The Emperor being unhappy is the least possible problem. It would be way worse if other Noble Houses see stuff like the BHVs as a way to get Artefact-grade airships out of the Pilgrims.
But, once we completely design a 80/80 village we will have the blueprints pretty much locked down. That means we can just hand those out in a folder titled "How to build villages that make a mad profit". It would be pretty moronic of them to not follow them just to force us to hand a ship over.

And the only house that we might have to make some concessions to is House Tessen, since they are the head honcho and losing out on that kind of strategic advantage stings.

The other houses can offer us proposals to buy a ship from us, same as any other.
 
It would be pretty moronic of them to not follow them just to force us to hand a ship over.
You are talking about Nobles here. Nobles that see that a Religion panicked, and gave a rival a Warship to gain a say in the construction of BHVs. Either they gain a ship themselves, or get fewer Mutated in their City to cause incidents.

They can only win.
 
You are talking about Nobles here. Nobles that see that a Religion panicked, and gave a rival a Warship to gain a say in the construction of BHVs. Either they gain a ship themselves, or get fewer Mutated in their City to cause incidents.
Then we start to burn Goodwill and raise a great stink about it. We are generous, not stupid.

But in order to get more options. Would a Cutter also get us 10% shares or is it less?
 
Then we start to burn Goodwill and raise a great stink about it. We are generous, not stupid.

But in order to get more options. Would a Cutter also get us 10% shares or is it less?
A Cutter will give you 2%. It is not as impressive as an Ancient Warship with rotating Energy Beams that can float independently around the ship.

Also, people got kinda used to them.
 
How do theories work actually? Are they like artifacts that we have to spend on research and consume them or are they just a passive buff to research where we can stack more of the things to get higher bonuses from them?
 
How do theories work actually? Are they like artifacts that we have to spend on research and consume them or are they just a passive buff to research where we can stack more of the things to get higher bonuses from them?
They reduce the DC needed for a category of Research, stack, and at 5 of a single category and tier (example: Common+Medicine) you can make a Thesis to get a 20% chance for all five indivudially to upgrade to the next tier or proc another one.
Hmmm... @HeroCooky would Catalog BHV Problems help with the design actions for the current ones being built?
They very much would.
 
Keep in mind that the higher you climb on the tech-tree, the higher the DCs get. The less Successes you gain by using Artifacts, Cores, and Support, the less the DC rises.
Sure, but we can get a similar(if lesser) effect by simply doing the theory work. And the Pilgrims are fundamentally not a research institution. We do research to improve people's lives, not as a goal in itself.

But, once we completely design a 80/80 village we will have the blueprints pretty much locked down. That means we can just hand those out in a folder titled "How to build villages that make a mad profit". It would be pretty moronic of them to not follow them just to force us to hand a ship over.
I would note that 80/80 is not a normal village, not even an average village. It's Norqod level, which is the seat of a Prevter house with unique industrial possibilities(airships) and the Tree of Knowledge nearby, with all the facilities thereof.

And they totally would do something like that to get a chance at an Ancient warship. Stuff like that needs to get found in ruins, repaired, and people need to be allowed to keep it to be able to sell it. The Artifact Reclamation Order changed a lot for us.

@HeroCooky Short question, how do the different Cooldowns of the Influencing/Altering/Designing Black Holes Actions interact? If we do Influencing Black Holes would that lock all other Black Hole Actions for three Turns or only the Influencing Black Holes Action itself?
 
Short question, how do the different Cooldowns of the Influencing/Altering/Designing Black Holes Actions interact? If we do Influencing Black Holes would that lock all other Black Hole Actions for three Turns or only the Influencing Black Holes Action itself?
Only the Action with a cool down would be affected by the cool down, all other Actions won't have a restriction not stated.
 
Only the Action with a cool down would be affected by the cool down, all other Actions won't have a restriction not stated.
Great! If we ever get 15% Shares we could alternate between Altering Black Holes and Designing Black Holes every Turn. Hmm, now I'm tempted to spend enough Material to unlock Altering Black Holes for this Turn and do Influencing Black Holes during the following Turn.

