Attempting to fulfill the plan of rebuilding the Underworld [Highschool DxD AU Planqest]

Voting is open
Well at least we have some wealth gain, hopefully we can pull some wealth from the house loots and yes risking the overkill is better than missing on the mines.
 
Having huge amounts of luck is nice, but we still need to get our passive income going ASAP.
Rough priorities for the next turn, IMO;
- Get the Gold Mine up and running for more Wealth income
- Continue working on the food crisis by securing more farmlands
- Start manufacturing Warding Paper, to address the lack of magical tool production, and reduce dependency on the Amon/Stolas clans
- possibly get the quarry going for Material income, or search for industries that can be restored
 
Restart the Sabnock Silver Mine (202/80) 20 Wealth/Dice
Secure Farmlands Stage 1 (205/100), 15 Wealth/Dice {UG}
Explore the remnants of a House of Lucifer (463/200), 20 Wealth/Dice (5 remaining)

[] Plan Turn Four
- [] Secure Farmlands Stage 3 (0/100), 15 Wealth/Dice {UG} - 3 Dice and 45 Wealth
- [] Restart the Andras Gold Mine (0/200), 35 Wealth/Dice - 5 Dice and 175 Wealth
- [] Manufacture Warding Paper (0/200), 30 Wealth/Dice - 4 Dice and 120 Wealth
- [] Search for other abandoned industries (0/50) 15 Wealth/Dice - 2 Dice and 30 Wealth

Wealth: 170 + ~400 + 44 = 614 - 45 - 175 - 120 - 30 = 244

Turn four looks to be extremely expensive even with the amount we're looting so we might want to sell a few of those artifacts we get for more wealth to be honest. I'm also tempted to strip a die off of Farmlands or if they're doing fine the Institute to look for new industries so that we can continue our wealth generation build-up going into turn five which actually now that I think about it is probably a necessity considering this plan would either almost finish or finish every single extraction department project.

Regardless the plan either almost finishes or finishes the farmlands roughly halving our original food deficit, it also finishes the gold mine on average, almost finishes warding paper, and if we generate enough money from selling artifacts or gain more than the two to one expected return from our looting we should be all set up to do the Nebiros Institute, Minor Institutions, Lilith, and work on whatever new industry we find turn four on top of finishing up whatever projects need a die from turn four.
 
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Owned Artifacts
Artifacts owned by the Ministry for the economic development and Commonwealth of all Devilkind

Thriving with potential, the Alchemical Transmuter is a magnificent ritual circle that pulsates with energy. Within its confines, Pure Silver undergoes a remarkable transformation, morphing into a diverse range of materials—lead being among them, while Gold remains elusive. The precise mechanisms responsible for this alchemy remain shrouded in mysticism, evading comprehension. Moreover, the quantity of material transmuted from a specific input fluctuates wildly, contingent upon the desired end material.

Given the Sabnock Clan's possession of the hereditary ability known as "Transmutation," there exists little doubt that this artifact stems from their lineage. With the extinction of the clan many fear that it will be impossible to replicate it, as each family ability is unique.

[30 Wealth/Turn may get transmutet into 2 Magical Tools or 6 Consumer Goods or 6 Food or 10 Materials/Turn]

Currently: Used to support the Underworld Guard(-30 Wealth/Turn)

An ethereal mist of delicate gray hue, approximately twice the size of a devil's head, possesses the remarkable ability to maintain a coherent form and be effortlessly grasped through sheer will. When a devil submerges their head entirely within this artifact and breathes in the mist, they are bestowed with glimpses of the future—portents that pertain to no specific event, until the inhaler proclaims a prophecy aloud, upon which the visions come to fruition with resounding certainty.

[At the start of the turn, 1 Dice will be pre-rolled. This result needs to be assigned to one dice distributed by the ministry that turn and replaces the roll of that dice in all progress calculations]

A seemingly harmless orb the size of a head, the Divinity Matrix is able to absorb significant amounts of holy energy and release it once again. An incredible potent tool that is able to slowly cleanse blessed land permanenty by relocating the energy, its utility may only be exceeded by the possibility to use it as a weapon, with the fully filled Matrix able to vanquish even the strongest of Devils through an explosion of holy energy equal to a Seraph. The only problem is that this release is indiscriminate - any devil wielding it will be caught in its blastzone too.

Imbued with enchantments and meticulously crafted from High-Quality Steel, Low-Tier Runic Equipment represents the foundational tier of Runic Gear. Despite its lower ranking, each piece is vastly superior to ordinary gear, enabling them to effortlessly overcome adversaries lacking such advantages. The resilient plate armor effortlessly deflects blows from inferior weapons, while the enchanted blades effortlessly cleave through multiple layers of enemy defenses. It's worth noting that, unlike their higher-tier counterparts, this collection primarily focuses on reinforcing the gear itself rather than directly empowering the wearer.

