If we are sending the new unit with the new chapte to Sunken Hollows we should probably get them some gas masks or at least air filter masks.

Cuase there's a lot of bad gases there.
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand

[X] Plan: Beginning the Third Decade of Pilgrimage
-[X] [Faith] Begin Preparations For New Region Conversion - (0/2 Turns Complete)
-[X] [Faith] Build An Orphanage - (Big) - (Jokvi) - (0/11 Turns Complete)
--[X] (Seek Mutated Help +490 [-4.9 Goodwill]) = +490
-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans) - (0/2 Turns Complete)
--[X] (Ashleaf Tea +15, 6FF) = +21
-[X] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, 2FF) = +32
-[X] [Subversion] Home of Dusk [-5.75 Goodwill] - (0/5 Turns Complete)
-[X] [Martial] Scout The Machinery Caverns - (Rust Scouts)
--[X] (4[ENG] +56, Adventurer Support +10, 6FF) = +72
-[X] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
--[X] Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
--[X] Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--[X] Dread-Ghillie (Armor): +8 Armor, +20 on stealth rolls, +10 on Initiative rolls, Dreadful (Initiates Breakpoint Checks before Initiative is rolled, equaling (Breakpoint+Unit Number-Dread-Ghillie Unit Number), Death Dealer (Causes 1d2 Damage per Turn to all attacking Enemies), Stealthy (After attacking, if the stealth-roll has a difference of 10 or higher, you gain one free attack).
--[X] Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
--[X] Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
--[X] Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
--[X] Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
--[X] Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
--[X] Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-[X] [Martial] Upgrade The CRPS To CREPS - (5/9 Turns Complete)
-[X] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (5/29 Successes)
--[X] [PD], 2[VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[SC] +24, 1[TSC] +18) = +92
--[X] (3x Bunker Artifacts +20 to Advanced Electronics) = +60
-[X] [Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
--[X] (Scientific Theory +15, Black Box +5, Library +5) = +25
--[X] (1x Bunker Hospital Artifact +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery) = +20
-[X] [Learning] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (0/5 Successes)
--[X] [DoD], [MSC], (Scientific Theory +15, Black Box +5, Vanar-Feer +200) = +220
-[X] [Archeology] Prepare an Expedition - (SST-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (0/2 Turns Complete)
-[X] [Archeology] Loot The First Bunker Floor (North-North-East)
-[X] [Archeology] Permanent Scavenging Base - (Doomed Fortress) - (1/2 Turns Complete)
-[X] [Tree of Knowledge] Electronics Manufacture - (2/6 Turns Complete) - [Sandcrete]
-[X] [Tree of Knowledge] Assemble A Logic Bank - (Holdings) - (0/3 Turns Complete) - (WARNING! Last One!)
-[X] [Holdings] Airship Component Factory - (0/4 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] Mercenary Quarters - (8/9 Turns Complete)
-[X] [Martyris] Too Much To Do (Prepare an Expedition)
-[X] [Martyris] Guiding Hand
-[X] [Aria] Relax - (Visit the Nightflower Dance Carnival with Chiedi)
-[X] [Merchants] Procure ('Additional Electronics' - Progress to Assemble a Logic Bank)
-[X] [Adventurers] Assist the Machinery Cavern Scouting [-? Goodwill]
-[X] [Herbalists] Anatomical Lectures (4/5 Turns Complete)
-[X] [4S] In The Name Of Education - (Coilgun Mystery) [-3.50 Goodwill]
-[X] [Military] Fell Off The Wagons - (Gas Masks) [-? Goodwill]
-[X] [Vanar-Feer] Engineers Galore (4/6 Turns Complete)
-[X] [FoL] We Work As One! (Build An Orphanage)
-[X] [Conclave] Eternal Arts (33/90 Turns Complete)

Goodwill Costs: 4.9 + 5.75 + 3.50 + ? = 14.15 + ?
 
