When an artifact has a number before it, does that mean that each artifact gives the stated research bonus, or that all of the artifacts combined give that bonus? @HeroCooky

Because if it's the former, then we certainly have enough Electronics related artifacts to take on [ ] Secret Of The Circuit Pt.3, and win The Bureau For Imperial Civilian Logistics's contest for Cheap Mass-Producible Transistors, which would make up for the steep cost of the research.
 
Did we pay the artefacts we owe House Mirn?
You did not. You still have to give them 20 Materials worth of Artifacts.
When an artifact has a number before it, does that mean that each artifact gives the stated research bonus, or that all of the artifacts combined give that bonus?
I think it's each. The first number just says we have multiples of it.
As Amilia said. You have multiple, each, individually, giving the stated bonus.
 
Okay, here's my pick for the artefacts to pay,

2 Intact Solid Missile - 5.33 - +20 to Advanced Weapons
2 Destroyed Missile Loading Mechanism - 5.14 - +20 to Advanced Weapons/Mechanics

The first because we have no use for a regular missile and its bonus is to Weapons, of which we have a metric ton. The latter because we have 7 of the things, so we can spare a couple.

Edit: @HeroCooky just had an idea, would something like a fashion street for Norqod go under Culture or Industry?
 
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The Bureau For Imperial Civilian Logistics
Contact: High Archivar Mahan
Opinion: Neutral (0)
Local Plans: Getting Suspendium.
National Plans: Cheap Mass-Producible Transistors (8 Turns) - 220 (1st), 115 (2nd), 45 (3rd) Materials as Reward.
Hmm, that sounds like "Secret Of The Circuit Pt.3". Would be expensive at 120 Materials, and needs 20 Successes with the 3 degrees of Success at -154%... But we would get +35 on that from Scientific Theory and the Workshop, and then Artefacts on top.

The Union of Herbalists:
Opinion: Neutral (1)
Plans: Advance/Make Cheaper Medicine.
Factions:
- Foundation (Neutral (0)|50% Control|Cheaper Actions)
- Healers (Ally (3)|50% Control|Enables Doctoral Training)
Boni: +15 on all Diplomatic rolls
And the factions are balanced again. Could become a problem if we want enough doctors to start our own medical school.

-The Bad Batch (Leader: Simone Simona/Friends (2)/7 Members/Infiltration Experts)
Plans: ???
Huh, our relations improved. I wonder why?

Criminal Gangs:
Leader: ???
Opinion: ???
Plans: ???
The Bad Batch Note: ???Eeeeeh???
That's incredibly informative.:V

Thermodynamic Pump - 7.44 - +20 to Advanced Hydraulics/Electronics
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
3 Thermobaric Landmines - 5.23 - +20 to Advanced Weapons/Electronics/Chemicals/Machines
Ablative Armor Plating - 7.20 - +20 to Advanced Armor/Physics
Burnt Thermoplastic Reloader - 6.83 - +20 to Advanced Weapons/Mechanics
Advanced IFF Algorithms - 5.93 - +20 to Advanced Weapons/Programming
More Psychology Artefacts are always good. Not what I hoped for but still useful.

Prosperity: Okay-ish (Growing)

Mood: Happy (Equaling)

Permanent Inhabitants: ~2.250
-Tendency: Noticeable Uptick
Things seem to level out here.

Mutation: Lamba Volondavenona (13/25):
And this advanced again. Simply from use or has it something to do with those birds/Aria's new fan club?

"Ah, you said something about weapons testing? Did the scholar teams finally settle on what color the new pike should be?" I lightly joked, the secrecy around the new glaive having become somewhat of a running gag since the scholars only needed to figure out what type of glaive would be best.
Oh, right there was an Action about that.
-Lillith (Glaive): Caphractan-Alloy (+3 Acid Damage, +1 Damage for 1 (one) Turn after attacking, tripled damage against Armor and Internal Structure), Two-Handed (Unit cannot equip secondary armaments/shields/consumables), Reach (+5 Initiative), Monster-Slayer (-10 Initiative to Mutants), 9.05 Materials per (6/6) Unit.
Well, that's more than I expected. Seems to be very useful against Machines and Mutants. Ridiculous Initiative against Mutants and triple damage against Machines.

