Knight that are worthwhile are kinda expensive as in "most of out liquid assets are tied up in industrialization so there's not much to make good knights" expensive.

The closest we can get on a short-ish notice is if we somehow manage to complete ^Ä^'s power ranger team, but this have some problems, hilarious personal hell asside since is basically pairing a 40K knight with a scout titan group.
 
-[] [Martial] Sir! The Situation Is As Follows: (Deploy the Wall, the Unbroken, and the Incubi to clear the Second Floor Entrance)
I assume this means the Bunker Entrance? If we do that, then we probably should add PD and a bunch of robots.

And just fyi, Karmoa, once we get the Medium Tools done (and hopefully stopping the decline in Low Class Prosperity) then I'll be all for using our Procure to try to pick up more Doctors.
I'm not sure if that will permanently, or even in the short term, stop the loss of Low Class Prosperity. I think the reason the Low Class gets poorer is that most Industrial projects settles them as unskilled labor and then get them stuck in that job.

I think we would either need the Learning project Automation, to force manufacturers to hire semi-skilled supervisors, or Holding's Academy of the Fools to improve public education.
 
I think the most basic step to deal with this trend is establish a basic public welfare policy, food healthcare, general security education and housing. This would guarantee that poor people don't dip below the line of misery.

But just reducing the amount of low skill work would cause another problem, some people will not be wiling to transition to a workplace that requires higher education, we need to basically institute some governance policies that would incentivize these person the develop some marketable skill and good habits to increase their QoL by their own action.

Basically just transitioning more people from the low class to the midle class don't erase the problems of the lower class.
 
Knight that are worthwhile are kinda expensive as in "most of out liquid assets are tied up in industrialization so there's not much to make good knights" expensive.

The closest we can get on a short-ish notice is if we somehow manage to complete ^Ä^'s power ranger team, but this have some problems, hilarious personal hell asside since is basically pairing a 40K knight with a scout titan group.
We can however commission them from the forge cults, which is something we've been able to do for a long while actually.
 
I assume this means the Bunker Entrance? If we do that, then we probably should add PD and a bunch of robots.
Yes, the Second Floor Bunker Entrance. Hopefully if we clear that we can start looting the rooms then.

I'm not sure if that will permanently, or even in the short term, stop the loss of Low Class Prosperity. I think the reason the Low Class gets poorer is that most Industrial projects settles them as unskilled labor and then get them stuck in that job.

I think we would either need the Learning project Automation, to force manufacturers to hire semi-skilled supervisors, or Holding's Academy of the Fools to improve public education.
Well, I already had Academy of the Fools put down. I suspect that's our best bet, because right now Automation would just remove the need for the labor without providing other opportunities.
 
Yeah good idea, lets rool to see if one of these satellite is actually an space station with a functioning starship factory. :V

We can however commission them from the forge cults, which is something we've been able to do for a long while actually.
I was talking about commission right now we have no tech to make their own knights, mecha are the kind of techs tree we don't really invest between the possibly power armored personal troops and the Naval assets the pilgrimage had it's hand full.
 
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Wait, one thing I'm not getting, where did we loose Piety?

We were at 70 last turn and the rolls said +10, but we are now at 65. What happened?
 
Okay, after a bit of thought, here's the complete plan. Yes, it's going to be a bit heavy on Goodwill spending, but I've lined things up so that we can defray at least a fair chunk of the cost. Also, the combined Lab Complex and Hidden Workshop should ensure that we can easily further miniaturize/improve our Coilguns and thus win first place and the lofty Goodwill prize.

As for the research projects, I chose them partly because it provides a way to ensure all our Specialists are employed, and because two of the three are simple, good picks to get done. Next turn our feasible one-turn research pool will expand dramatically, so let's get them out of the way now.

