Bound to Earth: A CK2 Earthbound Quest in an 8-bit Dystopia

unless... do you think we could give the intel we have over the OPF/aliens as our ante? if so it might work out, because even if we lose they're still getting it and it's a cost we're prepared to pay?

I'd be down for this frankly, if it'd work as an option.
Could maybe do it as "whether we win or lose, there's some things you'll definitely wanna hear"

note that if we're doing the lab it's free since we have equipment for it ready?
that said personals are valuable so idk if doing it is actually wise

Personally I see it as such:
Setting up the lab is a whole martial turn, otherwise, and doing it now via the personal is a martial turn saved
the only option to capture the ant-infested persons is a martial act so far, and that's what I expect it to remain
ergo, if we succeed on our intrigue this turn, and have the lab set up, I wonder if we could make "test cures for the ant infestation"

I imagine it'll open up a new learning option or two, but worst case? I expect the following
  • Reduced DC for "research simple pharmaceuticals" (probably necessary for the Nelcon research)
  • might open up both starman jr autopsy and meteor identification
Alternatively, if we do the workshop..
  • Ability to make the equipment we research, more than likely
  • Reduced DC for researching simple weapons and improved bats, possibly?
Personally I'm of-mind to research the sugared this turn, and put into action next turn taking a captive at the least to experiment on if not a joint operation with the sharks.
Otherwise, next turn there's either Diplomacy (Sharks) or Intrigue (Sharks)

this is getting ahead of myself tho, but I like speculation
 
warming up to a baseball game a bit
if the follow up works out it would probably accomplish our aims of getting the sharks to not screw things up (though it's dubious on if we can get them to disrupt alien actions, so we'll have to see) in exchange for possibly delaying lab plans/leaving the animals in there for longer, but if needed we can build that in the treehouse so not the end of the world? and animals being there's not an issue until Giygas sends them out to try and kill anyone, so we could probably hold off on it for no issue if things don't set off/they're not reproducing en-masse/screwing around with the tunnels

so the opportunity cost is minor and playing baseball could even make future shark actions easier, if we ever return to this?

leaving diplomacy open for letter writing *would* be good too, wonder if it both harms OPF reputation and possibly sets back their plan? though not sure if buzz buzz and their 6 diplomacy is best there... (DC's 50, so not ridiculous without it, but more would still help. more than that i think the narrative effect of having an "adult" present would be good? though buzz buzz could be more useful on learning/providing advice for stewardship in the same way (if investing), hard to say)
Personally I see it as such:
Setting up the lab is a whole martial turn, otherwise, and doing it now via the personal is a martial turn saved
the only option to capture the ant-infested persons is a martial act so far, and that's what I expect it to remain
ergo, if we succeed on our intrigue this turn, and have the lab set up, I wonder if we could make "test cures for the ant infestation"
getting both of them down sounds good yeah, just not sure about it being wise to fit the martial in this turn, which in turn makes getting the lab via personal less desirable (especially since there's a ton of stuff to achieve via personals, like wow)
if doing the intrigue/having our lab setup this turn unlocks an option for abducting someone for experimentation *right away* that could be pretty good?

overall it's definitely worthwhile, i'm just concerned about the logistical cost of not having a full base for a prolonged period of time
 
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You did a great job describing the unsettling feeling of the town and that someone was wrong. Describing their grandma on all fours, eating something in the kitchen, was particularly creepy. Setting it from one of the Sharks members point of view was also a very neat approach. This was a satisfying, concise Omake!
Thanks. I was so confused when I checked the word count and it was shorter than I thought, but I'm glad it still packs quite the punch. I actually spent quite a while trying to decipher the gif in Porkey's portion of the Turn 6 results, but maybe I should have just checked the Men In Black Wiki instead. That bug's eyes are yellow.

...why does the drawing/portrait resemble an Unhinged version of Finn the Human (Adventure Time)?
was it intentional?
Nope, I've never watched that show before.
That's the grandma in the portrait - though the way the white hair can look quite similar to Finn's headwear, I admit - and the neighbor in the back with a knife.

