Get rid of tar, and then Qi Poison?
Tar, then get the second farm up and running so we can't starve unless injured, THEN Qi poison.

I am pretty sure we can go three days without eating and not die. We suffer penalties, but 2 food every 5 turns means we get 1 food JUST in time to avoid starvation so long as we keep our food need 1 per turn.

Ideally I would like 5 fungus farms so we meet our base food need each turn and can actually stockpile, but that's a long term goal. Space them out right and even if we are injured we never starve as ANY food consumption means we don't drop down a hunger level and so positive food income each turn means we never starve period.

At that point we can deal with being constantly somewhat injured and can start plan "Beetle charge all the things"
 
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[X] Plan - Work work!

First things first, getting rid of our risk of being swallowed whole by a large predator. Then, we can focus on expanding farms and purging posion
 
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Current
HP Full
Food 1.0

Farm 3/5
Cultivation 1/4

Day 45
-1.0 Food, 0.0 Stored

Farm 2/5
Cultivation 2/4

Day 46
-0.0 Food, Hungry

Farm 1/5
Cultivation 3/4

Day 47
+1.0 Food, 1.0 Stored
-1.0 Food, 0.0 Stored

Farm 0/5
Cultivation 4/4
We can safely ignore food for this round and day 47 has to cultivate. So 2 days of removing tar? We are healed so it should be fine to attract a predator.

Edit: hello surprise plan that is exactly what I want.

[X] Plan - Work work!
 
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[X] Plan - Work work!

Guys, not to jinx anything, but we just went 3 days without a bad event or a predator attacking us, I don't expect to get through the whole plan
 
[X] Plan - Work work!
- [X] Deposit the black tarry substance just outside your lair (0/??)
- [X] Deposit the black tarry substance just outside your lair (0/??)
- [X] Try to get a feel for the mysterious energy surging within you (Early 2nd Realm of Qi Gathering 48/70)(You cannot cultivate in your lair without first getting rid of the black tarry substance)
 
Hooray, everything went to plan.

Honestly I think it might be better if we got the second farm up and running first, then cleared the gunk, but I'm not too fussed.

[X] Plan - Work work!

Get rid of tar, and then Qi Poison?

The Qi Poison is something we might be able to turn into a technique if we cultivate it - this has been hinted by Tam Lin.

How precisely we might do that is a bit vague though. Perhaps it's worth asking if we can spend an action experimenting. The second farm takes precedence though, I think.
 
[X] Plan - clean up
-[X] Day 45 Deposit the black tarry substance just outside your lair (0/??)
-[X] Day 46 Deposit the black tarry substance just outside your lair (0/??)
--[X] Beetle Charge
-[X] Day 47 Cultivate outside your lair (Small chance of summoning a predator)

If we clear out the gunk early and invalidate the second action or fail to clear the gunk by turn 3 it should trigger a plan end and we get to reassign the actions.
That's not how this quest works? We've just been repeatedly interrupted by bad events
 
[X] Plan - clean up
-[X] Day 45 Deposit the black tarry substance just outside your lair (0/??)
-[X] Day 46 Deposit the black tarry substance just outside your lair (0/??)
--[X] Beetle Charge
-[X] Day 47 Cultivate outside your lair (Small chance of summoning a predator)


That's not how this quest works? We've just been repeatedly interrupted by bad events
That ALSO ends a turn. We shouldn't mindlessly do an impossible thing. The QM has denied contingent votes, but we can vote to do things and if events, such as failure to do something or completing something and an action disappearing, make the option we selected invalid the game will stop and we can select a different thing to do.

Where we can get caught out is if we vote to do something that's valid but suddenly unwise, THEN we may end up blindly doing something and getting into a death spiral.
 
That ALSO ends a turn. We shouldn't mindlessly do an impossible thing. The QM has denied contingent votes, but we can vote to do things and if events, such as failure to do something or completing something and an action disappearing, make the option we selected invalid the game will stop and we can select a different thing to do.

Where we can get caught out is if we vote to do something that's valid but suddenly unwise, THEN we may end up blindly doing something and getting into a death spiral.

I'm pretty sure if we do an invalid action it does not stop.

The QM has stated repeatedly that if we're worried about an action's result we should not do a multi day turn.
 
I'm pretty sure if we do an invalid action it does not stop.

The QM has stated repeatedly that if we're worried about an action's result we should not do a multi day turn.
@Tam Lin can you chime in with a solid answer here?

I am, in the strongest possible terms, in favor of keeping as much poison energy as we can survive
Personally I am tempted to cultivate it. That option no longer has the "are you suicidal?" tag so I think it won't kill us.

I can think of a LOT of ways poison can be useful.
 
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yup, the guy you quoted is correct. an invalid action wastes an action, unless a bad event stops it.
Can I suggest you reconsider this? I don't think it adds anything to the quest to have the character just act completely illogically. It breaks immersion and discourages plan votes. Discouraging plan votes slows down play in an already slow format.

Is there a reason you are setting this rule? If you don't want multi-turn plans then disallow multi-turn plans. If you want multi-turn plans don't punish players for planning multiple turns when there is incomplete information and RNG inherent to the game design.

Because with that being how things are we can't plan vote multiple turns and I need to change the plan to a single action. I get "no contingency actions", but "Stop and have a vote" is no more work on your part than "arbitrarily waste one or two actions THEN stop and hold a vote."

[X] Plan - Work work!
- [X] Deposit the black tarry substance just outside your lair (0/??)
 
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Can I suggest you reconsider this? I don't think it adds anything to the quest to have the character just act completely illogically. It breaks immersion and discourages plan votes. Discouraging plan votes slows down play in an already slow format.

Is there a reason you are setting this rule? If you don't want multi-turn plans then disallow multi-turn plans. If you want multi-turn plans don't punish players for planning multiple turns when there is incomplete information and RNG inherent to the game design.

The RNG is part of the point. By allowing multi-turn plans, the price paid for it is the possibility of wasting a turn by over-commiting to a plan.

The solution for the incomplete information is pretty easy too- just dedicate a single turn to it to find out the DC, then decide if you want to dedicate multiple turns to it in a future turn.
 
The RNG is part of the point. By allowing multi-turn plans, the price paid for it is the possibility of wasting a turn by over-commiting to a plan.

The solution for the incomplete information is pretty easy too- just dedicate a single turn to it to find out the DC, then decide if you want to dedicate multiple turns to it in a future turn.
Ok, but what value do the players actually get for that "price" of a multiturn plan? Multi-turn plans don't actually help the players at all. They exist to help you, the QM, post more content. There is no advantage in game turns of taking a multi-turn plan rather than a single turn plan. It's purely there to speed the game along and allow you to do multiple turns in a single update so the game progresses faster.

If faster game progression is something you don't want then you should get rid of multi-turn votes. If you do not want to do multiple turns in a single post then you should not do so.

But you should want faster game progression. That's a good thing for everyone. Ideally the goal should be to encourage multi-turn votes with as few penalties for doing them as is feasible. Slower play means that the game is being played less. Playing the game more should be encouraged. Playing the game less should be discouraged.
 
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[X] Plan - A successful ant is one who can lay a firm foundation with the bricks others have thrown at him.
- [X] Deposit the black tarry substance just outside your lair (0/??)
- [X] Try to salvage food from the ruined colony (4/10)
- [X] Purge the Poison Qi (0/?)
Ultimately, cultivating poison isn't probably the best idea right now, I really want a solid general foundation. So, getting rid of tarry substance to allow us to cultivate safely, then maxing sure we get enough food to avoid going hungry, then purge poison.
 
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