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[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand

[X] Plan: Beginning the Third Decade of Pilgrimage
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand

[X] Plan: Beginning the Third Decade of Pilgrimage
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand
[X] Plan: Beginning the Third Decade of Pilgrimage
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand
[X] Plan: Beginning the Third Decade of Pilgrimage
 
[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand

[X] Plan: Beginning the Third Decade of Pilgrimage
 
(Charity and Goodwill Missions/Actions have lowered costs and increased results. No Charity/Goodwill Buildings require Trained/Specialized/Faithful/Zealot personnel.)
Rereading the wording has made me ponder: will Doctrine of the Open Hand...

1) Refund our Faithful currently dedicated to Charity/Goodwill buildings?
2) Improve the Goodwill/Piety gains from our existing buildings?
 
Light (0-20.000 Kg Lift): 99/60/30 for 1/2/3 Successes, Successes Needed: 2
Medium (20.001-2.000.000 Kg Lift): 15/-20/-40 for 1/2/3 Successes, Successes Needed: 7
Heavy (2.000.001+ Kg Lift): -145/-245/-335 for 1/2/3 Successes, Successes Needed: 100
ಠ_ಠ
These numbers are different.

Anyways, @karmaoa, @MrRageQuit since you make plans I'm telling you this. Our current bottleneck to reach the now Medium category of ships is power production (and fuel storage) and propulsion. So we are going to need Movement in the Air Continued, possibly MORE STEAM! for a better engine and maybe Integrity Studies for good measure because engine rooms are a bitch on Structure.

Edit: I've played around with the new numbers and I can make a Medium Cargo ship work. Point still stands if we want to make any sort of Warship.
 
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ಠ_ಠ
These numbers are different.

Anyways, @karmaoa, @MrRageQuit since you make plans I'm telling you this. Our current bottleneck to reach the now Medium category of ships is power production (and fuel storage) and propulsion. So we are going to need Movement in the Air Continued, possibly MORE STEAM! for a better engine and maybe Integrity Studies for good measure because engine rooms are a bitch on Structure.

Edit: I've played around with the new numbers and I can make a Medium Cargo ship work. Point still stands if we want to make any sort of Warship.
I'd replace MORE STEAM with Aerodynamics 101 on that list.
 
I'd replace MORE STEAM with Aerodynamics 101 on that list.
Not really, becuase the bottleneck will come when we want to power things other than propulsion. Like the Airscrews don't cost much, but you also don't need many of them. That is not the case for weapons. Increasing speed will have marginal benefits at best right now.

btw @HeroCooky how much cargo does the average caravan transport?
 
Not really, becuase the bottleneck will come when we want to power things other than propulsion. Like the Airscrews don't cost much, but you also don't need many of them. That is not the case for weapons. Increasing speed will have marginal benefits at best right now.
The current weapons lineup doesn't really demand anything, but if you're talking about warships with even a fraction of the Ancients' potency, that's going to be a long time off anyway. Also, I suspect a good chunk of getting an engine capable of handling that stuff will come from Gather Propulsion Data.
 
The current weapons lineup doesn't really demand anything, but if you're talking about warships with even a fraction of the Ancients' potency, that's going to be a long time off anyway.
We are working on coilguns right now and I don't think it will take that long to go from a prototype that works to a prototype that can be fitted on a ship.

So better to put them on the docket to get them done sooner rather than later.
 
Rereading the wording has made me ponder: will Doctrine of the Open Hand...

1) Refund our Faithful currently dedicated to Charity/Goodwill buildings?
2) Improve the Goodwill/Piety gains from our existing buildings?
1. No. They are dedicated to their work now, and will only leave if you order them to. Which would cost you quite a bit of goodwill with your own people.
2. No, not unless you do the above.
ಠ_ಠ
These numbers are different.
I've multiplied 'em by 10 to make it more realistic. :V
Amilia said:
btw @HeroCooky how much cargo does the average caravan transport?
12 tons. I made a mistake in the storage bays' math, but have that fixed now.
 
1. No. They are dedicated to their work now, and will only leave if you order them to. Which would cost you quote a bit of goodwill with your own people.
2. No, not unless you do the above.
1. Rats.
2. Double rats.

We are working on coilguns right now and I don't think it will take that long to go from a prototype that works to a prototype that can be fitted on a ship.