Comprising a comprehensive assortment of armor, weaponry, and miscellaneous tools, this collection provides ample resources to equip a modest contingent of Devils equal to 1 Unit of Labour, enabling them to assemble a formidable fighting force.

Exemplifying a significant advancement in both material quality and enchantment potency, Mid-Tier Runic Equipment stands as a testament to superior craftsmanship and arcane mastery. Meticulously forged from premium-grade alloys and intricately threaded with powerful enchantments, these artifacts transcend the limitations of conventional gear, bestowing their wielders with unparalleled advantages on the battlefield. The formidable plate armor not only grants impervious protection against the feeble strikes of lesser weapons but also enhances the wearer's agility and endurance, allowing for swift and sustained engagements. The blades, infused with potent enchantments, slice through enemy defenses with surgical precision, leaving no chance for counterattacks.

Unlike their Low-Tier counterparts, this gear seamlessly merges the reinforcement of the equipment with the direct empowerment of the wearer. Each item exhibits a careful balance of superior strength, heightened durability, and enchantment prowess, empowering the user to become a formidable force to be reckoned with.

Comprising a comprehensive assortment of armor, weaponry, and miscellaneous tools, this collection provides ample resources to equip a modest contingent of Devils equal to 1 Unit of Labour, creating an unstoppable force that commands respect and strikes fear into the hearts of their foes.

Unrivaled in both craftsmanship and enchantment mastery, High-Tier Runic Equipment represents the pinnacle of arcane achievement. Fashioned from the finest and most extraordinary materials known to exist, these artifacts transcend the boundaries of conventional gear, embodying a level of strength and enchantment that appears to defy the limits of possibility.

Each piece exudes an aura of power and resilience, manifesting effects that surpass mere enhancements and venture into the realm of the extraordinary. The immaculate plate armor becomes an impregnable fortress, repelling even the most potent of blows with ease, while granting its wearer extraordinary agility and unmatched protection. The enchanted weapons, imbued with enchantments of unprecedented magnitude, ruthlessly shatter defenses as though they were fragile phantoms, leaving only ruin and death behind them.

In a dramatic divergence from preceding tiers, the High-Tier Runic Equipment ascends beyond the confines of traditional enchantments, shattering the perceived limitations with resounding force. The enchantments intricately entwined within these relics unleash inexplicable phenomena, tantalizingly alluding to cryptic arcane wisdom and age-old secrets that propel those who wield them to astonishing and unparalleled realms of prowess.

Comprising a comprehensive assortment of armor, weaponry, and miscellaneous tools, this collection provides ample resources to equip a modest contingent of Devils equal to 1 Unit of Labour, forging an indomitable force that stands unrivaled, serving as the centerpiece of formidable armies and attaining legendary status.
 
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Yes, Loot 2 is the artifact roll and you get two from both of them. The additional dice are rerolls and I choose which are most appropriate to the house. Nebiros is more fleshed out compared to Fleurity so they get an additional chance to have tech or learning stuff
Didn't we get two from each house? Or do you still need more time to come up with Fleurity's Artifacts?
Artifacts owned by the Ministry for the economic development and Commonwealth of all Devilkind

Miracle Seed

A small Seed pulsing with potent magical power, stored in a box suppressing its effects. The research notes of House Fleurity it describe it as the seed to grow a powerful nexus of nature magic, which will sharply encourage growth in an area surrounding it. While the efforts to weaponise this effect has not yet born fruit a more peaceful use for this artifact may significantly improve the output of one of our agricultural lands if the growth is correctly managed.

The source of this Seed is unknown.

[Can be planted to increase food production: +6 Food, - 8 Labour]

Weapon: Magic Eraser

An Obsidian Statue depicting a horned, winged creature with a malicous looking grin. It leaves a numbness to the touch and an uncomfortable feeling when looking at it.

Should the statue be shattered it will create a directed pulse negating most applications of magic for a moment. While most experienced soldiers will be able to restore their flight spells and protective shields shortly after they fail, it will leave anything subjected to it vulnerable to a follow up attack taking advantage of the chaos. Additinally, the Non-Lethal method of disruption may offer additional tactical considerations

This weapon was created by the House of Nebiros through experimenting on the corpse of a member of the Clan Belial.

I havent reserved an opening post, so this post will track your owned artifacts. Its also a sneak peek at your haul, youll get some options to sell the Magic Eraser if you are interested.
Either way, this is some good shit and Beezlebub has been rolling high lately so he'll likely have wealth to throw our way for a special weapon from Nebiros.
 
Definitely should plant the Seed next turn, to further alleviate food-issues.

The statue we could likely sell, but unless we're desperately short on money, I'm somewhat hesitant to do so. Given how problematic the overall political and economical situation still is, it might be better to keep it as an ace up our sleeve, or at least prevent one of the other factions from getting it and using it to cause trouble.
 