"Break the course of violence. Don't break the wind of change"
TV sets blared in town as the O.P.F began a nearly 2-hour long broadcast. Captain Strong himself took center stage during the entire thing, speaking with an intense and passionate cadence.

"The fact that some in our peaceful town acted the way they did to the encouraging signs we put up was proof of two things: Our efforts were having an effect and we must go further with our efforts." Captain Strong explained, canned applause giving a disproportionate sense of scale to the man's words.

"Of course, we here at the O.P.F would never overstep our bounds. However it's come to my attention that an increasing amount of children and teens are openly skipping school. This is happening to such a scale, and at such an alarming rate, that most of the youth of Onnet are not likely to get their GEDs."

"I think it's disgusting that so many of the troubled youth in this town fails to see how privileged they are to have access to an education. Countless children across The City can only dream of having access to such things. Not only is it utterly disrespectful to our CEO Mayor Pirkle, but it's indictive of the moral rot that's taking hold in Onnet."

"This is why, starting immediately, the OPF will be investing additional manpower in order to field truancy officers. These truancy officers will ensure that any child or teen seen out and about during school hours will be escorted to school."

"If the maligned youth of this city cannot see the value in their own futures, then we will seize those futures ourselves. And I'm sure all the good people of this community can agree that they'll better off when we take them off the streets and put them back at their desks."

The broadcast ended with sweeping shots of the restored signs looming down from the rooftops in town.


[OPF gains a greater bonus to curbing 'dissident' activity in Onnet. Some Faction actions will be made more difficult by them.]

Snap, Crackle, Pop?

Small pops and bangs have occasionally been audible from the rear of the Arcade in Onnet. They always seem to happen at night, but they're so sporadic that no one's really put much thought into them. While the Sharks aren't any less active, they're walking on eggshells around the arcade for some reason.
[The Sharks are up to something...]

Lockdown Difficulties

The Lockdown is beginning to effect people's mental health and emotions in a way that's no longer easy to hide. Arguments between families are audible from the streets outside, breakdowns due to bills, and a growing sense of unease has most of the population of Onnet on edge.

People are growing desperate and many find hope in the O.P.Fs actions. Some are questioning what the Lockdown is even for anymore while others are growing increasingly hostile, eager for someone to blame for all the problems going on...
Tensions are rising. The police will be cracking even further down and the Sharks are making explosives. I think we need to decide now if we want to defuse tensions or start preparing for conflict and its aftermath.

If it's defuse tensions, then dealing with the Sharks (or challenging them to a game of baseball) is easier than meeting with the OPF (presumably we need to raise our reputation a bit higher before we can even start convincing the latter). But I don't think we can tell the Sharks to totally not fight the OPF (unless maybe we get a SMAASH success) - at most we can delay their actions a bit. But the OPF, though... maybe letter writing would work. Do we still want to take the Hill?
[] Challenge the Sharks…to Baseball?: It will be hard to meet the Sharks, or even talk to them, unless it's in a 'language' that you're proficient in. And if you can't punch them in the face, you'll have to face them on the diamond. Of course, you really doubt the Sharks will come out for a good natured game of ball. However your new friend Kyoko stated that, even in River City, they sometimes settle differences with sports. Of course, she specified, they were rarely normal 'clean' games. It's gotten you thinking. If the Sharks would laugh off a normal game of ball, maybe you can devise a version they'd be more receptive to.
DC: 40 (Reward: Initiates a game of modified baseball with the Sharks. Chance to greatly improve relations or unite factions, provided risks are taken. Additional checks and options will follow on success)

If we're preparing for conflict to erupt, it might be good to explore routes outside.
[] Read Up on Different Areas: The Eagle Quarter sits at a unique crossroads in the City. The Outlands are to it's west, various paths to other territories line it's borders, and there are even rumors of extensive entrances to the Pipework below. Despite this the Eagle Quarter is relatively isolationist and has thrived primarily by not getting involved with other areas. With the Lockdown you can't leave Onnet, and unless the OPF stops existing entirely trying to exit the borders through conventional means will be tough. But that doesn't mean you can't look into better ways you could travel to other areas in The City. There's no shortage of stories of underground highways or tunnels. If you have some kids put their noses to the grindstone, you could find some direct or discrete routes to other places in The City. Just because Giygas is focused here doesn't mean he'll stay here forever...
DC: 10/20/70/80/100 (Reward: Discover routes and gain access to areas Outside Onnet after Lockdown, one route per degree of success)

Finally, I was thinking if we want to devote 3 of our personal actions to risky faction actions that we can't afford to fail, and maybe spare an action for Kyoko.