[] Plan: We're Doing Our Part!
-[] [Faith] Festival Of The Delta
--[] (Adjudicator +30, 6FF) = +36
-[] [Faith] Healing For All! (Frontal Cortex Scan)
--[] (Festival +35, 6FF) = +41
-[] [Faith] A Helping Hand
--[] (Festival +35, 6FF) +41
-[] [Diplomacy] The Great Trade Fleets (Bone Valley) - (0/3 Turns Complete) [-10 Goodwill]
--[] (Ashleaf Tea +15, Merchants +15, Festival +35, 6FF) = +71
-[] [Diplomacy] The Great Trade Fleets (Sunken Hollows) - (0/3 Turns Complete) [-10 Goodwill]
--[] (Ashleaf Tea +15, Merchants +15, Festival +35, 6FF) = +71
-[L] [Subversion] Cover Of Tongue - (1/2 Turns Complete)
-[L] [Martial] Menagerie - (Basic) - (4/5 Turns Complete)
-[] [Martial] Sir! The Situation Is As Follows: (Deploy Aria/PD, the Wall, the Unbroken, and the Incubi (with 2 Scout Scutters and 4 Combat Scutters built and attached to the group) to clear the Bunker Second Floor entrance.)
-[] [Learning] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/Electronics) - (0/14 Successes)
--[] [DoD], [PD], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Soaring Wrenches +50, Festival +35, 5[ENG] +70, 5FF) = +260
--[] (5x Bunker Electronic Artifacts +5 to Electronics, 1x Scrap Trooper Guardian +5 to Electronics/Metallurgy, Forge-Clan Morgenstern Mk.3 Leg Prosthetic +20 to Advanced Electronics) = +50
-[] [Learning] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology) - (0/16 Successes)
--[] Cost: 1x Bone-Mending Kit
--[] [MSC], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Mutated: Allied +20, Festival +35, 4[DOC] +24, 2[SUR] +24, 3[ENG] +42, 3FF) = +250
--[] (4x Bone Mending Kits +50 to Advanced Biology/Machinery) = +200
-[] [Learning] The Little Crystal That Could Pt. 1 - (0/9 Successes)
--[] [In The Name Of Education], [VF], (Scientific Theory +15, Festival +35, 2[SC] +24, 1[TSC] +18, 6FF) = +108
-[] [Archeology] Prepare an Expedition - (ETG-02) - (4 Turns Prep = 8 Turns Exp) - (House Mirn support: N) - (0/4 Turns Complete)
-[] [Archeology] Prepare an Expedition - (VO-01) - (4 Turns Prep = 8 Turns Exp) - (House Mirn support: N) - (0/4 Turns Complete)
-[] [Archeology] Prepare an Expedition - (VO-02) - (1 Turn Prep = 2 Turns Exp) - (House Mirn support: N) - (0/1 Turns Complete)
-[L] [Archeology] Scout The Tenebris Library (Rust Scouts) - (2/3 Turns Complete)
--[] (Festival +35, 3[ENG] +42) = +77
-[] [Tree of Knowledge] Laboratory Complex - Rudimentary - (0/14 Turns Complete) [-6 General Scientists, -2 Common Engineers]
--[] [HELPERS] 130x Caretaker-Swarms
-[] [Tree of Knowledge] The Hidden Workshop - Legendary - (0/20 Turns Complete) [-50 Goodwill]
--[] [HELPERS] 190x Caretaker-Swarms
-[] [Holdings] Expanded Hospital - (4/9 Turns Complete)
--[] Hire Contractors x3
-[] [Holdings] Medium Tool Manufactury - (0/6 Turns Complete) - [Sandcrete]
--[] Elite Contractors
--[] Hire Contractors x3
-[] [Holdings] Academy of the Fools - (0/14 Turns Complete)
--[] Hire Contractors x3
-[] [Martyris] Too Much To Do (Festival of the Delta)
-[] [Martyris] Too Much To Do (Prepare An Expedition - ETG-02)
-[] [Aria] Lead By Example (Sir! The Situation Is As Follows)
-[] [Merchants] Procure ('Elite Contractors' - Progress to Medium Tool Manufactury)
-[] [Adventurers] Take 'Em Out - (The Family) [-1 Goodwill]
-[] [Herbalists] Study Sessions - (0/7 Turns Complete) [-1 Faithful]
-[] [4S] In The Name Of Education - (The Little Crystal That Could Pt. 1) [-3.5 Goodwill]
-[L] [Vanar-Feer] Unlimited Specialists Galore
--[L] (1x Trained Scientist) - (1/10 Turns Complete)
--[L] (2x Trained Engineers) - (1/10 Turns Complete)
--[L] (2x Forge-Coders) - (7/15 Turns Complete)
--[L] (2x Forge-Smiths) - (1/15 Turns Complete)
-[] [Followers of Light] We Work As One! - (Healing For All!)
-[L] [Conclave] Eternal Arts - (41/144 Turns Complete)

Goodwill Costs: 10 + 10 + 50 + 1 + 3.5 = 74.5
 
I feel like we are sleeping on the Satellite codes, considering what they could be.

