[X] Another one, sometime later. There is still so much to do...
-[x] Doctrine of the Souls Language

[X] Plan Airships and Bunker hacking
 
The issue I have with Soul's Language is that it doesn't seem to provide much we didn't have already beyond artsy flavour. The piety boosting actions HeroCooky gave as examples are only marginally better than the ones we have already.

Doctrine of the lowest, however, gives us a concrete bonus and more importantly, an extra diplomacy action. Imagine how helpful that would have been during the BHV development, or during the great abortion crisis. Back then, we specifically lost out on changing Imperial laws because we needed to use our actions on helping the survivors, and so missed the window of opportunity.
 
Since people are voting for the Long Path, I would like to mention that choosing such would mean making your Piety Loss to a -1 per 25 people. Meaning that, next turn, you will roll with, effectively, +57% Piety Loss.

Per Turn.
Out of curiosity; would that count all Followers or only the ones from our own Chapter? I'm not really sure how various actions and effects work across different Chapters. I would assume it covers all Chapters but I would expect the same from the Goodwill mechanic, and we have yet to see the Bone Valley Chapter drawing on our Goodwill.

Back then, we specifically lost out on changing Imperial laws because we needed to use our actions on helping the survivors, and so missed the window of opportunity.
We did spend a Major Favor on petitioning for a change of the law later. That got sacrificed in the arena of politics to instead outlaw commercial maimings of Mutated.

First Reaction: Why the fuck is it...
Second Reaction: Deconstruction effort of bad civil design, got it.
I put that as a Personal Action due to the hefty dose of politics it will involve. That, and it should split the groups that are after the BHVs into the ones that are in it for profit, and the others that are racially motivated and thus would react to cleaning up existing BHVs.
 
Out of curiosity; would that count all Followers or only the ones from our own Chapter? I'm not really sure how various actions and effects work across different Chapters. I would assume it covers all Chapters but I would expect the same from the Goodwill mechanic, and we have yet to see the Bone Valley Chapter drawing on our Goodwill.
Piety counts for your entire Faith, Goodwill is local to a Chapter. The reason why your first Chapter hasn't yet contributed to the Piety stat is that they are undergoing heavy construction over years, with limited Actions, while you are free to pick and choose what is done.
 
Adhoc vote count started by BelligerentGnu on Feb 16, 2023 at 9:16 PM, finished with 18 posts and 8 votes.

