Those are listed on the creature document linked on the first post (and are all 3 by the way).
The increased cost of the Wingbolt comes from an ability to control it from further away then most other creations - though you lack the spells/abilities to truly utilize this function as it is.Worth noting: Wongbolt control points is 4 - same as an artila or clawbug, twice a roamer or Thahd, four times a fyora
I'm not sure where we have Artila/Fyora BS and ballistic strength listed.
What's that? a creation smart enough to not want to die?(i.e - kill a million creatures, and a creature watching it will not give two shits unless its one of the super smart ones)
Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.we should possibly look into setting up that armour manufacturing or the advanced armour for the mercs, it's good, cheap, light and distinct armour that would set them apart from other mercanary groups as a uniform.
i thought that the only negative parts were that they didn't take to permanent enchantments well and weren't "Heavy" armour ie lower ASV? durability would be a problem though.Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
Potentially, oversupplying chitin armour would deal with the maintenance issues. Just replace damaged stuff with new stuff.Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
Ah, that's right. The servile tree goes deep. I'd forgotten that. There's a fair amount of it that's worthwhile, too, given the ways it can improve servile dice (and servile-based defenses).Assuming you're talking about chitin armor, it also has durability issues - not a problem for us, since we can maintain it with our magic, but our mercs can't do that. What we could do, though, would be to research the advanced armor designs and get a couple of serviles building them. That would require substantial research (high-quality steel, advanced armor designs, servile artisans, probably complex artisans), but it's all research we'll eventually want anyway, so that's not the end of the world.
If we make combat serviles, full helms may suffice for that.Ah, that's right. The servile tree goes deep. I'd forgotten that. There's a fair amount of it that's worthwhile, too, given the ways it can improve servile dice (and servile-based defenses).
Thinking about it... there would be some real benefits to having serviles who could pass for human by some means other than Obviously Suspicious Face-Concealing Cloaks. It probably wouldn't be something we'd want to set up immediately (or even soon) but it should be not entirely impossible, right?
They can't wear normal full helms; their noses are too big. Yes, really. They also walk with a permanent stoop. They're specifically designed to be hard to mistake for a human.If we make combat serviles, full helms may suffice for that.
Noncombat serviles are harder to conceal that something's up, but "Why is this dude in full armour wearing a full helm" is not, typically a question one asks.
It would still be good to limit their contact with outsiders, but that should limit risks.
They could likely wear helms in the beaked style.They can't wear normal full helms; their noses are too big. Yes, really. They also walk with a permanent stoop. They're specifically designed to be hard to mistake for a human.
Not as big of a problem as you may think.They can't wear normal full helms; their noses are too big. Yes, really. They also walk with a permanent stoop. They're specifically designed to be hard to mistake for a human.
They don't protrude outwards, they droop down.It would depend on how stupidly big their noses are, which range from beaks as long as a forearm to unusually large noses just out of the humanly possible range.
They also protrude outwards. They've got a bit of a Gonzo thing going on.Not as big of a problem as you may think.
Brindled Men exist, there are supposedly people with scales, just claim that Serviles are foreigners and nobody will be suspicious that they might be something else.
Also, have you seen some of the helmets out there?
They don't protrude outwards, they droop down.
On the other hand, servile infantry is on the path to servile mages anyway, and those would be game-changing. But they're also restricted, with good reason, not to mention presumably being very RP-intensive.
It's not the combat side of things. Servile combatants can (eventually) be made to be non-terrible, but from a combat perspective, they're mostly useful as handlers (so that you can field Even More Creations), mages (to do the sorts of things you need mages for) and militia (where you have serviles that are in a base leading useful productive lives anyway, and get mustered up as base defense). Anyway, the word about use being able to call forth creations and have them fight on our behalf is positioned to leak already. Enough people have seen us use thahds and fyoras that it's really only a matter of time. The point of making them able to pass as human would be being able to send them on other tasks as a human - to accompany us in more polite company, to carry things, to go on errands, and so forth. Like, if we can manage human-seeming serviles, then suddenly there's very little reason to train up human handlers (with the potential security risks that entails) and so forth.They also protrude outwards. They've got a bit of a Gonzo thing going on.
I guess we could pass them off as strange people from a distant land, but I'm not sure it's really worthwhile. They aren't really good at fighting out of the box, and although we could fix that with enough upgrades, they'd still just be a drop-in replacement for human soldiers, without most of the logistical and no-self-preservation advantages of our other creations. In the short term, we're better off using normal creations. What servile soldiers would do that normal creations don't is allow us to project force in places where no shaper is present, but by the time we're doing that we'll probably be able to use normal soldiers anyway.
On the other hand, servile infantry is on the path to servile mages anyway, and those would be game-changing. But they're also restricted, with good reason, not to mention presumably being very RP-intensive.
Not yet, no. We're still trying to remember how to write plans, and trying to make sure we haven't forgotten anything super-important.
What option was this again?Is anyone interested in expanding the foundation option for base improvements. I know its expensive but if we plan on sticking around it would be better to get started sooner rather than later.
Eventually, yeah, but we'll be done with the second floor in a couple of turns, and honestly we aren't ready for this kind of heat yet.[] Clawcrete foundation(Island) 0/80,000: Replacing the majority of the island's soft soil with gravel and clawcrete, this will allow you to engage in large scale construction projects upon the island without the chance of such projects suffering from an unstable base. Extremely noticeable.
My understanding of this is that it lets us building taller, as in an actual Shapers' tower.
Easy, they come from the same place Sindri does( sorta true) and work for the organization that Sindri is part of( also sorta true).But, yeah, "sorta weird people who come from elsewhere" might actually work, if we could explain how they all showed up all of a sudden, and why they were suddenly all working for us personally. Alternately, we could just sit on it until we decide that we're finally willing to go loud, and openly acknowledge what they are. That one also works.