-[][Martial] Upgrade The CRPS To CREPS - (4/9 Turns Complete)
-[][Martial] Scout Out - (SST-01) - (Rust Scouts)
--[] (Festival Of The Delta +25)=+25
-[][Martial] Guards! Guards! - (Pilgrim Holdings; Wherever we keep the Data Crystal, Permanent Scavenging Base(Floating Monasters), Orphanage (Tessen), Inn - (Eye of the Beholder), Expanded Daycare)
We only have 2 Martial actions. One needs to go.

-[][Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (0/29 Successes)
--[] [DoD], [PD],[MSC], (Scientific Theory +15, Electronics Workshop +30, Festival Of The Delta +25, 1[TSC] +18, 3[ENG] +42, 1[SC] +12)=+142
--[] Calibration-Matrix +20 to Advanced Weapon/Programming, 4x Bunker Artifact +20 to Advanced Electronics, 1x Guardians - Sniper - Scrap +5 to Electronics/Metallurgy=+105
You forgot the Black Box bonus. And add 8 Common Bunker Artifacts to add another +40, so we guarantee 2 rolled successes. Keep that up, with 2 auto successes in the following turns, and we can complete Coilguns in a total of 7 turns (including this one).

-[][Learning] The Mind - Compulsive Behaviour - (Psychology) - (0/5 Successes)
--[](Scientific Theory +15, Festival Of The Delta +25, [Black Box] +5, [Library] +5)=+50
--[] 1x Bunker Hospital Artifacts +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery=+50
I advice you use 4 Rare Bunker Hospital Artifacts, partly for preserving the really expensive stuff, and partly because that will bring the bonuses up enough to ensure 3 successes.

-[][Archeology] Crystal-Garden Expedition - (0/1 Turns completed)
--[] (Send It To The Flying Islands +25, Festival Of The Delta +25, 1[ENG] +14)=+64
-[][Archeology] Prepare an Expedition - (TB-01) - (House Mirn support: N) - (3 Turns preparation = 6 Turns expedition) - (0/3 Turns completed)
I feel that we should swap out Expedition to Permanent Scavenging Base for the Doomed Fortress, to maximize the number of turns we get Lost-Tech Weapons/Armor flowing in, especially since your plan dives in on Coilguns.

-[][Tree of Knowledge] Electronics Manufacture - (0/6 Turns Complete) - (-2 Scientists, -40 Faithful) - [Sandcrete]
Please move the Sandcrete over to Mercenary Quarters so we can finish it off this turn. In the next turns then we can put Sandcrete in on the Electronics Manufacture. I understand why you'd want to finish the latter swifter, but it's just a compulsive tendency of mine.
 
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We only have 2 Martial actions. One needs to go.
Uhh...
Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 2 Actions, 1 Action Locked)
We had 3 Actions during the last Turn and should have 3 during this Turn, just that 1 slot is locked to 'Upgrade The CRPS To CREPS'.

You forgot the Black Box bonus. And add 8 Common Bunker Artifacts to add another +40, so we guarantee 2 rolled successes.
Current Black Box Artefact is the Gutted Cores +50 to All Physics/Engineering/Psychology. Doesn't boost Electronics/Weaponry but does Psychology.
Hmm, I could switch to Sighs of Silent Contentment +50 to Pioneer Psychology/Weapons though.

And the Threshold for the 2nd Success would be 248 so if we don't roll a Nat1 it should succeed. Before I add the Black Box in, I mean.

Edit: Wait, you meant Rare Artefacts. That's... huh.

I advice you use 4 Rare Bunker Hospital Artifacts, partly for preserving the really expensive stuff, and partly because that will bring the bonuses up enough to ensure 3 successes.
Hmm, the Threshold for the 3rd Success is 129, so 4 Artefacts would mean we roll with +250. We might be able to do this in 1 Turn...

I feel that we should swap out Expedition to Permanent Scavenging Base for the Doomed Fortress, to maximize the number of turns we get Lost-Tech Weapons/Armor flowing in, especially since your plan dives in on Coilguns.
...You mean 'Prepare an Expedition - (TB-01)' and not 'Crystal-Garden Expedition', right? This is a bit unclear. But yeah, I probably should switch things around. We have the other expedition going for 2 more Turns anyway.

