Powder, Gears, and Blessed Steam - A WHF Engineering Quest

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As it stands your only available steam related options are creating an Aeliopile, which needs a workshop, and two of your Invention ideas, one of which needs the Aeliopile and the other a workshop.
 
Whew, glad that we lost them without any further complications.

The desires are growing out of hand, frustrations brewing as your brain and heart urge your hands to create even a sliver of the thing that has so long enraptured you.

You can feel it. The call of Steam.

THERE WILL BE A SIX HOUR MORATORIUM ON VOTING.
Feel free to use that time to discuss the available options and the new information you've gotten below.


Notes:
Believer of Steam begins to rear its head, two turns before a penalty is incurred. Can be assuaged by progress towards the creation of Steam.
Will lose 1 Wealth this turn to living expenses. So long as you're renting an inn you will lose 1 Wealth every two turns to pay for room and board.
Ah yea, makes sense that going too long without doing something STEAM-related would cause problems, and 1 Wealth every other turn for staying at the inn is easy to deal with.

Hmm, is it possible to put more than one AP on finding a workshop @adwarf ?
 
It should be possible, since the journey here took 2 AP and we spent multiple AP a turn excercising. Since we have no inventing options, I think going 3 Dice on Workshop is the way to guarantee that we get a Workshop next turn. If 3 Dice isn't going to cut it, the only option left is to all in every Dice we have until we get a Workshop so we can do a Steam action.
 
It should be possible, since the journey here took 2 AP and we spent multiple AP a turn excercising. Since we have no inventing options, I think going 3 Dice on Workshop is the way to guarantee that we get a Workshop next turn. If 3 Dice isn't going to cut it, the only option left is to all in every Dice we have until we get a Workshop so we can do a Steam action.
Yea, we only rolled a total of 3 Dice when we spent 1 AP on it last turn, which isn't enough unless we get very lucky and roll 2 successes. 2 AP should give us good chances, but 3 would make it pretty much a sure thing.

We could spend the remaining 2 AP in that situation on exploring again (since it only needs a single success) and doing maintenance for the Walkers.
 
I think going 3 Dice on Workshop is the way to guarantee that we get a Workshop next turn. If 3 Dice isn't going to cut it, the only option left is to all in every Dice we have until we get a Workshop so we can do a Steam action.
Problem is that we can't. It's specifically stated that the only action we can take multiple times is 'Arming the Road Walkers'.
What do you do this month? (You have four AP to distribute each month. We'll be using plan voting.)
Um, aren't we supposed to have five AP to work with? That's what it's been for the last three turns and I don't see a mention for why we only have four.
(You have five AP to distribute each month.
You have five AP to distribute each month.
You have five AP to distribute each month.
 
Ah true, missed that. Guess we'll just have to hope we get lucky on the rolls for the 1 AP we can do on Workshop.

In that case, I'd also like to do Arming the Walkers, and put 2 AP on it since needing 3 successes on 5 dice with just one AP is cutting it too close imo.
 
In that case, I'd also like to do Arming the Walkers, and put 2 AP on it since needing 3 successes on 5 dice with just one AP is cutting it too close imo.
I mean if we really want to mono-focus (and only have four AP instead of five for whatever reason instead of a typo) we do 'Looking for a Workshop' and pump all 3 AP into 'Arming the Walkers'.

Because the only other things that we'd probably want to do are 'Proper Firearms Maintenance' and 'Getting to know Wolfenburg'.
 
Whew, glad that we lost them without any further complications.

Ah yea, makes sense that going too long without doing something STEAM-related would cause problems, and 1 Wealth every other turn for staying at the inn is easy to deal with.

Hmm, is it possible to put more than one AP on finding a workshop @adwarf ?

Nah, it's an action you can only take once each turn. Everything down under 'Actions below can be taken multiple times.' with Crafting and Inventing is stuff you can invest multiple AP in repeatedly each turn.

Problem is that we can't. It's specifically stated that the only action we can take multiple times is 'Arming the Road Walkers'.

Um, aren't we supposed to have five AP to work with? That's what it's been for the last three turns and I don't see a mention for why we only have four.
It is supposed to be five, I apparently deleted four and then retyped four instead of five. Corrected.
 
Right I'm not going to be available once voting starts I see two potential 'plans' (and one less optimized one) if we want to get cash-flow started while working on our housing situation etc. People are free to copy, borrow, steal, ignore these ideas.

[] Plan Money Bags
-[] Looking for a Workshop
-[] Proper Firearms Maintenance
-[] Arming the Road Walkers x3

[] Plan Second Verse
-[] Looking for a Workshop
-[] Getting to know Wolfenburg
-[] Arming the Road Walkers x3

[] Plan Covering bases
-[] Looking for a Workshop
-[] Proper Firearms Maintenance
-[] Getting to know Wolfenburg
-[] Arming the Road Walkers x2
 
Right I'm not going to be available once voting starts I see two potential 'plans' (and one less optimized one) if we want to get cash-flow started while working on our housing situation etc. People are free to copy, borrow, steal, ignore these ideas.
I think we need to use the inspiration to get an extra die on workshop, difficulty 2 with only 3 dice is going to be hard to make progress on, a 4th dice makes it more likely we get at least 1 success to hopefully make it easier for the following turn
 
[] Plan: Guns, Powder and Cleanliness is next to Godliness.
-[] Looking for a Workshop
-[] A Steady Supply of Powder x2
-[] Proper Firearms Maintenance
-[] Inventing
--[] Oh, the Wonders of Soap
 
I would not do the powder considering we can't even make good guns yet. We need more levels before we mess that up.

This will be my selection. We can slowly bring our levels up by doing certain things. We also need to be able to do better because the guns we made sucks. So I sugest doing jobs that we can do and making simple guns that we can sell will help us in that department. We can sell our guns as a street Urchin while we perfect our craft.

After we go so far as an researcher then we can get a sponsor to show them what we got. We will need to work on our Diplomacy.

We can find a shop after we sell the next set of guns we make.

[] Proper Firearms Maintenance
[] Voice Enloudening
[] Studying Gromdottir
[] Crafting
[] Matchlocks.
 
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[] Plan Covering bases with Inspiration
-[] Looking for a Workshop + Inspiration die
-[] Proper Firearms Maintenance
-[] Getting to know Wolfenburg
-[] Arming the Road Walkers x2
-[] Eureka (Looking for a Workshop)

More likely to get that workshop which we need to do steam things
 
[] Plan: Guns, Powder and Cleanliness is next to Godliness.
-[] Looking for a Workshop
-[] A Steady Supply of Powder x2
-[] Proper Firearms Maintenance
-[] Inventing
--[] Oh, the Wonders of Soap


edit: Invalid plan... :facepalm:

[X] Plan Money Bags
 
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[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)
 
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