The problem here is that you're ignoring the critical path, and certain unknowns.

Specifically, after we have done the repairs on the control center, we need to train people to operate the engines. We have no idea how long that'll take.
Imagine your plan gets followed, and then "teach people to operate the engines" is 6 turn action of 2AP/turn.

That could have, very easily, been done at the same time as the rest of the construction, but because you loaded all engine repair to the very end, now it's in the critical path, and causes a multi turn delay.

That's a good argument that we should consider rushing the control centres for the engines and spend 8 AP on them up front.

It's not, as far as I can see, a good argument to chip away at the control centres. From the description of the action, we need to finish it to start training, so a part finished control room doesn't help us.

If we're spending, say, eight AP on engine control rooms and an average of eight AP on two Enhance Industries it either makes sense to do all of one first and then all of the other, it doesn't make sense to do them in parallel.

However, Mechanis has been pretty clear I think that the engines aren't that urgent, so to me it makes more sense to do the Enhance Industry first and then the Engine Control room.

That order gains us at least 2 AP.

Now, if the engines were urgent, that 2+ AP gain wouldn't be worth it. However, I think indications are that they're not.
 
I'm fine with one EI a turn. It lets us advance there steadily while not ignoring other things. We have been repeatedly told that the pile of 'low fruit' tech development in BoneSinger is blocking some other projects we want to get done, so steadily clearing those is nice to see.
 
You could send at least a preliminary "see what's what" mission to more througly survey things off the cuff, yes.
I'm considering the following for military force dispatches:

-[ ][WARRIOR] Dispatch a force containing Zahr-Tann's 3rd Scout Fleet to survey the wreckage in Kronite's orbit.
-[ ][WARRIOR] Dispatch a force containing Zahr-Tann's 5th Scout Fleet to survey Ectosa and determine the circumstances of the terraforming technology there.

The forces are pure Zahr-Tann, but neither of these should be combat missions, and full Scout Fleets are already a lot of force. Zahr-Tann's fleets don't have Holo-Fields, but neither of the planets in question have void-capable civilizations, so I don't think we're at risk of making an undesired early contact.
 
I'm fine with one EI a turn. It lets us advance there steadily while not ignoring other things. We have been repeatedly told that the pile of 'low fruit' tech development in BoneSinger is blocking some other projects we want to get done, so steadily clearing those is nice to see.

The thing is, those other projects also likely need BAP to research and implement. BAP we're more likely to be able to find to do that if we do Enhance Industry up front and so have more BAP to spend.

This just seems like a counter-productive way of sequencing things that leads to us ending up developing and producing less technology over all.

If we were still under pressure and needed to rush development this would make sense, but we're explicitly not, we can chose to do projects in the order that allows us to make the most progress overall.

Let's say over four turns we plan to build four Enhance Industries. It probably makes sense (bar Forge action complexities that might make two turns of two Enhances each with a Forge application better) to do all four upfront and then start building no more for the next turns, rather than do one per turn.

That delays other projects by a turn at most, and means that over the course of those four turns we'll have built substantially more in total.

I don't think a one turn delay makes a material difference to the competing projects, certainly not enough to make up for those projects that wouldn't have been done at all in that time under the incremental approach.
 
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I can be convinced if I get enough pushback to move from Seer Circle to a second Enhance Industry one turn, but I think three is excessive.
The thing with BAP is that it's the place where we need the most AP by far and is pretty much used as the foundation of everything else we do.

We also know that EH gives us more BAP and that the active BAP scales stupidly high.

Point is we are currently in a phase where we don't expect to be attacked for several turns and can use that.
And with us not having pressing matters that need BAP right now!, investing BAP into getting a lot more BAP later is a very valid choice with a lot of benefits down the line.

This.

It's not about "numbers go up" as you charmingly put it, it's about massively improving the ability to get shit done, short term and long term.
 
Alright, fine, I'll do a draft where I add a second Enhance Industry, but three I feel is still too much opportunity cost.
 
