ooh, back into discussing plans? good call probs.
I've had some speculation a little bit ago in the time before this latest update so have some things to bring up (and sorry if this has already bee mentioned), will get to those in a sec
Great to see more of this; I'm not sure how relevant this is to us but it's something to consider at least
regarding this, if it hasn't been mentioned already this update also sets the stage some more for any nonsense happening in sanfran, so has some probably handy context to understand that situation more? plus now things will hit better story-wise
EDIT: With this in mind, here is my draft plan for next turn!
first of all, are you absolutely sure about having a bossman chat with russ? mechanically there's basically no point since we did one last turn (meaning at most, the +10 loyalty boost will last another turn until it goes away/there's way less chance of Russ having any unlockable traits or anything, we've probably found them all unless he gains something new. if you're interested in either of those it makes far more sense to at least wait a bit in order to have the +10 loyalty chatting bonus active for longer without extra cost/have a higher chance of unlocking stuff (and letting us do something else in the meantime, of which there's many competing priorities)

if you're worried about the dream queen, then during rival reports (so possibly after this plan was created) we unlocked a 'Wheedle Russ about CAIA' personal action that might absolutely be best to do instead
this both seems useful to do on its own (valuable info) and is possibly what we'd need to improve the dream queen situation? if you go back to "Interlude: Wile E. Peyote" the first mention of that whole situation (probably) that update says how we need to learn all of russ's other secrets in order to not lose him forever when she comes.
this is an action to get him to tell us secrets, and she's coming immediately after negaduck
(fairly sure will work out since it's been given as an option and russ's loyalty is 75. certainly seems like a more effective way to go about things than a bossman chat which could be about anything?)


next, i didn't think Janus could go on the action to develop vehicles? currently he's a councillor, and while he has time free this turn i thought that was just for personal actions? (are you suggesting we take him off the council? idk if that's a smart call, he is pretty good for providing stats there and is likely to respond poorly)
might sound weird but iirc there was talk about assigning Jumba there lol, if that helps. his stats are decent/being an alien shouldn't be an issue for the design side of things?)

the stewardship action sponsoring split second i'm *fairly* sure is *not* a good call because of negaduck, iirc it got mentioned as liable to go poorly due to people currently being super scared? should be other options, dino fashion (gives bonus loyalty for cruella, can be done as a smarty mart collab if needed) and comedise supply lines (PnF big idea crit-bait, if requiring funds) stand out from them

lastly (though this is more a matter of personal opinion) it may be pretty warranted to invest more into lobbying (either genetics or AI)

(if you need more funds, Russ probably doesn't need a lair built. giving him one does have appeal, but if he ends up needing a safehouse or something then a totally mundane one/DEI's defences should work just as well (the guy's practical, he should have that sorted), and we wouldn't really benefit from the extra loyalty atm since he's currently above 75, while just another 5 isn't enough to secure that bonus when one of the decayable sources of +10 loyalty go away? and if there's a situation where the bonus loyalty does come in handy we can just get it then). there's not really other personals to put him on, but adding him to diecast and letting wendy be free for AI rights stuff is an option iirc
 
first of all, are you absolutely sure about having a bossman chat with russ? mechanically there's basically no point since we did one last turn (meaning at most, the +10 loyalty boost will last another turn until it goes away/there's way less chance of Russ having any unlockable traits or anything, we've probably found them all unless he gains something new. if you're interested in either of those it makes far more sense to at least wait a bit in order to have the +10 loyalty chatting bonus active for longer without extra cost/have a higher chance of unlocking stuff (and letting us do something else in the meantime, of which there's many competing priorities)