The artifact table has quite some stuff thats not actually an artifact :D

Nebiros also got you some more simple Wealth and Fleurity had some Tech
Oh! Interesting. That section is going to make a hell of a read.
Wealth: 170 + ~400 + 44 = 614 - 45 - 175 - 120 - 30 = 244
Given the extra wealth from Nebiros, is it safe to assume we've cleared this estimate by a significant margin? Say, approaching or over 700 wealth?
The statue we could likely sell, but unless we're desperately short on money, I'm somewhat hesitant to do so. Given how problematic the overall political and economical situation still is, it might be better to keep it as an ace up our sleeve, or at least prevent one of the other factions from getting it and using it to cause trouble.
I don't know. It feels likely it will take more than a turn or two to get our wealth up to self sustainability. Alternatively, we might be able to leverage it to lure Beezlebub into the ministry now that he's technically a free devil.
Definitely should plant the Seed next turn, to further alleviate food-issues.
I think we'll get a turn 3 result update vote to plant it, rather than an action to do so turn 4.
 
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Given the extra wealth from Nebiros, is it safe to assume we've cleared this estimate by a significant margin? Say, approaching or over 700 wealth?

Unfortunatly that estimation is quite optimistic.

It will be pretty obvious but the Loot 1 Rolls determine the Wealth you get from a Looting action, so the simple Wealth you are getting is 154+133+50=337 Wealth
 
Unfortunatly that estimation is quite optimistic.

It will be pretty obvious but the Loot 1 Rolls determine the Wealth you get from a Looting action, so the simple Wealth you are getting is 154+133+50=337 Wealth
Seems a bit imbalanced. Assuming roughly average rolls, and an investment of 4 dice and 80 wealth, the netgain for completing a single house is about 70 profit, lower if we don't manage that, as Fleurity demonstrates. Even with astoundingly high rolls just barely netting us a second house off only 6 Dice and 120 wealth, the net gain is only 167 without the artifact wealth.

Perhaps a base guaranteed +50 or +25 to wealth to offset the potential imbalance?

Also, does this mean we didn't get any materials?
 
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I don't know. It feels likely it will take more than a turn or two to get our wealth up to self sustainability. Alternatively, we might be able to leverage it to lure Beezlebub into the ministry now that he's technically a free devil.
It'll take longer until we're fully self-sufficient, yes, but every income-project we complete stems the bleeding and significantly stretches how far one-off sources of income like the looting will take us. And my impression was that people wanted to keep looting.
 
Seems a bit imbalanced. Assuming roughly average rolls, and an investment of 4 dice and 80 wealth, the netgain for completing a single house is about 70 profit, lower if we don't manage that, as Fleurity demonstrates. Even with astoundingly high rolls just barely netting us a second house off only 6 Dice and 120 wealth, the net gain is only 167 without the artifact wealth.

Perhaps a base guaranteed +50 or +25 to wealth to offset the potential imbalance?

Also, does this mean we didn't get any materials?

I have thought about it and i agree that the profit is a bit below where I want it to be. Each exploration will get an additional d50 to roll for wealth.

Concerning materials, there are some sources of them in the Artifact pool but they did get pretty crowded out, so youll get a base 15 material for each exploration,
 
It'll take longer until we're fully self-sufficient, yes, but every income-project we complete stems the bleeding and significantly stretches how far one-off sources of income like the looting will take us. And my impression was that people wanted to keep looting.
Not next turn. need some base material income, and yeah it's time to do Andras and search for abandoned industries.
I have thought about it and i agree that the profit is a bit below where I want it to be. Each exploration will get an additional d50 to roll for wealth.

Concerning materials, there are some sources of them in the Artifact pool but they did get pretty crowded out, so youll get a base 15 material for each exploration,
Nice. Assuming that's retroactive we'll need another 2d50 then?

Thanks for indulging all my questions. I'm having a lot of fun.
 
Nice. Assuming that's retroactive we'll need another 2d50 then?

Thanks for indulging all my questions. I'm having a lot of fun.

Yes, its retroactive and I rolled them in the Vote Closing post (9, 29)

The questions and discussions are most of the fun! Writing a quest is pretty boring if all the reader posts are just people bandwagoning on a single vote without ever questioning how to best approach stuff :)
 
It'll take longer until we're fully self-sufficient, yes, but every income-project we complete stems the bleeding and significantly stretches how far one-off sources of income like the looting will take us. And my impression was that people wanted to keep looting.
We want the looting done eventually even if only so we grab all the free tech as well as artifacts but ideally, we wouldn't be forced to do it. Regardless, we're still bleeding wealth even with the ongoing looting as seen below where I still manage to lose one hundred sixty wealth well looting a House. So income increasing projects are still absolutely necessary projects.

Hell, things remain bad enough at present that even if the artifact sold for two hundred wealth a concept I severely doubt the plausibility of it still wouldn't be enough to allow us to delay looting another house for a turn due to how expensive our projects are although selling the artifacts would help to stem the deficit we're in even well we're looting ruins from the civil war.