Kyoko's personal action should probably be brushing up on her personal combat.

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...well now I'm glad we didn't get addicted to gambling.
 
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hm, i'm thinking if we do decide on playing baseball we should probably setup the lab with a personal this turn, since it would probably end up delayed too long otherwise (at least putting it on the hill would, so i guess we're having the treehouse as a hidden field-lab sort of works? could work)
like someone said, to maximise effectiveness the other two personals should be attending school (bunch of possible benefits+avoiding truancy issues) and socialising with Kyoko (it's her first turn as a hero so better to get a better rapport early, this would put her at +25 loyalty, and if she's also going to school this could synergise)

with that+stalking them this turn we might find a good target to abduct and whilst holding them's an issue, we should immediately be able to research the infestation issue (though it may still take a couple turns if we can't research the infestation until the turn after capturing a sugared)? one bit point is that we don't actually need a new learning hero required here, buzz buzz should work fine?
Do we still want to take the Hill?
the hill has a bunch of small advantages that might be convenient in the future but getting it out of the way would cost us now, so hard to say
Finally, I was thinking if we want to devote 3 of our personal actions to risky faction actions that we can't afford to fail, and maybe spare an action for Kyoko.
probably not, sometimes you just have to acknowledge the possibility of setbacks? getting more personals means we hopefully get in a better position and reduce the chance of failures(long term through boosting stats)/make individual failures less devastating (since there's more actions going on so individual failures hit less hard)
 
Alright so, current plan:

1) Baseball - Us plus Kyouko have a high enough martial that anything above a ten on the die is a success, which means we have good odds on managing to get the meeting going, and about a 50/50 shot at a SMASH success. We're also inherently very sporty (lowerign relevant DC's by 10), have PSI, and have Kyouko, and whilst our group is still just getting started, we at least have given them soldi bases in a fight that could probably translate well. We might not get quite everything we want, but if we do decently well, talking will likely be made considerably easier.

2) The letter. Not only does this hit the OPF, it also hits Pirkle, which might make taking action against his hideout later far more palatable to the average person. DC is 50, so with BB, that becomes a 37 On The Die. I'd probably spend some EXP on this to improve the likelihood of success, given how important getting this to succeed is - the OPF is currently the faction that is tied the most to Giygas via Pirkle, we cannot let them build up too much momentum.

3)Pawn Crap from the woods - I might have been tempted to try psychic healing, but we don't want to jack suspicion up just yet, and we also don't want to potentially burn any psychic training bonus we have for that. I'm not convinced on the factory on account that we'd probably need to break the second DC to not suffer from a Reputation down or go into debt, and if that was acceptable, I'd rather talk to the Hint Man. This has an initial threshold that's only slightly higher, won't cost funds or rep, and getting that 80 will probably have some fun effects.

4) Track the Sugared - with Porky, we need 23 on the die for the first tier of success, and this will almost certainly make disrupting the aliens actions much easier. We got LUCKY last turn with Porky disrupting the murder attempt, but it also makes it clear just how much the sugared allow the aliens to do in Onett.

5) Read up on Aliens - Low DC's, chance to give us more information whilst also furthering our other research. With our Learning, we need a 32 on the die to get both breakpoints. Seems like a good one. Learning routes would be nice, but that's explicitly for after lockdown, so it's very much not providing much for a while, and we need to get Momentum NOW.

As for personal actions.

