So I am missing something, why do IUD no longer work? Do we simply not have good examples or is medical science just a tad too low to allow them to work safely?
 
So we uncovered several bubbling cauldrons of shit. Starting from the least problematic,

The family will most likely not cause any problems, ergo they can be left alone.
The Dirty Daggers will likely back off when we prove we are too tough a target to extort.
The Daughters of Rashomon need to be exterminated before we end with another Cult of Flesh.
And then there's the shit show in Strul.

We can probably put pressure on House Ularn to avoid an official Purge but that by itself won't stop a massacre or civil war.
I also want to build a Consensual in Ularn to both spite the bitch and prevent from consolidating power.
 
@$#%^&*##@$ Wooden Lie....
For once, InSec isn't behind this conspiracy.

Shocking, I know.
I'm not quite sure what we got for the contraceptives research?
What Fouredged Sword said;
More research to do, specifically plot important research where we expand past the old world and get clues to the fundemental nature of the new world.
Your scholars went in thinking: "We got this!" And went out saying: "We ain't got this."
@HeroCooky Wasn't the 'Mother' Wendigo killed?
No, she very much was not.
So I am missing something, why do IUD no longer work? Do we simply not have good examples or is medical science just a tad too low to allow them to work safely?
Your medical knowledge and data about IUD's points at three things happening if you use an IUD.

1. They work as intended.
2. They don't work at all.
3. They'll kill the user.

What data you managed to gather is contradictory, false, based on assumptions, and seemingly not even human anatomy in some cases. And within those false data, is factual data hidden away, making it difficult to see what is true and what isn't.

It is enough so you won't have to start from scratch, but not enough to finish quickly, without consistent effort.
Is this intended to allow for the commissioning of a 1000 Armor, 100 Structure frame for cheaper (650 compared to 700) than the most expensive but less protective Frame?
Yes. The Seraphim-Lines are old models green-lit for Civilian sales as the newest Valor-Lines are busy replacing them.
 
Alright, so...
[ ] Seizing The Means Of Reproduction - (All Pioneer Chemicals/Medicine/Biology)
Well, having spent a considerable amount of time researching the topic has yielded far-reaching insights into all manner of contraceptives, allowing you to state, with confidence, you have the best that everyone can currently create. Not an answer you wanted but the answer you got. Therefore, finding out what is needed to produce and alter the contraceptives you now know exist to be viable will be the next step on this path.
(Cost: 7.14 Materials per try.
Chance: 13/-43/-101 for 1/2/3 Successes, Successes Needed: 48
Reward: You can make cheaper and better Contraceptives. +8d20 Goodwill, +4d10% Piety, +4 Followers from (ironically enough) births per Turn.
Notice: Breakthrough Research! Every 12 Successes, the chances are raised by 35%!)
The rate-of-successes and the successes-needed combine to make this a serious scientific-resource sink. I really want it to be done, and I'm certain most of us feel that way...

...but I think we need to clear out some other low-hanging fruit first, to improve our overall capabilities and thus make it easier to get this done faster than if we'd just started in on it right away.

