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

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Yeah I did some more reading and it seems he was pulling heavily from Dwarven design, and they have more advanced metal working capabilities (and weirdly high tech levels in general) so it might have been feasible to cludge some low weight steam engine together that technically can drive an armored vehicle using their alloys and drive mechanisms. The inability of Imperial engineers to understand it at all despite destructive analysis kind of supports this because it suggests the materials themselves can't be replicated.
On the Empire's struggle to reproduce steam tanks: A big issue there is the Empire's technological advancement is literally jumpstarted off of the works of one of the most reclusive and unsociable nations and people in the entire setting. The Dawi deciding to share the secrets of gunpowder to the Empire is in and of itself incredibly bizarre and likely broke dozens of Guild laws on what secrets the Dawi are allowed to give. Add onto that that much of the advancements to occur after it are based off, not exact details but what can be perceived from a distance, Dawi technology and feats then you get what (in my opinion) is the shaky tower of the Empire's industrial complex.

Much of what they achieved has been copied with sheer ingenuity which, while in itself is incredible, creates a very flawed basis for everything that has come to exist from it. They aren't simply working from the bottom up, but also fighting with having to try and work themselves back from things they can already make. Add in magical materials and what you likely get, and how I view it for this game, is a lot of scholars getting wrapped up in obscure branches of study or dead ends trying to fill in the gaps in entirely wrong directions.

i wonder would there be some rich guy that would want so steam toy for their children?
In a world where steam power doesn't really exist in the common knowledge it is a fairly unique marvel and this is a land with nobles so.



I will use this chance to note I am not an engineer nor do I have any degrees. I will by and large try to accurately portray technology inspired by real life (which has already led to several hours of research into some odd places like graphite production) but it will definitely have flaws at times or deviate in cases where I think it fits a weird fantasy world shoved full of magical bullshit.
 
little thing that people might not know but steam rocket are a thing so we could have steam weapon (in the far futur) and earlier with steam cannon
 
[X] Plan Workshop and Arming
-[X] Looking for a Workshop +3 Favor
-[X] Arming the Road Walkers x4
-[X] Calling in Favors (3 on Workshop)
 
[X] Plan Favored Workshop
-[X] Looking for a Workshop +1 Favor
-[X] Getting to Know Wolfenburg +1 Favor
-[X] Arming the Road Walkers x3
-[X] Calling in Favors (1 on Workshop, 1 on Getting to Know Wolfenburg)
 
[X] Plan Workshop and Arming
-[X] Looking for a Workshop +3 Favor
-[X] Arming the Road Walkers x4
-[X] Calling in Favors (3 on Workshop)
 
[X] Plan Workshop and Arming
-[X] Looking for a Workshop +3 Favor
-[X] Arming the Road Walkers x4
-[X] Calling in Favors (3 on Workshop)
We NEED a workshop now, and considering our luck this is not a bad idea, and if adding all these dice makes it so we over succeed then that just means a better workshop opportunity.
 
3 Favors on Workshop is a bit too rich for my blood.
Why's that? We have 4 Favors now; getting a workshop is what unlocks the majority of our engineering/inventing options, so giving ourselves very good chances at finally getting one (maybe even a great one if we roll several successes) makes lots of sense; and we should hopefully make back the Favors we spent by doing 4 actions on Arming the Walkers.
 
Why's that? We have 4 Favors now; getting a workshop is what unlocks the majority of our engineering/inventing options, so giving ourselves very good chances at finally getting one (maybe even a great one if we roll several successes) makes lots of sense; and we should hopefully make back the Favors we spent by doing 4 actions on Arming the Walkers.
For one, we'd only need two successes in order to get a critical success. Any additional ones would likely be wasted. For another, our ability to gain additional favors from the Walkers will be significantly curtailed once we finish Arming the Walkers, and we're already a third of the way done with that action. As such I don't think the additional 2 favors are worth the additional 12% chance of getting a basic success.
 
For one, we'd only need two successes in order to get a critical success. Any additional ones would likely be wasted. For another, our ability to gain additional favors from the Walkers will be significantly curtailed once we finish Arming the Walkers, and we're already a third of the way done with that action. As such I don't think the additional 2 favors are worth the additional 12% chance of getting a basic success.
If we fail to secure a Workshop this turn, then we will be suffering from the steam-fanatic trait malus without any ability to sooth it (because we can't make progress towards steam without a workshop)
 
If we fail to secure a Workshop this turn, then we will be suffering from the steam-fanatic trait malus without any ability to sooth it (because we can't make progress towards steam without a workshop)
I know. I just think the 80% chance of success we get from only using one Favor is good enough that I don't think it's worth the additional Favors to boost it further.
 
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