@HeroCooky i noticed that ^Ä^ and the leputa frame are still listed under artefacts and not under military is because he doesn't have a pilot?
 
I think the first one should go to holdings, we have to build a lot of stuff and have the money to do it. The second one, maybe Martial? idk it doesn't seem to need more actions at a time. For the third, I have no idea, we could go for more Learning, another Holding action, maybe even Faith.
Probably learning, more tech means we can help more and we more profit and power that can be used to help more.
 
Well, the Region did just go through a artificial starvation period of several seasons.
Was that another artificial starvation period or the effect of the Noble Houses not importing food?

The standard non-combat procedure mentioned in the manual was to sever the spinal nerves underneath the head and use localized anesteathics to numb the pain for the head until the implant has anchored itself to the spine and fused the severed nerves to itself and the spine once more.
Applying anesthetics only to the head means the body would probably go into shock but with it being only a single, localized wound it doesn't seem too bad? I expected several anchors points down to the bone between the body and the machine.

It would very much help them in the long-run as you'd be taking addicts off of them.
So that would be one Faith Action.

You can, and they would.
Need to add some equipment as a sub-Action to the main Martial Action. 1 Martial Action to improve security, 1 Personal Action to get guards for outlying locations right now, and 1 Personal Action to hunt bandits.

Thanks for reminding me, added it in.
So Learning would probably be transistors, radio, and continuing the psychology project.

You need Five Personal Cutters/Pilgrim Airships, Two Freighters, or One Warship to for a convoy to travel safely and efficiently enough for that.
Hmm, either salvaging two freighters or starting on producing our own airships...

Also, @karmaoa remember we should also build consensuals in the remaining cities so Rashomon can't expand beyond Ularn.
That could be our second Faith Action. Not sure what to do with Aria though. Maybe more bandit hunting?
 
Was that another artificial starvation period or the effect of the Noble Houses not importing food?
The Noble one.
Applying anesthetics only to the head means the body would probably go into shock but with it being only a single, localized wound it doesn't seem too bad? I expected several anchors points down to the bone between the body and the machine.
You don't really need more than the one after the suit becomes your skin.
 
@HeroCooky say, do we have any idea how House Mirn is doing with their missile company? I ask because I'm waiting to see if they have a breakthrough before dessigning a caravan guardship.
 