  • [X] Plan Airships and Bunker hacking
    -[X] Doctrine of the Lowest
    [X] Another one, sometime later. There is still so much to do...
    -[x] Doctrine of the Souls Language
    [X] Another one, sometime later. There is still so much to do...
    -[X] Doctrine of the Lowest
    [X] The Long Path
    [X] Plan Airships and Bunker hacking
    -[X][Faith] Build An Orphanage - (Big) - (Zulmni) - (2/7 Turns Complete)
    --[X][Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
    -[X][Faith] Healing For All! - (0/1 Turns Complete) - (-73 Materials)
    --[X][Faith] (4FF)=+4
    -[X][Diplomacy] From The Brink - (0/1 Turns Complete) - (-8.5 Materials, -1.5 Goodwill)
    --[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
    -[X][Diplomacy] We Are One People! - (Locals) - (0/6 Successes) - (+40)
    --[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Repeat Action +40, 6FF)=+61
    -[X][Diplomacy] We Are Legion - (5/9 Turns Complete)
    -[X][Martial] Conquer The First Bunker Floor - (South-East-East) - (0/1 Turns Complete) - (-17 Materials)
    --[X][Martial] Rust Scouts, The Unbroken, The Wall, Incubi, PD
    --[X][Martial] (EMP, 6FF)=+6
    -[X][Learning] Hack The Bunker - (All Electronics/Programming) - (0/17 Successes)
    --[X][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 4[ENG] +56, 2[SC] +24, 1[TSC] +18, 6FF)=+149
    --[X]1x Tablet - +50 to Advanced Programming/Pioneer Electronics, 1x Bunker Artifact - +50 to Pioneer Programming=+100
    -[X][Learning] Radio-Channel - (Electronics/Advanced Electronics) - (0/7 Successes)
    --[X](Scientific Theory +15, Electronics Workshop +30, 6FF)=+51
    --[X]
    -[X][Learning] Chemicals For Future! - (Biology/Chemicals) - (0/4 Successes)
    --[X] Institutional Knowledge +30, (Scientific Theory +15, 3 [DOC] +18, 1 [SUR] +12, [Library] +5, 6FF)=+86
    --[X] 1x Sterilization Station - +20 to Advanced Chemicals/Machinery=+20
    -[X][Archeology] Prepare an Expedition - (WO-03) - (0/3 Turns Preparation= 6? Turns Expedition) - (House Mirn support: Y)
    -[X][Archeology] The Bunker's Hospital - (0/2 Turns Complete)
    -[X][Tree of Knowledge] Assemble A Logic Bank- (Tree of Knowledge) - (0/3 Turns Complete) - (-40 Materials) - [Sandcrete -12.5 Materials]
    -[X][Holdings] Artist Alley - (6/7 Turns Complete)
    -[X][Holdings] Organized Airship Manufactory - 1 Line - (Caravaner: First 10 ships for Pilgrim use)) - (0/5 Turns Complete) - (-35 Materials)
    --[X] (Hire Contractors: 3*7 Materials= (-21 Materials)
    -[X][Aria action] Cool Tempers - (-100 Materials)
    --[X] (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)
    -[X][Martyris action] Too Much To Do - (Cleaning Up The Mess - (Strul) - (0/4 Turns Complete) - (-150 Materials, -75 Goodwill))
    --[X] (Adjudicator +0)=+0
    -[X][Martyris action] Solidify The Pilgrims Finances - (0/1 Turns Complete)
    -[X] Merchants - (All Are Free Actions)
    --[X] Backroom Deals - (Orphanage - Strul (Big))
    --[X] Repay Flat Loan - (-100 Materials)
    -[X] The Adventurer Guild - (1 Action)
    --[X] Investigate - (Old Eyes' Diggers: What killed half of them?) - (-3 Materials)
    -[X] The Union Of Herbalists - (1 Action)
    --[X] Institutional Knowledge - (Fertile Fields) - (-3.75 Materials)
    -[X] Stupendously Scholastic Scholars of Science - (1 Action)
    --[X] Suffer Their Arrogance - (1/4 Turns) - (-6 Material)
    -[X] The Military - (1 Action)
    --[X] War Lessons - (The Wall) - (-2 Materials)
    -[X] Forge Clan Vanar-Feer - (1 Action)
    --[X]-
    -[X] The Followers Of Light - (1 Action)
    --[X] We Work As One - (Healing For All!)
    -[X] Conclave Of Fraya - (1 Action)
    --[X] Eternal Arts - (Norqod) - ((26/75) Turns Complete) - (-5 Materials)
I need 8 1d100 for your Actions with a DC of:
80 rolled with +100
34 rolled with +6; if successful,
roll 10d5 Goodwill
05/130 rolled with +21
120 rolled with +61
138/211/327 rolled with +249
21/42/85 rolled with +51
37/108/169 rolled with +106
0 rolled with +26


The first failure is re-rolled; then, 2 for 4, 3 for 6, usw.
All others have a DC of 50 for the Goodwill roll.

Further Rolls:

Artifacts:

20d20 Rare/Lost-Tech
2d4 General Rare


Piety:
1d6+7

The first rolls are taken as official.
If no other rolls are present, I will roll on the 20.02.23 at 17:00 CET
 
Last edited:
Will roll the 1d100 for your Actions with a DC of: 80 rolled with +100.
Edit: 80+100=180
gale threw 1 100-faced dice. Reason: +100 Total: 80
80 80
 
Rolling the Rare/Lost Tech- Artifacts.