if you're worried about the dream queen, then during rival reports (so possibly after this plan was created) we unlocked a 'Wheedle Russ about CAIA' personal action that might absolutely be best to do instead
this both seems useful to do on its own (valuable info) and is possibly what we'd need to improve the dream queen situation? if you go back to "Interlude: Wile E. Peyote" the first mention of that whole situation (probably) that update says how we need to learn all of russ's other secrets in order to not lose him forever when she comes.
this is an action to get him to tell us secrets, and she's coming immediately after negaduck
(fairly sure will work out since it's been given as an option and russ's loyalty is 75. certainly seems like a more effective way to go about things than a bossman chat which could be about anything?)
That was a placeholder for... wow, it's been so long I don't even remember. Anyway, that's no big loss. I can change it.
next, i didn't think Janus could go on the action to develop vehicles? currently he's a councillor, and while he has time free this turn i thought that was just for personal actions? (are you suggesting we take him off the council? idk if that's a smart call, he is pretty good for providing stats there and is likely to respond poorly)
Dammit, forgot about that. Just because Janus can take a personal next turn doesn't mean he can do nationals. Jumba may work, I'm just hesitant.
the stewardship action sponsoring split second i'm *fairly* sure is *not* a good call because of negaduck, iirc it got mentioned as liable to go poorly due to people currently being super scared? should be other options, dino fashion (gives bonus loyalty for cruella, can be done as a smarty mart collab if needed) and comedise supply lines (PnF big idea crit-bait, if requiring funds) stand out from them
Yeah, fair enough. I mostly kept that because of consistency. I'll probably go with Lobbying anyway.
(if you need more funds, Russ probably doesn't need a lair built. giving him one does have appeal, but if he ends up needing a safehouse or something then a totally mundane one/DEI's defences should work just as well (the guy's practical, he should have that sorted), and we wouldn't really benefit from the extra loyalty atm since he's currently above 75, while just another 5 isn't enough to secure that bonus when one of the decayable sources of +10 loyalty go away? and if there's a situation where the bonus loyalty does come in handy we can just get it then). there's not really other personals to put him on, but adding him to diecast and letting wendy be free for AI rights stuff is an option iirc
Yeah, I mostly put that there because I didn't have anywhere else to put him. Since he's a contractor, I was spending a fund either way, so I figured why not get a sweet lair out of it?
 
Yeah, I mostly put that there because I didn't have anywhere else to put him. Since he's a contractor, I was spending a fund either way, so I figured why not get a sweet lair out of it?
We have the option to not assign him at all. I don't think we actually need a lair at this moment, and we need to save the funds. If we do that, Roddy would spend the turn working for someone else. That seems fine enough to me.

I also don't like the idea of DEI building Russ a lair. It'd raise the issue of conflicts of interest. Russ would have to declare that on his taxes!
 
Yeah, I mostly put that there because I didn't have anywhere else to put him. Since he's a contractor, I was spending a fund either way, so I figured why not get a sweet lair out of it?

It make sense.

Russ already does not trust his bosses anymore and have a off the books lair it is always a good thing, specially if you try to contest against bad actors and he has already evidence Riddler mess with his head.

Also I very much think Heinz commisioning a lair for Russ is definilty on brand with him if he thinks it would help and be a sort of gift for a friend.

A super spy need to have his own secret lair too.
 
I would like to give a Lair to someone other then Russ.

In part because I feel he may give it to the feds, but mostly because I can't see him actually using it. Russ isnt a gadgeteer, only really has his bike for things he'd need, and typically gets his assignments handed to him.

We'll gift him a big secret agent lair and he'll need to find a use for it.
 
A secret lair is like a pocket knife or box cutter. If you don't have them, there is no task that requires one. If you have one, suddenly there's a dozen things that spring up to use it for that you didn't need to do yesterday.
 
So what are we working on right now? Because it has been two years since the last turn results and all I know is we are working on rebuilding the On-Ice inator to fight Bob(that his name right?), we are working on AI and the New Man Project, otherwise I don't know anything else
 
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Russ already does not trust his bosses anymore and have a off the books lair it is always a good thing, specially if you try to contest against bad actors and he has already evidence Riddler mess with his head.
there's one easy solution to the need for a safehouse or such:
just use something that's there already, seriously. Russ should have discretionary secret agent funds for this sort of stuff, and a big salary if that's unavailable. could even find someone to crash with if there's fears of absolutely all the money he has access to being traced
don't need to build something from the ground up, keeping it low profile works better than a full thing, even! if we need to worry about russ's safety having the building be built to resist damage isn't going to help, anyhow (since Caia/dream queen has magic/secret agents/etc to bypass that)

if you're going to say "but we don't have an option for that" then don't worry, russ is able to do it on his own if he wants to. he's intrigue 38, should have this sort of thing in the bag