Please move the Sandcrete over to Mercenary Quarters so we can finish it off this turn. In the next turns then we can put Sandcrete in on the Electronics Manufacture. I understand why you'd want to finish the latter swifter, but it's just a compulsive tendency of mine.
Using Sandcrete on 'Electronics Manufacture' every Turn means we can finish it in half the time. Leaving it out even 1 Turn means it takes 4 Turns to finish the project, which means 1 Turn less of the Coilgun project getting that +80.

...But now it bothers me too. Ugh...

You forgot about the +200 learning bonus we have this turn.
I want to keep that bonus for 'Look At The Daughters Suspendium Systems'. Research Subsidies are going to reduce the number of Successes we need by 1-3, so we can finish that project completely during the next Turn. 1-3 now, 3 from the +200, and 2 bought from the 4S.
 
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We had 3 Actions during the last Turn and should have 3 during this Turn, just that 1 slot is locked to 'Upgrade The CRPS To CREPS'.
Whoops. Stupid me.

Current Black Box Artefact is the Gutted Cores +50 to All Physics/Engineering/Psychology. Doesn't boost Electronics/Weaponry but does Psychology.
Hmm, I could switch to Sighs of Silent Contentment +50 to Pioneer Psychology/Weapons though.

And the Threshold for the 2nd Success would be 248 so if we don't roll a Nat1 it should succeed. Before I add the Black Box in, I mean.
To quote HeroCooky:
Engineering is basically: everything to do with math or machines, but not biology.
So that should cover the Coilguns. And it looks like I misread the numbers on the initial line, so just add the Black Box and we should be good.

Hmm, the Threshold for the 3rd Success is 129, so 4 Artefacts would mean we roll with +250. We might be able to do this in 1 Turn...
I'd meant the Rares in place of the Lost-Tech Hospital Bunker Artifact, since we have far more of those. 4 Rares brings us up to +130 for the 3rd Success. 11 Rares would get us to +270 and a 90% chance of completing in one turn.

...You mean 'Prepare an Expedition - (TB-01)' and not 'Crystal-Garden Expedition', right? This is a bit unclear. But yeah, I probably should switch things around. We have the other expedition going for 2 more Turns anyway.
Yes, the TB-01 Expedition.

Using Sandcrete on 'Electronics Manufacture' every Turn means we can finish it in half the time. Leaving it out even 1 Turn means it takes 4 Turns to finish the project, which means 1 Turn less of the Coilgun project getting that +80.

...But now it bothers me too. Ugh...
I know, right?
 
Edit: C/Ping the specifics of Karmoa's plan over.

[X] Plan Firework boosts everything
-[X][Faith] Festival Of The Delta - (0/1 Turns Complete)
--[X] (Lead By Example +30, 6FF)= +36
-[X][Faith] This Is Not Eternal, Even Stone Will Change - (1/2 Turns Complete)
--[X] (Festival Of The Delta +25, 1FF)=+26
-[X][Diplomacy] We Are One People! - (Locals) - (4/6 Successes)
--[X] (Ashleaf Tea - +15 to Diplomacy, Diplomat-Corp: Common People +15, Festival Of The Delta +25, Rare Odds And Ends +2d10)=+55
-[X][Diplomacy] From The Brink - (0/1 Successes) - (-1.5 Goodwill)
--[X] (Ashleaf Tea +15 to Diplomacy, Diplomat-Corp: Common People +15, Festival Of The Delta +25)=+55
-[X][Subversion] Infiltrate Part 1 - (Bureau for Imperial Civilian Logistics, The Dirty Daggers, The Family) - (1/2 Successes)
--[X] (Festival Of The Delta +25)=+25
-[X][Martial] Upgrade The CRPS To CREPS - (4/9 Turns Complete)
-[X][Martial] Scout Out - (SST-01) - (Rust Scouts)
--[X] (Festival Of The Delta +25)=+25
-[X][Martial] Guards! Guards! - (Pilgrim Holdings; Wherever we keep the Data Crystal, Permanent Scavenging Base(Floating Monasters), Orphanage (Tessen), Inn - (Eye of the Beholder), Expanded Daycare)
-[X][Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (0/29 Successes)
--[X] [DoD], [PD],[MSC], (Scientific Theory +15, Electronics Workshop +30, [Black Box] +5, Festival Of The Delta +25, 1[TSC] +18, 3[ENG] +42, 1[SC] +12)=+147
--[X] Calibration-Matrix +20 to Advanced Weapon/Programming, 4x Bunker Artifact +20 to Advanced Electronics, 1x Guardians - Sniper - Scrap +5 to Electronics/Metallurgy=+105
-[X][Learning] The Mind - Compulsive Behaviour - (Psychology) - (0/5 Successes)
--[X](Scientific Theory +15, Festival Of The Delta +25, [Black Box] +5, [Library] +5)=+50
--[X] 4x Bunker Hospital Artifacts +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery=+80
-[X][Learning] Boiling Liquids Last Longer - (Biology/Chemicals) - (7/8 Successes)
--[X] (Scientific Theory +15, Festival Of The Delta +25, [Library] +5, 3[DOC] +18, 1[SURG] +12)=+75
-[X][Archeology] Crystal-Garden Expedition - (0/1 Turns completed)
--[X] (Send It To The Flying Islands +25, Festival Of The Delta +25, 1[ENG] +14)=+64
-[X][Archeology] Permanent Scavenging Base - (Doomed Fortress) - (0/2 Turns completed)
-[X][Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (5/6 Turns Complete)
-[X][Tree of Knowledge] Electronics Manufacture - (0/6 Turns Complete) - (-2 Scientists, -40 Faithful) - [Sandcrete]
-[X][Holdings] Mercenary Quarters - (4/9 Turns Complete)
--[X] 3 X Hire Contractors - (3 Turn of Progress)
-[X][Holdings] Industrial Subsidies - (3/6 Turns Complete)
--[X] 2 X Hire Contractors - (2 Turn of Progress)
-[X][Aria action] Lead By Example (Festival Of The Delta)
--[X] (Mutated +5 to Diplomacy, We Can Do It! +10, Trauma: Common People Purge Survivor -5, Object of Veneration +5 to Diplomacy/Norqod)= +5?
-[X][Martyris action] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
--[X]What is the purpose of the bell with the cybernetic monks sitting around it on the Flying Islands?
--[X]Can random wildlife develop psychic powers or curses(Alpha Blood-Deer for example)?
-[X][Martyris action] Too Much To Do - (Audit Everything - (0/1 Turns Complete) - (-10 Goodwill))
--[X] (Adjudicator +10, Festival Of The Delta +25, 6FF)=+41