With that in mind, here are the research topics I think we should look at for figuring out what we're researching next:
[ ] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics)
The Empire covets very few things as good steel. Many have desired it from Knights to armor and weapons, construction materials, or base components, yet few have the industrial capacity to produce it in enough quantities. Not for lack of trying, though, but because demand always outstrips supply. Learning how to make quality steel on your own would entail the entire process, sped up by helpful notes, diagrams, and theories, but it will still need many tests and trials. Knowledge cannot replace expertise, after all. Too bad that the industrial magnates will not share their secrets with you, but you understand wanting to keep an edge over competitors, even if it slightly rankles you.
(Chance: 47/-09/-116% for 1/2/3 Successes, Successes Needed: 5
Reward: Can build a Steel Foundry, reduced Upkeep for Engine Assembly, Metalsmiths Abode - (Expanded), and subsequent upgrades.)
Being able to improve our metalworking and reduce its costs will have knock-on effects all over the place, not just for the Pilgrims but for the Empire as a whole. We could fairly readily hammer this out in two turns of effort.
[ ] Agricultural Studies - (Chemicals/Biology)
Something occurred to you the other day. While many people have the needed tools and knowledge to plant crops, there are almost no studies on why some soil is better than others or what type of irrigation is the best for what environment. There is also next to no information on maximizing yields while minimizing the needed workers. Perhaps you could look into that?
(Chance: 43/37/20% for 1/2/3 Successes, Successes needed: 10
Reward: Increased Income from your farms, ???)
Beyond the surface level "improvements to income", this field of study could have a massive impact on the Empire as a whole, as it is still a primarily agrarian society. With our bonuses to the roll and two bonus successes per turn, we could potentially hammer this out in two turns, but could probably take three turns.
[ ] Chemicals For Future! - (Biology/Chemicals)
It is well known that specific techniques enable food to last longer, like salting and drying meat. If one goes at that from another angle, then the use of particular chemicals can dramatically expand the shelf-life of food.
(Chance: 58/-13/-74% for 1/2/3 Successes, Successes Needed: 4
Reward: Reduced Storehouse upkeep, extra Income when producing food.)
Again, improvements in food security offer improved income but also can provide very useful knock-on effect throughout the rest of society. This project can potentially be finished in a single turn.
[ ] Pesticides Rediscovered - (Biology/Advanced Chemicals)
Pesticides were once the ultimate weapon against any insects plaguing your fields. Yet, the little bastards evolved resistances against nearly all chemicals that people used aside from the specialized Forge-Clan ones. Yet, not every insect could have created resistance against everything you can wield. So, you only need to figure out which ones are applicable.
(Cost: 12 Materials per try.
Chance: 71/58/29% for 1/2/3 Successes, Successes Needed: 10
Reward: Pesticides, improving the yield of your fields and that of others.)
Beyond improving regular yields, this particular project could help protect against certain kinds of bad events. Again, 2-3 turns to complete.
[ ] Fertile Fields
A few learned people say that using certain soils, chemicals, and other things can help improve soil quality, giving more nutrients to the plants that grow on it, thus giving us more food. Unfortunately, while some Regions use the most basic techniques, most have lost their institutional knowledge due to the ever-growing reliance on sandwheat. So a good first step would be to search for mentionings of those techniques and compare what they say. After that, experimentation is in order.
(Chance: 81/56/28% for 1/2/3 Successes, Successes Needed: 28
Reward: Improved yields of all fields.)
Out of all of the agricultural improvements in this list, this one takes the longest, but also provides a course of action for fighting back against the reliance on sandwheat, which will have a significant impact on the quality of life and the health of the populace. It also seems likely that it will serve as a gateway to unlocking an "agronomy" scientific topic, as the project currently has no subject tag. Unfortunately, it also would most likely require 8-9 turns to complete.
[ ] Primitive Radios - (Electronics/Advanced Electronics)
Perpetual Defiance mentioned offhandedly that 'the frequencies are surprisingly clear.' causing a near revolt by Turi, trying to get PD to spill all she knew about radios and how they worked. Even though she could not provide much more than 'the basics' as she called them, a radio would boost everything. You have to build one now!
(Chance: 87/35/-19% for 1/2/3 Successes, Successes needed: 5
Reward: The Pilgrims can now make primitive Radios in the Electronic Workshop, raising their Income. Unlocks Norqod Action.)
Another increase in income, but one should not overlook the utility of available long-range communications. The additional Norqod Action is very valuable. Can theoretically be completed in a single turn, and would almost certainly be completed on a second turn of research.

