--[ ] Commision An Unique-Pattern
(Turns: 8, Cost: 200 Materials, Armor: 10 points for 2 Materials, Structure: 2 points for 5 Materials)
For once, InSec isn't behind this conspiracy.
What Fouredged Sword said;I'm not quite sure what we got for the contraceptives research?
Your scholars went in thinking: "We got this!" And went out saying: "We ain't got this."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.
No, she very much was not.
Your medical knowledge and data about IUD's points at three things happening if you use an IUD.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?
Yes. The Seraphim-Lines are old models green-lit for Civilian sales as the newest Valor-Lines are busy replacing them.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?
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...[ ] 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%!)
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.[ ] 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.)
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.[ ] 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, ???)
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.[ ] 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.)
Beyond improving regular yields, this particular project could help protect against certain kinds of bad events. Again, 2-3 turns to complete.[ ] 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.)
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.[ ] 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.)
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.[ ] 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.)
Improvements to all research is very useful, especially since this only takes three turns.[ ] 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.)
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.[ ] 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).)
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.[ ] 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.)
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:[ ] 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.)
Getting our new bird friends settled in seems like the most likely course of action.[ ] 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)
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.[ ] 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.)
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.[ ] 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.))
Quality of life is important.[ ] 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.)
Once more, for the cheap-seats, 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.)
Though I'm not sure what Diplomacy Actions it might be used to help.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.)
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.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.
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.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.
A very good point, somehow in my half-asleep state earlier I managed to completely miss that.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.
Except that it'sI 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.
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.Reward: +8 Materials in Taxes. Unlocks Norqod Rumor Mill. (Tone indicates the focus of the paper. Examples: sensationalism, facts, satire, investigative, etc.))
Though I'm not sure what Diplomacy Actions it might be used to help.
Everything can be reverse engineered, provided you have time, knowledge, and resources.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?
It can, and both bonuses benefit from the Library.
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.[ ] 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
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.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.
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.--2/3 General Doctors - +6 (per) against diseases and to Medical/Biological research
--1/1 Surgeon - +12 against diseases and to Medical/Biological research
What happened with our second Engineer? We kept one and send one on the expedition, didn't that one come back or something?--1/2 Common Engineers - +14 (per) to salvaging operations and to Mechanical/Electronic research
How many Contractors can we use for this before there start being problems due to the sheer number of people involved?[ ] 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)
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.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'm not sure if an electronic tablet counts for the Library. @HeroCooky ?Tablet - 15.87 - +50 to Advanced Programming/Pioneer Electronics
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.
C&P error, is fixed now.What happened with our second Engineer? We kept one and send one on the expedition, didn't that one come back or something?
3 per Turn.How many Contractors can we use for this before there start being problems due to the sheer number of people involved?
Haven't thought about that.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?
Fixed.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.
BTW, Aria also has a -5 Purge Survivor Trait, so it'll be 95.-[][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
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.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.
I meant that in the sense that since they have wings they should be able to fly/glide more easily with lighter armor.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.
...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).I meant that in the sense that since they have wings they should be able to fly/glide more easily with lighter armor.
Snazz Points, Fetishes, Acting, etc.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.
It will take 11 Turns for theU'kali to get it done on their own. With you, there'll only be 6 Turns, with max contractors 3.@HeroCooky the U'kali action, is it 11 turns with ot without our help? As in will it takes us 11 turns to help them or will it go faster with our help?