If we're going to do Secret Of The Circuit then we should at least do some Electronics theory. Though I don't think we'll be able to finich it in time for the competition if the expedition doesn't return next turn.
We have enough Artefacts and other bonuses to pretty reliably get 3 Successes every Turn. With the contest going for 8 Turns, we could get 24 Successes. And that is before the expedition comes back or we get to use In The Name Of Profit again, which we could use again in 2 Turns.
Even the second place would nearly cover the costs of the project, even without the extra income we would get from tech sales. Although, I should probably make sure that the next level of Circuit does give us what we need to win that contest.
@HeroCooky 1. Does the next level of Circuit get us cheap transistors like the ones the Bureau wants?
2. Oh, and we can't assign PD or the DoD to any Learning project, right? The Learning folder blurb makes it sound like we could still assign them to projects.
3. Do we need to set Materials aside if we want to reequip units with the result of "Optical Camouflage", assuming that action finishes?
[X] Plan All the Artefacts and Airships
-[X][Library - (Basic)] Put Physic Theorems +50 to All Physics into the Library.
-[X][Black Box] Switch Gutted Core to Äther-Battery(+5 to Pioneer Electronics/Physics/Chemicals/Engineering/Metallurgy)
-[X][Faith] Build A Humane Primitive Asylum - (Tessen) - (0/1 Turns Complete) - (-25 Materials)
-[X][Faith] Feed The Masses - (1/8 Turns Complete)
-[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (Criminal Gangs) - (1/2 Turns Complete)
--[X](+6FF)=+6
-[X][Martial] Pump Those Legs! - (???) - (- 9.85 Materials)
--[X] (Basic) Cloth/Leather Armor 0.80 Materials, Lillith (Glaive): Caphractan-Alloy 9.05 Materials,
-[X][Learning] Optical Camouflage - (Advanced Chemical/Advanced Biology) - (5/10 Successes)
--[X] (1 [SC] +12, 1 [DOC] +12, Scientific Theory +15, Black Box +5)=+44
--[X] Feeding Stations +20 to Advanced Weapons/Chemicals, 1 Acidic Globules +20 to Advanced Weapons/Chemicals, Report On Vivisections +20 to Advanced Biology=+60
-[X][Learning] Secret Of The Circuit Pt.3 - (Advanced/Pioneer Electronics) - (2/20 Successes) - (-120 Materials)
--[X] (Scientific Theory +15, Electronics Workshop +20, Black Box +5, +4FF)=+44
--[X] Thermodynamic Pump +20 to Advanced Hydraulics/Electronics, Seeker-Shells +20 to Advanced Weapons/Electronics, Hardened Tracking System +20 to Advanced Armor/Electronics, Rusted Walker Eye Component +20 to Advanced Electronics, 1 Destroyed Sentinel Remains +20 to Machinery/Armor/Programming/Electronics, Holographic Sights +20 to Advanced Weapons/Electronics=+120
-[X][Learning] The Means Of Reproduction - (All Chemicals/Medicine/Biology) - (17/20 Successes)
--[X] (Scientific Theory +15, Black Box +5)=+20
--[X]-
-[X][Archeology] Loot The Bunkers Outer Defenses - (2/3 Turns Complete)
--[X] (1 [ENG] +14, +6FF)=+20
-[X][Archeology] Recover Personal Cutters - Intact - (Tech-Scouts) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[X](+6FF)=+6
--[X]Establish A Trade Route From (The Tree) To (Strul) - (-17.13 Materials)
-[X][Tree of Knowledge] Communal Festival - (1/2 Turns Complete)
-[X][Holdings] Beverage Spoke - (0/3 Turns Complete) - (-37 Materials)
--[X] - (2*7 Materials= -14 Materials)
-[X][Aria action] Locked
-[X][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts)) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[X](Personal Action +35, +6FF)=+41
--[X]Establish A Trade Route From (Strul) To (Zulmni) - (-17.13 Materials)
-[X][Martyris action] Too Much To Do - (Assemble A Logic Bank - (1/3 Constructed) - (Diplomacy)) - (0/3 Turns Complete) - (-66.60 Materials)
-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Simple Hospital (Norqod))
--[X] Repay Loan - (-25 Materials)
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Criminal Organisations) - (-3 Materials)
-[X] The Union Of Herbalists - (Choose 1 Action)
--[X] Study Sessions - (5/8 Turns Complete) - (-2.50 Materials)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (2/4 Turns Complete) - (-6 Materials)
-[X] Forge Clan Vanar-Feer - (Choose 1 Action)
--[X] Engineers Galore - (Engineer) - (0/6 Turns Complete) - (-15 Materials, -1 Faithful)
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Build A Humane Primitive Asylum - (Tessen))
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (4/27 Turns Complete) - (-5 Materials)
Costs: 25 Materials+ 9.85 Materials+ 120 Materials+ 6 Materials+ 17.13 Materials+ 37 Materials+ 14 Materials+ 6 Materials+ 17.13 Materials+ 66.60 Materials+ 25 Materials+ 3 Materials+ 2.50 Materials+ 6 Materials+ 15 Materials+ 5 Materials= 375.21 Materials
Budget: 387.54 Materials
Remaining budget: 387.54 Materials - 375.21 = 12.33 Materials
I'm not sure what to name the new military unit and we probably should expand and retrain them during the next Turn. Medium or heavy armor, which we would need to develop too... Oh, and we should get them (3/6 Trained) instead of (2/6 Militia) due to the Training Field.
I also have one use of Sandcrete leftover but I'm not sure if that would apply to Feed The Masses, and if it did if it would be worth it.
I'm a bit unsure about the Holding Action and the Faith Action, so if there are arguments for other projects I would change things.
Edit: Changed one of the Personal Actions and corrected the number of Successes for Optical Camouflage. Also added a Black Box vote to get a +5 to all Learning projects.