Hmm, what else... Would hiring Adventurers increase the Success chances for Communal Outreach or Collapse Their Gravity due to the high number of Mutated Adventurers? I'm not sure what to do with the Adventurer Action of this Turn due to my suspicion that they also get the -95 malus against the DOR.

Would doing Faith: Communal Outreach/Collapse Their Gravity/Blessed Journeys trigger Martyris' Sympathy: The Lost Trait due to their current focus on helping the Mutated?

Could we use the Followers Of Light Action of this Turn on Faith Actions like Catalog BHV Problems? The Success Chance boost from For The Nation - (Communal Outreach) could be really useful due to the "+1 Random Stat Gain per success if you hold any stake over 1% within the BHVs" part.

And finally, could we spend a Martial Action on scouting the first floor of the Bunker? Or is that a fight-or-nothing situation?
 
Hmm, what else... Would hiring Adventurers increase the Success chances for Communal Outreach or Collapse Their Gravity due to the high number of Mutated Adventurers?
I'm going to say no here, due to most Mutated Adventurers not being the sort that has connections back there that aren't belligerent or hostile to them. The rest won't be of much help, as they are the sort that is despised in the BHVs.
Would doing Faith: Communal Outreach/Collapse Their Gravity/Blessed Journeys trigger Martyris' Sympathy: The Lost Trait due to their current focus on helping the Mutated?
Hmmm, yes. It would trigger his trait.
Could we use the Followers Of Light Action of this Turn on Faith Actions like Catalog BHV Problems?
You can use them, with ramifications.
And finally, could we spend a Martial Action on scouting the first floor of the Bunker? Or is that a fight-or-nothing situation?
It is heavily recommended that you scout the First Floor first.
 
Doing a Favour for house Ulatarn gets us 5% shares, and we get options for those.
I think the only list of options that we got in that regard was this:
House Ulatarn:
[][House Ulatarn] Recover 1 Warship
[][House Ulatarn] Recover 2 Line Vessels
[][House Ulatarn] Locate Their Missing Daughter (And Bring Her Back)
[][House Ulatarn] Connect 6 Trade Routes With Any House Ularn City (Ularn/Jokvi/Strul)
[][House Ulatarn] Create Cheap Radio Transmitters/Receivers Within 4 Turns (Total of 13 Successes Needed)
I'm not sure how up-to-date that would still be. We did the Trade Routes and I think the Missing Daughter would be off the list by now.

Hmmm, yes. It would trigger his trait.
Wow, that would mean we get +55(Founder+Sympathy) on Communal Outreach before any other Boni. For a repeatable Action that can increase BHVs stats that's huge.

You can use them, with ramifications.
And now I'm torn. Using For The Nation: Communal Outreach/Collapse Their Gravity could get pretty political. Maybe after We Work As One: Catalog BHV Problems to show them the suffering of citizens of the Empire. They might see Mutated as not pure but they are still citizens(I think).
 
I'm not sure how up-to-date that would still be. We did the Trade Routes and I think the Missing Daughter would be off the list by now.
Regardless of what new options we are given, it should be stuff we are realistically able to do. So I think we should take it. We need to get to 15% asap and a favor puts us a third of the way there.
 
