Hmm. One other thing that occurred to me regarding the upcoming turns. Since the Bunker is about to be hacked - will we have to:

A) Dedicate Archeology actions to rip apart the individual rooms as before?
B) Dedicate Archeology actions to rip apart the entire Bunker, just with a lot of turns to complete?
C) Do nothing, it'll complete itself over time in the background?
 
A) Dedicate Archeology actions to rip apart the individual rooms as before?
B) Dedicate Archeology actions to rip apart the entire Bunker, just with a lot of turns to complete?
C) Do nothing, it'll complete itself over time in the background?
A, as you will deactivate the security systems and all active Machines, but some of the autonomous Machines may not be all as their creators intended by now. Some may very well decide to ignore or refuse the call to shut down. Not many. Not enough to actually matter to any group dedicated to looting the entire bunker to the bedrock. But enough that wandering around alone is a bad idea.

(No actual combat needed, this is the narrative reason as to why you won't be automatically looting the entire thing.)
 
All right. Well, in that case I think we're going to have to put a hold on converting (Archeology) to (Holdings). We're going to need at least one slot dedicated at all times to the process of Bunker looting.
 
All right. Well, in that case I think we're going to have to put a hold on converting (Archeology) to (Holdings). We're going to need at least one slot dedicated at all times to the process of Bunker looting.
We will have 2 open Archeology Action slots and Martyris for organizing expeditions. The only Archeology projects we have to do, besides looting the Bunker, would be getting 2 of the Cargo Crafts out.

Each Cargo Craft only takes 1 Action slot and can be guaranteed with Engineers, so:

Turn 78: 1 Archeology Action Cargo Craft, 1 Archeology Action looting the Bunker, 1 Martyris Action organizing an expedition.

Turn 79: 1 Archeology Action Cargo Craft, 1 Archeology Action looting the Bunker, 1 Martyris Action organizing an expedition.

Then from Turn 80 forward, we could do expeditions and the looting purely with Archeology Action slots. Or we move 1 Action slot then and keep letting Martyris organize the expeditions.
 
We will have 2 open Archeology Action slots and Martyris for organizing expeditions. The only Archeology projects we have to do, besides looting the Bunker, would be getting 2 of the Cargo Crafts out.

Each Cargo Craft only takes 1 Action slot and can be guaranteed with Engineers, so:

Turn 78: 1 Archeology Action Cargo Craft, 1 Archeology Action looting the Bunker, 1 Martyris Action organizing an expedition.

Turn 79: 1 Archeology Action Cargo Craft, 1 Archeology Action looting the Bunker, 1 Martyris Action organizing an expedition.

Then from Turn 80 forward, we could do expeditions and the looting purely with Archeology Action slots. Or we move 1 Action slot then and keep letting Martyris organize the expeditions.
Actually, first off it's supposed to be Turn 78. @HeroCooky seems to have repeated Turn 77 in the threadmark.

Now to reiterate my concern about the Suspendium costs/deadline. By tonnage comparison between the Cargo Crafts to Line Vessels and the latter's cost, I guestimated the Cargo Craft cost at 5 Medium Shards.

At the start of Turn 79, we'll have 19 Medium Shards, and need a total of 16 Medium Shards by the start of Turn 80. If we are adding up the final gains/costs at the end of each turn, then we're good there. Similar question for Turn 80, since after subtracting tribute, we'd just have 2 Medium Shards left. That means we won't have enough, unless HC allows us to 'borrow' from our gains during the turn. I just don't know how the order of operations works here.
 
That means we won't have enough, unless HC allows us to 'borrow' from our gains during the turn. I just don't know how the order of operations works here.
Costs are up-front, Upkeep is after the Turn is done. Buying with things you can't loan is a no-go for just about anyone that isn't highly known to back their loans with utter certainty of pay-back.
 
Adhoc vote count started by HeroCooky on May 4, 2023 at 11:00 AM, finished with 24 posts and 8 votes.