Edit: Rolled in two lots of 10 dice.
Pyro Hawk threw 10 20-faced dice. Reason: Artifacts Total: 89
1 1 14 14 2 2 13 13 2 2 2 2 12 12 17 17 16 16 10 10
Pyro Hawk threw 10 20-faced dice. Reason: Artifacts Total: 113
5 5 6 6 18 18 13 13 13 13 7 7 10 10 18 18 9 9 14 14
 
I'll start rolling.
EyeOfSauron threw 1 100-faced dice. Reason: DC: 120 rolled with +61 Total: 34
34 34
EyeOfSauron threw 1 100-faced dice. Reason: DC: 138/211/327 (+249) Total: 72
72 72
EyeOfSauron threw 1 100-faced dice. Reason: DC: 21/42/85 rolled with +51 Total: 61
61 61
EyeOfSauron threw 1 100-faced dice. Reason: DC: 37/108/169 (+106) Total: 24
24 24
EyeOfSauron threw 1 100-faced dice. Reason: DC: 0 rolled with +26 Total: 54
54 54
EyeOfSauron threw 1 100-faced dice. Reason: DC: 120 rolled with +61 Reroll Total: 44
44 44
EyeOfSauron threw 12 20-faced dice. Reason: Artifacts: Rare/Lost-Tech Total: 158
10 10 15 15 19 19 6 6 8 8 9 9 20 20 15 15 14 14 10 10 20 20 12 12
EyeOfSauron threw 8 20-faced dice. Reason: Artifacts: Rare/Lost-Tech Total: 74
1 1 1 1 2 2 17 17 19 19 15 15 9 9 10 10
EyeOfSauron threw 2 4-faced dice. Reason: Artifacts: General Rare Total: 7
3 3 4 4
EyeOfSauron threw 1 6-faced dice. Reason: Piety (+7) Total: 1
1 1
 
[X] Plan Airships and Bunker hacking
-[X][Faith] Build An Orphanage - (Big) - (Zulmni) - (6/7 Turns Complete)
--[X][Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
Needed: 80, Rolled: 80 + 100 = 180, Artificial Critical Success!
Success!
+3 Turns of Progress

-[X][Faith] Healing For All! - (1/1 Turns Complete) - (-73 Materials)
--[X][Faith] (4FF)=+4
Needed: 34, Rolled: 63 + 4 = 67
Success!

-[X][Diplomacy] From The Brink - (1/1 Turns Complete) - (-8.5 Materials, -1.5 Goodwill)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
Needed: 05/130, Rolled: 15 + 21 = 36
Success!
+1 Assimilation

-[X][Diplomacy] We Are One People! - (Locals) - (1/6 Successes) - (+40)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Repeat Action +40, 6FF)=+61
Needed: 120, Rolled: 34 + 61 = 95, Failure! Re-Roll: 72 + 61 + 20 = 153!
Success!
+1 Turn of Progress!
Temporary Negative Opinion Negated!

-[X][Diplomacy] We Are Legion - (6/9 Turns Complete)
+1 Turn of Progress!

-[X][Martial] Conquer The First Bunker Floor - (South-East-East) - (1/1 Turns Complete) - (-17 Materials)
--[X][Martial] Rust Scouts, The Unbroken, The Wall, Incubi, PD
--[X][Martial] (EMP, 6FF)=+6
Success!

-[X][Learning] Hack The Bunker - (All Electronics/Programming) - (4/17 Successes)
--[X][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 4[ENG] +56, 2[SC] +24, 1[TSC] +18, 6FF)=+149
--[X]1x Tablet - +50 to Advanced Programming/Pioneer Electronics, 1x Bunker Artifact - +50 to Pioneer Programming=+100
Needed: 138/211/327, Rolled: 61 + 249 = 310
+2 Automatic Successes
+2 Successes
+1 Breakthrough!

-[X][Learning] Radio-Channel - (Electronics/Advanced Electronics) - (2/7 Successes)
--[X](Scientific Theory +15, Electronics Workshop +30, 6FF)=+51
Needed: 21/42/85, Rolled: 24 + 51 = 75
+2 Successes

-[X][Learning] Chemicals For Future! - (Biology/Chemicals) - (2/4 Successes)
--[X] Institutional Knowledge +30, (Scientific Theory +15, 3 [DOC] +18, 1 [SUR] +12, [Library] +5, 6FF)=+86
--[X] 1x Sterilization Station - +20 to Advanced Chemicals/Machinery=+20
Needed: 37/108/169, Rolled: 54 + 106 = 160
+2 Successes

-[X][Archeology] Prepare an Expedition - (WO-03) - (1/3 Turns Preparation= 6? Turns Expedition) - (House Mirn support: Y)
+1 Turn of Progress

-[X][Archeology] The Bunker's Hospital - (1/2 Turns Complete)
+1 Turn of Progress

-[X][Tree of Knowledge] Assemble A Logic Bank- (Tree of Knowledge) - (2/3 Turns Complete) - (-40 Materials) - [Sandcrete -12.5 Materials]
+2 Turns of Progress

-[X][Holdings] Artist Alley - (7/7 Turns Complete)
+1 Turn of Progress
Success!