Now, moving on from research to other fields of endeavor
[ ] Artisanal Quarters - Grand
Glassblowers, Jewelers, And Goldsmiths are the next logical step in expanding the Trees industrial capabilities. They will enable you to do much more fine works and help create delicate industries. If only such artisans weren't so pricey.
(Cost: 76 Materials, Upkeep: 13.64 Materials
Turns: 3
Reward: Lowered costs for all equipment, increased chances for all research, can be upgraded.)
Improvements to all research is very useful, especially since this only takes three turns.
[ ] Electronics Manufacture
Now that you can produce electronics, you want to have as many as possible. The problem is that you have to create those by hand, which is a long and complicated process, requiring oversight, expensive materials, and a clean environment. So increasing the manufacturing space already available and automation will, in turn, increase your profits. Easy math!
(Cost: 84 Materials, 2 Scientist, 40 Faithful, Upkeep: 35.00 Materials
Turns: 8
Reward: +60 to all Electronics Research, 12d20 Materials Income (Technology Sale).)
We're currently in the process of researching an improvement to our electronics manufacturing capabilities, so I'm not sure we should actually start this at this point. Especially since it takes eight turns.
[ ] Black Box - (Expanded)
There can never be such a thing as too much care, and too much information gleaned from studying. Therefore, ensure that your Black Box is expanded and equipped with more tools to better study Artifacts.
(Cost: 40 Materials, 2 Scientists, 1 Engineer, Upkeep: 16.70 Materials
Turns: 6
Reward: 10% not to use up an Artifact, can slot 1(one) Artifact to provide 15% (rounded down) of the Artifacts bonus continuously.)
Increases the chance to retain artifacts from 5% to 10%, and improves the slotted artifact's bonus from 10% to 15% (generally, this would be from 5 to 7). But it takes six turns.
[ ] Library - (Expanded)
A library is not only a reservoir of knowledge but provides entertainment and education while acting as a community center. Expand the available space to fit four additional floors of equal area, with yet more books and secluded study rooms for those wishing to research in peace. You also need dedicated librarians and helpers to ensure that people can find what they need and then return it to where they found their books. A section for cartography would also be an excellent addition!
(Cost: 101.01 Materials, Upkeep: 24.66 Materials
Turns: 13
Reward: Provides 3 (three) slots for Literature Artifacts, providing a 15% Boost to their bonus.)
Our current level of library provides one slot with a 10% boost. This would effectively amount to changing a single +5 bonus into a set of three +7 bonuses, assuming the base artifacts provide +50. For the artifacts that the Library can affect, I believe this to be a full listing:
Lost Tech:
Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
Physic Theorems - 18.32 - +50 to All Physics - [Library]
Theorem On Celestial Movements - 15.97 - +50 to Pioneer Physics
Unknown Publication - 31.44 - +50 to ???
Revelations Of Eden (Penned By Prophet Mahami-Du-Ojasi - Holy Book - Church of Eden) - 43.20 - [Untranslated]

Rare:
Papers With Recurring Numbers - 5.42 - +20 to Common Programming
Calculations On Sandcrete - 5.26 - +20 to Advanced Physics
Black Tome With Golden Letters - 11.76 - +20 to ???
A Book With Legacy - 9.13 - +20 to ???
"Understanding And Repressing Sinful Urges!" - 5.24 - +20 to Advanced Psychology
"Neurological Diseases" Leaflet - 6.17 - +20 to Advanced Psychology
"Autism Isn't Real, Here's Why!" - 5.35 - +20 to Advanced Psychology
11x Eversun Psychology Works - 5.31 - +20 to Advanced Psychology

Common:
Tattered Book - 2.67 - +5 to ???
Thick, Faded Tome - 3.49 - +5 to ???

Moving on to Noquod Actions...
[ ] U'kali and Iwi Burrows
Despite being birds, the Iwis are incapable of flight, don't like being high up, and are a bit skittish around too many people. However, the tribals say that the latter is due to the unfamiliar environment rather than their temperament and will solve itself within a year, at the latest. To make themselves a home, the U'kali and Iwis have started digging burrows (actually better underground homes than you can build, if not by much) and would like some help to cut down on the length it will take to dig and develop them.
(Turns: 11 (-1 Every Turn)
Cost: 1.34 Materials
Reward: Tribal and Iwi Burrows, ???)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
Getting our new bird friends settled in seems like the most likely course of action.
[ ] Small Medicinal School - (Pilgrim Doctors/Herbalists)
Treating wounds is a fundamental skill most people have, but things like surgery, identifying diseases, warding against plague, comforting patients, and more are not. By building a medical school, Norqod can train specialists and generalists in-house, though we either need to provide the expertise ourselves or buy it at a considerable expense.
(Turns: 11
Cost: 45 Materials, 6 General Doctors/+88 Materials Upkeep: 13.91 Materials/+23.98 Materials
Reward: More medical practitioners equals fewer dead people.)
Unfortunately, given that it takes 8 turns to train up one Doctor, I think we're stuck with the expensive version of this. However, it seems likely that this being available will increase the potential throughput of training doctors so that we can train more than one at a time.
[ ] Paper Mile - (Tone)
Large Printshops will be situated here, churning out books, leaflets, pamphlets, novellas, posters, and newspapers at all times of the day, supplying the population's ravenous hunger for cheap entertainment and news.
(Turns: 6
Cost: 50 Materials
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
Being able to influence the culture of society, to avoid the nastiness of previous civilizations, is why we went for the culture district. This particular section is one of the cornerstones of that. For tone, I would strongly recommend "integrity" as something of a mixture of facts and investigative, but specifically having an emphasis on the ideal of journalism as a foundational feature of the public good which needs to provide the most accurate information it reasonably can, in as accessible a format as they can.
[ ] Artist Alley
What is life without some art, some spectacle, something to nourish one's soul as well as one's mind? How can you honestly say to be alive if all you ever see are grey walls, drab colors, and tedious tasks? See the sights within a spoke dedicated to paintings and music, athletes and acrobats, the dancers and the performers. Forget your worries here, and be awed.
(Turns: 7
Cost: 24 Materials
Reward: +7 Materials in Taxes.)
Quality of life is important.
[ ] Amphitheater Avenue
Sagas and Epics, Stories of forgotten renown, Legends replayed for children and elderly alike, as battles and dramas vie for the people's attention against comedy and romance. Let tragedy and romance set hearts aflutter, create burning passions in play and act, allow all to forget daily life's worries, and see worlds of giants and mice.
(Turns: 4
Cost: 50 Materials
Reward: +11 Materials in Taxes.)
Once more, for the cheap-seats, quality of life is important.