For CD, i'd say School (could buff diplo and give us access to new potential hero units), Meditation (Get some more PSI under our belt, we need to improve that for when we combat Titanic Ant, I'd like for us to throw out Plushie without hitting an RROD), and then spend 2 actions on building the lab so that we can start doing some proper research into the Starman Corpse or PSI to really start getting some faction boons.

Buzz Buzz needs to get that cover story set up, Porky could get that mole which can save us intrigue actions, and Kyouko can either go out for a bite or go to school. If the latter, we might instead get CD to study or do her taxes - those seem like things that might help to boost stats like Learning or Stewardship, and every point we can get now will make things easier long term. Also because now that her mother isn't providing anytihng, We really need to make sure that side of things is clear - taxes is what they got Capone for!
 
Agree on the baseball, letters, and tracking the aliens. But if we're pawning stuff from the woods, why not immediately swap out Reading Up on Aliens with paying the Hint Man for the OPF's plan?

Buzz Buzz with cover story, yes, and I'm fine with the mole, but I would recommend Kyoko brush up on her combat.

For C.D., taxes, play baseball (?), school (diplomacy), and hang out with Kyoko.

EDIT: Oh, and happy new year! I just realized I haven't wished this thread such yet.

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As in, if we are pawning stuff off from the woods, we should have enough funds to not go in debt.

Honestly, I'd rather take the chance to get the Lab built - we NEED infrastructure to be able to properly do... well, anything. Ideally we'd eventually build all of those facilities sooner or later. It also doesn't cost money and has a pretty low DC at 35, whilst getting us access to stuff like PSI research and studying the Starman Corpse. This frees us up to some degree with Martial actions, which we can then use for taking the Hill next turn.
Honestly, I worry that we don't have time to build up our facilities before the police and Sharks conflict boils over - but that is still just a symptom - the root cause are the aliens.
 
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But if we're pawning stuff from the woods, why not immediately swap out Reading Up on Aliens with paying the Hint Man for the OPF's plan?
I don't know where reading up on aliens comes into it, given thats a Learning option, but mainly...

Hint man puts us in debt, which sucks when we don't quite have as much money as we might want yet. As things stand, we know the broad strokes of the OPF's plan - go thin Blue line and enforce order over all they see as unruly. They still need public support though, so they're waiting on the Sharks to do something stupid that will give them a Casus Belli. There's probably a number of specifics tied into it, and knowing those specifics would be helpful to thwarting said plans. However...

I'd rather, if needing to pay for hint man, use that money to instead get possible information on how to get into the Shack without fighting Pirkle. Depending on the situation, Trying to attack Pirkle to get access to the shack could result in the conflict starting up, and we might be too exhausted from fighting him to be able to then fight the Titanic Ant. Being able to cut the Knot if needs be would be useful.

I might be overly optimistic on what information we might be getting though. So it still might be wiser to talk about the OPF... but even so, I'd like to build back some cash first.
For C.D., taxes, play baseball (?), school (diplomacy), and hang out with Kyoko.
Honestly, I'd rather take the chance to get the Lab built - we NEED infrastructure to be able to properly do... well, anything. Ideally we'd eventually build all of those facilities sooner or later. It also doesn't cost money and has a pretty low DC at 35, whilst getting us access to stuff like PSI research and studying the Starman Corpse. This frees us up to some degree with Martial actions, which we can then use for taking the Hill next turn.
 
Hm....we gotta try and get the Sharks to de-escalate...or at least keep their heads down....until the time is right. We need to expand our numbers....get up a barracks, a lab, a radio room.....we need funds.....

The Outfielders Base is a treehouse behind the local Library.....Does the Library have a basement? Could we, somehow, commandeer the whole Library? Or at least some rooms in the back out of sight?

We also need to take the Hill. The Tunnels mentioned there could make for a good shelter, just in case.