-[X][Holdings] Organized Airship Manufactory - 1 Line - (Caravaner: First 10 ships for Pilgrim use)) - (4/5 Turns Complete) - (-35 Materials)
--[X] (Hire Contractors: 3*7 Materials= (-21 Materials)
+4 Turns of Progress

-[X][Aria action] Cool Tempers - (-100 Materials)
--[X] (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)
Needed: 0, Rolled: 44 + 26 = 70
Success!
+70% Piety!

-[X][Martyris action] Too Much To Do - (Cleaning Up The Mess - (Strul) - (1/4 Turns Complete) - (-150 Materials, -75 Goodwill))
+1 Turn of Progress

-[X][Martyris action] Solidify The Pilgrims Finances - (1/1 Turns Complete)
+1 Turn of Progress
Success!

-[X] Merchants - (All Are Free Actions)
--[X] Backroom Deals - (Orphanage - Strul (Big))
--[X] Repay Flat Loan - (-100 Materials)
Success!

-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Old Eyes' Diggers: What killed half of them?) - (-3 Materials)
Success!

-[X] The Union Of Herbalists - (1 Action)
--[X] Institutional Knowledge - (Fertile Fields) - (-3.75 Materials)
Success!

-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (2/4 Turns) - (-6 Material)
+1 Turn of Progress

-[X] The Military - (1 Action)
--[X] War Lessons - (The Wall) - (-2 Materials)
Success!

-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Healing For All!)
Success!

-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Norqod) - ((27/78) Turns Complete) - (-5 Materials)
+1 Turn of Progress

Further Rolls:

Artifacts:

General Rare = 7
Rare/Lost-Tech = 202

Piety:
1d6+7 = 1 + 7= 8% Piety reduction
8 - 70 = 62% Piety Gain

Spent:
-76.60 Goodwill

Gained:

+26 Goodwill

Change:

-50.60 Goodwill

The update will be online on 27.02.23 at 17:00 CET.
 
Rumor Mill Turn 76
Rumors:

Eversun Civil War Nearing A Tipping Point - The Tessen Speaker
Despite the long time the civil war has raged between the two major and several minor factions of the Eversun, most fights had stalled after a few years as each side concentrated forces and materials for decisive pushes into their adversaries' territories and their industrial centers. Even with the significant casualties and collateral damage, the nation took in materials and people, now estimated at around 20-45 million, including civilians; no side has budged from their position as the only rightful inheritor of the Eversun and their will upon Calynth. Yet, nearing the Eclipsed Festival, a holiday of ill omen in the Eversun, a final confrontation is about to begin as armies once more march in the open against each other rather than creep around fortifications and underneath inhabited towns. The cause of this is the reveal of what appear to be recovered airships made functional once more after the news of the discovery of Suspendium in the Forest of Rust made its way down to them. Only time will tell what this will mean for the Empire's security. Yet, they will have a hard time overcoming the already significant progress made by Emperor Elianus toward the creation of a second air fleet.
(Read more on pages 2-4)

Second Airfleet Announced By Emperor Elianus - The Truthful Observers
After several years spent recovering, refurbishing, dedicating, and upgrading recovered airships from various Necropoli' within the Empire, Emperor Elianus has announced that the First Fleet, named "Slatnans Shield," is completed and fully ready to begin operations outside of the nation if called to war. In total, the fleet numbers 3 "Diadre" Class Dreadnoughts, 8 "Mariv" Class Destroyers, 15 "Si-Jukim" Class Hunters, and 30 "Al-Nazur" Class Spears, each ship featuring a blistering array of weaponry resurrected by the ceaseless efforts of the Forge-Clans of the Capital, while dozens upon dozens of novel and new technologies and ideas are being tested fleet-wide for wider implementation into the second fleet being raised from the decaying carcasses of those ships left from before the Collapse. Though supply issues have made themselves apparent, it is estimated that the fleets will be able to operate for around a hundred years before requiring a dedicated overhaul or replacement due to a lack of components that cannot be created by current means. In any case, this is merely one more step toward a brighter future for humanity, as even the skies now belong to the Empire!
(Read more on pages 3-5)