Beyond all that, Aria has this trait:
Bloodied Knight-Pilot:
You have joined the illustrious Elite of the world, one where the entry is life-long service, and the exit is at the end of a weapon. Yours will be a life of war, death, and struggles, bringing hope to despairing hearts, rallying flagging defenders, and protecting those in your shadow. Do not stumble, for the consequences are grave.
(+10 to all rolls after using a Knight in Combat. +99 to all Diplomacy Actions, decays at -33 per Turn.)
Though I'm not sure what Diplomacy Actions it might be used to help.

Anyway, this has just been a quick overview of my thoughts on a few things.
 
We're currently in the process of researching an improvement to our electronics manufacturing capabilities, so I'm not sure we should actually start this at this point. Especially since it takes eight turns.
We also don't have the faithfull for it. So if we want to do this we are going to need a Martyris action to create max faithfull.

For tone, I would strongly recommend "integrity" as something of a mixture of facts and investigative, but specifically having an emphasis on the ideal of journalism as a foundational feature of the public good which needs to provide the most accurate information it reasonably can, in as accessible a format as they can.
I think that will be done automatically given who we are. The tone is more the style of literature we want to sell, like comedy strips, novel or educational stuff.
 
We also don't have the faithfull for it. So if we want to do this we are going to need a Martyris action to create max faithfull.
A very good point, somehow in my half-asleep state earlier I managed to completely miss that.
I think that will be done automatically given who we are. The tone is more the style of literature we want to sell, like comedy strips, novel or educational stuff.
Except that it's
Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
clearly different modes of journalism for the Norqod Rumor Mill. And it says "paper" as in newspaper, not "literature" as in "anything . If it's meant in the way that you're indicating, then I think that it need to be clarified so that others would get how it's meant.

Anyway, on a completely different set of topics:
@HeroCooky
Can the Phoenix Suits or Enlighteners be reverse engineered? If they can't, then could you highlight or add the topics needed to start down the path toward being able to reverse-engineer them? Or at least the sorts of traits that they provide?

Can "Soaring Wrenches" benefit from the Library bonus?
 
Though I'm not sure what Diplomacy Actions it might be used to help.

If we set her on bringing the Nobles to Rank 2 in Mutated Opinion then that's practically three turns of good progress. If we set her on bringing the Common Opinion to Rank 1 then she's very likely to complete it all herself.

We also have most of the Favors we needed to pressure the Emperor into refurbishing the Laws, and we've been continually chipping away at what we need for the last Favor, so iirc we could send Aria in to cash in on all three Favors and have a very strong push for it getting done.

IIRC, we can preemptively use the third Favor, we're just heavily encouraged to make sure it's paid back asap.

With Arch actions and Mar actions, we could probably finish it this turn actually I think?

So yeah, it sounds like this is the best opportunity to either cash in 1 Favor and roll the dice or cash in 3 Favors and completely dominate this politically.
 
We should set her on raising local opinion. We need to nip the gangs in Strul in the bud before they can escalate, and the more relations are normalised the harder their ideologies are to sell.
 
Wait... We are responsible partners in air travel, having our fingers in every pie. Airports are things we have a lot of influence in, likely having our symbol displayed prominently...

Said symbol is a large triangle.