  • [X] Plan: Initiate Bunker Bonanza
    -[X] [Faith] Expand Your Hospice Network
    -[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (1/7 Successes)
    --[X] Seek Mutated Help (0.1 Goodwill) = +100
    -[X] [Diplomacy] We Are Legion - (8/9 Turns Complete)
    -[X] [Diplomacy] From the Brink
    --[X] (Ashleaf Tea +15, Common People +15, +6FF) = +36
    -[X] [Diplomacy] We Are One People! - (Locals) - (2/6 Successes)
    --[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
    -[X] [Martial] Scout Out - (TOP-01) - (Rust Scouts)
    --[X] (+6FF) = +6
    -[X] [Martial] Guards! Guards! (Artisinal Robotics Creation, Black Box, Electronics Workshop, Laboratories, The Crystal Path)
    -[X] [Martial] Upgrade The CRPS To CREPS - (1/9 Turns Complete)
    -[X] [Learning] Catalogue Everything 2: Airship Boogaloo - (Cargo Crafts) - (Intact) - (The Unbroken, The Wall, Incubi) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (9/12 Successes)
    --[X] (Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, Black Box +5) = +100
    -[X] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (0/5 Successes)
    --[X] (Scientific Theory +15, Soaring Wrenches +50, Black Box +5, 4[ENG] +56, +6FF) = +132
    --[X] (3x Chainswords +5 to Common Mechanics, 2x Commercial Pump +5 to Hydraulics, 11x Scrap Trooper Guardians +5 to Electronics/Metallurgy) = +80
    -[X] [Learning] Hack The Bunker - (All Electronics/Programming) - (12/17 Successes)
    --[X] [DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, Black Box +5, 3[SC] +36, 1[TSC] +18, +6FF) = +110
    --[X] (16x Common Bunker Artifacts +5 to Electronics, Bugged Collision Avoidance System +5 to Programming) = +85
    -[X] [Learning] Assemble The Theorists! - (Common Physics)
    --[X] (Scientific Theory +15, Black Box +5, Adjudicator +30, +6FF) = +56
    --[X] (Interesting Toy +5 to Physics) = +5
    -[X] [Archeology] Prepare an Expedition - (Doomed Fortress) - (1 Turn Prep = 2 Turns Expedition) - (House Mirn support: N)
    -[X] [Archeology] Send Out The Scavengers (Doomed Fortress)
    -[X] [Tree of Knowledge] Berth - Small - (1/4 Turns Complete)
    -[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (2/6 Turns Complete)
    -[X] [Holdings] Miniscule Scientific Complex - (4/17 Turns Complete)
    --[X] Hire Contractors x3
    -[X] [Holdings] The Trail Of Rust - (9/19 Turns Complete) -- Sandcrete
    -[X] [Martyris] Shift Your Bureaucracy From (Diplomacy) To (Martial)
    -[X] [Martyris] Too Much To Do (Assemble The Theorists!)
    -[X] [Aria] Too Much To Do (Guards! Guards!)
    -[X] [Merchants] Procure (Appraise/Investigate 2x Tattered Book & Thick Faded Tome)
    -[X] [Herbalists] Anatomical Lectures (0/5 Turns Complete)
    -[X] [4S] Suffer Their Arrogance (0/4 Turns Complete)
    -[X] [Vanar-Feer] Engineers Galore (0/6 Turns Complete)
    -[X] [Followers of Light] We Work As One! (Build an Orphanage)
    -[X] [Conclave] Eternal Arts (29/84 Turns Complete)

I need 9 1d100 for your Actions with a DC of:
80 rolled with +100
05/130 rolled with +36
120 rolled with +51
25 rolled with +6
16/70/95 rolled with +100
53/109/216 rolled with +212
03/76/192 rolled with +195
15, if successful, roll 1d4+1
30/60/90 rolled with +61; if successful, roll a 1d100

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:

Goodwill:

1d3

Artifacts:
2d8-2 Lost Tech-Unique
4d2-5 General Rare-

Piety:
1d6+2

The first rolls are taken as official.
If no other rolls are present, I will roll on the 05.05.23 at 17:00 CET.
 
Okay, let's do this!
MrRageQuit threw 1 100-faced dice. Reason: Orphanage Total: 96
96 96
MrRageQuit threw 1 100-faced dice. Reason: From the Brink Total: 34
34 34
MrRageQuit threw 1 100-faced dice. Reason: We Are One People! Total: 73
73 73
MrRageQuit threw 1 100-faced dice. Reason: Scouting Total: 35
35 35
MrRageQuit threw 1 100-faced dice. Reason: Airship Boogaloo Total: 54
54 54
MrRageQuit threw 1 100-faced dice. Reason: Steel Casting Total: 63
63 63
MrRageQuit threw 1 100-faced dice. Reason: Hack the Bunker Total: 49
49 49
MrRageQuit threw 1 100-faced dice. Reason: Scavenging Total: 74
74 74
MrRageQuit threw 2 100-faced dice. Reason: Assemble the Theorists! Total: 101
58 58 43 43
MrRageQuit threw 1 3-faced dice. Reason: Goodwill Total: 3
3 3
MrRageQuit threw 1 4-faced dice. Reason: Doomed Fortress Total: 4
4 4
MrRageQuit threw 2 8-faced dice. Reason: Flying Monastery Total: 13
8 8 5 5
MrRageQuit threw 4 2-faced dice. Reason: WO-03 Total: 7
1 1 2 2 2 2 2 2
MrRageQuit threw 1 6-faced dice. Reason: Piety Total: 6
6 6
 
