We should be careful about adding buildings to Norqod. The Eternal Arts action gets extended by 3 every time a new building is constructed in Norqod, meaning if we aren't careful it will never finish.
 
We should be careful about adding buildings to Norqod. The Eternal Arts action gets extended by 3 every time a new building is constructed in Norqod, meaning if we aren't careful it will never finish.
The action says it lasts for 15 turns, so I imagine that it will go until 15 and then stop until we pay again. It's not like the work will be unfinished, more like we'll have building prettier than others.
 
@HeroCooky

I've been musing about expanding our action catagories to include an Intrigue section, separating it from Diplomacy and giving it a dedicated die each turn. I think I actually have enough material for an IC Proposal Omake regarding it (the multiple Investigation and Scouting Plots have been very helpful for this), but I wanted to check if this was something you were amenable to in general, and to see the thread interest in the subject before I committed to it.
 
These are said to need extra guards, so we might need to build the barracks first to avoid security issues. And I'm categorically opposed to Sin Run, it is one thing to provide security for sex workers but outright opening casinos is a step too far for me.


For the airships we are still missing some techs to make ships that are more than floating caskets. Mainly armored bags and propulsion in the air.
Are we not the best people to operate one though since we will have no problems cutting people off and even hounding them if they do have a gambling problem?
 
Are we not the best people to operate one though since we will have no problems cutting people off and even hounding them if they do have a gambling problem?
No, and it goes against what we are trying to do as a cult. We didn't build the Consensual because it made money, we did it because we wanted to help the sex workers who had poor working conditions.

This is not the case with casinos, we are not helping anyone by building a casino. In fact, the more people try gambling the more people discover they are prone to gambling addiction, look at videogames nowadays. Also, that answer soind like something a EA would say to justify their lootboxes on FIFA.
 
No, and it goes against what we are trying to do as a cult. We didn't build the Consensual because it made money, we did it because we wanted to help the sex workers who had poor working conditions.

This is not the case with casinos, we are not helping anyone by building a casino. In fact, the more people try gambling the more people discover they are prone to gambling addiction, look at videogames nowadays. Also, that answer soind like something a EA would say to justify their lootboxes on FIFA.
I do not accuse you of anything and you accuse me of being of the calibre of EA.......
 
I do not accuse you of anything and you accuse me of being of the calibre of EA.......
I'm sorry I didn't mean to imply you were anything like EA, but that's the first analogy I came up with.

There's no widespread gambling problems in the region, so I don't want to dabble in it and cause a problem that we then have to fix.
 
@HeroCooky

I've been musing about expanding our action catagories to include an Intrigue section, separating it from Diplomacy and giving it a dedicated die each turn. I think I actually have enough material for an IC Proposal Omake regarding it (the multiple Investigation and Scouting Plots have been very helpful for this), but I wanted to check if this was something you were amenable to in general, and to see the thread interest in the subject before I committed to it.
You can try, but Diplomacy will then consist of only... 2 options? if I split the intruige off.
I have to ask, What does this exactly do? Is it a healing missile or just an analgesic one? Because the medicine tag implies that the payload is somehow good to your health so depending on the effect I'll give a different tech write-in.
A widespread analgesic application.
 
A widespread analgesic application.
Okay, here's a tech idea, I imagine they wouldn't make it addictive if they were using it on soldiers.

Pain-B-Gone (Medicine)
It came as a surprise to find a missile warhead not meant to cause a horrible death to your enemies. Now, as we stand right now we have no way or need to launch massive amounts of aerolised painkillers over a battlefield but if we manage to replicate the compound we would be able to create a very effective and easy to use pain killer. Just spray over the hurt area and feel the pain go away.
Need: Saint-And-Hallow Warhead
 
Okay, here's a tech idea, I imagine they wouldn't make it addictive if they were using it on soldiers.

Pain-B-Gone (Medicine)
It came as a surprise to find a missile warhead not meant to cause a horrible death to your enemies. Now, as we stand right now we have no way or need to launch massive amounts of aerolised painkillers over a battlefield but if we manage to replicate the compound we would be able to create a very effective and easy to use pain killer. Just spray over the hurt area and feel the pain go away.
Need: Saint-And-Hallow Warhead
Accepted! Will add that proposal once I am back from work.
 
What great time to invest on security and 8nfiltrate criminal groups
They specifically said that things are so chaotic and changing so fast that infiltrating them is out of the question. Right now we are at the stage of hundreds of minor gangs all fighting each other. We should wait until the major contestants appear before considering infiltrating.

Ditto on the guards though.
 
