[X] Chapter

Radios should be the next thing that we focus, if only to reduce the risk of Heresy getting out of hand. Don't want more Lost running around.
 
Yeah we definitely need to look into radios now to keep in communication with our branches, and our trade caravans. Keep our unity up, get news faster, spread the words easier too.
Radios should be the next thing that we focus, if only to reduce the risk of Heresy getting out of hand. Don't want more Lost running around.
We do have an open Learning slot during the next Turn. Let's see, "The Grey Disease" is still ongoing and we need to finish the 4 Successes Mass-Producible Transistors project.

"Primitive Radios" would need 5 Successes and to get 3 Successes from the dice we would need to hit 114. We can get a bonus of +63 if we use all our Engineers + the standard stuff like the workshop and Scientific Theory. We could reach +93 if we use all our scientists + 6 Faithfull on that too. Add a few Artefacts and 2 Automatic Successes, and we could finish it in 1 Turn.

Hmm, that would push back the Mass-Producible Transistors project but we probably want overflow on that and the contest should still go for 3 Turns. If we aim for 1 or 2 Successes during this Turn and then focus during the next Turn, it could work out.

Might change the Black Box too, now that we could use Grease The Wheels to force finish Psychology projects quickly.
 
Don't we have two? Circuit and Structural studies both finished this turn.
We still have to do Mass-Producible Transistors project for the Bureau For Imperial Civilian Logistics competition. The 220 Materials that are the 1. place prize aren't that much to us anymore but it would still be a sizable cash boost. Mass-producing transistors like that might also reduce the upkeep cost for our computers and other electronics, like the prosthetics we developed.
 
We still have to do Mass-Producible Transistors project for the Bureau For Imperial Civilian Logistics competition. The 220 Materials that are the 1. place prize aren't that much to us anymore but it would still be a sizable cash boost. Mass-producing transistors like that might also reduce the upkeep cost for our computers and other electronics, like the prosthetics we developed.
We can still do both at the same time. The expedition will take several turn to set up and then have to set up basic infrastructure so we have some before they can divert too much.

We should probably buy another lot of electronics artefacts if we don't find many, though.
 
Interlude - A New Home
Months before the Expedition ever got to the point where it had been finalized in its current number, and all logistical issues had been solved, scouts had been sent out by those already dead-set on their Pilgrimage. These scouts returned with news, both good and bad, about the Regions these Pilgrims wished to convert, maybe altering the trajectory of the whole trek itself.

Choose Three Regions Your Scouts Visited:
[] Ju-Ji's Hall

Population: ~5.4 Million
Settlements: Mining Outposts, Farming Settlements (Geo-Thermal Fed), Industrial Pockets
Elite Factions: House Ju-Ji (Ruler), House Ali-Na-Hammadi-Nasir (Copper/Iron Merchants bought into nobility), House Lo Hou Mu (supply/oversee food, plants, medicine, animal raising, and work lizard breeding), and House Chi-Chi (Cultural exports and art), Knight Chapter Shining Lilac
Local Factions: Children Of Tewaqir, Followers Of Light, Deep Dreamers, Merchant Guild
Industry: Mining, Industrial Manufacturing, Steelworks
Environment/s: Underground, Caverns, Aquifers, Geo-Thermal Hot-Spots
Advantage: +1 to Common People Relations

[] Broken Crossroads
Population: ~6.1 Million
Settlements: Isi (Capital), Nariq, Zimsaba, Tisa
Elite Factions: House Isi (Animal Husbandry), House Tisa (Machinery), The Free City of Zimbasa (Cultural Exports), The Free City of Nariq (Manufacturing), Forge-Clan Gyram, Forge-Clan Zeina
Local Factions: Merchant Guild, Adventurer Guild, Criminal Gangs, Speed-Works Company
Industry: Motorcycles, Knight Components, Meat
Environment/s: Savannah

[] The Capital
Population: ~57 Million
Settlements: The Capital
Elite Factions: The Imperial Family, The Military Generalship, The Forge-Clan Conclave, The Treasury, The Assembly of Ten, Followers of Light
Local Factions: Merchant Guild, Adventurer Guild, Temple of Seven, The Gear Makers, The Unborn Scale, The Betrayed
Industry: Everything
Environment/s: Underground Urban Sprawl

[] The Green Dunes
Population: ~4.6 Million
Settlements: Jagisla, Samina, Alania
Elite Factions: House Jagisla (Food), Church Of Eden
Local Factions: Merchant Guild, Adventurer Guild
Industry: Food
Environment/s: Rolling Green Hills

