I guess?

EI takes an additional 1d2 turns to complete; the Forge reduces completion time by 1d3 turns each use. That's, on average, more than sufficient; 3d2 is only slightly higher than 2d3 on average.

But Mechanis recently clarified how overflow works for EI, so I suppose there's no need to try and catch the remainder.

Yeah, while the Forges can't overshoot and 'waste' progress if they roll relatively well, they can undershoot if they roll relatively poorly and cause an action to take longer.
 
[X] Plan: The Dawn of a New Day

While I do quite like Alratans bonesinger weapon/armor foundry plan the lack of Scrying options related to Nacretinei really hurts it in my opinion.
 
[X] Plan Basic Industry

I like that this plan gets started on foundries for T2 gear. I would like to start chipping away at engines (I saw all the reasons why and why not and this is my final preference), but I value the thing above more.
If I will be able to, I will advocate for doing the thing left from winning plan next turn.
 
While I do quite like Alratans bonesinger weapon/armor foundry plan the lack of Scrying options related to Nacretinei really hurts it in my opinion.

As I say, I think it's too dangerous. As we're the people who revealed his curse, I think Kairos is likely to hate us, and be particularly spiteful.

He still has a tap into our Scrying, and so if we scry Nacretinei I think that will tell him that we particularly care about them, which, because of that spite, will make him particularly care about screwing with them.

As the Webway is currently breached and has daemons running around in it, Kairos may well be in a position to do so.

That's why I'm avoiding doing so. While it might help, it might also significantly hurt.

In order to look for Nacretinei, we have to coordinate with their allies anyway, and as part of that we can learn what the results of their scrying is, or ask them to do more, as Kairos probably isn't particularly watching what they Scry for opportunities to dick with them like he may be with us. I think that means we will still have Scrying support, but it's much safer if we rely on someone else doing it.

We're not looking for Nacretinei solo, so I don't think we need to do everything ourselves. See here:


Re: Nacretinei; Their friends are absolutely looking with what they can afford to spare already, this turn, because temporary interruptions in communication between Craftworlds is pretty normal at the moment but missing something like the Aeldmoot after stating one's intentions to go is another matter entirely. Throwing in your own two cents to the effort in a reasonable manner would require a degree of actual coordination, yes, though you can certainly earmark fleet and warhost assets for the physical searching portion in advance if you so desire, which would give you a modest head start on that front. (ordinarily I would follow this with warnings about then not having them, but as you are explicitly in something of a lul period thanks to some very favorable rolls and your specific focuses over the first three turns having cleared out most of the immediate issues more quickly than anticipated, that doesn't really apply.)

I like that this plan gets started on foundries for T2 gear. I would like to start chipping away at engines (I saw all the reasons why and why not and this is my final preference), but I value the thing above more.
If I will be able to, I will advocate for doing the thing left from winning plan next turn.

If my plan wins, I'd hope to build enough more BAP that we can throw down eight BAP all at once one turn soon to finish the Engine Controls in one go, so we don't have them hanging around part done, so we can then start the Stewardship project to man the controls.
 
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[X] Plan Basic Industry
[X] Plan The Power of Industry

Very unlikely to win, but hey i think its better than the current winning plan.
 
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We've got ~50 AP of repairs to get done before we're going anywhere, which is to say if we have time to do anything but repairs we have time for enhancing industry to give us more AP which can then be invested in doing repairs to better effect than AP spent on repairs now.
Wait where did this 50AP come from because reading the text for the repair actions the max applicable AP for each is how much needs to be spent to complete each project (side note @Mechanis the max for The Minor Failures has gone down even though we didn't put any AP towards it last turn) which comes to about 22AP and a Steward action.
 
Wait where did this 50AP come from because reading the text for the repair actions the max applicable AP for each is how much needs to be spent to complete each project (side note @Mechanis the max for The Minor Failures has gone down even though we didn't put any AP towards it last turn) which comes to about 22AP and a Steward action.
Each is how much doing a Unit costs. Max is how many Units need to be done.
The Minor Failures (1 AP each, 5 Max) 5AP Total
Replace Primary Power Distribution Control (2 AP each, 4 Max) 8AP Total
Repairing the Plasma System (3 AP Each, 12 Max) 36AP Total
 
Wait where did this 50AP come from because reading the text for the repair actions the max applicable AP for each is how much needs to be spent to complete each project (side note @Mechanis the max for The Minor Failures has gone down even though we didn't put any AP towards it last turn) which comes to about 22AP and a Steward action.
1x5 (are they fixing themselves?) + 2x4 + 3x12 = 49.
 