It's a delta. We are now Delta Airlines.
 
Can the Phoenix Suits or Enlighteners be reverse engineered? If they can't, then could you highlight or add the topics needed to start down the path toward being able to reverse-engineer them? Or at least the sorts of traits that they provide?
Everything can be reverse engineered, provided you have time, knowledge, and resources.

But for you to start researching (inferior) Pilgrim-versions, you need:
-Power Armor - Primitive
- 5x Common and 2x Advanced Metallurgy Theories

The Phoenix Suits have the traits HEPA (Heavy Environmental Power Armor, reduced damage from Thermal Damage), and Mechanized Armor (No Initiative Malus).

The Enlighteners have the traits Flamethrower (Thermal damage, sets targets aflame for X rounds) and Costly Refueling (2.47 Materials per Ammunition).
Can "Soaring Wrenches" benefit from the Library bonus?
It can, and both bonuses benefit from the Library.
 
[ ] Pressurized Suspendium - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory)
Rather than trying to get more Suspendium inside a flammable bag which can be ripped open by anything, why not miniaturize and pressurize the crystals instead? Case in point, doing so may have a slight chance of exploding.
(Needed: Suspendium Shard - Tiny
Cost: 5 Materials
Chance: 54/-16/-60 for 1/2/3 Successes, Successes needed: 2
Dudes, dudes! Pressurised Suspendium is down to 2 successes. Meaning we can feasibly complete it in one turn with just 1 auto success. With that and Propulsion in the Air we can start thinking of laying Airship production lines.

...wow looking at it, all our airship tech suddenly got easier. I wonder if it's due to the chapter thingy we picked.

@HeroCooky the trade routes list still isn't updated since I think we did Stul-Zulmni already.
 
So anyone have any ideas how to deal with the insane gangs?
Strul is going to be tricky, because we can't just go in and kill everyone involved. As for Rashomon, we should find her base and basically tip the authorities, it's not like they are trying to present themselves as anything other than a brutal gang.
 
Strul is going to be tricky, because we can't just go in and kill everyone involved. As for Rashomon, we should find her base and basically tip the authorities, it's not like they are trying to present themselves as anything other than a brutal gang.
Our fighters will be more than happy to help them take care of her.
 
--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
Huh, we got our first specialist. The reduced bonus from Doctors hurts our research but makes using them for the Small Medicinal School much easier.

--1/2 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
What happened with our second Engineer? We kept one and send one on the expedition, didn't that one come back or something?

[ ] U'kali and Iwi Burrows
Despite being birds, the Iwis are incapable of flight, don't like being high up, and are a bit skittish around too many people. However, the tribals say that the latter is due to the unfamiliar environment rather than their temperament and will solve itself within a year, at the latest. To make themselves a home, the U'kali and Iwis have started digging burrows (actually better underground homes than you can build, if not by much) and would like some help to cut down on the length it will take to dig and develop them.
(Turns: 11 (-1 Every Turn)
Cost: 1.34 Materials
Reward: Tribal and Iwi Burrows, ???)
-[ ] Hire Contractors - (Can be taken multiple times)
Hire experienced contractors to complete this project in a much shorter timeframe.
(Cost: 7 Materials
Reward: +1 Turn of Progress)
How many Contractors can we use for this before there start being problems due to the sheer number of people involved?

Okay, here's a possible attack plan for Strul. We should infiltrate the Watch first since we need to exfiltrate secrets in order to discredit them while I'm pretty sure we can bait the purifiers into an open fight. Meanwhile Martyris has to start We Are One People now, the wider the gap we can make between the radicals and the common people the better.
I think opening another asylum with the Church of Light in Strul + guards/adventurers, could work. The Watch are outright enemies, so some of them will try something, which will then bring them into conflict with the Church of Light. Probably combine that with We Are One People! - (Locals) to turn the public opinion against both radical groups.

Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
I'm not sure if an electronic tablet counts for the Library. @HeroCooky ?

And out of curiosity, is it intentional that the Lillith: Glaive prevents the use of items like the Medical Kit, which logically would be used after or during a lull in combat, but allows the set-up of Mortars before combat?

And because I just saw it while making my plan. You have the "The Tree - Strul" trade route listed as possible under Archeology: Unlocked Routes but also as finished under Unique/Notable Assets: Trade Routes.