[] Plan Forced Naps And More Guards
-[][Faith] Expand Your Hospice Network - (0/1 Turns Complete) - (-40 Materials)
-[][Faith] Build Another 'Consensual' - (Zulmni) - (0/2 Turns Complete) - (-6 Materials) -[Sandcrete -12.5 Materials]
-[][Diplomacy] School The Diplomat-Corp - (Specialized) - (The Emperor) - (0/2 Turns Complete)
--[](Ashleaf Tea +15, +6FF)=+21
-[][Diplomacy] Infiltrate Part 1 - (The Followers of Light, House Ulatarn, Marquis of Tessen) - (2/3 Turns Complete)
--[](Ashleaf Tea +15, +6FF)=+21
-[][Martial] Upgrade The Central Region Security To (Private Security) - (0/3 Turns Complete) - (-32.50 Materials)
--[] Add (Mortar Upgrade: Sleeping Gas (Ammunition)) to (Tech-Scouts) - (-6.93 Materials)
--[] Add (Mortar Upgrade: Sleeping Gas (Ammunition)) to (The Unbroken) - (-6.93 Materials)
--[] Add (Mortar Upgrade: Sleeping Gas (Ammunition)) to (The Wall) - (-6.93 Materials)
-[][Learning] The Mind - The Grey Disease - (Psychology) - (6/12 Successes)
--[] [Grease The Wheels], (Scientific Theory +15, Black Box +5, Library +5)=+25
--[] -
-[][Learning] Transistors Typing - (Advanced/Pioneer Electronics) - (0/4 Successes)
--[][PD], (Scientific Theory +15, Electronics Workshop +30, 2 [ENG] +28)=+73
--[] Personal Tablet +20 to Advanced Electronics=+20
-[][Learning] Primitive Radios - (Electronics/Advanced Electronics) - (0/4 Successes)
--[] [DoD], (Scientific Theory +15, Electronics Workshop +30, 2 [SC] +24)=+69
--[] -
-[][Archeology] Loot The Bunkers Entrance - (1/4 Turns Completed)
-[][Archeology] Send Out The Scavengers - (SO-01) - (0/1 Turns Complete)
-[][Tree of Knowledge] Armor The Daughter - (0/1 Turns Complete) - (-306 Materials)
-[][Holdings] The Trail Of Rust - (0/19 Turns Complete) - (-175 Materials)
--[] (Hire Contractors: 3*7 Materials= (-21 Materials)
-[][Aria action] Too Much To Do - (Guards! Guards! - (Ashleaf Nursery, Jewel Mine, Silver Mine, Iron Mine, 'Consensual' - (Zulmni))) - (0/1 Successes) - (-32.5 Materials)
-[][Martyris action] Too Much To Do - (Hunt Them Down! - (Tech-Scouts, The Unbroken, The Wall, Incubi) - (Try for prisoners)) - (0/1 Turns Completed) - (-4 Materials)
--[](Adjudicator +25, A Victims Ire: Criminal Organizations +5, +45 Hey, Guards! Do Your Jobs!, +9FF)=+84
-[][Martyris action] Too Much To Do - (Hey, Guards! Do Your Jobs!) - (0/1 Successes) - (-1.3 Goodwill)
--[](Adjudicator +25, A Victims Ire: Criminal Organizations +5, Ashleaf Tea +15, +6FF)=+51

-[] Merchants - (All Are Free Actions)
--[] Backroom Deals - (Grand Kitchen - (Mirn))
-[] The Adventurer Guild - (1 Action)
--[] Investigate - (Daughters of Rashomon: Daily operations and treatment of others) - (-3 Materials)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (0/4 Turns Complete) - (1 Faithful, -6 Material)
-[] The Bureau For Imperial Civilian Logistics - (1 Action)
--[] Grease The Wheels - (The Mind - The Grey Disease) - (-15 Materials, -15 Goodwill)
-[] Forge Clan Vanar-Feer - (Choose 1 Action)
--[] Engineers Galore - (Engineer) - (5/6 Turns Complete) - (-15 Materials)
-[] The Followers Of Light - (1 Action)
--[] For The Nation - (Action) - (-15 Materials, -3 Goodwill)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Norqod) - (9/39 Turns Complete) - (-5 Materials)
-[] Bone Valley Chapter - (All Are Free Actions)
--[] Send Support (-50 Materials, Bloodbark, Black Root and other food/supplies, 1 General Doctor)

Costs: 40 Materials+ 6 Materials+ 12.5 Materials+ 32.50 Materials+ 6.93 Materials+ 6.93 Materials+ 6.93 Materials+ 306 Materials+ 175 Materials+ 21 Materials+ 32.5 Materials+ 4 Materials+ 3 Materials+ 6 Material+ 15 Materials+ 15 Materials+ 15 Materials+ 5 Materials+ 50 Materials=759.29 Materials
Budget: 809.58 Materials
Remaining budget: 809.58 Materials - 759.29 Materials= 50.29 Materials

Goodwill cost: 1.3 Goodwill+ 15 Goodwill+ 3 Goodwill= -19.3 Goodwill
Current Goodwill: 223.95 Goodwill:V

So, a first draft.