if you want to boost russ's stats, more loyalty isn't needed atm as mentioned before and he should be sorted when it comes to gear/resources (highly unlikely to be cutoff with just having gotten promotion, if that ever happens we can fix things *then*)
So what are we working on right now? Because it has been two years since the last turn results and all I know is we are working on rebuilding the On-Ice inator to fight Bob(that his name right?), we are working on AI and the New Man Project, otherwise I don't know anything else
biggest priority atm is sorting things out so we can take down/not get our stuff wrecked by liquidator yeah, (their name is actually Bud fludd but i don't think anyone even uses that tbh so nbd). that'd take the form of working on the On-ice-inator and boosting our stats more for any contested rolls (improving our power armor stands out for that, it could improve how things go quite a bit and it'll be useful afterwards too)

shortly after that we can probably expect some future criseses with the nonsense in san fransokyo/russ's plotline with the dream queen coming to a head, but we can't just drop everything for these in the hopes that'll solve things, there'll be future crisises after these and we've got to focus on our bottom line to prevent being outpaced
there we probably need more info before we can act, but luckily there's options for getting that (if we can afford them)

more positively, when it comes to events to look forward to we have a digital grid quest free to start whenever (after liquidator), firing up the ODI after we build that, and maybe the final in the Donald Duck quest chain st some point to look forward to

AI/the new man project both exist as capstone things we've unlocked, and since they're big it seems most productive to spend our time working on. currently they're both in need of lobbying actions to pass "digital beings have rights" and "you're allowed to turn yourself into a lizard" laws though, or else things could not go as well with them (this takes funds/diplomacy actions. probably best to invest heavily here, get it out of the way fast)
there's other ways to progress too of course, just depends on what options we have available/what tech trees seem the most productive to go down/what gives us the money/income/influence to do stuff. worth noting we've *almost* finished the dino one and just need to wait until after liquiator for the next step there so that might be good?
can go into more detail on specific standout actions in each category if you want, but this should be a highlights reel of stuff to look forwards to
 
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The main goal outside of 'Not Die' is actively persuing our goals and nipping threats in the bud.

Toffee, DOR-15, Bill, Doom and Huntsclan are things we are concerned about that we'd need to spend actions against. Meanwhile DEI's endgame seems to have become 'Creating Sapients' with our New Man, AI, Grid and Toon Focus.
 
so a few things to concider for the next few turns.

taking a look at the Objectives.
65 million years in the making only needs the dinosaur weapons platform to be done getting us more income and giving janus, jumba(and maybe ludivene idk if omnidiciplinarian counts as geneticist) 5 opinion. should be able to do this after Liquidator and related fallout is dealt with. i am pretty sure the QMS would like to do it
Something Rotten in San Fransokyo is almost done with Mez's investigation and will finish when we can put a name to her supervillain theory, should be doable in the next few turns by Mez.
Khagan: i think this one is done? i can't see any more malusses on Ghengis's sheet so we just need the reward to be applied if it wasn't alreaddy and the objective to be moved.
Old ties: we have made up with Norm and mostly with Monogram, just need to do so with Roger.
Street Samurai is doable, Ghengis is close to that lvl of relationship and we have a way to get +10 opinion with him in his entertainment personals when he has time to be free.
Brave new World is being done next turn by wasabi if i remember correctly
Doofquest international is another one we want to try next turn to Japan
Caffeine: to be done after Liquidator
Self Improvement: should be doable over the next few turns to shore up Doofs stats
 
Toffee, DOR-15, Bill, Doom and Huntsclan are things we are concerned about that we'd need to spend actions against. Meanwhile DEI's endgame seems to have become 'Creating Sapients' with our New Man, AI, Grid and Toon Focus.
i wouldn't limit stuff too much like this, while we've got the thing for emergent consciousness tbh our focus is really just whatever works? higher associations like that just muddy things, if i had to describe what we care most about it's generally being "people first" (with everyone being people)?
To be honest, i'm not gonna plan too far into the future. There's still a LOT of unknowns with whatever Negaduck has planned.
don't worry too much, this is more of a "what sort of objectives should we aim for" speculation than anything concrete, sort of bringing up goals?
it's good to plan a few turns ahead or you'd end up having no long-term strategy at all lol, just need to change stuff up when certain actions become more/less relevant or new options appear