Missing Pet Leads To City-Wide Panic - Rags, Rumors, And Rants
A missing hare within Jovki led to, due to a sequence of improbable, yet hilarious, circumstances, the local Guard being forced to mobilized in full to detain the animal and bring her back to her owner, said 7-Year old girl being incredibly thankful for having her rabbitaur back with her.
(Read more on page 17)

***

Region Report/s

Nothing to report other than thanks for the rapid deployment of the requested reinforcements. They have been able to aid our mutual friends with little delay, earning a great deal of goodwill and material benefits for our Chapter. Thankfully, their only injury was pride during a rather embarrassing fall after a fight.

***

Spy-Network:

The Marquess of Tessen focuses on cleaning up the messes and keeping things calm.

House Ulatarn has begun construction of its headquarters of disease control, with walls being raised a mere month after the initial groundbreaking, the foundations already finished via Forge-Clan technologies.

House Mirn is currently very busy celebrating the 10th birthday of a scion and their reveal to the public and Noble Houses.

The Military is training and standing by for any incursions by Mutants, Machines, or bandits.

The Adventurer Guild regrets ever touching alcohol...again.

The Followers of Light are finishing the tax embarrassment from the last season.

The Lost continue to improve their sanctuaries. However, some ideological debates are beginning due to our continued attempts to reconcile our differences and bring them back into the fold, with sides roughly defined as those who are in general favor and those vaguely against. Though even those against aren't debating hotly, those debates are, for now, more of an interesting topic to be discussed in times of rest or boredom.

Dirty Daggers have remained within their increased scope of operations, intent on settling into their territories before raising any fuss or seeking further expansion.

The Family has remained within their increased scope of operations, intent on settling into their territories before raising any fuss or seeking further expansion.

The Common People are amused by various things, including the run-away pet, the incident with the Knight, Maidens, and Machine, and the recent performance of several new performances in multiple theaters.

The Mutated have begun to relax slightly once more, though the usual tension in their communities has little abated. That will once more take time.
 
[X] Plan Airships and Bunker hacking
-[X][Faith] Build An Orphanage - (Big) - (Zulmni) - (6/7 Turns Complete)
--[X][Faith] Seek Mutated Help - (...0.1 Goodwill=+100) - (+1 to roll = 0.001 Goodwill)
Needed: 80, Rolled: 80 + 100 = 180, Artificial Critical Success!
Success!
+3 Turns of Progress
Not the best place for a high roll, but still appreciated. Could have finished during this Turn if the Sandcrete was on it but meh...

-[X][Faith] Healing For All! - (1/1 Turns Complete) - (-73 Materials)
--[X][Faith] (4FF)=+4
Needed: 34, Rolled: 63 + 4 = 67
Success!
Last round of that due to the plagues finally vanishing. Hopefully. Might have to do some other actions to keep the Healers in power, though.

-[X][Diplomacy] We Are One People! - (Locals) - (1/6 Successes) - (+40)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Repeat Action +40, 6FF)=+61
Needed: 120, Rolled: 34 + 61 = 95, Failure! Re-Roll: 72 + 61 + 20 = 153!
Success!
+1 Turn of Progress!
Temporary Negative Opinion Negated!
Finally! But I'm curious about what the negative opinion is about? Was that just the malus due to the whole plague situation, which should fall away at the end of this Turn anway?

-[X][Martial] Conquer The First Bunker Floor - (South-East-East) - (1/1 Turns Complete) - (-17 Materials)
--[X][Martial] Rust Scouts, The Unbroken, The Wall, Incubi, PD
--[X][Martial] (EMP, 6FF)=+6
Success!
The Walkers didn't turn us into paste, so that's good.