Hospice Network to deal with the influx of addicts, a 'Consensual' in Zulmni because its the only city without a criminal organization, meaning the Daughters Of Rashomon could expand into that direction.
Diplomacy is continuing our infiltration, and learning etiquette in case the Emperor comes to a decision and we have to make an appearance.
Martial is mostly focused on hunting bandits in such a way that we get prisoners we can question about what's going on. And improving security with more guards + the private security upgrade.
Learning is more psychology and electronics. The radio should finish during this Turn and the transistors during the next with overflow. Hopefully, that gets us a better placement in the competition.
Archeology loots and the Tree finishes the mundane armor of the Daughter.
I'm open to changing the Holding Action. Trail Of Rust would have been nice, but will probably have to wait until we get a second Action in that category.

[X] The Mind - The Grey Disease - (Psychology) - (3/12 Successes)
This needs to get updated. It's the number of Successes from the last Turn.

Also, would it be correct to assume that Transistors Typing has Advanced/Pioneer Electronics type Artefacts as required/usable Artefacts?

Oh, and would the dice roll from Bureau For Imperial Civilian Logistics: Commission A Survey get a bonus if we do School The Diplomat-Corp - (Bureau For Imperial Civilian Logistics)?

Edit: Changed the target of Investigate, added the new 'Consensual' to Guards! Guards!, changed the Holding Action.
 
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This needs to get updated. It's the number of Successes from the last Turn.

Also, would it be correct to assume that Transistors Typing has Advanced/Pioneer Electronics type Artefacts as required/usable Artefacts?

Oh, and would the dice roll from Bureau For Imperial Civilian Logistics: Commission A Survey get a bonus if we do School The Diplomat-Corp - (Bureau For Imperial Civilian Logistics)?
Fixed.
You are right in the Artifact type requirement.
And there would be no bonus for the Survey, even if you have the diplomatic schooling. The survey looks for things in the Region, it is not dependent on how well you talk.
 
--[] Investigate - (The Family)
I'd rather investigate the Daughters of Rashomon. In particular the state of their brothels. This is because there is uncertainty how much of their reputation is deserved and how much is hearsay. Looking at their brothels will let us know if we can let them be in Ularn or if we need to take more aggressive action.

Also, I think it would be better to start the path of Rust for holdings. It will take 5 turns even with max contractors but we need it to support airship manufacture.
 
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And there would be no bonus for the Survey, even if you have the diplomatic schooling. The survey looks for things in the Region, it is not dependent on how well you talk.
Ah, I assumed they gather the results of the survey and then assign?/auction of? locations to interested parties. Better talking, in this case, would mean knowing who to talk to for specifics or knowing how good the different survey teams are.

I'd rather investigate the Daughters of Rashomon. In particular the state of their brothels. This is because there is uncertainty how much of their reputation is deserved and how much is hearsay. Looking at their brothels will let us know if we can let them be in Ularn or if we need to take more aggressive action.
I'm want to look into the Family because they are active in Jokvi and we know from the Lost that the increase of drug addicts happens there. The Daughters might be more urgent though.

And in that light, I probably should change one of the targets for Guards! Guards! to the newly built 'Consensual'.

Also, I think it would be better to start the path of Rust for holdings. It will take 5 turns even with max contractors but we need it to support airship manufacture.
Hmm, we could afford it, and locking an Action up like that might allow the Conclave Of Fraya to catch up a bit(assuming they don't try to decorate our safe-houses in the Forest. Artists are madmen).

We should have a free Tree Action during the next Turn, so I could start another Logic Bank then?

Even Rooting Moon would give up on humanity if we did that.
 
Ah, I assumed they gather the results of the survey and then assign?/auction of? locations to interested parties. Better talking, in this case, would mean knowing who to talk to for specifics or knowing how good the different survey teams are.
Still not doable, as it would be not a "Team #73 or #15" choice, but you greasing the gears to get ~200/400 people to start looking at stuff that could be used.
Non-Fungible-Token.
TLDR; You own a link to a Jpg. Not the Jpg. The link.
 
I'm want to look into the Family because they are active in Jokvi and we know from the Lost that the increase of drug addicts happens there. The Daughters might be more urgent though.
The reason why I want to look into the Daughters is because they always seem to be a secondary concern, so I'm worrying that we'll ignore them until they become a primary concern.

