So; I started on a first draft of a plan but noticed then this:
Learning: Knowledge is Power. (Choose 2 Actions, 1 Action Locked)
I'm not really sure what project we didn't finish?
Oh, and I wanted to get started on the Airship Manufactory for the Caravaner but our current Manufactories have an upper limit of 2.000 Kg. So can we build one for the Caravaner?
[] Plan Airships and Bunker hacking
-[]
[Faith] Build An Orphanage - (Big) - (Zulmni) - (2/7 Turns Complete)
--[]
[Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
-[]
[Faith] Healing For All! - (0/1 Turns Complete) - (-73 Materials)
--[]
[Faith] (4FF)=+4
-[]
[Diplomacy] From The Brink - (0/1 Turns Complete) - (-8.5 Materials, -1.5 Goodwill)
--[]
[Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
-[]
[Diplomacy] We Are One People! - (Locals) - (0/6 Successes) - (+40)
--[]
[Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Repeat Action +40, 6FF)=+61
-[]
[Diplomacy] We Are Legion - (5/9 Turns Complete)
-[]
[Martial] Conquer The First Bunker Floor - (South-East-East) - (0/1 Turns Complete) - (-17 Materials)
--[]
[Martial] Rust Scouts, The Unbroken, The Wall, Incubi, PD
--[]
[Martial] (EMP, 6FF)=+6
-[]
[Learning] Hack The Bunker - (All Electronics/Programming) - (0/17 Successes)
--[][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 4[ENG] +56, 2[SC] +24, 1[TSC] +18, 6FF)=+149
--[]1x Tablet - +50 to Advanced Programming/Pioneer Electronics, 1x Bunker Artifact - +50 to Pioneer Programming=+100
-[]
[Learning] Radio-Channel - (Electronics/Advanced Electronics) - (0/7 Successes)
--[](Scientific Theory +15, Electronics Workshop +30, 6FF)=+51
--[]
-[]
[Learning] Chemicals For Future! - (Biology/Chemicals) - (0/4 Successes)
--[] Institutional Knowledge +30, (Scientific Theory +15, 3 [DOC] +18, 1 [SUR] +12, [Library] +5, 6FF)=+86
--[] 1x Sterilization Station - +20 to Advanced Chemicals/Machinery=+20
-[]
[Archeology] Prepare an Expedition - (WO-03) - (0/3 Turns Preparation= 6? Turns Expedition) - (House Mirn support: Y)
-[]
[Archeology] The Bunker's Hospital - (0/2 Turns Complete)
-[]
[Tree of Knowledge] Assemble A Logic Bank- (Tree of Knowledge) - (0/3 Turns Complete) - (-40 Materials) - [Sandcrete -12.5 Materials]
-[]
[Holdings] Artist Alley - (6/7 Turns Complete)
-[]
[Holdings] Organized Airship Manufactory - 1 Line - (Caravaner: First 10 ships for Pilgrim use)) - (0/5 Turns Complete) - (-35 Materials)
--[] (Hire Contractors: 3*7 Materials= (-21 Materials)
-[]
[Aria action] Cool Tempers - (-100 Materials)
--[] (We Can Do It! +20, Trauma: Common People Purge Survivor -5, Mutated -20 to Diplomacy, Object of Veneration +5 to Diplomacy/Norqod, 6FF)=+26 (+6 to Diplomacy)
-[]
[Martyris action] Too Much To Do - (Cleaning Up The Mess - (Strul) - (0/4 Turns Complete) - (-150 Materials, -75 Goodwill))
--[] (Adjudicator +0)=+0
-[]
[Martyris action] Solidify The Pilgrims Finances - (0/1 Turns Complete)
--[] (Adjudicator +0)=+0
-[] Merchants - (All Are Free Actions)
--[] Backroom Deals - (Orphanage - Strul (Big))
--[] Repay Flat Loan - (-100 Materials)
-[] The Adventurer Guild - (1 Action)
--[] Investigate - (Old Eyes' Diggers: What killed half of them?) - (-3 Materials)
-[] The Union Of Herbalists - (1 Action)
--[] Institutional Knowledge - (Fertile Fields) - (-3.75 Materials)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] Suffer Their Arrogance - (1/4 Turns) - (-6 Material)
-[] The Military - (1 Action)
--[] War Lessons - (The Wall) - (-2 Materials)
-[] Forge Clan Vanar-Feer - (1 Action)
--[]-
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Healing For All!)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Norqod) - ((26/75) Turns Complete) - (-5 Materials)
Costs: 73 Materials+ 8.5 Materials+ 17 Materials+ 40 Materials+ 12.5 Materials+ 35 Materials+ 21 Materials+ 100 Materials+ 150 Materials+ 100 Materials+ 3 Materials+ 3.75 Materials+ 6 Material+ 2 Materials= 571.75 Materials
Budget: 1594.19 Materials = 1594.19 Materials
Remaining budget: 1594.19 Materials - 571.75 Materials= 1022.44 Materials
Goodwill cost: 0.1 Goodwill+ 1.5 Goodwill+ 75 Goodwill= 76.6 Goodwill
Current Goodwill: 230.25 Goodwill
Remaining Goodwill: 230.25 Goodwill - 76.6 Goodwill = 153.65 Goodwill
Ok, a first draft. We have some doctors and FF left over. Not sure what to do with the 3rd Learning Action slot(probably bio to throw the doctors and Herbalists at it?)
We could start some pretty expensive projects if we want. A Miniscule Scientific Complex for 679.50 Materials would be possible. Or we could start the Electronics Manufacture instead of a new Computer, to get that +80 to Electronic research.
Edit: Added the missing projects and changed Cleaning Up The Mess to a Personal Action. I want Healing For All! to be on the safe side, even if the pandemic should end during this Turn. But it doesn't matter mechanically which of the two is the Personal Action, so Cleaning Up The Mess is a Personal Action for narrative reasons.
Edit2: Changed the target of the Adventurer Action and added something to keep the first 10 Caravaners.