-[X][Learning] Hack The Bunker - (All Electronics/Programming) - (4/17 Successes)
--[X][DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, 4[ENG] +56, 2[SC] +24, 1[TSC] +18, 6FF)=+149
--[X]1x Tablet - +50 to Advanced Programming/Pioneer Electronics, 1x Bunker Artifact - +50 to Pioneer Programming=+100
Needed: 138/211/327, Rolled: 61 + 249 = 310
+2 Automatic Successes
+2 Successes
+1 Breakthrough!
Hmm, the Breakthrough should be enough so that we only need 1 Artefact during the next Turn. But sooo close to the 3rd Success.

-[X][Learning] Radio-Channel - (Electronics/Advanced Electronics) - (2/7 Successes)
--[X](Scientific Theory +15, Electronics Workshop +30, 6FF)=+51
Needed: 21/42/85, Rolled: 24 + 51 = 75
+2 Successes
Another close thing. Not sure if we should spend 1 Artefact or hope to roll well enough during the next 2 Turns. It takes 3 Turns either way but...

-[X][Learning] Chemicals For Future! - (Biology/Chemicals) - (2/4 Successes)
--[X] Institutional Knowledge +30, (Scientific Theory +15, 3 [DOC] +18, 1 [SUR] +12, [Library] +5, 6FF)=+86
--[X] 1x Sterilization Station - +20 to Advanced Chemicals/Machinery=+20
Needed: 37/108/169, Rolled: 54 + 106 = 160
+2 Successes
Blah, another close dice roll. But this should finish during the next Turn.

-[X][Aria action] Cool Tempers - (-100 Materials)
--[X] (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)
Needed: 0, Rolled: 44 + 26 = 70
Success!
+70% Piety!
That should get us pretty close to 100% Piety again and progress Aria's Trait. We might want to do a few recruitment projects to reach the next milestone while our Piety is high.

Eversun Civil War Nearing A Tipping Point - The Tessen Speaker
Probably the White Forest-backed fraction that got the airship. They are more likely to have information from back then.

Second Airfleet Announced By Emperor Elianus - The Truthful Observers
Sounds like we have to step up the Suspendium harvesting operation.

Missing Pet Leads To City-Wide Panic - Rags, Rumors, And Rants
How did that happen?:confused:

Hurray for things working out. Not sure what to send them next. Maybe the equipment needed to produce Sandcrete?

The Lost continue to improve their sanctuaries. However, some ideological debates are beginning due to our continued attempts to reconcile our differences and bring them back into the fold, with sides roughly defined as those who are in general favor and those vaguely against. Though even those against aren't debating hotly, those debates are, for now, more of an interesting topic to be discussed in times of rest or boredom.
Should we keep pushing or let them argue amongst themselves first?
 
Finally! But I'm curious about what the negative opinion is about? Was that just the malus due to the whole plague situation, which should fall away at the end of this Turn anway?
The malus due to the plague. However, it would've become permanent if you had stopped working on getting a success or never worked on it in the first place after the plague ends.
karmaoa said:
How did that happen?:confused:
A series of improbable events happened, including several crates of beer, two shipments of crystals, and a cleric of the Light getting high as a kite. :V
karmaoa said:
Should we keep pushing or let them argue amongst themselves first?
That's for you to decide. :V
 
I say keep pushing. If things get heated again, we can stop then.

And I'm definitely interested in those recruitment projects. Doctrine of the Lowest really is a huge bonus.

Also, where did those artifacts come from? The brain labs? I don't think we completed anything else.
 
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I wonder how the military views the Caravaner, on one hand, it was designed as a merchant ship so it probably has pitifull armaments compared to those pulled from the Necropoli. On the other hand, its a fully native design that's completely replaceable.

The merchants will most likely not be happy to be competing with the military for our hulls if they want to buy them.
 
Should we be worried about Eversun coming after us for the special resource for their airships
We are as far as I understand pretty far from the border, we have some serious forces both our own and allied and we have the eye of the Emperor and therefore help from his bullshit supertech. Even if Eversun were not busy killing themselves they would have to launch a full scale invasion to get to us. Given that they are, in fact busy- no chance.
 
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