I think it's different, we get +1 income per every clothing artefact used. So we could get +6 income for 1 action, not a bad trade.
Nah, it's +1 income per Artefact and Success. I think the maximum income for one Action would be +3?
The decorative armor counts!
Makes sense with this being a deathworld and everyone having at least a dagger.
As you will be freely sharing your findings, it does!
(Assume that all research which will improve things like agriculture, medicine, etc. will apply.)
Our Tenets make this much easier. A boost to the Success chance of 10% on average could help with some projects.
Ok, the Core means we get a bonus to projects that involve Physics, Engineering, or Psychology. We also should start repaying the loan and deal with the housing crisis.
[] Plan Gold(Steam) Rush
-[][Faith] Expand Your Hospices - (Strul) - (0/1 Turns Complete) - (-5 Materials)
-[][Faith] The Pilgrims Need You! - (0/2 Turns Complete)
-[][Diplomacy] Low-End Introduction (Chance: 70% for Locals)- (Conclave of Faya) - (0/1 Successes)
-[][Martial] Build An Armory - (Grand) - (2/4 Turns Complete)
--[] Keep the Wall unit at the Mirn
Consensual
-[][Learning] Assemble The Theorists! - (Common Psychology Theory)
--[] (1[SC] +12, Scientific Theory +15, Black Box +5, +6 FF)=+38
--[]-
-[][Learning] Illness Of The Mind - (Psychology)- (3/15 Successes)
--[] [PD], [DoD], [In The Name Of Profit], (Scientific Theory +15, Black Box +5)=+20
--[]-
-[][Learning] Lend A Hand, Arm, And Leg - Part 1 - (All Mechanics/All Electronics) - (3/4 Successes)
--[] (1 [ENGI] +14, Scientific Theory +15, Electronics Workshop +20, +4 FF)=+53
--[]-
-[][Archeology] Prepare an Expedition (GY-03) - (Preperation: 2 Turns) - (House Mirn support: N)
-[][Tree of Knowledge] Laboratories - Grand - (2/5 Turns Complete)
-[][Tree of Knowledge] Library - (Basic) - (1/6 Turns Complete)
-[][Holdings] Engine Assembly - (4/7 Turns Complete) - [Sandcrete](-12.5 Materials)
--[] Hire Contractors - (*1) - (-7 Materials)
-[][Holdings: One-Turn] Expand The Living Spaces - Subsidized - (0/1 Turns Complete)
-[][Aria action] Relax - (Exploring Norqod while it's still a small town and not gold rush central?)
-[][Martyris action] Too Much To Do - (Scout The Rusting Chimes) - (0/1 Turns Complete) - (Tech-Scouts))
--[] +1 FF, Personal Action +50
-[][Martyris action] Too Much To Do - (Detective Courses For Beginners - (An Unburnable One +50 to ???) - (0/2 Successes)
--[] +6 FF, Personal Action +50
-[] Merchants - (All Are Free Actions)
--[] Repay Loan - (-120 Materials)
--[] Backroom Deals - (Print Shop - Smut)
-[] The Adventurer Guild - (1 Action)
-[]-
-[] The Union Of Herbalists - (Choose 1 Action)
-[] Study Sessions - (1 Faithful) - (0/8 Turns Complete) - (-2.50 Material)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] In The Name Of Profit - (Illness Of The Mind) - (0/1 Turns Complete) - (-15 Materials)
-[] Forge Clan Vanar-Feer - (1 Action Locked)
--[] Engineers Galore - (Engineer) - (4/6 Turns Complete) - (-15 Materials)
-[] The Followers Of Light - (1 Action)
--[]-
-[] The Bureau For Imperial Civilian Logistics - (1 Action)
--[]-
-[] Nine Tribes Council - (1 Action)
--[]-
Costs: 5 Materials+ 12.5 Materials+ 7 Materials+ 120 Materials+ 2.50 Material+ 15 Materials+ 15 Materials+ =177 Materials
Remaining budget: 262.60 - 177 Materials = 85.6 Materials
Ok, this should work. We have quite a bit of budget left over, but next Turn our Holdings Action will be open and most options for that are rather expensive.
Anyway, most actions were already locked in so there wasn't much to decide. Expand The Living Spaces is a must though because once we finish the Engine Assembly even more people will move towards Norqod. I also contact the Conclave of Faya, so our urban expansion will hopefully be colorful.