They specifically said that things are so chaotic and changing so fast that infiltrating them is out of the question. Right now we are at the stage of hundreds of minor gangs all fighting each other. We should wait until the major contestants appear before considering infiltrating.

Ditto on the guards though.

Some self defense and/or fitness classes?

Small time gangs love to ambush people to rob them

Teaching people to how actually run away fast or punch if they cant run can go a long way
 
Some self defense and/or fitness classes?

Small time gangs love to ambush people to rob them

Teaching people to how actually run away fast or punch if they cant run can go a long way
That might work. You'll have to tag Hero to see if its feasible.
While a good suggestion, as a general rule, everybody is armed with at least one weapon (when not in their homes within a city) and up to three weapons with armor at all times (even while sleeping in Red Zones.).

Robbing a person is less: "I have Knoife!" And more: "We Have Knoife!"
 
While a good suggestion, as a general rule, everybody is armed with at least one weapon (when not in their homes within a city) and up to three weapons with armor at all times (even while sleeping in Red Zones.).

Robbing a person is less: "I have Knoife!" And more: "We Have Knoife!"

Thanks for clarifying
Even so i feel having education on how to actually figth would be massively useful short and long term

[] feel the burn:
organize communal activities dedicated to fitness as well self defense among the pilgrims,encourage healthy lifestyle
(45/75/100)

I imagine each success tier means how strong the pilgrims adopt saod fitness culture

Where first tier is "slow adoption" and above third tier is


View: https://youtu.be/ESCqT07y9nk

(Tho less bulky body types tho)

How many turns/success should it be?
 
Even so i feel having education on how to actually figth would be massively useful short and long term
I should have further explained, but, on short: everybody (except the disabled and pregnant) above 16 and under 40 is (within Slatnan) expected to train 1 hour per week within the militia, and uptä to 5 depending on your Zone.
I imagine each success tier means how strong the pilgrims adopt saod fitness culture

How many turns/success should it be
I'll whip something up in an hour, 'cause then I'll be back home.

Edit: @Amilia, @armentho have added your proposals into Learning - Medicinal and Tree Of Knowledge respectively.
 
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The action says it lasts for 15 turns, so I imagine that it will go until 15 and then stop until we pay again. It's not like the work will be unfinished, more like we'll have building prettier than others.
As I understand it "Eternal Arts" costs 5 Materials per Turn and originally would have gone on for 15 Turns. But the number of Turns gets expanded by 3 for every new "building" we make. Not that much of a problem because most projects take more than 3 Turns anyway. So we only slow down, instead of losing progress.

[][House Ulatarn] Connect 6 Trade Routes With Any House Ularn City (Ularn/Jokvi/Strul)
[][House Mirn] Build Asylums In All Their Cities (Mirn/Zulmni) + 20 Materials Worth Of Artifacts (Artifacts)

[] Plan Forest Preparations
-[][Faith] Build A Humane Primitive Asylum - (Zulmni) - (0/1 Turns Complete) - (-25 Materials, -4 Goodwill)
-[][Faith] Feed The Masses - (Mirn?) - (0/8 Turns Complete) - (-55 Materials)
-[][Diplomacy] School The Diplomat-Corp - (Specialized) - (Criminal Gangs) - (0/2 Turns Complete)
--[] +6FF
-[][Martial] Build A Training Field - (Expanded) - (2/4 Turns Completed) - [Sandcrete](-12.5 Materials)
-[][Learning] Optical Camouflage - (Advanced Chemical/Advanced Biology) - (0/10 Successes)
--[] [PD], [DoD], (1 [DOC] +12, Scientific Theory +15, +3FF)=+30
--[] Electric Collars/Shackles/Implants +50 to Advanced Psychology/Electronics/Pioneer Medicine/Biology, 1 Baby Gargoyle Skeleton +20 to Advanced Biology/Armor=+70
-[][Learning] Reach Out And Stab Someone - (Weapons) - (0/1 Successes)
--[] (Scientific Theory +15)=+15
--[] Glaive +5 to Common Weapons=+5
-[][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (14/20 Successes)
--[] (1 [SC] +12, Scientific Theory +15)=+27
--[]-
-[][Archeology] Loot The Bunkers Outer Defenses - (1/3 Turns Complete)
--[] ( 1 [ENG] +14, +6FF)=+20
-[][Tree of Knowledge] Shift Your Bureaucracy
-[][Tree of Knowledge] Library - (Basic) - (5/6 Turns Complete)
-[][Holdings] Simple Hospital - (0/3 Turns Complete) - (-14 Materials)
--[] Hire Contractors - (2*7 Materials= -14 Materials)
-[][Aria action] Locked
-[][Martyris action] Shift Your Bureaucracy From (Tree of Knowledge) To (Archeology) - (0/1 Turns Complete) - (-1 Material)
-[][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts)) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[](Personal Action +45, +6FF)=+51
--[]Establish A Trade Route From (Strul) To (Mirn) - (-17.13 Materials)