Regardless, with looting only bringing in three hundred twenty-five wealth without counting possible artifact sales a concept I'm not really considering at present due to the sale being unlikely to hit the breakpoint amount of wealth necessary to save us dice it looks like we're going to have to loot another House turn four to keep getting by which was the original plan anyways but I had hopes that looting two houses at once would have let us skip looting houses for a turn.

[] Plan Turn Four
- [] Restart the Andras Gold Mine (0/200), 35 Wealth/Dice - 5 Dice and 175 Wealth
- [] Search for other abandoned industries (0/50) 15 Wealth/Dice - 2 Dice and 30 Wealth
- [] Explore the remnants of a House of Lucifer (63/200), 20 Wealth/Dice (3 remaining) - 5 Dice and 100 Wealth
- [] Secure Farmlands Stage 3 (5/100), 15 Wealth/Dice {UG} - 2 Dice and 30 Wealth

Wealth: 170 + 325 + 44 = 539 - 30 - 175 - 30 - 100 = 204 + ~175 = 379

So here we are attempting to finish the gold mine to patch up our income, searching for more industry to restore so that we can continue our income-increasing projects turn five, supplementing our income for next turn by looting a House, and completing another stage of farmland with the leftover dice since they don't really complete anything else that would help with our present issues.

We could swap the farmland project for the quarry I guess if people want but after turn four we should have all the materials we need to finish all the Lilith projects plus opening the quarry takes magic tools which is a problem when we don't know how many the gold mine will take, and when combined with our present supply of two magical tools with each negative magical tool costing us fifty gold opening the quarry could potentially cost us a lot of money.
 
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Turn 3 - Rise above the Squalor Results
Turn 3 Results - Rise above the Squalor

Available General Dice: 10
General Malus(Complete Inexperience): -10
All Actions with the {UG} tag will have a bonus of 15, representing the assistance of the Underworld Guard

Available Wealth: 540 (+54 Wealth/Turn)
Available Materials: 30

Economic Issues:
Labour: 153 (153 Secured Labour: -15 Wealth/Turn) (+10 Free Devil Integration)
Food: -40 {Mostly covered through Imports, Rapidly rising prices}
Consumer Goods: -22 {Partially covered through Imports, Rising prices}
Magical Tools: 2 {Rationed, 16 private Demand is supressed, no Imports},
Cost per negative point of Magical Tools used by the Ministry: 50 Wealth/Turn(Currently: 0), Max negative points: 0


Restart the Sabnock Silver Mine (203/80)
The Silver mine was supposed to be a straightforward source of wealth for the ministry, aiding in the construction of a brighter future. However, it encountered numerous obstacles along the way, resulting in escalating costs and significant delays in its commencement. To overcome these challenges, a considerable amount of effort was dedicated to training future miners, ensuring their preparedness to tackle any difficulties that may arise during mine operations.

Remarkably, upon completion of the training programs, an unexpected surplus of prospective miners emerged, surpassing the mine's capacity. Seizing this fortunate turn of events, it was decided to expand the mine wherever feasible, augmenting both its production and the number of employed miners. Furthermore, some of the graduates chose to join their instructors and directly contribute to the newly established Department of Extraction. This furnished us with a solid foundation of individuals who, at least theoretically, possess mining knowledge and expertise.

[+50 Wealth/Turn, -18 Labour, - 1 Magical Tools]

Secure Farmlands Stage Stage 1 (100/100), Stage 2 (87/100)
The Wilderness we know today incorporates several areas that were not originally part of it. In the past, these lands formed productive farmlands supplying fresh produce to the Frontline, until they suffered damage from two Wars and subsequent neglect. Despite the disappearance of infrastructure, we still possess maps and some knowledge passed down by the farmers who once worked these fields. Consequently, we are aware of the locations of the most fertile fields, which spares us the need to train workers from scratch as we did for the mines' revival.

Patrolling through the Wilderness, squads of the Underworld Guard fortunately encounter only scattered groups of menacing creatures. After eliminating any visible threats, we establish a perimeter around the newly acquired land to prevent unauthorized entry from unsecured territories. Unfortunately, due to rationing and the scarcity of Magical tools, establishing a truly robust perimeter becomes challenging. Instead, our limited resources are dedicated to creating warning wards. These wards notify small detachments of the Guard about any potential breaches, enabling them to respond swiftly without beasts venturing too far into the newly reclaimed farmland. Additionally, we employ physical barriers such as small earthen walls, trenches, and fences to safeguard the valuable produce, even though this requires more labour to maintain than initially anticipated.

[+4 Food, -6 Labour]


Expand the Ministry
Many of the old members of the ministry are exasperated at the cluelessness of the new raw recruits, who often lack even a basic education in mathematics. Still, with the creation of the first specialised department the focus rests on recruiting devils who have experience with extractive activities to bring some practical experience into the ministry, ensuring that everyone can contribute even while the new recruits are being taught the basics of administrative tasks and economical knowledge.

