A bit too late for me to comment on everything, so this time it's going to be only voting options.
I'm against this. Yes, more Materials would be useful, but the Merchants already have a big stake in our airship business. Letting them influence, or even control, more of our income could cause trouble.[] Accept The Deal
(All Mines, Ashleaf Nursery, Black Root fields, and Desalination Basins have their dice changed to fixed income. Equal to half +50% of the rolls.)
[] Decline The Deal
(Nothing Happens.)
Worse chances and even more expensive Goodwill-wise. Seems we really should focus on the laws instead.[ ] REALLY? REALLY! REALLY?!
WHAT THE FUCK B'IL?! Yes, the laws exist, but their spirit was broken by sticking to their letters. Do you think that that wouldn't make some people angry, like, say, the cult with massive soft power in your backyard? Raise a stink, and make that sour the fuckers mood!
(Chance: 15/-55/-95%
Cost: 20 Goodwill
Reward: Pressure High Judge B'il and turn the discussion and news coverage against him and the verdict.)
Is this like the basic local base? Reducing upkeep by 0.75 Materials per building in that location?[ ] Localized Headquarters - (Location)
Having created a shelter, expanding the building to encompass several barracks, a canteen, storage rooms, a medical section, and an administrative body will improve your efficiency within the city!
(Required: Local Base
Cost: 20 Materials, Upkeep: 2.50 Materials
Reward: Local Headquarters, Upkeep of chosen location is reduced by 0.75 Materials.)
Definitely one of our Actions on this.[ ] Build A Humane Primitive Asylum - (Location)
Nothing stands between the creation of an Asylum led by the Pilgrims now. Contact local builders, set Marxcim to design the structure, and call for volunteers to be trained and paid for taking care of the patients. Of course, some will see the giving over of the mentally ill to a religion-led institution as a terrible idea. Still, those voices will cease after some time has passed and, hopefully, recovered patients walk out of the Asylum.
(Cost: 25 Materials, 6 Materials Upkeep, 4 Goodwill
Reward: Humane Primitive Asylum, +0.2 Goodwill per Turn, -1 Piety for the first building.)
I would like to do this during this Turn, and the Favor next Turn. That should mean any changes to the laws or actions resulting from that should fall around the time the expedition comes back.[ ] Trading Favors
While a favor owed to you by the ruling House of a vital trading Region within the Empire can do much, overturning Ordinance #326b-S and #14-VV7 will need more. To be specific, the support of either House Mirn or Ularn, optimally both. You just need to find out what would convince them to support your petition!
...Yeah, you're going to ask Lady Maranica.
(Cost: Favors with Noble Houses? Artifacts? Expeditions? You won't know until you ask!
Chance: 99%
Reward: Further Support for clarifying/changing the laws. Autosucceeds "Lady Tessen? About Our Favor..." if both actions are taken, and all costs are accepted.)
I'm tempted to purely use Adventurers on that, but the Wall could use the experience...[ ] Gargoyle Problems - (Unit/s)
The attacks of the Gargoyles on villages are highly unusual and downright incredible. Such attacks usually happen because somebody had stolen a Gargoyle juvenile, wounded or killed one, or because the Gargoyle's themselves are starving and diseased. They are herbivore scavengers who are flighty, not aggressive. Yet, despite their unusual behavior, they are attacking people and need to be dealt with by iron and flame if required.
-[ ] Hire Adventurers
(Cost: 3.2 Materials
Reward: +15 to the roll.)
(Chance: 54%
Reward: Unit Experience, 0.01 Goodwill if failed, 0.05 if successful, and the gratitude of Mutated Villages.)
Ugh, that's going to take Auto-Successes. Could be finished in two Turns with some Artefacts, though.[ ] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy)
It is possible, if difficult, to minimize the size of the Vuur to incorporate it into moving carriages, not unlike motorcycles. Yet, the energy efficiency is atrocious; the resources needed to keep them moving are so vast that they nearly cannot transport them themselves, not to mention the costs! So, improve efficiency to allow you to create economically viable engines. Luckily, you have already found a few tricks and snags, which Turi estimates shaved off at least a year of effort.
(Cost: 16 Materials
Chance: -08/-64/-120 for 1/2/3 Successes, Successes needed: 7
Reward: Can incorporate the Vuur-Engine into large carriages for either transportation or agriculture.)
Part 2 will take a long time, even with Auto-Successes. But the Payload could be finished in time for the expedition.[ ] Fuck That Guy And Everything Around Him - Part 2 - (Physics/All Chemicals/Advanced Weapons)
You figured out a viable mortar you could use. But that is all that this weapon is, viable. Something like that cannot stand, not while you have the chance to end threats without risking lives! Figure out how to incorporate the advancements you had within the mortar's development into a new version. Improving range, accuracy, payload size, reliability, cost of production, and moveability will be critical to ensure that this weapon can be used and distributed widely among our forces.
(Cost: 56 Materials
Chance: 47/02/-43 for 1/2/3 Successes, Successes needed: 18
Reward: Static Mortar - Standardized, a powerful weapon with limited range, yet good accuracy, deployed before the battle.)
[ ] Payloads May Vary - (Physics/All Chemicals/Advanced Weapons)
It is one thing to shoot something up and make it come down where you want it to and shoot various ammunition types across the battlefield. Luckily, with access to many examples, you managed to accrue quite the assortment of possible payloads!
(Cost: 24 Materials
Chance: 71/43/21 for 1/2/3 Successes, Successes needed: 3
Reward: Payloads; Acid Globules, Sleeping/Choking Gas, Fire Cannisters, Explosive Warheads, Seeker Shells, Flaming Ordinance.)
I think the number of finished Successes is wrong. I think 3 was during the first Turn of research, by now we are around, 9 I think?[X] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (3/20 Successes)
Probably should work our way from the outside in. Letting military gear lie around could also be a problem. Maybe a scouting action on the floor, to get an idea of what we have to deal with?
Huh, a second Forge-Clan Action. Not sure what would be a good idea...[ ] Meira's Hidden - (1 Action)
-[ ] Commission An Artifice - (Item/Effect)
(Cost: ??? Materials
Reward: Meira's Hidden will fashion an Artifice for the Pilgrims, be that surgical tools, a weapon, armor, or underwear.)