@HeroCooky A few questions:
1. Are we able to pause the expedition preparations for 1 turn so that we can spend this turn on scavenging instead?
2. How much would it cost to buy crossbows for our volunteers?
If we are unable to pause the expedition preparations then we don't have enough actions available to fit in all three of researching medikits, researching crossbows and scavenging the wounding nightmare site. I've proposed a few plans below which differ only in which of these three items they leave out. If crossbows are cheap enough then we might be able to pay for them by selling an extra artifact or two. That would save an action and let us fit in everything.
Another possible change is paying the military to train up our volunteers further but we'd need to sell more artifacts to afford it. The plans below only have 0.09 material to spare.
[ ] Plan: Medikits and crossbows, no scavenging
-[ ] (Faith) Of Books And Pilgrims
-[ ] (Diplomacy) To Bid Welcome
-[ ] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
-[ ] (Learning) Medikits For Cheap
-[ ] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[ ] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[ ] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
-[ ] (Personal) Too Much To Do - Martial
--[ ] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
-[ ] (Personal) Too Much To Do - Learning
--[ ] Get To The Point (use artifact Destroyed Crossbow)
-[ ] Merchants
--[ ] A small loan (+10 materials)
--[ ] Selling artifacts: Rusted Cogs (+1.25 materials)
--[ ] Buying Goods In Bulk - Silver Mine
[ ] Plan: Medikits and scavenging, no crossbows
-[ ] (Faith) Of Books And Pilgrims
-[ ] (Diplomacy) To Bid Welcome
-[ ] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
-[ ] (Learning) Medikits For Cheap
-[ ] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[ ] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[ ] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
-[ ] (Personal) Too Much To Do - Martial
--[ ] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
-[ ] (Personal) Too Much To Do - Archeology
--[ ] Send Out The Scavengers To The Wounding Nightmare
-[ ] Merchants
--[ ] A small loan (+10 materials)
--[ ] Selling artifacts: Rusted Cogs (+1.25 materials)
--[ ] Buying Goods In Bulk - Silver Mine
[ ] Plan: Crossbows and scavenging, no medikits
-[ ] (Faith) Of Books And Pilgrims
-[ ] (Diplomacy) To Bid Welcome
-[ ] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
-[ ] (Learning) Get To The Point (use artifact Destroyed Crossbow)
-[ ] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[ ] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[ ] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
-[ ] (Personal) Too Much To Do - Martial
--[ ] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
-[ ] (Personal) Too Much To Do - Archeology
--[ ] Send Out The Scavengers To The Wounding Nightmare
-[ ] Merchants
--[ ] A small loan (+10 materials)
--[ ] Selling artifacts: Rusted Cogs (+1.25 materials)
--[ ] Buying Goods In Bulk - Silver Mine
1. Are we able to pause the expedition preparations for 1 turn so that we can spend this turn on scavenging instead?
2. How much would it cost to buy crossbows for our volunteers?
If we are unable to pause the expedition preparations then we don't have enough actions available to fit in all three of researching medikits, researching crossbows and scavenging the wounding nightmare site. I've proposed a few plans below which differ only in which of these three items they leave out. If crossbows are cheap enough then we might be able to pay for them by selling an extra artifact or two. That would save an action and let us fit in everything.
Another possible change is paying the military to train up our volunteers further but we'd need to sell more artifacts to afford it. The plans below only have 0.09 material to spare.
[ ] The Military - (1 Free Action)
-[ ] War Lessons
(Cost: 2 Material
Reward: +5 to the first two rolls in the next Combat.)
[ ] Plan: Medikits and crossbows, no scavenging
-[ ] (Faith) Of Books And Pilgrims
-[ ] (Diplomacy) To Bid Welcome
-[ ] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
-[ ] (Learning) Medikits For Cheap
-[ ] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[ ] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[ ] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
-[ ] (Personal) Too Much To Do - Martial
--[ ] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
-[ ] (Personal) Too Much To Do - Learning
--[ ] Get To The Point (use artifact Destroyed Crossbow)
-[ ] Merchants
--[ ] A small loan (+10 materials)
--[ ] Selling artifacts: Rusted Cogs (+1.25 materials)
--[ ] Buying Goods In Bulk - Silver Mine
[ ] Plan: Medikits and scavenging, no crossbows
-[ ] (Faith) Of Books And Pilgrims
-[ ] (Diplomacy) To Bid Welcome
-[ ] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
-[ ] (Learning) Medikits For Cheap
-[ ] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[ ] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[ ] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
-[ ] (Personal) Too Much To Do - Martial
--[ ] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
-[ ] (Personal) Too Much To Do - Archeology
--[ ] Send Out The Scavengers To The Wounding Nightmare
-[ ] Merchants
--[ ] A small loan (+10 materials)
--[ ] Selling artifacts: Rusted Cogs (+1.25 materials)
--[ ] Buying Goods In Bulk - Silver Mine
[ ] Plan: Crossbows and scavenging, no medikits
-[ ] (Faith) Of Books And Pilgrims
-[ ] (Diplomacy) To Bid Welcome
-[ ] (Martial) Build A Training Field - (Basic) - (1/2 Turns)
-[ ] (Learning) Get To The Point (use artifact Destroyed Crossbow)
-[ ] (Archeology) Prepare an Expedition (WO-04)(Turns 3)(House Mirn support: N) - 2/3 turns complete
-[ ] (Tree) A Farm For Starters - (Extremely Fertile Farmland) - (Ashleaf Trees)
-[ ] (Tree) A Farm For Starters - (Fertile Farmland) - (Bloodbark) (1/2 Turns)
-[ ] (Personal) Too Much To Do - Martial
--[ ] Train Your Volunteers - Armored Camo-Cloaks (-16.6 materials)
-[ ] (Personal) Too Much To Do - Archeology
--[ ] Send Out The Scavengers To The Wounding Nightmare
-[ ] Merchants
--[ ] A small loan (+10 materials)
--[ ] Selling artifacts: Rusted Cogs (+1.25 materials)
--[ ] Buying Goods In Bulk - Silver Mine
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