[] Plan Diplomacy Nuke
-[][House Mirn] Pay 20 Materials Worth Of Artifacts for a Favor
--[](2 Intact Solid Missile - 5.33, 2 Destroyed Missile Loading Mechanism - 5.14)= 20.94 Materials
-[][Faith] Build A Humane Primitive Asylum - (Strul) - (0/1 Turns Complete) - (-25 Materials, -4 Goodwill)
-[][Faith] Feed The Masses - (2/8 Turns Complete) - [Sandcrete -12.5 Materials]
-[][Diplomacy] Lady Tessen? About Our Favor...
-[][Martial] Guards! Guards! - (Soup Kitchen: Strul) - (0/1 Turns Complete) - (-6.5 Materials)
--[] [Martial] Add (Dread-Ghillie (Military) to (Tech-Scouts) - (-33.69 Materials)
--[] [Martial] Add (Shield: "Orcist") to (The Wall) - (-2.80 Materials)
--[] [Martial] Add (Mortar (Primitive) to (Incubi) - (-23.75 Materials)
--[] [Martial] Add (Medical Kit (Silver, Bloodbark)) to (Incubi) - (-0.55 Materials)
--[] [Martial] Add (Mortar Upgrade: Acid Globules (Ammunition)) to (Incubi) - (-10.45 Materials)
--[] [Martial] Add (Mortar Upgrade: Fire Cannisters (Ammunition)) to (Incubi) - (-4.35 Materials)
--[] [Martial] Add (Mortar Upgrade: Explosive Warheads (Ammunition)) to (Incubi) - (-6.53 Materials)
--[] [Martial] Add (Combat Drug - Re-Breath) to (Aria) - (-17.46 Materials)
-[][Learning] Heavy Metal - (Choose Grade: Heavy) - (Metallurgy/Armor)
--[] (Scientific Theory +15, Black Box +5)=+20
--[] Armored Autoinjector +20 to Advanced Armor/Medicine/Chemicals/Biology=+20
-[][Learning] Secret Of The Circuit Pt.3 - (Advanced/Pioneer Electronics) - (4/20 Successes)
--[] [PD],[DoD],(1 [SC] +12, 2 [ENG] +28, Scientific Theory +15, Electronics Workshop +20, Black Box +5, +6FF)=+86
--[] 1 Seeker-Shells +20 to Advanced Weapons/Electronics, 1 Rusted Swarm Seeker Warheads +20 to Advanced Weapons/Hydraulics/Electronics, Electro-Spool +20 to Advanced Weapon/Electronics, 1 Damaged Caretaker Remains +20 to Advanced Machinery/Armor/Programming/Electronics, 1x Miscellaneous Artifacts +5 to Everything=+85
-[][Learning] Assemble The Theorists! - (Common Electronics)
--[] (Scientific Theory +15, Electronics Workshop +20, Black Box +5, +6FF)=+46
--[] 1 Thermobaric Landmines +20 to Advanced Weapons/Electronics/Chemicals/Machines=+20
-[][Archeology] Loot The Bunkers Knight Frame - (0/3 Turns Complete)
-[][Archeology] Recover Personal Cutters - Intact - (Tech-Scouts, The Unbroken) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[]((+6FF))=+6
--[]Establish A Trade Route From (Ularn) To (Tessen) - (-17.13 Materials)
-[][Tree of Knowledge] Assemble A Logic Bank - (1/3 Constructed) - (Diplomacy) - (1/3 Turns Complete)
-[][Holdings] Amphitheater Avenue - (0/4 Turns Complete) - (-50 Materials)
--[] (1*7 Materials= -7 Materials)
-[][Aria action] Too Much To Do - (We Are One People! - (Locals)) - (0/4 Successes) - (-20 Materials)
--[](Mutated -20, Purge Survivor -5, Bloodied Knight-Pilot +99, We Can Do It! +20, +1FF)=+95
-[][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts)) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[](Personal Action +35, (+6FF))=+41
--[]Establish A Trade Route From (Mirn) To (Ularn) - (-17.13 Materials)
-[][Martyris action] Too Much To Do - (Recover Personal Cutters - Intact - (Tech-Scouts)) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[](Personal Action +35, (+6FF))=+41
--[]Establish A Trade Route From (Strul) To (Ularn) - (-17.13 Materials)