We also need to track down the 'Sugared'. If we get the lab set up...we could study them....Could we use PSI to...forcibly extract the Antoid from the unfortunate?
 
with personals, getting the lab seems an action economy opportunity too good to miss out on, which sucks for fitting stuff in but if it means we can research sugared a turn earlier then that's *big* for preventing them screwing everything up
with the other two, CD going to school and hanging out with Kyoko (who's also going to school) just seems an ideal combination? plenty to accomplsih there so i'm not worried about it repeating or anything, and gives stat buffs too
would like stuff like meditation/taxes but if anything's being left out, it should be stuff that's not immediately relevant

seconding stewardship being hunting for stuff if we're playing it safe, factory if we're willing to take risks (could suck but might be worth it? so would depend on specifics). the hint man seems a bit pricy at this point in time when there's existing worthwhile stuff to buy, plus if money ever starts burning a hole in our pockets we could always go shopping and possibly get a bunch of small boosts
Hm....we gotta try and get the Sharks to de-escalate...or at least keep their heads down....until the time is right. We need to expand our numbers....get up a barracks, a lab, a radio room.....we need funds.....
luckily for funds at least we should be somewhat fine? +1 per turn from factory shares and we have 4 at the moment. individual constructions don't cost too much actually, so i'd reckon we'd produce funds faster than using them up (even if taking the factory action which would cost them all, we're doing lab stuff first which is free, and in future turns we'd probably have some more from stewardship actions, possibly even higher interest if we pull off factory shares?)

PSI may be relevant to extract them but we'll have to see (don't think using lifeup to heal them out of the body directly would work, so we may need something more specialist?). on the bright side, maybe we just need to find a substance that's harmful to the parasite but fine to the human and then feed them a bunch to deworm them or something?

that said, if the process is particularly invasive then Lifeup may be very helpful for healing the victims? bit gruesome but there's a solid chance their internals are screwed up by being hosts, so magical healing could be *very* useful for making things less messed up there in a way surgery/medicine couldn't manage...
 
PSI may be relevant to extract them but we'll have to see (don't think using lifeup to heal them out of the body directly would work, so we may need something more specialist?). on the bright side, maybe we just need to find a substance that's harmful to the parasite but fine to the human and then feed them a bunch to deworm them or something?
that said, if the process is particularly invasive then Lifeup may be very helpful for healing the victims? bit gruesome but there's a solid chance their internals are screwed up by being hosts, so magical healing could be *very* useful for making things less messed up there in a way surgery/medicine couldn't manage...
I almost literally had the idea of using solely PSI to take the Antoids out...like, using the force to rip them out of their host's body....

But using some substance to harm the parasite but harmless to the host WOULD be more useful....but Lifeup WOULD be needed either way....with more animated objects, enthralled animals....We're in for a rough time....

Anyway we can learn sorcery on top of PSI? It might save us some headaches....
 
As in, if we are pawning stuff off from the woods, we should have enough funds to not go in debt.

Honestly, I worry that we don't have time to build up our facilities before the police and Sharks conflict boils over - but that is still just a symptom - the root cause are the aliens.
I'm assuming you're planning for the turn after this one then, for the hint man? because otherwise we literally don't have the actions - those are both stewardship.

As for facilities, I'm not sure what you mean? This (or the martial variant) is the option for building up the facilities. unless the conflict boils over next turn, all we'd need is a successful check and we'd have it built and could start researching. And whilst the research might not pay off before said conflict, we're going to need it in the long term. We need to have those ways to have our group grow in power to be ready for threats that come up.
 
Anyway we can learn sorcery on top of PSI? It might save us some headaches....
might be possible? but PSI is more accessible right now, though
they might generally be different faces of a greater whole, anyhow

As for facilities, I'm not sure what you mean? This (or the martial variant) is the option for building up the facilities. unless the conflict boils over next turn, all we'd need is a successful check and we'd have it built and could start researching. And whilst the research might not pay off before said conflict, we're going to need it in the long term. We need to have those ways to have our group grow in power to be ready for threats that come up.
specific facilities are probably going to be highly useful but most of them not mandatory to continue, so the real issue is being able to get them installed without sacrificing too many martial/personal actions? both of which i bet will be important

just need to get the best we can while dealing with the current "defuse gang war/get rid of alien infiltrators" situation?
 
Do we still want to take the Hill?