[] Plan Economic Takeover
-[][Faith] Expand Your Poor Houses - (4/5 Turns Complete) - [Sandcrete -12.5 Materials],
-[][Faith] Catalog BHV Problems - (0/3 Turns Complete) - (-78 Materials, -34 Goodwill)
-[][Diplomacy] Hello, My Name Is Money, Big Money. - (0/1 Turns Complete) - (-900 Materials, -20 Goodwill, -2 Mutated Opinion (Once), Personal Cutter)
--[] -
-[][Diplomacy] Altering Black Holes - (Civilian Inf., Agriculture) - (0/1 Turns Complete)
--[] -
-[][Martial] Scout Out. - (Tech-Scouts: The Bunker - First Floor) - (0/1 Turns Complete)
--[](+6FF)=+6
-[][Learning] Chemicals For Future! - (Biology/Chemicals) - (0/4 Successes)
--[] [DoD], [PD], (Scientific Theory +15, Library +5)=+20
--[] Food Preservatives +5 to Common Chemicals, Chocolate Recipe +5 to Common Chemicals, Beer Recipe +5 to Common Chemicals, Recipe Fragments +5 to Chemicals=+20
-[][Learning] True/False/False/True - (Advanced Programming/Electronics) - (5/7 Successes)
--[] (Scientific Theory +15, Electronics Workshop +30, 2 [SC] +24, 6FF)=+75
--[] 1x Malicious Scrap Code +20 to Advanced Programming=+20
-[][Learning] Assemble The Theorists! - (Common Medicine) - (0/2 Successes)
--[](Scientific Theory +15, 2[DOC] +12, 1[SUR] +12, +6FF)=+45
--[] -
-[][Archeology] Recover Airship - Personal Cutter - (The Unbroken, The Wall) - (0/1 Turns Complete) - (-6 Materials, 5 Small Suspendium Shards)
--[] 3 [ENG] +42, +6FF=+48
-[][Archeology] Prepare an Expedition - (RC-01) - (4 Turns Preperation= 8 Turns expedition) - (House Mirn support: N) - (2/4 Turns Complete)
-[][Tree of Knowledge] Assemble A Logic Bank - (2/6 Constructed) - (Holdings) - (2/3 Turns Complete)
-[][Holdings] Fashion Street - (0/4 Turns Complete) - (-21.89 Materials)
--[] (Hire Contractors: 1*7 Materials= (-7 Materials)
-[][Aria action] Shift Your Bureaucracy From (Archeology) To (Diplomacy) - (0/1 Turns Complete) - (-1 Materials))
-[][Martyris action] Too Much To Do - (Communal Outreach - (Repeatable) - (0/2 Turns Complete) - (-20 Materials, -6 Goodwill))
--[](Adjudicator +35, Sympathy: The Lost +20, +6FF)=+61
-[][Martyris action] Too Much To Do - (Hello, It's Me. The Pilgrim. - (0/1 Turns Complete))
--[](Adjudicator +35)=+35


-[] Merchants - (All Are Free Actions)
--[] Backroom Deals - (Small Quarantine Area)
--[] Sell Businesses Norqod Location Privileges
-[] The Adventurer Guild - (1 Action)
--[] Investigate - (Merchant Guild (Manufactory Syndicates)) - (-3 Materials)
-[] The Union Of Herbalists - (1 Action)
--[] Study Sessions - (0/8 Turns Complete) - (-1 Faithful, -2.50 Material)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (3/4 Turns Complete) - (-6 Material)
-[] Forge Clan Vanar-Feer - (Choose 1 Action)
--[] Engineers Galore - (Engineer) - (2/6 Turns Complete) - (-15 Materials)
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Catalog BHV Problems)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Norqod) - (12/45 Turns Complete) - (-5 Materials)
-[] Nine Tribes Council - (1 Action)
--[] Sell Artifact/s
"4D Rectangle" - 0.88
Farsight Lense - 0.73
3x Rare Spices - 0.72
Tattered Painting - 0.05
Gutted Brain Scanner Fragments - 0.96
Crumbling Neural Map - 0.73
Rudimentary Chemical Diagramm - 0.43
Child Learning Toy - 0.07,
Notes On A Patients Recovery - 0.65
Burnt Scientific Papers - 0.78
Medical Data - 0.65
Engraved Memorial - 0.31
Destroyed Art - 0.43
Old Pen - 0.02
Literature - 0.72
Rare Alloyed Pipes - 0.58
Machinery Parts - 0.54
Jewel Nuggets - 0.73
Rare Minerals - 0.94
Preserved Feather - 0.03
Monetary Budgets - 0.10
Interesting Rock - 0.01
Ancient Food - 0.72
Destroyed Pictures - 0.34
Fossilized Woodcarving - 0.04
Useless Mechanical Parts - 0.70
Clear Crystal - 0.15
Gemstones - 0.66