(also worth bringing up, the achievement for discovering what the purpose behind LEGACY is and the one for successfully lobbying for 3 different things might be something to look forwards to, since we're on the paths for those? might take a bit, but can probably expect to see them in the future/get them without going out of our way)
 
To be honest, i'm not gonna plan too far into the future. There's still a LOT of unknowns with whatever Negaduck has planned.
I will note a lot of our problems this quest has been just kinda sitting back and doing random shit instead of having concrete goals.

It's not a case of 'what are we going to do immediately' it's a case of 'What do we want by the end of the quest?'

I am deliberately not making a turn plan until next turn comes out, since I feel stuff changes on a dime and we'll get more new actions. But I want to know what we, the players, want to actually do so we aren't in the super passive position we've been in since the start of the quest.
 
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Whatever the aftermath of Negaduck's plan is, we should focus on taking down Doom while keeping an eye on Toffee and San Fransokyo. Also investigate Bill Cipher's shit on the side, we needed to do that yesterday.
 
Whatever the aftermath of Negaduck's plan is, we should focus on taking down Doom while keeping an eye on Toffee and San Fransokyo. Also investigate Bill Cipher's shit on the side, we needed to do that yesterday.
Ok so you want to take down Doom. They will probably be intrigue and martial actions.
And you want to keep an eye on Toffee. Which means intrigue actions.
And you want to keep an eye on Sanfran. Which means intrigue actions.
And you want to start looking into Bill. Which means intrigue actions.

We cannot do everything at once.

For myself I favour finding Star then taking Toffee off the board. Doom is preoccupied with inter-dimensional stuff and Sanfran can be responded to when it explodes. Don't want to poke Bill till we have sorted Russ and gotten our Occult more organised.
 
Ok so you want to take down Doom. They will probably be intrigue and martial actions.
And you want to keep an eye on Toffee. Which means intrigue actions.
And you want to keep an eye on Sanfran. Which means intrigue actions.
And you want to start looking into Bill. Which means intrigue actions.

We cannot do everything at once.

For myself I favour finding Star then taking Toffee off the board. Doom is preoccupied with inter-dimensional stuff and Sanfran can be responded to when it explodes. Don't want to poke Bill till we have sorted Russ and gotten our Occult more organised.
Those are good points, finding Star is still a priority, but I do think for the moment we should be focused on Doom instead of Toffee. He's a weaker King.
 
Those are good points, finding Star is still a priority, but I do think for the moment we should be focused on Doom instead of Toffee. He's a weaker King.
That and the fact that he's linked to Sycorax, which means he's likely going to get caught in the blast when San Fransokyo blows up.
 
Ok so you want to take down Doom. They will probably be intrigue and martial actions.
And you want to keep an eye on Toffee. Which means intrigue actions.
And you want to keep an eye on Sanfran. Which means intrigue actions.
And you want to start looking into Bill. Which means intrigue actions.

We cannot do everything at once.

For myself I favour finding Star then taking Toffee off the board. Doom is preoccupied with inter-dimensional stuff and Sanfran can be responded to when it explodes. Don't want to poke Bill till we have sorted Russ and gotten our Occult more organised.
I'd say we can do a Large Scale investigation while plugging away at the others. Dedicating one to Star and then another to one of the other 'threats' or security each turn sounds good to me.
 
I will note a lot of our problems this quest has been just kinda sitting back and doing random shit instead of having concrete goals.

It's not a case of 'what are we going to do immediately' it's a case of 'What do we want by the end of the quest?'

I am deliberately not making a turn plan until next turn comes out, since I feel stuff changes on a dime and we'll get more new actions. But I want to know what we, the players, want to actually do so we aren't in the super passive position we've been in since the start of the quest.

I like going for "Engineered Evolution" with the new man project, the dinosaurs revival, Jookiba experiment, etc. My dream is to have a hordes of genetically enhance super Monster (not like true monster, but like a super) and using them to "reclaim" (conquer) the mid west wasteland Mad Max style.
 
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