Expedition) - (House Mirn support: N)
-[X] [Archeology] Send Out The Scavengers (Doomed Fortress)
--[X] (+6FF) = +6
-[X] [Tree of Knowledge] Berth - Small - (1/4 Turns Complete)
-[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (2/6 Turns Complete)
-[X] [Holdings] Miniscule Scientific Complex - (4/17 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] The Trail Of Rust - (9/19 Turns Complete) -- Sandcrete
--[X] Hire Contractors x3
-[X] [Martyris] Shift Your Bureaucracy From (Diplomacy) To (Martial)
-[X] [Martyris] Too Much To Do (Assemble The Theorists!)
-[X] [Aria] Too Much To Do (Guards! Guards!)
-[X] [Merchants] Procure (Appraise/Investigate 2x Tattered Book & Thick Faded Tome)
-[X] [Herbalists] Anatomical Lectures (0/5 Turns Complete)
-[X] [4S] Suffer Their Arrogance (0/4 Turns Complete)
-[X] [Vanar-Feer] Engineers Galore (0/6 Turns Complete)
-[X] [Followers of Light] We Work As One! (Build an Orphanage)
-[X] [Conclave] Eternal Arts (29/84 Turns Complete)

Goodwill Cost: 0.1 + 1.5 + 0.01 = 1.61
 
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The SSSS may be a bit snobbish but they where one of the easier organizations to deal with.
 
Speaking of science, something has been bugging me:

The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
[ ] BURN IN HOLY FIRE! - Part 1 - (Physics/All Chemicals/Advanced Weapons)
[ ] Repair The Hammer - (Weapons/Metallurgy/Alloys)
[ ] A Shield For Rangers - (Armor)
[ ] Repair The Shield - (Armor/Metallurgy/Alloys)
[ ] Heavy Metal - (Choose Grade: Medium/Heavy/Super-Heavy) - (Metallurgy/Armor)
[ ] Boiling Liquids Last Longer - (Biology/Chemicals)
[ ] The Mind - Compulsive Behaviour - (Psychology)
[ ] Vision Beyond the Sight Part 1 - (Electronics/Advanced Electronics)
[ ] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery)

All the parts without rarity prefixes that I've italicized, are they meant to be Common, All, or something else? Also, Fertile Fields lacks any science or rarity type - is that intentional?
 
3. 2, with the second being permanent.
4. It does stack.
Ohh, that's tempting. We either spend 10 Goodwill each Turn gambling on getting a permanent specialist or we spend Goodwill on Research Subsidies to reduce the number of Successes we need for a big project.

Especially tricky because Exchange Program is currently our only way to get Trained Engineers and Commanders.

Okay, so just to be clear, are you saying you want me to switch Archeology to Martial instead of Diplomacy to Holdings? We only have 2 slots for Holdings right now, so adding Mercenary Quarters would occupy Aria's available Hero Action for multiple turns.
I would ask you to do the Archeology to Martial switch for now.

Aria could still start the Mercenary Quarters, because, after this Turn, it either gets an Action slot from Diplomacy(if Intrigue doesn't take it) or gets switched to Martyris for 1 Turn followed by getting a normal Holding action slot from finishing the Trail Of Rust.

Trail of Rust should reach 14/19 during this Turn, so it should get finished during the next Turn.

[X] Plan: Initiate Bunker Bonanza
 
Aria could still start the Mercenary Quarters, because, after this Turn, it either gets an Action slot from Diplomacy(if Intrigue doesn't take it) or gets switched to Martyris for 1 Turn followed by getting a normal Holding action slot from finishing the Trail Of Rust.
Why would Mercenary Quarters count as a Diplomacy action?
 
Why would Mercenary Quarters count as a Diplomacy action?
If we switch Action slots around again, I mean. ...But that doesn't quite work out too.

Hmm, maybe move the Archeology Action slot to Holding? If Intrigue creates a new Action slot, instead of taking one from Diplomacy, then we could reduce Diplomacy from 3 to 2 Action slots while boosting Martial from 2 to 3 Action slots for more scouting and fighting.
If Intrigue does take that Action slot, then we could move a Holding Action slot to Martial because Trail Of Rust should finish during that Turn.
 
If we switch Action slots around again, I mean. ...But that doesn't quite work out too.

Hmm, maybe move the Archeology Action slot to Holding? If Intrigue creates a new Action slot, instead of taking one from Diplomacy, then we could reduce Diplomacy from 3 to 2 Action slots while boosting Martial from 2 to 3 Action slots for more scouting and fighting.
If Intrigue does take that Action slot, then we could move a Holding Action slot to Martial because Trail Of Rust should finish during that Turn.

@HeroCooky, can you clarify if Subversion will create a new action slot or just move it from Diplomacy?
 
Excellent!

Hmm, maybe move the Archeology Action slot to Holding? If Intrigue creates a new Action slot, instead of taking one from Diplomacy, then we could reduce Diplomacy from 3 to 2 Action slots while boosting Martial from 2 to 3 Action slots for more scouting and fighting.
Given the above confirmation, I've decided to edit so that it's (Diplomacy) to (Martial). We can swap (Archeology) to (Holdings) next turn, or do it this turn if we drop the Hero Action for Assemble the Theorists or Guards! Guards!
 
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