Costs: 12.5 Materials+ 78 Materials+ 900 Materials+ 6 Materials+ 21.89 Materials+ 7 Materials+ 1 Materials+ 20 Materials+ 3 Materials+ 2.50 Material+ 6 Material+ 15 Materials+ 5 Materials = 1.077.89 Materials
Budget: 1.241.77 Materials+ ??? Norqod Location Privileges and Artefacts= ~1.241.77 Materials
Remaining budget: 1.241.77 Materials - 1.077.89 Materials= 163.88 Materials

Goodwill cost: 34 Goodwill+ 20 Goodwill+ 6 Goodwill= 60 Goodwill
Current Goodwill: 257.61 Goodwill
Remaining Goodwill: 257.61 Goodwill - 60 Goodwill= 197.61 Goodwill

Ugh, I wanted to hit the DOR again and get our guys out of prison, but that would take three Actions to do properly(2 Secrets+1 Hey, Pssst, You Want Some Justice?)

Anyway, this will get pretty expensive but we should get a few Materials from selling Norqod Location Privileges. Decided to go with a Personal Cutter(2% Shares) and paying Materials(hopefully 3% Shares). If we want to get 15% Shares we will need to save up Materials for a few Turns and look into what Favor they would want?
@HeroCooky Would that need a Diplomacy Action?

Honestly not sure about the Learning and Personal Actions but I will look over everything later again, so meh.

Edit: Changed a few of the Artefacts that get sold. Also changed the Personal Actions.
Edit2: Added the Favor Diplomacy Action, changed a Learning project, changed the target of the Adventurers, and stretched the Holding project over a few Turns.
 
Last edited:
-[][Learning] Fashion Revival - (Repeatable)
--[] [DoD], [PD], (Scientific Theory +15)=+15
--[] 1x Elaborate Costume, Well Kept Clothes, Tasteful Dress, 1x Decorative Armor Pieces, Galant Men's Wear
While I'm glad we're finally doing this, I think that we should assign more clothes/jewelry to this to increase the income/narrative effects.
In total we have:
7x Elaborate Costume
1x Well Kept Clothes
1x Tasteful Dress
2x Decorative Armor Pieces
1x Galant Men's Wear
1x Jeweled Brooch
1x Intact Glasses (maybe usable)
1x Flayed White Dress
1x Golden Filigree

So that is a total of 15-16 extra materials per turn if we put all of this in.
 
Yes, I'll add one later today.
Ahhhh, another Diplomacy Action! Whhhhhhy!?

Since we are doing Fashion Street we could do Fashion Revival to increase its income.
Already planned that, but with all the Emergency Faith Actions being so expensive I'm thinking about stretching the Fashion Street project over a few Turns and doing Fashion Revival only on its last Turn.

Also; moving an Action from one Category into another Category. A third Faith Action isn't too useful until after Catalog BHV Problems has finished, but a third Diplomacy Action could be really useful. Probably one of the Archeology Actions.

With three Diplomacy Actions next Turn we could keep one on a Black Holes Action and spend the other two on hitting the DOR. Once the Purified then start going after the DOR we could switch that Action to the Faith Category to run Communal Outreach and Collapse Their Gravity simultaneously.

While I'm glad we're finally doing this, I think that we should assign more clothes/jewelry to this to increase the income/narrative effects.
Sadly it's limited to 1 Artefact per Success.
Reward: +1 permanent Material income per clothing-related Artifact and Success,
Even with PD and DOD focused on that, we can only apply 5 Artefacts. But I have some of those Artefacts listed as being sold so we better find out if they could be used for Fashion Revival now.

7x Elaborate Costume
1x Well Kept Clothes
1x Tasteful Dress
2x Decorative Armor Pieces
1x Galant Men's Wear
1x Jeweled Brooch
1x Intact Glasses (maybe usable)
1x Flayed White Dress
1x Golden Filigree
@HeroCooky Could all of the Artefacts EyeOfSauron listed up be used for Fashion Revival?
 
Back
Top