Also, this does nothing against the Family.
1. I have my doubts. And even if they were more... we don't exactly have the means to reach them.
2. You missed the part where the Adventurers were assigned to attack the Family. Also, I'm concerned about trying to hit the Family ourselves when our Info Network has been so thoroughly compromised.
 
-[] [Diplomacy] The Great Trade Fleets (Bone Valley) - (0/3 Turns Complete) [-10 Goodwill]
--[] (Ashleaf Tea +15, Merchants +15, Festival +35, 6FF) = +71
@HeroCooky Can we do this? I thought Bone Valley was still under lockdown by Internal Security.

-[] [Martial] Sir! The Situation Is As Follows: (Deploy Aria/PD, the Wall, the Unbroken, and the Incubi (with 2 Scout Scutters and 4 Combat Scutters built and attached to the group) to clear the Bunker Second Floor entrance.)
Might want to add the Tailors to this, if we don't send them to help Sunken Hollows. They are listed under Relationships: Locals as having 11 Knights.

-[] [Tree of Knowledge] Laboratory Complex - Rudimentary - (0/14 Turns Complete) [-6 General Scientists, -2 Common Engineers]
--[] [HELPERS] 130x Caretaker-Swarms
-[] [Tree of Knowledge] The Hidden Workshop - Legendary - (0/20 Turns Complete) [-50 Goodwill]
--[] [HELPERS] 190x Caretaker-Swarms
I'm tempted to do Berth - Large instead of The Hidden Workshop. The Hidden Workshop only "increased chances for all research" while the Laboratory Complex "Massively improved success chances".
The Berth - Large on the other hand could produce Prosperity for Norqod or Goodwill for us, if airships become more common. Which The Great Trade Fleets should be a big step towards.


Overall, nothing big I would disagree with. Might go for one or two warships, so we can look into the Spire during the next Turn, but that place isn't as urgent as the Tenebris Library.
 
@HeroCooky Can we do this? I thought Bone Valley was still under lockdown by Internal Security.
Sooner or later InSec will end the lockdown. We're just getting the prep process out of the way. Also, at a minimum, it'll take 3 turns to complete so there's plenty of time for them to do their work first.

Might want to add the Tailors to this, if we don't send them to help Sunken Hollows. They are listed under Relationships: Locals as having 11 Knights.
Using the Tailors feels like overkill unless we're just sending them to flat out clear the entire Bunker.

I'm tempted to do Berth - Large instead of The Hidden Workshop. The Hidden Workshop only "increased chances for all research" while the Laboratory Complex "Massively improved success chances".
Reminder, the Complex was a flat -75, but while the Masters Workshop was variable, it was -10 to -200, and moreover, it actually reduced successes required in a number of places. I suspect we'll get even more from the Hidden Workshop.