Apologies. I decided to get the all the rolling done ahead of time in one fell swoop. Now that I think about it, it's probably bad form and I promise not to do it again.
 
[X] Plan: Initiate Bunker Bonanza
-[X] [Faith] Expand Your Hospice Network - (1/1 Turns Complete)
Success!
Goodwill: 3

-[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (3/7 Successes)
--[X] Seek Mutated Help (0.1 Goodwill) = +100
Needed: 80, Rolled: 96 + 100 = 196, Artificial Critical Success
+2 Turns of Progress
Success!

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

-[X] [Diplomacy] From the Brink - (1/1 Turns Complete) - (-1.5 Goodwill)
--[X] (Ashleaf Tea +15, Common People +15, +6FF) = +36
Needed: 05/130, Rolled: 34 + 36 = 70
Success!
+1 Assimilation

-[X] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
Needed: 120, Rolled: 73 + 51 = 124
Success!
+1 Turn of Progress

-[X] [Martial] Scout Out - (TOP-01) - (Rust Scouts) - (1/1 Turns Complete)
--[X] (+6FF) = +6
Needed: 25, Rolled: 35 + 6 = 41
Success!

-[X] [Martial] Upgrade The CRPS To CREPS - (2/9 Turns Complete)
+1 Turn of Progress

-[X] [Learning] Catalogue Everything 2: Airship Boogaloo - (Cargo Crafts) - (Intact) - (The Unbroken, The Wall, Incubi) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (13/12 Successes)
--[X] (Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, Black Box +5) = +100
Needed: 16/70/95, Rolled: 54 + 100 = 154, Minor Artificial Critical Success!
+3 Successes
+1 Minor Artificial Critical Success
Success!

-[X] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (3/5 Successes)
--[X] (Scientific Theory +15, Soaring Wrenches +50, Black Box +5, 4[ENG] +56, +6FF) = +132
--[X] (3x Chainswords +5 to Common Mechanics, 2x Commercial Pump +5 to Hydraulics, 11x Scrap Trooper Guardians +5 to Electronics/Metallurgy) = +80
Needed: 53/109/216, Rolled: 63 + 212 = 275
+3 Successes

-[X] [Learning] Hack The Bunker - (All Electronics/Programming) - (18/17 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, Electronics Workshop +30, Black Box +5, 3[SC] +36, 1[TSC] +18, +6FF) = +110
--[X] (16x Common Bunker Artifacts +5 to Electronics, Bugged Collision Avoidance System +5 to Programming) = +85
Needed: 03/76/192, Rolled: 49 + 195 = 244, Minor Artificial Critical Success!
Success!
+2 Automatic Successes
+3 Successes
+1 Minor Artificial Critical Success

-[X] [Archeology] Prepare an Expedition - (Doomed Fortress) - (1 Turn Prep = 2 Turns Expedition) - (House Mirn support: N) - (1/1 Turns Complete)
+1 Turn of Progress
Success!

-[X] [Archeology] Send Out The Scavengers (Doomed Fortress) - (1/1 Turns Complete)
Needed: 15, Rolled: 74
Success!
+5 Lost Tech-Unique Artifacts

-[X] [Tree of Knowledge] Berth - Small - (2/4 Turns Complete)
+1 Turn of Progress

-[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (3/6 Turns Complete)
+1 Turn of Progress

-[X] [Holdings] Miniscule Scientific Complex - (8/17 Turns Complete)
--[X] Hire Contractors x3
+4 Turns of Progress

-[X] [Holdings] The Trail Of Rust - (14/19 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
+5 Turns of Progress

-[X] [Martyris] Shift Your Bureaucracy From (Diplomacy) To (Martial)
Success!

-[X] [Martyris] Too Much To Do (Assemble The Theorists!) - (Common Physics) - (3/2 Successes)
--[X] (Scientific Theory +15, Black Box +5, Adjudicator +30, +6FF) = +56
--[X] (Interesting Toy +5 to Physics) = +5
Needed: 30/60/90, Rolled: 58 + 61 = 119
+3 Successes
Success!
+1 Common Physics Theory
Theory: Needed: 90, Rolled: 43
Failed.