So better to put them on the docket to get them done sooner rather than later.
Well, let me put this proposal for our Learning Actions in the next few turns and see what you guys think:

Turn 83
-[] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (11/29 Successes)
--[] [PD], 2[VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[ENG] +28, 2FF) = +80
--[] (3x Bunker Artifacts +20 to Advanced Weapons, Rusted Baton +5 to Weapons, Discarded Atlatl +5 to Weapons) = +70
-[] [Learning] Aerodynamics 101 - (All Physics) - (0/3 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 6FF) = +26
--[] (Uninspired School Science Project +5 to Physics, Flight Paths +20 to Advanced Weapons/Physics, 1x Data On Physical Phenomena +20 to Advanced Physics) = +45
-[] [Learning] Assemble The Theorists! - (Common Programming) - (0/2 Successes)
--[] (Scientific Theory +15, Black Box +5, 2[SC] +24, 1[TSC] +18) = +62

Analysis: Look, I still think Aerodynamics 101 is important from a mechanical perspective, and besides, it feels appropriate for us to get around to codifying the basic scientific laws here. And I want to wrap up the basic theory-making swiftly. Also, if you're wondering why I only have 2 Engineers on Coilgun, there's a reason for that - it's just tied to other elements of my plan for next turn, and so not recorded here.

Turn 84
-[] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (17/29 Successes)
--[] [PD], 2[VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 1[SC] +12) = +112
--[] (2x Bunker Artifacts +20 to Advanced Weapons) = +40
-[] [Learning] Structural Integrity Studies - (Advanced Physics) - (0/7 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 1[SC] +12, 1[TSC] +18, 5FF) = +55
--[] (Data On Physical Phenomena +20 to Advanced Physics, Plasma Torch +50 to Advanced Physics) = +70
-[] [Learning] Assemble The Theorists! - (Common Mechanics) - (0/2 Successes)
--[] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50) = +70

Analysis: Not sure whether the Electronics Manufacture bonus stacks or not. Assuming it isn't for the moment, if it is, well, it just makes things a tad easier. The next step in the airship development chain, and this will finish off all the Common Theories (except Weapons/Armor, but they don't really count).

Turn 85
-[] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (23/29 Successes)
--[] [PD], 2[VF], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 1[SC] +12) = +112
--[] (2x Bunker Artifacts +20 to Advanced Weapons) = +40
-[] [Learning] Propulsion In The Air Continued - (Pioneer Hydraulics/Machinery/Metallurgy) - (0/9 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 1[SC] +12, 1[TSC] +18) = +50
--[] (Harmonious Chant of the Rising Sun +50 to Pioneer Psychology/Metallurgy, Gate of Respite +50 to All Psychology/Machinery, Instrument of Sympathy +50 to Pioneer Psychology/Hydraulics) = +150
-[] [Learning] To Feed a Person (Biology/Medicine) - (0/3 Successes)
--[] (Scientific Theory +15, Mutated Opinion: Allied +20, 3[DOC] +18, 2[SUR] +24) = +77

Analysis: Feed a Person is small, easily handed, and should enhance our kitchens past and present. Propulsion Continued is thus set up to easily complete in the following turn.
 
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[X] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[X] Another one, sometime later. There is still so much to do...
-[X] Doctrine of the Open Hand
[X] Plan: Beginning the Third Decade of Pilgrimage
 
Reward: +80 to all Electronics Research.)
Warning: If all six are taken, the Electronics Workshop operates at a half output.)
I figure it's probably a good idea to go ahead and confirm:

1. Does the Electronics Manufacture bonus stack with or replace the Electronics Workshop bonus?
2. Does the half output from all 6 PCUs still have any mechanical impact since Materials aren't being tracked anymore?
 
I figure it's probably a good idea to go ahead and confirm:

1. Does the Electronics Manufacture bonus stack with or replace the Electronics Workshop bonus?
2. Does the half output from all 6 PCUs still have any mechanical impact since Materials aren't being tracked anymore?
1. It replaces the bonus.
2. No, only fluff impact.
 
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