-[] Merchants - (All Are Free Actions)
--[] Backroom Deals - (Administration Center - Grand)
--[] Repay Loan - (-30 Materials)
-[] The Adventurer Guild - (1 Action)
--[] Investigate - (Criminal Organisations) - (-3 Materials)
-[] The Military - (1 Action)
--[] War Lessons - (Tech-Scouts) - (-2 Materials)
-[] The Union Of Herbalists - (Choose 1 Action)
--[] Study Sessions - (4/8 Turns Complete) - (-2.50 Materials)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (1/4 Turns Complete) - (-6 Materials)
-[] Forge Clan Vanar-Feer - (Choose 1 Action)
--[] Made To Order: Take a look at Martyris' "Poisoned By A Plague-Engine - Medicated Immunity" trait. - (-11.07 Materials)
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Build A Humane Primitive Asylum - (Zulmni))
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Norqod) - (3/24 Turns Complete) - (-5 Materials)



Costs: 25 Materials+ 55 Materials+ 12.5 Materials+ 14 Materials+ 14 Materials+ 1 Material+ 6 Materials+ 17.13 Materials+ 30 Materials+ 3 Materials+ 2 Materials+ 2.50 Materials+ 11.07 Materials+ 5 Materials= 198.2 Materials
Budget: 338.61 Materials
Remaining budget:338.61 Materials - 198.2 Materials = 140.41 Materials

A tentative plan. I still have 6 Faithfull and over 100 Materials left over, so not sure what to do with that.
Faith: Gets the last asylum we need for the Mirn favor and starts another big Faith project. I could switch that project to a school or orphanage if people want.

Diplomacy: Training in preparation for after the gang war. The +15 should count for infiltrations and Illuminate. We could switch to "From The Brink" or "We Are One People! - (Locals)".

Martial: Should finish this Turn with Sandcrete. I would like to recruit another military unit next Turn or expand the Tech-Scouts if we send more expeditions into the Forest for Cutters. Alternatively, we could recruit more guards.

Learning: "Optical Camouflage" to improve our success chances in the Forest, "Reach Out And Stab Someone" for the new unit I want to recruit during the next Turn(Monster Slayer could be useful), "The Means Of Reproduction" wouldn't finish during this Turn anyway so it gets 3 successes this Turn and another 3 next Turn.

Archeology: Continues the Bunker clearing operation and gets us another Cutter with a Personal Action.

Tree of Knowledge: Finishes the library and switches 1 Action to Archeology.

Holdings: The hospital, because our Medical Wing is already too small for all Pilgrims and having doctors in the settlement can't hurt. Especially if bodies start piling up from the gang war.

And now a few questions. @HeroCooky

1. Do we have to fulfill the conditions of the Nobles before we can do "Lady Tessen? About Our Favor..." with support?
2. How would re-training the Tech-Scouts with a "Pump Those Legs!" action work? Would Overstrenght turn them into a 12/12 size unit? Would Stealth Training give them a bonus on scouting actions?
3. Is "Feed The Masses" focused around a city we vote for?
4. What would a Forge-Clan project as I suggested with Martyris cost?

Edit: Changed the trading routes and added the Forge-Clan costs.
 
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1. Do we have to fulfill the conditions of the Nobles before we can do "Lady Tessen? About Our Favor..." with support?
You do not, but I would advise bee-lining those conditions if you do. Otherwise bad things will happen due to displeased nobels.
2. How would re-training the Tech-Scouts with a "Pump Those Legs!" action work? Would Overstrenght turn them into a 12/12 size unit? Would Stealth Training give them a bonus on scouting actions?
Overstrenght would turn them into a 12/12 Size Unit, which also needs the Materials for those extra 6 people. Stealth Training would give them a +5 to scouting (Active stealth in combat vs passive stealth across terrain)
3. Is "Feed The Masses" focused around a city we vote for?
Yes, but it attracts the desperate and hungry from other cities. Also, people who want a free meal.
4. What would a Forge-Clan project as I suggested with Martyris cost?
11.07 Materials for a specialist to look at what is happening.
 
Regarding the Nobles, do we only have to do one favor for each of them to get their support or do we have to pick several?
 
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