[ ] Fifth Draft: The Dawn of a New Day
-[ ][STEWARD] Move Existing Councils (5 AP)
-[ ][STEWARD} Manage Diplomatic Affairs (2 AP)
-[ ][BONESINGER] Replace Primary Power Distribution Control (2 AP)
-[ ][BONESINGER] Enhance Industry x2 (6 AP)
--[ ][FORGE] Use the Forge x2 (One Turn Completion on each)
-[ ][BONESINGER] Continue ship repair (1 AP) [Strongly recommended]
-[ ][BONESINGER] Continue ship refits (1 AP)
-[ ][BONESINGER] Refit an Escort (1 AP)
--[ ] Refit 3 damaged Assault Ketches to War Ketches
-[ ][BONESINGER] Develop Basic Grenades (1 AP)
-[ ][BONESINGER] Develop Basic Voidship Torpedos (2 AP)
-[ ][BONESINGER] Develop Melta Weapons (1 AP)
-[ ][SEER] Develop Warstaff (2 AP/3 Battlecasters)
-[ ][SEER] Raise a Seeing Circle (2 AP)
-[ ][SEER] The Eye of Tzeentch (6 AP)
-[ ][SEEKER] Grav-Gun Hybridization
--[ ] Simple Hybridization (3 AP)
-[ ][SEEKER] Reverse-engineer Haywire Weapons
--[ ] Haywire Guns (2 AP)
--[ ] Haywire Bombs (3 AP)
--[ ] Scrambler Field (4 AP)
-[ ][WARRIOR] Organize Troops (2 AP)
-[ ][WARRIOR] The Burden of Command (1 AP)
-[ ][WARRIOR] Design a Light Capital (Cruiser or Light Cruiser) (4 AP)
-[ ][WARRIOR] Chassis Militarization (2 AP)
-[ ][WARRIOR] Develop Refit Profiles (3 AP)
--[ ] Wraithbone Trauma Plates and Wraithweave Void Suits to be replaced with Wraithweave Brigantine. Infantry Lasweapons replaced with Infantry Needle Weapons
-[ ][WARRIOR] Deploy forces to conduct an exploration and salvage mission in the Kronite System
--[ ] Send 1 Combat Brig, 4 Battle Carracks, 10 Assault Ketches, and 20 Lance Sloops, Zahr-Tann's 15th Scout Fleet is to assist as they are able and provide early warning in case any local Problems decide to start coming our way.
--[ ] Blades of Isha are to be deployed as a precautionary measure and to ensure the security of our investigators in case anything nasty is still living in those wrecks, their skills in close quarters combat will be valuable then.
---[ ] This is not to be a combat operation despite the forces being deployed, our objective is to salvage any artifacts from the human wreckage that may provide useful insights for our own Seekers, sure, it's crude and poorly developed--but the core principles are still useful, and we're hardly in a position to be picky for sources of how to rebuild our forge-craft without the blessings of the Phoenix Court. Withdraw if there is any significant risk of sustaining damage.
-[ ][WARRIOR] Deploy 2 Scouting Fleets from Zahr-Tann's forces to assist in scouting the regional Webway.

MAJOR REVISION LOG

Grav-Gun Hybridization has been moved up to Basic Hybridization due to significant outcry. This took 2 points from the Scrambler Field project, but it'll get us a superior weapon when it's ready.

Refit Profiles were adjusted to replace our shitty Trauma Plates and Void Suits with Brigantine, and Infantry Lasweapons with Needle Weapons.

Due to absolutely relentless bullying by everyone, removed the Forge and Foundry construction options to start on the Seer Circle and moved the Forge Action to that to speed it up a bit.

Added a deployment to the Kronite System to see if we can sneak a quick salvage op in while nobody's looking that way. Mostly in-house forces using pre-Fall upgunned merchantmen that haven't been refit yet, with orders that this is a salvage and investigation mission, and not a combat one. They are to withdraw if they run into anything greater than token resistance.

On reasonable suggestions and a lack of any real better idea, converted the two Scrying actions into starting the Warstaff project

With some good points brought up, moved the Escort and Strike Craft commissions out so we can do a pass on both of our current Cruiserweight designs at once, so we can build them with complimentary roles in mind.

Fifth Draft's major revision--on even further pushback--was to do a second Enhance Industry boosted by the Forge, trading off the Seer Circle to get it, this gives us 2 more BAP next turn without discarding everything else we need to work on still, as going with 3x Enhance Industry will cost us another 1-2 BAP beyond what we need and only leave us with 4 BAP that we can spend between every other project on our docket, including a lot of basic-of-the-basics level stuff. The remaining AP was put getting some damaged Assault Ketches refit to the War Ketch standard because I couldn't find any good things that only took 1 AP beyond that that wouldn't start another riot.
 
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I prefer the newer version of the plan.

However, still focusing on the Bonesingers. The question about the engines remains

As I read what the option says, then we get no benefit from part completing the project. We need to spend all 8 AP before we unlock the Stewardship option.