-[X] [Aria] Too Much To Do (Guards! Guards!) (Artisinal Robotics Creation, Black Box, Electronics Workshop, Laboratories, The Crystal Path) - (1/1 Turns Complete)
Success!

-[X] [Merchants] Procure (Appraise/Investigate 2x Tattered Book & Thick Faded Tome)
2x Tattered Books revealed to be instructions for mechanical instruments. Changed to 2x Machinery Books.
Thick Faded Tome is revealed to be a romance book dealing with speculative xenobiology on a scientific level. Changed to Thick Tome of Xenoromance. It can be sold for 2-3 Goodwill.

-[X] [Herbalists] Anatomical Lectures (1/5 Turns Complete)
+1 Turn of Progress

-[X] [4S] Suffer Their Arrogance (1/4 Turns Complete)
+1 Turn of Progress

-[X] [Vanar-Feer] Engineers Galore (1/6 Turns Complete)
+1 Turn of Progress

-[X] [Followers of Light] We Work As One! (Tessen Big Orphanage)
Success!

-[X] [Conclave] Eternal Arts (30/84 Turns Complete)
+1 Turn of Progress

Further Rolls:

Artifacts:

General Rare- = 7
Lost Tech-Unique (Monastery) = 11
Lost Tech-Unique (Fortress) = 5

Piety:
1d6+2 = 6 + 2 = 8% Piety reduction

Spent:
-1.61 Goodwill

Gained:

+3 Goodwill

Change:

+1.39 Goodwill

The update will be online on 14.05.23 at 17:00 CET.
 
Last edited:
Rumor Mill Turn 79
Rumors:

Eversun Civil War Nears Its End - The Tessen Speaker
"The End draws near. Either we win under the grace of the Divine, or the world shall grow dark from our failure, desolate and lifeless once more, cast back into the crucible of sin that it had once been."
With those words, the Pretender of the Eversun initiated the last march to a final, decisive battle between him, the Circle of Faithful he is rebelling against after he slew his father, and the Night Wardens that have decided that they can no longer abide by any side in their holy duty to guard the Prison of Night. "We cannot demand of you to do this one final task, for there have been far too many of those in the last years as we cast the heretics aside from home, bosom, and faith. There has been far too much innocent blood spilled by their wicked daggers and deranged minds; too many now mourn siblings, parents, children, family, lovers, and friends lost, too much gone to have anything more to be given. We cannot demand of you this task. But we must ask. We must pray and hope that the fight in you has not died, that your love and devotion to the Eversun has not been smothered in the blood spilled, nor that your faith has wavered from the path that They have set us upon, knowing the grief and tragedy that is this war of Fathers against Daughter, Mothers against Sons. We must ask: Will you fight one last time for nation, faith, and Divine?" So said the [Circle], rousing everything they could muster, intent on drowning the Pretender in blood and bodies if their soldiers and strength at arms fails to deliver them victory. "Open your heart to the Hatred. Open your mind to the Fury. Open your soul to the Shining Herald. Let not our forebearers stand between us and the Duty that is our Burden. The Sun had set on the Age of Light, and the Dusk that is to come will devour all that do not have the strength of faith to endure. Know that your sacrifice will light a better way into the Dawn that is to come. Let our souls ignite the flames, let our children use our bones to stoke the embers; we are nothing now but weapons of Their will. Take heed, but not pity, for Humanity must survive." Last prayer of the Night Wardens [Ashen Guardian] to her assembled troops before setting out.

Note: [] contain translated words. We apologize for any confusion.
(Read more on pages 2-5)