I do want to make that happen sooner or later, but I do think it can be delayed (for now)
To a degree, I expect the animals are amassing not just to harm people, but as defensive measures for the hill + giant's foot, the way that the crows were defending the hill

3)Pawn Crap from the woods - I might have been tempted to try psychic healing, but we don't want to jack suspicion up just yet, and we also don't want to potentially burn any psychic training bonus we have for that. I'm not convinced on the factory on account that we'd probably need to break the second DC to not suffer from a Reputation down or go into debt, and if that was acceptable, I'd rather talk to the Hint Man. This has an initial threshold that's only slightly higher, won't cost funds or rep, and getting that 80 will probably have some fun effects.

That's a good option for stewardship without further factory investment, agreed
 
Personally I see it as such:
Setting up the lab is a whole martial turn, otherwise, and doing it now via the personal is a martial turn saved
the only option to capture the ant-infested persons is a martial act so far, and that's what I expect it to remain
ergo, if we succeed on our intrigue this turn, and have the lab set up, I wonder if we could make "test cures for the ant infestation"

Honestly didnt care to much on setting up the lab this turn even after being reminded it was free but honestly this is such a good point. We will need to take the martial action to kidnap a Sugared first but we can do it either next turn or the turn after, but having the lab ready for when we do is really good as we want the sugared for as little time as possible as to not have the police not get suspiscous. We might want a proper learning hero by that point (Which if we hopefully get Franky he probably will be one), but Buzz Buzz might be good enough depending on the DC as we have a +18 Learning combined.

I did want to take the hill next turn, but we might have to put that off again for the sugared kidnapping. But depending on what happens this turn and the enemy actions their might be new actions that are more important but thats future issues. Right now honestly my priorities are Sharks > Sugared > Police > Giants Step. The Sugared are above the police as they are trying to escalate and have the OPF and Sharks fight each other.

As for Learning I want to do Simple Armor, as while better weapons and Bats are good, i'd rather get atleast some defenses first as we currently have none. I dont know when we will come to blows with the OPF and I assume it takes two turns to Reasearch items and then another to make them. Though I wouldnt mind doing Read up on Aliens, or the Catalouge Wildlife actions either.

Stewardship im split between Investing and Loot the Woods. Investing is risky if we roll really poorly and we dont have a hero one that action this turn since I think the other actions are more important. But it can hopefully get us more income perturn and if we roll really well we wont be dirt broke next turn (Just regular broke) its more of a long term action. While the pawning will hopefully get us more funds and maybe a cool item or two and I wouldnt care to much if we fail besides the fact we lost an action, so its more of a Short term action.
 
Honestly half the problem is Porky having our best Stew score whilst also having a godlike intrigue score for our level. It feels like a waste not having him do something Stewardship related.

...Actually, a good plan for less Int crucial turns might be to swap him and Buzz Buzz - BB's intrigue is still 15, that's reasonable, giving us a +18 bonus.
specific facilities are probably going to be highly useful but most of them not mandatory to continue, so the real issue is being able to get them installed without sacrificing too many martial/personal actions? both of which i bet will be important
Didn't reply to this earlier, but I think it's worth pointing out that whilst you're right that not every facility that comes up will be required, many of them will very much be useful, even if it's definitely more effort than it's worth to overfocus on them. I can see stuff like the War Room being helpful for actually managing and organising our various forces.

...I also very much want to make the Dr. Strangelove reference with the kids.
 
e might want a proper learning hero by that point (Which if we hopefully get Franky he probably will be one)
franky is a full on faction leader so note that even if we massively succeed he's probably not just going to up and immediately join our notably less successful gang? sure there's the prospect of assimilating them, but from what i read of it that'd possibly be a longer-term prospect/require follow ups, or maybe need us to outmatch/win against them significantly or something?
at the moment going off of or weaker manpower/group identity, we'd probably end up assimilating more into them if a merger happened :P

(we might get collaborations or something unlocked but then the question is if they're worth the hassle to setup or not?)

as for the other stuff, kidnapping a sugared this turn has appeal since it means we may be able to research them immediately but it could cost us in the short term (holding them is an issue/we may be doing it with little intel, so could end up being a mess unless the intrigue/lab setup appears immediately beforehand (and the lab includes restraints). and even if that stuff's fine there's still the issue of it preventing other martial actions)

and i'm in favor of investing, though it's a bit weird admittedly.
even if it's a risk, this turn the DC's lower than it would otherwise be so seems more worthwhile? so could still be better even if in future turns (when we have more funds). i guess the fact that we're getting reduced funds cost along with the risk is an appeal too, since it means even if it costs a fund extra in debt then it wouldn't cost more overall, right?