As a result, it's more effective to delay this and spend the 2 AP on something that we would want to build in a future turn and move that forward and the engine control room back.

The obvious answer is either a VGA Foundry or Sunblaster Rifle Forge as the sooner they're built the sooner they start churning out gear, although research that we think would unlock something useful might also count.

On engines, consider these two scenarios

Option 1

This turn: 2 AP on engines - 2/8 Complete
Next turn: 2 AP on engines - 4/8 Complete, 2 AP on VGW factory

Option 2

This turn: 2 AP on VGW factory
Next turn: 4 AP on engines control room, 4/8 complete

The only known difference between the outcomes of those scenarios after next turn is that we'll end up with one more turn's production of VGW.

I think Option 2 (and related ones) is the better choice, as it leaves us in a better place.

I also have to echo the points made about the Grav weapon. We already have a lot of good infantry guns so we're unlikely to actually deploy any weapon we develop here at scale in the medium term anyway. Going for the perfect option might take a while, but the spin off research feels worth it.

And the Haywire tech doesn't seem as attractive in comparison. I'd prefer a second model of Grav-gun to that.

I'm also a bit concerned that we might lose the other options for Grav Weapons if we don't start researching them now.
 
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This.

It's not about "numbers go up" as you charmingly put it, it's about massively improving the ability to get shit done, short term and long term.
But we need to balance that with the fact we need to get shit done right now too. If we tie up BAP into this we have to commit. If we need BAP next turn then things are going to be even tighter.

Why are we doing multiple enhance actions? One I understand.
 
I can be convinced if I get enough pushback to move from Seer Circle to a second Enhance Industry one turn, but I think three is excessive.
Rather than dropping the Forge-Boosted Seer Circle, which seems like one of the more promising leads on gaining more Seer AP* and is going to take between 1(3turns-3forge) and 4 (5turns-1forge) turns just for the infrastructure plus at least one turn for the Seer AP part of the project, could you be convinced to drop Torpedos (since we won't be redoing the Sloops this turn) and Primary Power Distribution Control for a second Enhance Industry this turn, without Forge boost, and either
a) another Retrofit action on ships
b) swapping Grenade development to Missiles (I'd have asked for swapping out Melta instead, but if one of the Cruiser's is going to be a brawler we might want Meltas for it)
or c) grabbing Hellguns.
The latter two are mostly in case having Missile Launchers or Multilasers available lets us get a more optimised design for the Chassis Militarization.
On a related note, is there something specific you have in mind for the Organise Troops choice, or is that just a "see how it works" pick? Because if we're going to be working out Carrier designs in the near future, doing a Chassis Militarization for a Strike Craft hull seems like the kind of thing we should really do either before, or better still at the same time as, Carrier design to ensure we don't run into issues like "the optimal design for Fighters would be slightly larger than our current Strike Craft, but that would mean we'd have to redo all our designs again so we can fit them in the cradles and get them out the hanger doors." But people did really want to get started on an actual functioning Jetbike chassis. So, if we can shift the 2 AP over and leave the AP in Refit Profiles, or cut down the Refit Profiles to just setting up one of them this turn** and using Organise Troops to handle what we can this turn, then putting more Refit Profiles down next turn...

*Training a Seeing Circle seems like it could unlock something like Rune Development that will either increase AP or make AP go further, and is definitely worth a shot considering we've been told that some projects will need available Rare Units to carry out at all, but training Warcasters probably isn't going to be the general "spend AP to increase AP" Enhance Industry equivalent for Seer AP, especially considering we've been told "Few there are remaining to you who can walk the knife-edge path required to raise enough power to fight at even a fraction of your old capacity, and so you may deploy a maximum of twelve Battle Psykers per Detachment."
As far as a "Spend Seer AP to train up more Seer AP" option, the "dig up methods to make Seeing safer" option seems like the thing most likely to let us get more of our population who might have previously dabbled or have a little bit of talent over the line into "usable in at least non-combat roles without the various new hazards up to and including suddenly daemons getting in the way." Especially if that then unlocks or gives bonuses to Rune Development.
Incidentally, if it wasn't for us needing an unidentified amount of Seer AP in the next few turns to get the finisher on the Seer Circle I'd be pushing for a Bladesinger Troupe instead of the Warstaff development so we could see if that unlocks an option to get them some functional armour; as is, taking the not-locked AP spend over the 4-turn lock makes sense. That said, if we do put the AP into Organise Troops this turn, I think we should see if we can shuffle at least some of the Bladesingers out of our active forces, for now, and see what we can do with them through The Technology of Magic and/or The Burden of Command next turn.
**Presumably, that would be Trauma Plates to Brigandine.
 