Worrying Signs From The Floating Islands - The Truthful Observers
The Floating Islands north of the Region, having been anchored by a combined effort of the Forge-Clan Vanar-Feer and the Pilgrims, has been the center of research of ancient technologies and histories the second those massive floating rocks were safe to be walked upon, alongside dedicated efforts to see them stripped of anything of worth to the Empire without risking any security features activating. And while the endeavor of the Pilgrims to understand, catalog, and conserve the pearls of wisdom within the Monastery upon one of the Islands has proceeded at a quick pace, various Forge-Clan adepts and acolytes have sequestered themselves within their section of the islands, reverently seeking out all data and information they could copy, transcribe, and transmit to bring lost wonders of science and technology to the world once more. Many have spent months, seasons, years, even searching their entire islands from top to bottom, hundreds of discoveries upending internal Forge-Clan politics on a near-daily basis, even as even more members arrived to partake in the search and holy task. But it is tragically the norm for far too many places that could hold the key to bringing about a birth of a golden age, that they, too, shall crumble and be destroyed, by time, action, or spite. Unfortunately, for the Flying Islands, it seems that age will be what does them in, as the suspendium crystals that hold them afloat have started to show worrying signs of depowerment and dusting, the phenomenon that causes suspendium crystals to turn into inert dust of no value. While there yet remains at least a year before the crystals will fail on a larger scale, representatives of Vanar-Feer have already petitioned with House Dall and the Pilgrims to immediately start an effort to harvest the requisite suspendium needed to keep the islands floating, as their collapse upon the ground would cause catastrophic, and irreversible, damage to all structures, and may even cause hidden self-destruct mechanism to activate.
(Read more on pages 6-11)

Mission Of Mercy - Rags, Rumors, And Rants
New beds. More tools. Better lights. Supplies. Hundreds of healers of all stripes. All that, and far, far more, are being, over the last few weeks, dispatched all over Tessen from the Tree of Knowledge. Dozens of buildings are being renovated and expanded, and their services increased alongside the quality of care, with people once on the brink of death now able to return to the living instead of calling for spiritual guides to help them in their last rites. Though the sight of people praying their last in feeble might, holding onto prayer beads, figurines, and candles remains an ever-present presence within the Pilgrim Hospices, the sight of those healing, recovering, and walking from those houses of mercy has grown in the same step as the goods that are flowing into them. While there remain too many ill and wounded with too few places of rest and recovery to be offered at any one time, the knowledge that there is a place to heal has lifted the burden of sickness from many shoulders. And sometimes, even one more person helped is worth the effort.
(Read more on page 23)

***

Region Report/s

[Rather than the regular reports from the Boney Valley, a series of photographs have been sent along, seemingly innocently showing off the vast progress made in creating a Pilgrim District within the City, yet these pictures clearly show the vast improvements over the surrounding areas. Well-lit, clean streets filled with relaxed (relatively) people, storefronts offering an abundance of wares as they should, with gangs of laborers and watchmen walking to and from work or ensuring law and order. However, underneath all that, a message has been attached with the changed cipher sent last month, asking not for any immediate aid or reporting trouble but for two specific Artifacts to be sent along. One "Armored "Succubus" Suit" and one "Self-Implanting Exo Skeleton," to be exact. The reason is that they are vital for a secret trade negotiation.]

***

Spy-Network:

The Marquess of Tessen is taking a vacation. Her son is taking over for a few seasons, most likely as a way to gather experience without having any grand duties to attend to right away.

House Ulatarn continues with its census, already having published population figures placing the growth in their territory at around 16.4% compared to the last decade. In addition, inhabited lands have increased by 7.51%, with the Green Zones having grown by 3.8% more than last time. While this is slower than hoped, it is better than feared.

House Mirn is turning from repairing their Cities to outlying towns and re-touching the roads crisscrossing their lands, ensuring that travel will flow faster, safer, and be able to be tolled with greater reliability.

The Military uses the lessons from their anti-Machine exercise to teach new officers.

The Adventurer Guild has found an un-licenses band of mercenaries operating in the outer zones of Tessen and is currently embroiled in a vicious legal fight to see them brought under their aegis or censured and blacklisted from all towns.

The Followers of Light are waiting intently for a seemingly "monumental" announcement from the Emperor to happen in a few months.

The Lost have a few portions of their members turn their eyes from actively seeking redemption from past misdeeds via self-inflicted poverty, asceticism, and withdrawal of a myriad of pleasures to serve others fully to something more aligned to the Pilgrim's view on seeking forgiveness for past misdeeds.

Dirty Daggers are operating quietly, their rackets not acting overtly in their dealings.

The Family has subverted our network.
[-1 Intelligence Level]

The Common People are awash with rumors regarding the ending Eversun Civil War, the speech of the Emperor announced to be read by a member of the Imperial Family, and the Floating Islands.

The Mutated are awash with rumors regarding the ending Eversun Civil War, the speech of the Emperor announced to be read by a member of the Imperial Family, and the Floating Islands.
 
Needed: 53/109/216, Rolled: 63 + 212 = 275
+3 Successes
This is a tad confusing. It's a greater amount than the action before it, but it didn't get any critical successes while Airship Boogaloo did. What's the formula for this?