We should have a free Tree Action during the next Turn, so I could start another Logic Bank then?
Yeah, we should get a Holding action, that way we can get started on an airship line as soon as possible.
 
Having some realy bad fuckup, crash-finishing social change, stealing tech from a Forge-Clan, developing NFTs, and so forth.

It would be much easier to put a price-tag onto a write-in than list what you could do with 200 Goodwill. :V

Thanks!

Having stewed on it, what would the cost be to make a Team of Rescue Knights? Ones that are commissioned to be optimized for Construction and Post-Disaster Work rather than Combat? What would the cost be if they were still Combat focused, or were designed to refit for Combat at need?

Seperate from the Pilgrims, would the House be able to recruit Knights with the intention of them being specialized for such work?
 
Thanks!

Having stewed on it, what would the cost be to make a Team of Rescue Knights? Ones that are commissioned to be optimized for Construction and Post-Disaster Work rather than Combat? What would the cost be if they were still Combat focused, or were designed to refit for Combat at need?

Seperate from the Pilgrims, would the House be able to recruit Knights with the intention of them being specialized for such work?
Uuuuuuh... I'd, conservatively, put the cost at... ~2.000-5.000 Materials to create a whole new and unique category of Knight for S&R and Construction Work.

A refit would cost you about 600-1.000 Materials in designing and building the tools alongside licensing and hiring Forge-Clan Engineers and Technicians to oversee and perform the needes repairs, maintenance, swapping-out, and other things for any Knight you'd need to purchase for that. Also, you would need to have around 8-20 hours of warning before an attack for the swapping.

I am saying "any Knight you'd need to purchase for that" because PD and ^Ä^ would tell you to get fucked and stuff a rusty cacti up your ass/polite declining of reducing their combat capabilities.

It would be much cheaper to contract construction companies for any building (like you do in Norqod) with maybe commissioning rescue equipment for 200 Materials to be permanently (~40 years/160 Turns) ready to help people within Tessen.
 
I am saying "any Knight you'd need to purchase for that" because PD and ^Ä^ would tell you to get fucked and stuff a rusty cacti up your ass/polite declining of reducing their combat capabilities.

So we probably need a better computers to make larbormechs because most cores would not want be put on a rescue kinght if they can help it.

Its fair, if i was a killbot i would want to be the best killbot possible.
 