-[X] Merchants - (All Are Free Actions)
--[X] Procure ('Psychological Professional Texts': Progress for The Mind - Compulsive Behavior)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Dirty Daggers) - (-2 Goodwill)
-[X] The Union Of Herbalists - (1 Action)
--[X] Anatomical Lectures - (3/5 Turns Complete)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (3/4 Turns Complete)
-[X] The Military - (1 Action)
--[X] War Lessons - (The Wall) - (-0.25 Goodwill)
-[X] The Bureau For Imperial Civilian Logistics - (1 Action)
--[X] Commission A Survey - (-10 Goodwill)
-[X] 3-Point University - (1 Action)
--[X] Research Subsidies - (Look At The Daughters Suspendium Systems) - (-20 Goodwill)
-[X] Forge Clan Vanar-Feer - (1 Action)
--[X] Engineers Galore - (3/6 Turns Complete)
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Action) - (32/87)
-[X] Nine Tribes Council - (1 Action)
--[X] Rare Odds And Ends - (We Are One People!) - (-4.25 Goodwill)

Goodwill cost: 1.5 Goodwill+ 10 Goodwill+ 2 Goodwill+ 0.25 Goodwill+ 10 Goodwill+ 20 Goodwill+ 4.25 Goodwill= 48 Goodwill
Current Goodwill: 189.35 Goodwill
Remaining Goodwill: 189.35 Goodwill - 48 Goodwill = 141.35 Goodwill
 
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I hoped someone else would post an alternative plan though. Feels always weird if there is only one plan.
As you wish.

The changes are relatively small, doubling up on Guards to begin prep for whatever Lady Aker will try to pull, and holding off on Coilguns for at least this turn, so I can distribute the auto-successes to complete all three projects on the board in the same turn. Yes, we can and will continue to work on airships, but it'll be many years until they'll be able to begin providing the kind of cargo capacity trains can offer, and we cannot underestimate the transformative boost mechanization provides to agriculture. And switching Rare Odds and Ends to the Audit, since we really need to make this one count.