[] Slatnans Womb
Population: ~8.7 Million
Settlements: Stonecrest
Elite Factions: House Stonecrest (Spice, Medicine, plant-based Luxuries), Children Of Tewaqir, Knight-Chapter Golden Host
Local Factions: Merchant Guild, Adventurer Guild, Forge-Clan Silvica
Industry: Greenhouses, Herbs, Spice, Drugs, Filtration, Bio-Medical Products
Environment/s: Urban Sprawl, Dense Forest, Overgrown Ruins

[] Bone Valley
Population: ~9 Million
Settlements: Hal
Elite Factions: House Ere, House Are, House Era, Forge-Clan Calor (Mining), Forge-Clan Aes (Forging), Forge-Clan Cudo (Smelting), Rassemblement Vivant, Knight-Chapter Last Light
Local Factions: Merchant Guild, Adventurer Guild
Industry: Mining, Smelting, High-End Fabrication, High-End Manufacturing
Environment/s: Barren Wastelands, Harsh Desert, Underground Urban Mine

[] Seven Silver Cathedrals
Population: ~1.7 Million
Settlements: House of Rest, House of Slumber, House of Waking, House of Healing, House of Dreaming, House of Work, House of Faith
Elite Factions: Church of the Martyred Son
Local Factions: Merchant Guild, Adventurer Guild
Industry: N/A
Environment/s: Cliffs, Mountains, Fortresses

[] The Red Sea
Population: ~3.2 Million
Settlements: The Idle Bank, Lushire Fungal Gardens, Yorwe Reef Garden
Elite Factions: House Idle, House Lushire, The Free City of Yorwe
Local Factions: Merchant Guild, Adventurer Guild
Industry: N/A
Environment/s: Myconoid Forest

[] Sunken Hollows
Population: ~5 Million
Settlements: Ash, Perfidious, Decay, Bog
Elite Factions: Order of the Flaming Sword, Myra's Chosen/The Great Gearmother, House Hollow, Knight-Chapter Maric's Wrath, Knight-Chapter The Bloody Cog
Local Factions: Merchant Guild, Adventurer Guild
Industry:
Environment/s:

[] (Other?)

???
Population: ???
Settlements: ???
Elite Factions: ???
Local Factions: ???
Industry: ???
Environment/s: ???

AN: Here, you'll be voting for more information and up-to-date news from three Regions the new Chapter sent their scouts out.

Also, apologies for a slight hiccup, but you'll be voting for the Adjudicator in addition to the Region you'll be settling.
 
[X] Bone Valley
[X] The Red Sea
[X] The Capital

Voting based on how much I like the pics, while also having a good variety
 
...I literally want all of them.

Going with

[X] Ju-Ji's Hall

because geo-thermals are cool

And

[X] The Capital
[X] Bone Valley


because they look like they need the help.
 
[X] Ju-Ji's Hall
[X] Broken Crossroads
[X] Sunken Hollows


We are not going to the capital, we don't have the support base for us to make any sort of major move there. From that I picked Crossroads because it looked cool and Sunken Hollows because we can make friends there.
 
[X] Slatnans Womb
[X] Bone Valley

It look like the regions mist receptive to us, the womb seem a good place to expand mass food production making green hills (and eden) become less important


Also @HeroCooky you should put this pictures on staltan informational it drives home the fell of staltan and how the empire is far from medieval.
 
I don't think it is a good idea to go to The Capital yet, we do not have any enough strength to keep the factions there from outcompeting us. Green Dune probably isn't a good choice either since the Church of Eden considers us heretics. Though we do have their holy text…
 
You know, looking at the picture, no wonder an earthquake wrecked Ju-ji. They must have suffered cave-ins that split off entir neighbohoods.
 
As has been posted above, I am against the capital for reasons already explained.

[X] Ju-Ji's Hall
[X] Broken Crossroads
[X] Sunken Hollows
 
[X] Ju-Ji's Hall
[X] Slatnans Womb
[X] Sunken Hollows


Ju-Hi's Hall because we already have a foot in the door and it sounds like the place could use several of our steam engines. We might be able to modify them to run on geothermal power too!
Slatnans Womb because I'm curious how the Not!Islam ended up as part of the local Elite Factions. Also, ruins.
Sunken Hollows because we still have that old Torah Artefact and they could use help building up settlements out of the places they cleansed.
 
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