[X] Plan Forced Naps And More Guards
-[X][Faith] Expand Your Hospice Network - (0/1 Turns Complete) - (-40 Materials)
-[X][Faith] Build Another 'Consensual' - (Zulmni) - (0/2 Turns Complete) - (-6 Materials) -[Sandcrete -12.5 Materials]
-[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (The Emperor) - (0/2 Turns Complete)
--[X](Ashleaf Tea +15, +6FF)=+21
-[X][Diplomacy] Infiltrate Part 1 - (The Followers of Light, House Ulatarn, Marquis of Tessen) - (2/3 Turns Complete)
--[X](Ashleaf Tea +15, +6FF)=+21
-[X][Martial] Upgrade The Central Region Security To (Private Security) - (0/3 Turns Complete) - (-32.50 Materials)
--[X] Add (Mortar Upgrade: Sleeping Gas (Ammunition)) to (Tech-Scouts) - (-6.93 Materials)
--[X] Add (Mortar Upgrade: Sleeping Gas (Ammunition)) to (The Unbroken) - (-6.93 Materials)
--[X] Add (Mortar Upgrade: Sleeping Gas (Ammunition)) to (The Wall) - (-6.93 Materials)
-[X][Learning] The Mind - The Grey Disease - (Psychology) - (6/12 Successes)
--[X] [Grease The Wheels], (Scientific Theory +15, Black Box +5, Library +5)=+25
--[X] -
-[X][Learning] Transistors Typing - (Advanced/Pioneer Electronics) - (0/4 Successes)
--[X][PD], (Scientific Theory +15, Electronics Workshop +30, 2 [ENG] +28)=+73
--[X] Personal Tablet +20 to Advanced Electronics=+20
-[X][Learning] Primitive Radios - (Electronics/Advanced Electronics) - (0/4 Successes)
--[X] [DoD], (Scientific Theory +15, Electronics Workshop +30, 2 [SC] +24)=+69
--[X] -
-[X][Archeology] Loot The Bunkers Entrance - (1/4 Turns Completed)
-[X][Archeology] Send Out The Scavengers - (SO-01) - (0/1 Turns Complete)
-[X][Tree of Knowledge] Armor The Daughter - (0/1 Turns Complete) - (-306 Materials)
-[X][Holdings] Organized Airship Manufactory - 1 Line - (Airship (First Son)) - (0-2.000 Kg) - (Company name: To be decided) - (0/5 Turns Complete) - (-35 Materials)
--[X] (Hire Contractors: 1*7 Materials= (-7 Materials)
-[X][Aria action] Too Much To Do - (Guards! Guards! - (Ashleaf Nursery, Jewel Mine, Silver Mine, Iron Mine, 'Consensual' - (Zulmni))) - (0/1 Successes) - (-32.5 Materials)
-[X][Martyris action] Too Much To Do - (Hunt Them Down! - (Tech-Scouts, The Unbroken, The Wall, Incubi) - (Try for prisoners)) - (0/1 Turns Completed) - (-4 Materials)
--[X](Adjudicator +25, A Victims Ire: Criminal Organizations +5, +45 Hey, Guards! Do Your Jobs!, +9FF)=+84
-[X][Martyris action] Too Much To Do - (Hey, Guards! Do Your Jobs!) - (0/1 Successes) - (-1.3 Goodwill)
--[X](Adjudicator +25, A Victims Ire: Criminal Organizations +5, Ashleaf Tea +15, +6FF)=+51


-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Grand Kitchen - (Mirn))
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Daughters of Rashomon: Daily operations and treatment of others) - (-3 Materials)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (0/4 Turns Complete) - (1 Faithful, -6 Material)
-[X] The Bureau For Imperial Civilian Logistics - (1 Action)
--[X] Grease The Wheels - (The Mind - The Grey Disease) - (-15 Materials, -15 Goodwill)
-[X] Forge Clan Vanar-Feer - (Choose 1 Action)
--[X] Engineers Galore - (Engineer) - (5/6 Turns Complete) - (-15 Materials)
-[X] The Followers Of Light - (1 Action)
--[X] For The Nation - (Expand Your Poor Houses) - (-15 Materials, -3 Goodwill)
-[x] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - (9/39 Turns Complete) - (-5 Materials)
-[X] Bone Valley Chapter - (All Are Free Actions)
--[X] Send Support (-50 Materials, Bloodbark, Black Root and other food/supplies, 1 General Doctor)



Costs: 40 Materials+ 6 Materials+ 12.5 Materials+ 32.50 Materials+ 6.93 Materials+ 6.93 Materials+ 6.93 Materials+ 306 Materials+ 35 Materials+ 7 Materials+ 32.5 Materials+ 4 Materials+ 3 Materials+ 6 Material+ 15 Materials+ 15 Materials+ 15 Materials+ 5 Materials+ 50 Materials=605.29 Materials
Budget: 809.58 Materials
Remaining budget: 809.58 Materials - 605.29 Materials= 204.29 Materials

Ok, @HeroCooky short question. Does the support for the Bone Valley Chapter work as written up? Materials to buy stuff, food + medical supplies, a doctor to treat people and help with the Hydroponics.

Edit: Added Expand Your Poor Houses to For The Nation.
Edit2: Changed Trail Of Rust for Airship Manufactory, due to us needing experience with building airships before we can really start to use Suspendium en mass.
 
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