[X] Plan: Celebrating Two Decades of Pilgrimage
-[X] [Faith] Festival of the Delta
--[X] (Lead By Example +30, We Can Do It! +10, Trauma: Common People Purge Survivor -5, +6FF) = +41
-[X] [Faith] This Is Not Eternal, Even Stone Will Change - (1/2 Successes)
--[X] (Festival of the Delta +25, +1FF) = +26
-[X] [Diplomacy] From the Brink [-1.5 Goodwill]
--[X] (Ashleaf Tea +15, Common People +15, Festival of the Delta +25) = +55
-[X] [Diplomacy] We Are One People! - (Locals) - (4/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Festival of the Delta +25) = +55
-[X] [Subversion] Infiltrate Part 1 - (Bureau for Imperial Civilian Logistics, The Dirty Daggers, The Family) - (1/2 Successes)
--[X] (Festival of the Delta +25) = +25
-[X] [Subversion] Audit Everything [-10 Goodwill]
--[X] (Adjudicator +10, Festival of the Delta +25, Rare Odds and Ends +2d10 +6FF) = +41
-[X] [Martial] Guards! Guards! x2 (Wherever we keep the Data Crystal, Permanent Scavenging Base (Floating Monastery), Expanded Daycare, Tessen Orphanage, Eye of the Beholder Inn, Mirn/Ularn/Tessen/Zulmni/Jokvi Expanded Hospice Networks)
-[X] [Martial] Upgrade The CRPS To CREPS - (4/9 Turns Complete)
-[X] [Learning] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy) - (0/7 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, Black Box +5, Festival of the Delta +25, 1[SC] +12, 1[TSC] +18) = +75
--[X] (14x Bunker Artifacts +20 to Advanced Machinery, 1x Scrap Trooper Guardian +5 to Electronics/Metallurgy) = +285
-[X] [Learning] The Mind - Compulsive Behaviour - (Psychology) - (0/5 Successes)
--[X] [MSC], (Scientific Theory +15, Black Box +5, Library +5, Festival of the Delta) = +50
--[X] (4x Bunker Hospital Artifacts +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery) = +80
-[X] [Learning] Boiling Liquids Last Longer - (Biology/Chemicals) - (7/8 Successes)
--[X] (Scientific Theory +15, Library +5, Mutated: Allied +20, Festival of the Delta +25) = +60
-[X] [Archeology] Crystal-Garden Expedition
--[X] Send It To The Flying Islands
--[X] (Flying Islands +25, 4[ENG] +56, Festival of the Delta +25) = +106
-[X] [Archeology] Permanent Scavenging Base - (Doomed Fortress) - (0/2 Turns Complete)
-[X] [Tree of Knowledge] Electronics Manufacture - (0/6 Turns Complete) - (-2 Scientists, -40 Faithful) - [Sandcrete]
-[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (5/6 Turns Complete)
-[X] [Holdings] Industrial Subsidies - (3/6 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] Mercenary Quarters - (4/9 Turns Complete)
--[X] Hire Contractors x2
-[X] [Martyris] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
--[X] What is the purpose of the bell with the cybernetic monks sitting around it on the Flying Islands?
--[X] Can random wildlife develop psychic powers or curses (Alpha Blood-Deer for example)?
-[X] [Martyris] Too Much To Do (Audit Everything)
-[X] [Aria] Lead By Example (We Are One People!)
-[X] [Merchants] Procure ('Psychological Professional Texts': Progress for The Mind - Compulsive Behavior)
-[X] [Adventurers] Investigate (Dirty Daggers) [-2 Goodwill]
-[X] [Herbalists] Anatomical Lectures 3/5 Turns Complete)
-[X] [4S] Suffer Their Arrogance (3/4 Turns Complete)
-[X] [Military] War Lessons (The Wall) [-0.25 Goodwill]
-[X] [BICL] Commission a Survey [-10 Goodwill]
-[X] [3PU] Research Subsidies (Look at the Daughters Suspendium Systems) [-20 Goodwill]
-[X] [Vanar-Feer] Engineers Galore (3/6 Turns Complete)
-[X] [Conclave] Eternal Arts (32/84 Turns Complete)
-[X] [Nine Tribes] Rare Odds and Ends (Audit Everything) [4.25 Goodwill]

Goodwill Costs: Same as Karmoa's plan, 48 Goodwill.
 
[X] Plan Firework boosts everything

We should settle what to do with that crystal next turn. Either do actions that increase our goodwill so we can build the decoding station or hand it over.
 
We should settle what to do with that crystal next turn. Either do actions that increase our goodwill so we can build the decoding station or hand it over.
The only reason why we haven't given the crystal to the Forge-Clan yet is that we expect an offer from the Empire's 3-Point University during the next Turn.
They probably aren't as good as the Forge-Clans when it comes to data extraction but they are more likely to share stuff and go for more universally useful things.
 
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