[2 additional Dice, -3 Labour, -1 Wealth/Turn, -1 Malus to all Dice]


Explore the remnants of a House of Lucifer [200/200]

Nebiros


The Nebiros House once served as the preeminent research organisation in the Underworld, dedicated to developing innovative methods to bring destruction upon Lucifer's enemies and to extract maximum resources from his slaves. It was hoped that within their estates lay remnants of the profound knowledge lost in the annihilation of Lilith's universities.

Regrettably, it appears that much of the secretive Nebiros research had been relocated to the city, capitalising on its neutral status to prevent us from plundering valuable knowledge. As a result, Zaoramas' outburst proved even more devastating than anticipated, potentially setting back the Underworld by decades in a single fiery conflagration.

Nevertheless, it seems that the clan failed to conceal everything. During the demolition efforts to repurpose the materials of Nebiros Castle, an entire hidden compartment was discovered, harbouring the House's deepest secrets. While certain aspects have been rendered obsolete with their extinction, a chamber containing a substantial trove of treasures survived the demolition relatively unscathed, providing us with an alluring unexpected windfall.

Upon uncovering the secret compartment, it was decided to meticulously comb through the entire castle once again, searching for any additional surprises the House may have concealed. Ultimately, another secret passage was found within the initial hidden compartment. Initially assumed to be a product of paranoid obsession, this complex hiding place revealed its purpose when our explorers discovered its hidden contents.

Diestaam Belial, a renowned hero of the great War, led his army to multiple victories against the angels and even vanquished the Seraph Uriel, albeit at the cost of his own life. It was widely believed that he had been consumed by the Flame of God, as his body was never recovered. However, this belief has been exposed as a falsehood, as his corpse was concealed within that hidden section of the castle. It had been subjected to experiments aimed at harnessing his peculiar manifestation of the Belial Clan's unique ability, known as "Worthless," which exhibited a corrosive reaction against any exposed magic.

Although the Nebiros clan never fully achieved their objective, we now possess one prototype that has come into our possession—an enigmatic dark obsidian statue capable of emitting a potent anti-magic pulse when shattered. While the Belial Clan has been promptly informed and has taken custody of both the body and all research notes, the formidable prototype weapon has fallen into our hands, and we will have to determine how to handle this newfound power.

[Looted: 183+50 Wealth, 15 Material, Artifact:Magic Eraser]

We will have to decide what to do with our newly discovered artifact:

Weapon: Magic Eraser

An Obsidian Statue depicting a horned, winged creature with a malicous looking grin. It leaves a numbness to the touch and an uncomfortable feeling when looking at it.

Should the statue be shattered it will create a directed pulse negating most applications of magic for a moment. While most experienced soldiers will be able to restore their flight spells and protective shields shortly after they fail, it will leave anything subjected to it vulnerable to a follow up attack taking advantage of the chaos. Additinally, the Non-Lethal method of disruption may offer additional tactical considerations

This weapon was created by the House of Nebiros through experimenting on the corpse of a member of the Clan Belial.

[X] [Statue] Sell the artifact to Clan Belial
While some members of the clan prefer to have nothing to do with the hurtful artifact, others wish to aquire it as a sign of respect to their deceased ancestor. Lord Belial offers to slash the tolls at his border in exchange, giving us access to the production of his large fields for an affordable price.
[+5 Food(Counts as internally produce until the situation changes), -Artifact:Magic Eraser]

[X] [Statue] Sell the artifact to Satan Asmodeus
Satan Asmodeus has bought many powerful weapon artifacts after the Civil War to support his Underworld Guard and has offered to buy and secure the Magic Eraser
[45 Wealth, -Artifact:Magic Eraser]

[X] [Statue] Keep the statue for ourselves

[X] [Statue] Write-in?


Fleurity
The Houses of Nebiros and Lucifuge have long dominated the spotlight, often overshadowing their four companion houses. House Fleurity, dissatisfied with this arrangement, recognized that sabotaging the Great Houses would not be accepted by Lucifer and their martial inferiority to the Lucifuge House could not be overcome. Instead, they chose a different path, seeking to strengthen devil society by exploring new and improved methods to fortify its foundations, rather than relying on flashy superweapons like the Nebiros Clan.

It appears that House Fleurity focused its efforts on reducing the number of farmers required to sustain the legions of Hell, understanding that fewer farmers would result in a larger pool of soldiers available for frontline combat. In their investigations, they stumbled upon a seed possessing immense magical power. Although currently contained within a suppressive casing, they believe this seed has the potential to develop into a significant nexus of nature energy, fostering expansive plant growth in its surrounding area. Unfortunately, their attempts to replicate or further investigate this discovery have yielded no fruitful results. A frustrated researcher even proposed a campaign to locate the origin of the seed and harvest more of them instead of trying to research a magical item without any useful magical tools.