Which completely dismisses that we can reduce those BAP costs with Forge actions if we have to, but who cares about that? (Eyeroll)

"Never fix damage when you can be INCREASING INDUSTRY" may work in a game that's solely about fighting everyone, but this is as much an empire builder as anything else, and there's a lot of actors and actual characters involved too. It feels like assuming the universe will stand still forever until we're good and ready to go.
 
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Some actions have fixed costs, others may be taken multiple times (tagged with "each"), and some can have more effort directed to them up to a limit (tagged "X max").
Here the mechanic.

Max means max of X AP can be invested.
[ ] Replace Primary Power Distribution Control (2 AP each, 4 Max)
Max 4 AP
Needs to be in Batches of 2 AP

[ ] Repairing the Plasma System (3 AP Each, 12 Max)
Max 12 Ap
Needs to be in Batches of 3AP

[ ] The Minor Failures (1 AP each, 6 Max)
Max 6 AP.

=22 AP
 
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With the Forge of Vaul, we can still pretty much two-turn the repairs if we drop everything else; drop eight AP into the control center, 3 AP and both forge activations into the plasma conduits first turn, and we're left with the five? or six minor repairs and what's left of the plasma conduits for turn two, which should be in the area of 18 AP if our forge activations aren't very unlucky. Split BAP between the minors and the conduits with both forge activations again, and the Steward action to man the control center, and we're done.

But this is why I don't consider any plan that doesn't outright complete the control center to be making any progress worth noting on the repairs; it's not enough to make much difference in an emergency, and if we don't have an emergency, it's burning the extra AP we could get by industrializing sooner and then repairing on vibes.
 
With the Forge of Vaul, we can still pretty much two-turn the repairs if we drop everything else; drop eight AP into the control center, 3 AP and both forge activations into the plasma conduits first turn, and we're left with the five? or six minor repairs and what's left of the plasma conduits for turn two, which should be in the area of 18 AP if our forge activations aren't very unlucky. Split BAP between the minors and the conduits with both forge activations again, and the Steward action to man the control center, and we're done.

But this is why I don't consider any plan that doesn't outright complete the control center to be making any progress worth noting on the repairs; it's not enough to make much difference in an emergency, and if we don't have an emergency, it's burning the extra AP we could get by industrializing sooner and then repairing on vibes.

Yeah, but the entire time we're ignoring those in order to MAKE NUMBERS GO UP, the world is moving.

I sincerely doubt we're going to get five-six free turns with nothing to worry about to grind our Industry up.

If the universe just sits tight and lets us grind Industry and nothing else but basic obligations for three, four turns, it deserves to lose, but I'm not going to count on the Setting to wait until we're good and ready. I'm assuming the Draugr are Training at all times.
 
With the Forge of Vaul, we can still pretty much two-turn the repairs if we drop everything else; drop eight AP into the control center, 3 AP and both forge activations into the plasma conduits first turn, and we're left with the five? or six minor repairs and what's left of the plasma conduits for turn two, which should be in the area of 18 AP if our forge activations aren't very unlucky. Split BAP between the minors and the conduits with both forge activations again, and the Steward action to man the control center, and we're done.

But this is why I don't consider any plan that doesn't outright complete the control center to be making any progress worth noting on the repairs; it's not enough to make much difference in an emergency, and if we don't have an emergency, it's burning the extra AP we could get by industrializing sooner and then repairing on vibes.

For the same BAP cost that it takes to get the engines back we can currently get around +10BAP per turn, from industrializing.

Just to put that into perspective and people have been fearmongering pretty damn hard to have a reason to rush the engines over everything else.
 
For the same BAP cost that it takes to get the engines back we can currently get around +10BAP per turn, from industrializing.

Just to put that into perspective and people have been fearmongering pretty damn hard to have a reason to rush the engines over everything else.

"Hey did you know that we can have +10 BAP with the same AP investment as it would take to fix the engines?"

Wow, it's like "If everyone else stands still while you wait until you're good and ready, you deserve to win." But everyone is spinning up, and people are moving to react to our actions too. I'm not assuming that we'll get more than one or two turns of freedom before we're knee deep in it, and I want to have the ability to crash build the Engines in an emergency, which is why the general idea is having the one that has a bottleneck ready to go by the end of two turns from now.

Mobility is life.
 
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