I checked with Captain Nepe and the Quartermasters of the Rabbitaurs, and it would be cheaper to clone me than clean the Plague-Engines agents from my cells. So. We will let this topic rest, perhaps indefinitely, and move on; any objections?"
That sounds like a plague designed to inflict as much suffering as possible, which fits the pre-Collapse society. There is not much point to a plague that lingers in the victim without being infectious, except to cause suffering.

I'm thinking about an orphanage. A small one could be built in 2 Turns and even a medium one could be finished in 3 Turns with Sandcrete. Or we could build more asylums.

With our new weapon and the Bunker to clear, I'm thinking about a new unit. Or we could expand the Tech-Scouts. I'm not sure how Unit-Points work though.

Finish looting the outer defenses and getting another airship.

Probably Beverage Spoke or Amphitheater Avenue. Maybe Artist Alley? Would take a long time though. The Small Medicinal School sounds like what we need to train our own doctors, but getting enough doctors for that...
 
And the factions are balanced again. Could become a problem if we want enough doctors to start our own medical school.
Keeping the faction balanced is fine by me. After all, competition breeds excellence.

For learning we have to remember that we don't have our auto successes, so it would be best to pick something that doesn't need them.

For Norqod we have the money so we could pick anything. We might want to pick the expensive option now before our expenses catch up again.
 
Yessss

I may or may not have proposed that in order for Tahmid to be able to have his own shop in the future.
 
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For learning we have to remember that we don't have our auto successes, so it would be best to pick something that doesn't need them.
"The Means Of Reproduction" is going to finish this Turn, no matter what. "Optical Camouflage" is going to need a few Artefacts, but that too could finish during this Turn.

With 2 projects finishing soon, I wouldn't mind a long-term project like "Secret Of The Circuit Pt.3". Especially because we would throw Artefacts at projects like that anyway. There are other long-term projects with a reasonable chance of success though.

The Mortar pt. 2 project would get +37(Black Box, Library, Scientific Theory, Scientist), which makes 1 Succes per Turn likely(Needs 18).
Lend A Hand, Arm, And Leg - Part 2 would get +92(Soaring Wrenches, Workshop, Scientific Theory, Scientist), which makes 2 Successes per Turn likely(Needs 14).
Agricultural Studies or Fertile Fields could be useful too, especially with so much of our income being from the Ashleaf-Nursery.
 
With 2 projects finishing soon, I wouldn't mind a long-term project like "Secret Of The Circuit Pt.3". Especially because we would throw Artefacts at projects like that anyway. There are other long-term projects with a reasonable chance of success though.
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.
 
I'll mock one up in about 3 hours if nothing is provided, though someone else will need to explain how using Artifacts works and which ones are safe to use.
Attaching an Artifact to a Learning Action gives said Artifacts numeric bonus to the Action (provided its bonus matches to the Action. Hydraulic boosts Hydraulic, but not Physics), as well as a fluff/story knock-on effect, and may alter the outcome to the better, depending on the used Artifacts.
 
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.
 
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1. Does the next level of Circuit get us cheap transistors like the ones the Bureau wants?
No, Part 3 gets you more of a general rationalization and ease-of-manufacture result, but it unlocks a 4 Successes Action to dounle down on that for transistors specifically.
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.
Ah, you're right! You can't, which also takes away last Turns Automatic Successes from the two. Have them deleted, Camo is now at (5/10) Successes.

Thanks for reminding me!
3. Do we need to set Materials aside if we want to reequip units with the result of "Optical Camouflage", assuming that action finishes?
You can, though you can just buy them next Turn.
 
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.
For the holding action I would argue for the amphiteatre since we are flush in income, but the spoke gives more money so I guess they are equal.

Also, we have to pay the artefacts to house Mirn.
 
[X] Plan All the Artefacts and Airships

You know, the merchant guy who we took a deal with for the trade route is going to be quite pleased, and busy, next turn.

On the other hand, it might make people start to poke us in order to get some airship production started.
 
When should we start it anyway?
We need the techs Propulsion in the Air and Armored bags in order to produce airships that are actually viable.

BUT, but if we build the artisanal quarter and do an adv. Suspendium theory we could skip the bags and go for Pressurised Suspendium, giving us a lot more lift and safety than the bags.

though I would really like to get started on Public Perception of the Mutated and get that to 1 rather than 0.
I agree, but the diplomacy action is locked for another turn.
 
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