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What do we need to get done right now ?
We are in a peaceful period where we have time the update kind of explicitly says so.
In my opinion we need to refit more ships and get a forge up and running so we can start equipping and raising our proper line infantry detachments. The sooner we get those forges up and running the sooner they produce equipment the sooner we can start raising detachments.

Like yeah we don't have anything pressuring us but that doesn't mean we need to turn around and tie up a big chunk of our BAP in enhancement actions.
 
And I'm not willing to assume we've Solved The Game at this juncture. We already learned that people were massively lowballing the value of Foundries/Forges, and pushing the Shrine of Khaine has done so much to unfuck our military procurement despite the fact a lot of people were convinced it only gave a "Mere" 5 WAP until Mechanis explicitly dropped in and explained that our problems were because we didn't have a military bureaucracy yet.

Yeah. At these early stages, setting up the initial infrastructure and bureaucracy across the various action pools is kinda critical. We are building up a functioning civilization from effectively scratch, after all of the post-scarcity wonders of the pre-fall Eldar have gone away.
 
I am not dropping power distribution, because of all the Engine repairs, that's the only one that requires another action after it's done to make it work. Technically in an emergency, we can rush finish everything else. Power Distribution Can't be crash finished in one go if we're in an emergency situation. So I want to have that ready to go ASAP.

And Basic Torpedoes/Grenades gates a whole lot of Important Shit, especially in the Void but also for our Troops. I am not moving on those, especially since I've yet to receive a good argument as to why we need more than 2 +Industry actions in a single turn.

Let me be clear, I still think pushing 2x Industry is rushing, but it's mostly a matter of Opinion there and I'd honestly prefer to do 1x Industry and Seer Circle, because a lot of people are Assuming that making the BAP Number Go Up at all costs is the most important thing we can be doing right now. But I'm willing to compromise if it means not splitting the vote. I hope the fact that I'm willing to compromise isn't taken as a sign that I'm not confident in my standpoint, but because I'm trying to get together a plan that everyone can agree on.
 
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I guess building up industry is the only thing that I'd consider of a similar usefulness as upgrading seers.

I'm interested in a plan that doesn't compromise on weapons research quality, instead focuses maximally on things one by one. We're not lacking capabilities, we can design and build perfectly good army/navy as we are now. Improvement will come from having superior tech, not more tech.
 
@Mechanis a question can we use the forge to build an additional 1d3 Enhance Industrys instead of using it to speed up the build time ?

Impossible, it needs 3 AP to start, and part of this includes the cost in skilled labor needed to train more laborers. We can accelerate the "Building the Infrastructure" bit, but a five year intensive education course is unavoidable.

I guess building up industry is the only thing that I'd consider of a similar usefulness as upgrading seers.

I'm interested in a plan that doesn't compromise on weapons research quality, instead focuses maximally on things one by one. We're not lacking capabilities, we can design and build perfectly good army/navy as we are now. Improvement will come from having superior tech, not more tech.

I mean, I wouldn't say "Amplifier/Imploder Proper Hybrid" is a 'Compromise', it's being willing to accept something that does what we need it to rather than chase a pie on the sky at the cost of leaving a whole fuckton of other projects to go fallow in the meantime.

But we don't even know how long it'll take to make a functioning Perfect Hybrid because it requires us to invent several supplementary techs too.
 
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Impossible, it needs 3 AP to start, and part of this includes the cost in skilled labor needed to train more laborers. We can accelerate the "Building the Infrastructure" bit, but a five year intensive education course is unavoidable.

We can build them in parallel as is without forge useage.
That is the big point.

The start-up cost is most likely getting the workshops and stuff done where they are taught, with the extra turns being the training.
So the point is using the forge not to take 1d3 turns off from one EH but to instead get 1d3 more EHs to build/started next to the one(s) we are already building.
 
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We can build them in parallel as is.
That is the big point.

The start-up cost is most likely getting the workshops and stuff done.
So the point is using the forge not to take 1d3 turns off but to instead get 1d3 more EHs to build in next to the (ones) we are already building.

No, it Explicitly says much of the cost also involves training the Bonesingers as part of that, which is why we can't just spend only 1 AP per turn to start it, it has to be a big upfront investment.