Didn't reply to this earlier, but I think it's worth pointing out that whilst you're right that not every facility that comes up will be required, many of them will very much be useful, even if it's definitely more effort than it's worth to overfocus on them. I can see stuff like the War Room being helpful for actually managing and organising our various forces.
i imagine any DC decreases/increased operational capacity would be very handy yeah, so personally part of radio room gang (after lab, and only when we have the hill to build it in without wasting actions on expansion)
 
franky is a full on faction leader so note that even if we massively succeed he's probably not just going to up and immediately join our notably less successful gang? sure there's the prospect of assimilating them, but from what i read of it that'd possibly be a longer-term prospect/require follow ups, or maybe need us to outmatch/win against them significantly or something?
at the moment going off of or weaker manpower/group identity, we'd probably end up assimilating more into them if a merger happened
Yeah. I'm hoping for more of a peace/alliance. It might also be that it helps us significantly with talks, and in that case, if we're not able to here, us revealing the invasion would do a lot to potentially cause him to fold.

Though it's also worth mentioning that in canon, getting his ass kicked by Ness causes him to declare that No-Fail Frank is now just Failure Frank. So managing to get a decent win on him could result in it being a blow to his Ego. Still probably not enough to actually let us subsume him all in one, but enough where we might be able to soon push things there if nothing else.
i imagine any DC decreases/increased operational capacity would be very handy yeah, so personally part of radio room gang (after lab, and only when we have the hill to build it in without wasting actions on expansion)
Radio room does sound useful, but I'd also suggest maybe spending a turn to steal some electronics in that case. Doesn't seem like it hurts our rep, and it'd probably fulfill the same role as us having lready managed to get the Lab Equipment, cancelling the cost. Could give us more room to spend our cash.
 
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Radio room does sound useful, but I'd also suggest maybe spending a turn to steal some electronics in that case. Doesn't seem like it hurts our rep, and it'd probably fulfill the same role as us having lready managed to get the Lab Equipment, cancelling the cost. Could give us more room to spend our cash.
possibly a good call, depends on action economy really? at the moment it definitely seems easier to fit in actions to generate 2 funds worth of stuff than to get an extra intrigue action to do it in afterall? (mostly since we don't have much better to do with currently active stewardship actions)
if the stuff gives an improved radio room/the funds and extra stuff it could be pretty worthwhile, though for now there's keeping an eye on alien movements
 
I'll admit, I havent yet seen a ck2 quest in 8bit dystopia handle "you beat a rival gang / faction and absorbed or recruited them without slaughtering their leader", so I do wonder how Franky'll work out when we get there. I love this crossover setting / subgenre, but none have advanced to a turn 10 yet
 
Sorry, I'll like to clarify some things.
  1. I've always assumed that our actions are not limited to categories - that is, if we wanted, we could take 5 Martial actions in one turn, and so on and so forth. Is that not the case?
  2. I can't find the details on how much Facility Slots our base currently has that can be used to build facilities. How many do we currently have?
  3. On my earlier omake, I finally managed to decipher the media on my phone. It's because I zoom in to read better on my desktop, so it was on my mobile that I realized it wasn't a face but an alien protruding out of a mouth. Will edit my omake to follow.
 
franky is a full on faction leader so note that even if we massively succeed he's probably not just going to up and immediately join our notably less successful gang? sure there's the prospect of assimilating them, but from what i read of it that'd possibly be a longer-term prospect/require follow ups, or maybe need us to outmatch/win against them significantly or something?
at the moment going off of or weaker manpower/group identity, we'd probably end up assimilating more into them if a merger happened :P