However, House Fleurity's research extended beyond foreign magic, encompassing advancements in native devil magic and runecraft too. Among their findings, a highly intricate prototype and accompanying research notes were discovered for a so called "Chalice of Eternal Water," a runic array nearly three times the size of a standard devil. This array has the capability to conjure water from thin air, offering immense value in ensuring a regular supply of clean water and aiding farmers in preventing droughts.

Unfortunately, the current cost of this technology prohibits its practical use in the field. Nonetheless, our limited number of runic experts believe that with further research into converting the theoretical technology into a functional tool, its complexity and expense could be significantly reduced to the point where it would be possible to deploy them to help the population with clean drinking and cleaning water.

[Looted: 142 Wealth, 15 Materials, Artifact:Miracle Seed, Technology: Create Water]

We will have to decide what to do with our newly discovered artifact:

Miracle Seed

A small Seed pulsing with potent magical power, stored in a box suppressing its effects. The research notes of House Fleurity it describe it as the seed to grow a powerful nexus of nature magic, which will sharply encourage growth in an area surrounding it. While the efforts to weaponise this effect has not yet born fruit a more peaceful use for this artifact may significantly improve the output of one of our agricultural lands if the growth is correctly managed.

The source of this Seed is unknown.

[Can be planted to increase food production: +6 Food, - 8 Labour]

[] [Seed] Plant the seed in our newly secured Farmland
(+6 Food, - 8 Labour, -Artifact:Miracle Seed)

[] [Seed] Keep the Seed

[] [Seed] Write-in?


Establish a specialised Department: Extraction
When the ministry was founded the new recruits had been divided into teams with an eye on ensuring a diverse outlook, knowledge and experience. This has been an invaluable boon that has allowed them to organise the rebuilding of Dis as their first assignment only to transition into organising the demolition of a House castle next. However, this method of organization has also hindered the formation of a cohesive body of experts specializing in a particular field who possess a deep understanding of collaborative work.

To address this issue and pave the way for future departments, the Department of Extraction was created. This department brings together miners, farmers, rangers, and experienced administrators with expertise in these areas. By consolidating them into a single organization, they can collaborate more efficiently, working in harmony to establish the foundation of our economy. The Department of Extraction serves as a testbed for this model, aiming to deal with the challenge of establishing cohesive expert teams within the ministry.
[The Department of Extraction has been created]


Ration Magical Tools
Rationing has long been employed as a familiar tool within the Devil population, characterised by stringent limits on private consumption that endured throughout Lucifer's reign and the subsequent Civil War. Consequently, the population generally accepts the Ministry's decision to ration Magical Tools as an anticipated aspect of their lives. However, many individuals have supported us in breaking free from the scarcity that plagued the Satans' rule, and their discontent will grow the longer the current situation persists. Equally significant is the impact of rationing on our economy, which will suffer increasingly as it continues to be deprived of this essential resource, exacerbating its already fragile state.
[16 private Demand for Magical Tools has been rationed]


Support the Institute for Free Devils
The Institute has finally managed to take a breather, with no new surprising development or enemy actions taking up every single one of its resources. As a result your support has started to be less of a necessity and more of a very welcome help, like it should have been from the beginning. Amberley has started to blossom into a great leader in her own right and relies less and less on your direct recommendation to keep the peace.

It was decided to have you help out in the Institutes program among the most impoverished Devils under their wing, who are often entirely reliant on the basic wage to even sustain a living. While this is a great improvement over the past, where they would have simply starved, your closer involvement supervising devils on the ground has shown you that not every problem is solved.

The greatest challenge lies in the existence of a "Shadow" population, devils who remain unregistered in the ministry's records. This may be due to their distrust of authority, fear stemming from past crimes, or other reasons. Reaching out to them would require substantial effort and place an additional strain on Basic Wage payments, but ignoring their plight would be unjust, echoing the injustices perpetrated by the Clan families.

Moreover, despite efforts to expand agriculture, the escalating cost of food is eroding the appeal of the Basic Wage. In certain locations, it may not even be sufficient to cover the recipient's food expenses. While many devils who are not directly employed by the Ministry supplement their income by working in the private sector, the scarcity and rationing of Magical Tools have dashed any hopes of economic recovery for this industry. Amberley and the Institute urge you to increase the amount distributed through the Basic Wage to prevent a return to a state of starvation.

[] [Wage] Increase the Basic Wage to 1 Wealth/9 Labour

[] [Wage] Do not increase the Basic Wage. A Decision to increase the Basic Wage will be available


AN: Its done! You have not been offered a choice to keep the research done on Diestaam Belials corpse because it would kill the quest through the destruction of your political support if it ever came to light. Beelzebub is not interested in it for a similar reason - even if he were comfortable with destroying the corps of Devil heroes the terrible reputation he would gain from being associated with such a branch of research is not worth it.