-[] Merchants - (All Are Free Actions)
--[] Backroom Deals - (Asylum - (Mirn))
--[] Repay Loan - (-25 Materials)
--[] Buying Stuff - (Rare Grade Electronics Artefacts) - (-50 Materials)
--[] Sell Businesses Norqod Location Privileges - (+11d20 Materials)
-[] The Adventurer Guild - (1 Action)
--[] Guardians For Hire - (Humane Primitive Asylum - (Strul))
-[] The Military - (1 Action)
--[] War Lessons - (Incubi) - (-2 Materials)
-[] The Union Of Herbalists - (Choose 1 Action)
--[] Study Sessions - (6/8 Turns Complete) - (-2.50 Materials)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (3/4 Turns Complete) - (-6 Materials)
-[] Forge Clan Vanar-Feer - (Choose 1 Action)
--[] Engineers Galore - (Engineer) - (1/6 Turns Complete) - (-15 Materials)
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Build A Humane Primitive Asylum - (Strul))
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Norqod) - (5/30 Turns Complete) - (-5 Materials)

Costs: 25 Materials+ 12.5 Materials+ 6.5 Materials+ 33.69Materials+ 2.80 Materials+ 23.75 Materials+ 0.55 Materials+ 10.45Materials+ 4.35 Materials+ 6.53 Materials+ 17.46 Materials+ 6 Materials+ 17.13 Materials+ 50 Materials+ 7 Materials+ 20 Materials+ 6 Materials+ 17.13 Materials+ 6 Materials+ 17.13 Materials+ 25 Materials+ 50 Materials+ 2 Materials+ 2.50 Materials+ 6 Materials+ 15 Materials+ 5 Materials=395.47 Materials
Budget: 427.29 Materials
Remaining budget: 427.29 Materials - 395.47 Materials= 31.82 Materials


I still have 2 Doctors and 1 Surgeon left over, but this works. This plan focuses heavily on Diplomacy(Lady Tessen? About Our Favor..., We Are One People! - (Locals)) and Electronics(Secret Of The Circuit Pt.3, Assemble The Theorists! - (Common Electronics), Buying Rare Grade Electronics Artefacts).
I also expect something to explode in Strul, because dangling a target in front of an enemy faction is very likely to get a reaction. Might switch Expand The Militia for getting guards for our other facilities in Strul.
Learning Heavy Metal to get our new unit some good armor. Cloth/Leather Armor doesn't cut it if they can't use most of our other casualty reducers. Hopefully, the Armored Autoinjector gets us something that gets around the Two-Handed penalty, at least for certain Consumables.

Edit: Added a Medical Kit to the Incubus Unit, added the second Engineer, changed the Holding Action, and fixed Arias bonus/penalty list.
Edit 2: Changed the Martial Action to get more guards for Strul.
 
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What happened with our second Engineer? We kept one and send one on the expedition, didn't that one come back or something?
C&P error, is fixed now.
How many Contractors can we use for this before there start being problems due to the sheer number of people involved?
3 per Turn.
And out of curiosity, is it intentional that the Lillith: Glaive prevents the use of items like the Medical Kit, which logically would be used after or during a lull in combat, but allows the set-up of Mortars before combat?
Haven't thought about that.
Changed it to *battle consumables*
So no grenades or drugs, but medikit goes.
And because I just saw it while making my plan. You have the "The Tree - Strul" trade route listed as possible under Archeology: Unlocked Routes but also as finished under Unique/Notable Assets: Trade Routes.
Fixed.
-[][Aria action] Too Much To Do - (We Are One People! - (Locals)) - (0/4 Successes) - (-20 Materials)
--[](Mutated -20, Bloodied Knight-Pilot +99, We Can Do It! +20, +1FF)=+100
BTW, Aria also has a -5 Purge Survivor Trait, so it'll be 95.
But on the other hand, Heavy armor limits mobility which might hinder the Incubus more than it helps. Especially considering they have wings Medium armor might be better.
All of your armors are created and fitted for the person which will wear them, so Pilgrim Mutated don't get any maluses for wearing non-fitted armor as they may have under a different cult.
 
I meant that in the sense that since they have wings they should be able to fly/glide more easily with lighter armor.
...they aren't birds, their bones are not hollow. And they weigh too much for any sort of lift or gliding, they'll fall like rocks if they tried (they tried).

The twins' wings look cool, can be used for dancing, hugging, "hugging," and batting at someone. But not flight.
 
And here I though the ancients had managed to figure out that conundrum. What's the point of having wings if they can't even glide? I'm dissappointed in them. :V
 
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