(we might get collaborations or something unlocked but then the question is if they're worth the hassle to setup or not?)

as for the other stuff, kidnapping a sugared this turn has appeal since it means we may be able to research them immediately but it could cost us in the short term (holding them is an issue/we may be doing it with little intel, so could end up being a mess unless the intrigue/lab setup appears immediately beforehand (and the lab includes restraints). and even if that stuff's fine there's still the issue of it preventing other martial actions)

and i'm in favor of investing, though it's a bit weird admittedly.
even if it's a risk, this turn the DC's lower than it would otherwise be so seems more worthwhile? so could still be better even if in future turns (when we have more funds). i guess the fact that we're getting reduced funds cost along with the risk is an appeal too, since it means even if it costs a fund extra in debt then it wouldn't cost more overall, right?


i imagine any DC decreases/increased operational capacity would be very handy yeah, so personally part of radio room gang (after lab, and only when we have the hill to build it in without wasting actions on expansion)

To be fair that is the reason I put Hopefully their. I dont think we get Franky this turn but in the games they chilled out and respected Ness once he beat them, and this isnt just any ordinary baseball too so I think as long as it's violent enough they will accept the loss, but we might have to take one more action to finalize it all. (If we roll well obviously) But the most likely outcome is atleast making a deal with them or truce or something along those lines.

Besides the logistical issues with capturing a sugared right now, it's a martial action and I think dealing with the sharks in some way is more important this turn. Plus its a high DC and while we have like +31 I think if we did the action with kyoko tracking them might also lower the DC as well.

I dont think the investment is that bad anymore to do this turn and wouldnt mind if we did it or the pawning action for stewardship as I think they both are worthy. And I too am apart of Radio Gang!!! I think it will be the best choice next, especially with all the weird radio stuff going on recently.

I'll admit, I havent yet seen a ck2 quest in 8bit dystopia handle "you beat a rival gang / faction and absorbed or recruited them without slaughtering their leader", so I do wonder how Franky'll work out when we get there. I love this crossover setting / subgenre, but none have advanced to a turn 10 yet

Yeah because none of them are FRANKY!!!! He's just kinda chill like that.




Ok back to writing my Dr Light Omake, since this idea wont leave my head!
 
I'll admit, I havent yet seen a ck2 quest in 8bit dystopia handle "you beat a rival gang / faction and absorbed or recruited them without slaughtering their leader", so I do wonder how Franky'll work out when we get there. I love this crossover setting / subgenre, but none have advanced to a turn 10 yet
looks like we're flying by the seat of our pants!
presumably if members of the sharks don't hate us and share goals it could work through mutual understanding and everyone just going along with it? it's truly that simple when there's no interfering factors tbh (i hope)
  1. I've always assumed that our actions are not limited to categories - that is, if we wanted, we could take 5 Martial actions in one turn, and so on and so forth. Is that not the case?
  2. I can't find the details on how much Facility Slots our base currently has that can be used to build facilities. How many do we currently have?
  3. On my earlier omake, I finally managed to decipher the media on my phone. It's because I zoom in to read better on my desktop, so it was on my mobile that I realized it wasn't a face but an alien protruding out of a mouth. Will edit my omake to follow.
it's the case in some quests (fractured fantasy, for one) but i don't remember seeing it was here so easier to assume no
we have 1 facility slot in the treehouse right now. to get more, we can either take an action to expand it for extra slots or claim the hill and build stuff there (it has a house, so we should probably get at least one without any construction needed?)

Besides the logistical issues with capturing a sugared right now, it's a martial action and I think dealing with the sharks in some way is more important this turn. Plus its a high DC and while we have like +31 I think if we did the action with kyoko tracking them might also lower the DC as well.
if kyoko lowers the DC i'm sure porky would fine too? or do you think she'd get that in particular? i'm guessing one of the main appeals of tracking is to make it easier to abduct one so i wouldn't worry about needing specific heroes?
 
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