If you want to sell the Miracle Seed you may write in who you want to approach, but the conventional wisdom in the underworld is that you would be the one who would pay significantly more for such an artifact than everyone else, so no one really expects for you to sell it.

As always, ask any question you may have and ping me in the process and ill be happy to answer!
 
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[] [Statue] Keep the statue for ourselves
[] [Seed] Plant the seed in our newly secured Farmland
[] [Wage] Increase the Basic Wage to 9 Wealth/Labour

The statue doesn't sell for enough wealth to be worth it as the amount of wealth on offer isn't enough to free up any dice from looting, and the amount of food on offer is one stage of farmland expansion effectively so we're probably better off keeping it so that we can exchange it for a better deal at a more pivotal point down the line. Planting the seed seems like a no-brainer since we're having trouble with food now, and we're unlikely to be able to research it for quite a long time.

And, the basic wage increase is literally only two extra wealth per turn so that's also a no-brainer.
 
Okay, the rationing backfired horribly.

[] [Wage] Increase the Basic Wage to 9 Wealth/Labour
I think this would be better written as 9 Labour per 1 Wealth, which is what makes sense given the current ratio is 10 Labour per 1 wealth.

Either way I'm all for it.

Given the lack of interest in the statue from Beelzebub, we might as well just trade it to Belial to get food up. I'm curious, if the tolls lowered to normal levels, would that be ground to attempt to renegotiate?

The statue doesn't sell for enough wealth to be worth it as the amount of wealth on offer isn't enough to free up any dice from looting, and the amount of food on offer is one stage of farmland expansion effectively so we're probably better off keeping it so that we can exchange it for a better deal at a more pivotal point down the line. Planting the seed seems like a no-brainer since we're having trouble with food now, and we're unlikely to be able to research it for quite a long time.
Yeah no, the threat of starvation is very real and imminent so I don't see the point of holding onto this. Cutting a deal for food now increases our food production turn 4 by 50%, which will go a good ways into undercutting the Clans ability to maintain or further raise tolls.

[X] [Seed] Plant the seed in our newly secured Farmland
[X] [Wage] Increase the Basic Wage to 9 Wealth/Labour
[X] [Statue] Sell the artifact to Clan Belial
Food: -40 {Mostly covered through Imports, Rapidly rising prices}
Even with taking every food option this turn, we'll still be at best covering a third of our food dept, with another food to go before we get demand to something manageable. We need the food now, not some imagined better pay day down the line.
 
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Okay, the rationing backfired horribly.

I think something got lost in translation here. While the rationing is not ideal it did not make the situation that much worse than it would be without rationing.

The problem is that there are not enough Magical Tools in your economy, it would be crashing even if you weren't rationing it, because the people cannot afford to maintain the current infrastructure nevermind expanding it.
 
Okay, the rationing backfired horribly.
If we didn't do rationing we'd quickly end up bankrupt. This is in every conceivable way better than that.
Yeah no, the threat of starvation is very real and imminent so I don't see the point of holding onto this. Cutting a deal for food now increases our food production turn 4 by 50%, which will go a good ways into undercutting the Clans ability to maintain or further raise tolls.

Even with taking every food option this turn, we'll still be at best covering a third of our food dept, with another food to go before we get demand to something manageable. We need the food now, not some imagined better pay day down the line.
It's eminently not, and the updates are going out of their way to emphasize that more than once at this point like we are at the point where I don't even know where you're getting this information as there was one line in one update that mentioned if the issue was completely ignored for a while things would deteriorate eventually to the point of starvation.

Nowhere that I can find even after re-reading all the updates is there stated to be a "real and imminent threat of starvation" nor have we been ignoring the issue considering we're directly addressing the issue with this basic wage hike, and are spooling up food production with one stage done last turn with most likely two more on the way next turn at a minimum.

And, you aren't even correctly calculating anything with regard to our food situation at this point for example you state cutting this deal would increase food production by fifty percent turn four when one we don't know what our food production actually is, and two even if we assume the production we built is all of the existing production then this deal would increase it by one hundred fifty percent, not fifty percent.

You also aren't even evaluating our potential options to solve the food problem properly considering you've somehow arrived at all the possible food production options on offer at present only being able to cover a third of the debt when it covers closer to two-thirds. Also, it's kind of insane to just assume that all the options on offer at present are all the possible options we have going forward to increase domestic food production without even asking the QM like that's an extraordinary leap but is easily provable if you wanted to ask.

Edit: Like this relic has serious value as an emergency reserve that can be sold for funds or resources in a time of true crisis that we are incapable of addressing without its sale but that's not now as clearly communicated to us in the present updates.
 
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[X] [Statue] Keep the statue for ourselves
If we decide to keep the statue, will we be able to sell it in future turns in case we change our minds/encounter an emergency, or how will you handle this?