Forge can't get around that hard requirement. It can accelerating building the Halls and the tools, but not the training. Which is why we can use it to finish the hard construction part quickly, but we can't avoid spending the AP on it.
 
No, it Explicitly says much of the cost also involves training the Bonesingers as part of that, which is why we can't just spend only 1 AP per turn to start it, it has to be a big upfront investment.
...
I think you are massively miss understanding what I am saying.

We spend 3 AP to get one EH started.
We then use the forge to get another 1d3 extra EH projects started in parallel to the ones we already kicked of with pure EH instead of using to 1 turn finish it.

Turn 1:
Pay 3 BAP to start EH
- Use forge to get an extra 1d3
Turn 2
-Keep going with 1+1d3 EHs -> Pay 1+1d3 BAP
Turn 3
-Finish the last EHs from the 1+1d3 Batch. -> Pay for the stuff not yet finished last turn for that.
 
[/QUOTE]
That's a good argument that we should consider rushing the control centres for the engines and spend 8 AP on them up front.

It's not, as far as I can see, a good argument to chip away at the control centres. From the description of the action, we need to finish it to start training, so a part finished control room doesn't help us.

If we're spending, say, eight AP on engine control rooms and an average of eight AP on two Enhance Industries it either makes sense to do all of one first and then all of the other, it doesn't make sense to do them in parallel.

However, Mechanis has been pretty clear I think that the engines aren't that urgent, so to me it makes more sense to do the Enhance Industry first and then the Engine Control room.

That order gains us at least 2 AP.

Now, if the engines were urgent, that 2+ AP gain wouldn't be worth it. However, I think indications are that they're not.

I'm pretty in favor of getting the Grand Academy going up and for the same reasons. I ran some numbers, and, well, this is what I came up with for blowing both charges of the forge on it. sorry, long post warning.
---
Hello everyone! this is my first thread here. I registered to partake here, and hello to other other battletech fans! hope you're doing swell!

I'd like to make an large case for the Grand Academy. I think its going to be important, even crucial for our war and curse efforts.

If researching unfamiliar and complex topics take 4-5 AP (plus a turn), then getting this sooner than later becomes imperative.
From the research tree thus far, we can expect that complex and derivative topics will take multiple turns and be seperate projects. (example: meson blaster -> vehicle scale meson blaster -> capital scale meson blasters; the whole missile/torpedo -> advanced torpedo thing.)
So it stands to reason the Method for unraveling curses and the ultimate goal of a garden of Nurgle jailbreak is seperate from the Means to accomplish it. Knowing how means nothing unless you have the boom to accomplish it.
The absolutely last thing we want to do is run out the clock knowing how to do it, but rushing to establish the foundation to get her done.

In short, every turn the grand academy takes to finish is lost production time. We also run the risk of being stretched too thin, and can't work on projects taking more AP than we have: Keep in mind, nothing in our current reseach is innovative. We are still trapped recovering old technologies, not improving them. The work is comparatively easy. Difficulty will go up in the future.
[ ] Grand Academy (6 points initial, 2 points continuous | 5-9 turns)
With the variable construction, we can actually math this out.

If we rush it, things look -substantially- different.
Academy: 1 turn. 05 AP not used, 1 research tree jump lost, 2 ap cost to construct
Academy: 2 turns.10 AP not used, 2 research tree jump lost, 4 ap cost to construct
Academy: 3 turns. 15 AP not used, 3 research tree jump lost, 6 ap cost to construct
Academy: 4 turns. 20 AP not used, 4 research tree jump lost, 8 ap cost to construct
Academy: 5 turns. 25 AP not used, 5 research tree jump lost, 10 ap cost to construct
Academy: 6 turns. 30 AP not used, 6 research tree jump lost, 12 ap cost to construct.
Minimum possible time to construct, providing benefits going forward
Academy: 8 turns. 35 AP not used, 7 research tree jump lost, 14 ap cost to construct
Academy: 9 turns . 40 AP not used, 8 research tree jump lost, 16 ap cost to construct
Maximum possible time to construct.
Academy: 10 turns . 45 AP not used, 9 research tree jump lost, 16 ap cost to construct

If the academy takes the minimum of 6 turns, it will 'pay' for itself in about 2~ish turns, 3 if it takes longer. If its constructed darn near immediately, it pays dividends sooner. BEST case scenario is 'literally next turn', more likely is 2-3 turns, in which case it would look like this:

Rushed Out.
Turn 1: 2 ap construction costs, 5 ap bonus not ready.
Turn 2: Soonest possible w/ lucky rolls. No ongoing construction drain, +5ap, ability to takle projects that cost more than 13 front loaded ap.
Turn 3: +10 ap if it finished on turn 2, +5 on turn 3. About 10 ap saved in ongoing costs.
Turn 4: +15 ap ahead for a turn 1 finish, 10ap for turn 2, 5 for turn 3. Compare to being halfway done with 3-5 more turns to go.
Turn 5: boosted finish time starting from a slow roll. Compare to what it costs for a 9 turn academy: (about 8 ap in costs, about 15 ap in lost research potential from not having it sooner, and this turn it gives +5 ap. this is a far cry from the FULL time price)

This has knock-on effects for getting things rolling off the production line.
For example, I think it'd be a great idea to redesign the bright eagle or get some better small craft, but I also think it would be a little foolish to do so without missiles(or bombs)

This would require: Missile/torpedo tech, the advanced version of missiles, an additional side-grade for payload (ex:melta tech) and probably an advanced one to go up to plasma. Setting aside the AP issue(for a given turn where you don't have enough, you can add +1 turn basically) and focusing on just turn count: you're talking 2 turns before you can even produce and rationalize troops, more if its a partial research or on the backburner(a lot of plans seem focused on gravity tech) (i'm using missiles as an example where its easy to update the ammunition after you've built the launchers)
If you're slugging these out, that is going to be a minimum of three turns before you can get a factory lineup to produce them, and four before a vehicle(assuming its a 2 turn wind up time on factory), meaning its five turns post research before the new guns are deployable in a fight.

The grand academy speeds up all that just by virtue of putting blueprints on the table earlier as long as you slam out the construction time.

Food for thought: What we've seen from the Aeldmoot is the ruinous powers will try to defend their curses as a strategic asset, and I predict it will be very bloody. The better armaments we have in advance, the less bad it will be.

Tldr, pull the trigger on the Grand Academy, rush it out asap, and the rest will sort itself out. Particularly in the form of naval designs, which we need a lot more of.
 
...
I think you are massively miss understanding what I am saying.

We spend 3 AP to get one EH started.
We then use the forge to get another 1d3 extra EH projects started in parallel to the ones we already kicked of with pure EH instead of using to 1 turn finish it.

Turn 1:
Pay 3 BAP to start EH
- Use forge to get an extra 1d3
Turn 2
-Keep going with 1+1d3 EHs -> Pay 1+1d3 BAP
Turn 3
-Finish the last EHs from the 1+1d3 Batch. -> Pay for the stuff not yet finished last turn for that.

...

That sounds Really Gamey, and I'm not very comfortable with trying to play Silly Buggers with RNG like that.
 
...

That sounds Really Gamey, and I'm not very comfortable with trying to play Silly Buggers with RNG like that.

It's why i ask the QM if we can use it forge that way.
And its how we the forge would act with the foundries as example.

We pay 2BAP to build one use the forge and get an extra 1d3.
I am mostly asking if we can do the same with EH here or if we are locked into using it to speed up the build time.
 
I am also not comfortable trying to game the system in that way. It doesn't sound like building the infrastructure for enhancing our industry is the hard part of the project. So I feel a forge action on this would be wasted.

Especially cause theb we would have to track how many partial enhance industry actions we have going on.
 
It's why i ask the QM if we can use it forge that way.
And its how we the forge would act with the foundries as example.

We pay 2BAP to build one use the forge and get an extra 1d3.
I am mostly asking if we can do the same with EH here or if we are locked into using it to speed up the build time.

No, that's not how it's working at all, the Forge works by reducing the time investment needed, or by expanding what can be done with normal AP.

Enhance Industry costs 3 AP upfront, then 1 AP per turn afterwards until it's complete, and it takes 2-3 turns to complete a single iteration of it, so the cost will be an additional 1-2 AP over the course of the next little bit. 1-2 extra AP on top of the base price.

Using a Forge along with the action reduces the time investment required to set this up--presumably because it's able to fabricate the complicated and fiddly tools and safety devices far faster and to higher tolerances than it can normally. It doesn't give us more AP, it reduces the time the action takes. But because the added costs are "Per turn the project is in motion", if it finishes in a single turn... We don't pay those maintenance costs.

I repeat, it's not giving us free AP, it's giving us Time Reductions--which yes, reduce how much AP we need on it because the hard work of setting up the infrastructure got finished ahead of schedule. But it's not straight up giving us free AP.
 
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