[X] Plan: We're Doing Our Part!
-[X] [Faith] Festival Of The Delta
--[X] (Adjudicator +30, 6FF) = +36
-[X] [Faith] Healing For All! (Frontal Cortex Scan)
--[X] (Festival +35, 6FF) = +41
-[X] [Faith] A Helping Hand
--[X] (Festival +35, 6FF) +41
-[X] [Diplomacy] The Great Trade Fleets (Bone Valley) - (0/3 Turns Complete) [-10 Goodwill]
--[X] (Ashleaf Tea +15, Merchants +15, Festival +35, 6FF) = +71
-[X] [Diplomacy] The Great Trade Fleets (Sunken Hollows) - (0/3 Turns Complete) [-10 Goodwill]
--[X] (Ashleaf Tea +15, Merchants +15, Festival +35, 6FF) = +71
-[X] [Subversion] Cover Of Tongue - (1/2 Turns Complete)
-[X] [Martial] Menagerie - (Basic) - (4/5 Turns Complete)
-[X] [Martial] Sir! The Situation Is As Follows: (Deploy Aria/PD, the Wall, the Unbroken, and the Incubi (with 2 Scout Scutters and 4 Combat Scutters built and attached to the group) to clear the Bunker Second Floor entrance.)
-[X] [Learning] Lend A Hand, Arm, And Leg - Part 2 - (All Mechanics/Electronics) - (0/14 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Soaring Wrenches +50, Festival +35, 5[ENG] +70, 5FF) = +260
--[X] (5x Bunker Electronic Artifacts +5 to Electronics, 1x Scrap Trooper Guardian +5 to Electronics/Metallurgy, Forge-Clan Morgenstern Mk.3 Leg Prosthetic +20 to Advanced Electronics) = +50
-[X] [Learning] Sticks And Stones - (All Machinery/Electronics/Metallurgy/Common Biology) - (0/16 Successes)
--[X] Cost: 1x Bone-Mending Kit
--[X] [MSC], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Mutated: Allied +20, Festival +35, 4[DOC] +24, 2[SUR] +24, 3[ENG] +42, 3FF) = +250
--[X] (4x Bone Mending Kits +50 to Advanced Biology/Machinery) = +200
-[X] [Learning] The Little Crystal That Could Pt. 1 - (0/9 Successes)
--[X] [In The Name Of Education], [VF], (Scientific Theory +15, Festival +35, 2[SC] +24, 1[TSC] +18, 6FF) = +108
-[X] [Archeology] Prepare an Expedition - (VO-01) - (4 Turns Prep = 8 Turns Exp) - (House Mirn support: N) - (0/4 Turns Complete)
-[X] [Archeology] Prepare an Expedition - (VO-02) - (1 Turn Prep = 2 Turns Exp) - (House Mirn support: N) - (0/1 Turns Complete)
-[X] [Archeology] Scout The Tenebris Library (Rust Scouts) - (2/3 Turns Complete)
--[X] (Festival +35, 3[ENG] +42) = +77
-[X] [Tree of Knowledge] Berth - Large - (0/7 Turns Complete)
-[X] [Tree of Knowledge] Laboratory Complex - Rudimentary - (0/14 Turns Complete) [-6 General Scientists, -2 Common Engineers]
--[X] [HELPERS] 130x Caretaker-Swarms
-[X] [Tree of Knowledge] The Hidden Workshop - Legendary - (0/20 Turns Complete) [-50 Goodwill]
--[X] [HELPERS] 190x Caretaker-Swarms
-[X] [Holdings] Expanded Hospital - (4/9 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] Medium Tool Manufactury - (0/6 Turns Complete) - [Sandcrete]
--[X] Elite Contractors
--[X] Hire Contractors x3
-[X] [Holdings] Academy of the Fools - (0/14 Turns Complete)
--[X] Hire Contractors x3
-[X] [Martyris] Too Much To Do (Festival of the Delta)
-[X] [Martyris] Too Much To Do (Berth - Large)
-[X] [Aria] Lead By Example (Sir! The Situation Is As Follows)
-[X] [Merchants] Procure ('Elite Contractors' - Progress to Medium Tool Manufactury)
-[X] [Adventurers] Investigate - (The Family) [-2 Goodwill]
-[X] [Herbalists] Study Sessions - (0/7 Turns Complete) [-1 Faithful]
-[X] [4S] In The Name Of Education - (The Little Crystal That Could Pt. 1) [-3.5 Goodwill]
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (1x Trained Scientist) - (1/10 Turns Complete)
--[X] (2x Trained Engineers) - (1/10 Turns Complete)
--[X] (2x Forge-Coders) - (7/15 Turns Complete)
--[X] (2x Forge-Smiths) - (1/15 Turns Complete)
-[X] [Followers of Light] We Work As One! - (Healing For All!)
-[X] [Conclave] Eternal Arts - (41/144 Turns Complete)

Goodwill Costs: 10 + 10 + 50 + 2 + 3.5 = 75.5
 
Using the Tailors feels like overkill unless we're just sending them to flat out clear the entire Bunker.
The First Floor was defended by an army of robots, who we only beat due to getting at their control computer. And then there were 4 Walkers that didn't care about shutdown codes and just wandered off into the Forest.

For all we know, there could be another Walker down there.

[X] Plan: We're Doing Our Part!
 
The First Floor was defended by an army of robots, who we only beat due to getting at their control computer. And then there were 4 Walkers that didn't care about shutdown codes and just wandered off into the Forest.

For all we know, there could be another Walker down there.
Then we can throw the Tailors in and have them secure the rest of the Bunker next turn. How does that sound?
 
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