Nowhere that I can find even after re-reading all the updates is there stated to be a "real and imminent threat of starvation"
You might have to re-read the recent update again, then;
It was decided to have you help out in the Institutes program among the most impoverished Devils under their wing, who are often entirely reliant on the basic wage to even sustain a living. While this is a great improvement over the past, where they would have simply starved

[...]

Moreover, despite efforts to expand agriculture, the escalating cost of food is eroding the appeal of the Basic Wage. In certain locations, it may not even be sufficient to cover the recipient's food expenses.
If we hadn't gotten lucky with the Secure Labor rolls, and effectively gotten everyone on UBI, people would already be starving; no ambiguity about that. And the situation is rapidly reaching the point where people are unable to acquire sufficient food even *with* UBI.

I still support keeping the statue in reserve rather than selling it/trading it for concessions, since the Seed should help to alleviate the situation enough that we can keep chipping away at the Food problem over the coming turns, but it's nonetheless a fair bit more critical than you try to make it sound.

You also aren't even evaluating our potential options to solve the food problem properly considering you've somehow arrived at all the possible food production options on offer at present only being able to cover a third of the debt when it covers closer to two-thirds.
His math is likely something along the lines of:
4 Food (farms) + 6 Food (magic seed) = 10
The concession from the statue would gain us another 5 Food, which is 50% of 10.
And 15 is ~1/3rd of 45, which is what our starting Food deficit was.
 
If we decide to keep the statue, will we be able to sell it in future turns in case we change our minds/encounter an emergency, or how will you handle this?

There will be a decision action that allows you to write in if you want to do something with artifacts during a plan vote. If you sell it you will get offers you can accept, if you want to use it during a fight you can give it to the commander of that fight etc.

Research institutions may request funding and acces to the artifact when they want to study it too like the research offers from Beelzebub(once you actually have friendly research institutes).


Concerning food: I can confirm that the Department of Extraction will always offer you an action to expand food production while it is negative, though the specific costs of them depend on the situation(theoretically you could feed an entire city with a single plant if you get enough magic to force growth, keep it healthy and harvest it fast enough)


I'm curious, if the tolls lowered to normal levels, would that be ground to attempt to renegotiate?



I didn't see this question: Wether Lord Belial would renegotiate would depend on wether he believes that it was a fair exchange. If there were no tolls next turn then he would absolutely renegotiate but if you are going to him and request that you get more stuff after 20 turns of trading he will probably be insulted.
 
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You might have to re-read the recent update again, then;
If we hadn't gotten lucky with the Secure Labor rolls, and effectively gotten everyone on UBI, people would already be starving; no ambiguity about that. And the situation is rapidly reaching the point where people are unable to acquire sufficient food even *with* UBI.

I still support keeping the statue in reserve rather than selling it/trading it for concessions, since the Seed should help to alleviate the situation enough that we can keep chipping away at the Food problem over the coming turns, but it's nonetheless a fair bit more critical than you try to make it sound.
I don't you need to re-read the post you're quoting, and the thread in general. As I clearly stated within the post you're quoting.
...There was one line in one update that mentioned if the issue was completely ignored for a while things would deteriorate eventually to the point of starvation.
Which is eminently true as seen below.
The price of Food is rapidly rising, threatening to bring back the threat of starvation by eclipsing the payments of the Ministry and the lack of access to basic goods and services is threatening to hurt both the people and the fragile economy.
The most recent update, and what you quoted doesn't disprove anything I said.
It was decided to have you help out in the Institutes program among the most impoverished Devils under their wing, who are often entirely reliant on the basic wage to even sustain a living. While this is a great improvement over the past, where they would have simply starved

[...]

Moreover, despite efforts to expand agriculture, the escalating cost of food is eroding the appeal of the Basic Wage. In certain locations, it may not even be sufficient to cover the recipient's food expenses.
What you have highlighted here says two things in simple English one that before the Ministry and its basic wage existed poor individuals simply starved to death but our basic wage ensures that no longer happens. And, the other highlighted text simply gives a progress update on where we are with regards to the first update I quoted namely that in a small number of cases only almost all food expenses are covered rather than all of them not that people are imminently going to start starving literally like next turn which was the point of my post.

Meaning none of what you've quoted is actually relevant to my point namely that we have been warned in simple terms that we are approaching the point where starvation may begin to approach as an issue meaning we're still two entire "checkpoints" away from starvation.

And the labour rolls were not luck I planned to secure all labour and made many posts along that line with the intention to dedicate as many dice as was necessary to the cause to do it but you would have missed that considering I'd already done that by the time you'd joined the quest.
His math is likely something along the lines of:
4 Food (farms) + 6 Food (magic seed) = 10
The concession from the statue would gain us another 5 Food, which is 50% of 10.
And 15 is ~1/3rd of 45, which is what our starting Food deficit was.
That still isn't "all available food options" as it neglects the farms.
 
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