-[X][Faith] Rudimentary Territorial Hospices - (Ularn - House Ularn Demand) - (1/3 Turns Complete) - (-82 Materials, -10FF) - [Sandcrete -12.5 Materials]
+1 Turn of Progress
Should be 2 Turns of progress, assuming the Sandcrete was applicable. Which it should be because we used it with other hospice projects.
-[X][Diplomacy] Designing Black Holes - (Agriculture, Water, Civilian Inf., Guard Presence) - (11/1 Turns Complete) - (-40 Materials, -10 Goodwill)
--[X] Hire Civil Planners And Architects
Success!
+5% Piety, +2 to Agriculture, Water, Civilian Inf., Guard Presence
-2 Water due to Increased Population and Agriculture
-[X][Diplomacy] Influencing Black Holes - (Water) - (1/1 Turns Complete) - (-5 Materials)
--[X] Hire Civil Planners And Architects
Success!
+1% Piety, +1 to Water
Overall, that increased the Agriculture, Civilian Inf., Guard Presence stats by 2 and the Water stat by 1. Hopefully, getting Civilian Inf. and Guard Presence to 4 makes further improvements easier.
-[X][Learning] Rugged Radios - (Electronics/Advanced Electronics) - (5/7 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 3 [ENG] +42,+6FF)=+93
--[X] 1x Rusted Swarm Seeker Warheads +20 to Advanced Weapons/Hydraulics/Electronics=+20
Needed: 36/87/116, Rolled: 73 + 113 = 186
Success!
+2 Automatic Successes
+3 Successes
The engineers and a few scientists, or some Artifacts, would be enough to finish this during the next Turn. We could use PD and DoD on a different project.
-[X][Learning] Electric Guardians - (Advanced Weapons/Programming/Machinery/Electronics) - (Anti-Thief Watch Systems) - (6/2 Successes)
--[X](Scientific Theory +15, Electronics Workshop +30, 3 [SC] +36)=+81
--[X] Destroyed Autonomous Turret - +20 to Advanced Weapons/Machinery=+20
Needed: 10/54/76, Rolled: 75 + 101 = 176, Greater Critical Success!
Success!
+3 Successes
+3 Greater Critical Successes!
A pretty good dice roll. I wonder what we will get from reaching three times as many successes as required.
-[X][Archeology] Scout The Graveyard Of Spears - (1/1 Turns Complete)
--[X]+6FF
Needed: 27, Rolled: 1 + 6 = 7, Natural Critical Failure, Re-Roll: 1 + 6 = Greater Natural Critical Failure!
Greater Natural Critical Failure!
Tech Scouts are killed.
6 Faithfull are killed.
-6% Piety
Shit. Two Nat1 in a row. Ugh, that could be another Behemoth.
-[X][Aria action] Relax - (Spending time with her mom and/or wife) - (1/1 Turns Complete)
--[X] (Mutated +5, We Can Do It! +/-0, Trauma: Common People Purge Survivor -5)=+0
Bittersweet Success!
And now I'm nervous.
-[X][Martyris action] Too Much To Do - (Scout Out. - (Who Fucked With You) - (The Wall, Incubi, Adventurers)) - (1/1 Turns Complete)
--[X](Adjudicator +10, Lead By Example +30, +6FF)=+46
Needed: 34, Rolled: 20 + 46 = 66
Success!
Uncovered:
Neighborhood Watchers Secondary Cell, 159 Members, Metal Armor and Uncommon Civilian+Ubiqutous Military Weaponry, Directly Responsible.
!!!Anti-Knight Weaponry Spotted!!!
Identified Leaders, +20 to all first-round damage.
Uncovered Information regarding other Neighborhood Watchers Cells.
Wow, Anti-Knight weapons are serious, I wonder where they got them from? We probably can rope the Military and House Ulatarn into helping with this. Especially if this gets us more information about other Watcher cells.
I wonder if this
Gained:
Electromagnetic Pulse Weaponry - Grenades: Roll a 1d2, on a 1, machines are deactivated for 1d3 Rounds. On a 2, they receive 2d4 Internal Damage and suffer -25 Initiative for the next 2(two) Rounds. 5 Materials per utilized Grenade.
would work against whatever Anti-Knight weapons they have?
Flying Islands Spotted North In The Wastes - The Tessen Speaker
Ugh, and that after we spent a Diplo-report on looking at stuff like this without finding anything. Might need another report on this and other things.
Unrest Continues Within Ularn - The Truthful Observers
We will have to work with the Lost on this and probably build another 'Consensual' to get people off the street.
Titanic Investments From The Pilgrims Into Security After Fire - Rags, Rumors, And Rants
Investing in stuff like this
before tragedies happen always runs into the problem of justifying the expenses while other tragedies
are happening.
Thaaaat's ominous. Maybe send a group of Adventurers with our newly developed radios during the next Turn?
One of the nations making up the Shield-Belt-Alliance has one of those complexes in their Capital. It is the thing that enabled them to survive, as they could indefinitely replenish casualties.
How do they get around the issue of training? Having infinite bodies isn't very useful if you can't train them quickly enough. Well, except if you create a swarm of combat monsters but those would still lack refined tactics/strategies.