-[X] [Learning] Hack The Bunker - (All Electronics/Programming) - (16/17 Successes)
We started at 12/17, so shouldn't this be 18/17 and fully complete?

Success!
+5 Lost Tech-Unique Artifacts
Fingers crossed for some uniques?

Eversun Civil War Nears Its End - The Tessen Speaker
I smell a Ragnarok.

While there yet remains at least a year before the crystals will fail on a larger scale, representatives of Vanar-Feer have already petitioned with House Dall and the Pilgrims to immediately start an effort to harvest the requisite suspendium needed to keep the islands floating, as their collapse upon the ground would cause catastrophic, and irreversible, damage to all structures, and may even cause hidden self-destruct mechanism to activate.
Good thing Trail of Rust is nearing completion!

However, underneath all that, a message has been attached with the changed cipher sent last month, asking not for any immediate aid or reporting trouble but for two specific Artifacts to be sent along. One "Armored "Succubus" Suit" and one "Self-Implanting Exo Skeleton," to be exact. The reason is that they are vital for a secret trade negotiation.
I have so many questions.
 
Is it me or is the Family starting to be a little sus? They seem to be up to something.

I wonder if we can't do a controlled descent for the islands, so that they don't collapse all at once. Or maybe we could chip parts off to reduce the total wheight while keeping the more important structures afloat.

Speaking of the Forge-Clan, I wonder how the island and their partnership with us in general have affected Vanar-Feer's standing among other clans. They have probably been making a killing of the floating lab alone, I'm surprised no other clan tried to muscle in or try to join the action.
 
This is a tad confusing. It's a greater amount than the action before it, but it didn't get any critical successes while Airship Boogaloo did. What's the formula for this?
ArtCrits happen in the next 100 bracket from the last DC. You would have needed to have rolled 300+ to attain an ArtCrit.
MrRageQuit said:
We started at 12/17, so shouldn't this be 18/17 and fully complete?
Fixed, thanks for noticing!
I wonder if we can't do a controlled descent for the islands, so that they don't collapse all at once. Or maybe we could chip parts off to reduce the total wheight while keeping the more important structures afloat.
A controlled descent will end up destroying a large portion of the structures, and the loot within, due to you needing to dig near-perfect holes for the massive islands to float down into. Not a thing that you could easily do within a year.

And chipping chunks off would inevitably lead to you rolling dice to see if you bork it up and cause irreversible damage that leads to the islands breaking apart.

Keeping them floating or looting them to the bedrock are the only realistic options here. (That I can see.)
Amilia said:
Speaking of the Forge-Clan, I wonder how the island and their partnership with us in general have affected Vanar-Feer's standing among other clans. They have probably been making a killing of the floating lab alone, I'm surprised no other clan tried to muscle in or try to join the action.
 
So with the rolls all done, I'm going to look ahead and make some suggestions for Learning this coming Turn 79:

-[] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (3/5 Successes)
--[] [DoD], (Scientific Theory +15, Soaring Wrenches +50, Black Box +5) = +70
-[] [Learning] Know Thy Enemy - (Autonomous Turret) - (All Mechanics/Machinery/Electronics) - (0/5 Successes)
--[] Cost: Damaged Minor Bright-Lance Turret
--[] (Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, Black Box +5, 4[ENG] +56, 2[SC] +24, 1[TSC] +18, +6FF) = +204
-[] [Learning] Assemble the Theorists! - (Common Machinery or Programming) - (0/2 Successes)
--[] [PD], (Scientific Theory +15, Black Box +5, 1[SC] +12) = +32

1) We need to finish Steel Casting, and 1 auto-success is enough because our general bonuses are more than enough to guarantee another.
2) Why Know Thy Enemy? We're going to be sending the Tailors up to clear a string of locations where almost all the expected hostiles are Machines. They would probably appreciate the extra knowledge helping them out, and of our available wreck options, Turrets are the much more serious problem. If you guys don't think they'll need it, that's legit, but I feel I should put it out there. The collected bonuses will get us to the next bracket this time, and should be enough to garner 2 artificial crit successes on our own.
3) We need to round out our Common Theories, so I say, and either Machinery or Programming look like the appropriate next steps. Mechanics, thanks to the Soaring Wrenches bonus, is something we can easily fit it during Turn 80 or 81 while our Engineers will be busy salvaging the cargo crafts. With 1 auto-success allocated their, our basic bonuses and 1 Scientist will be enough to complete the job.
 
-[X] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
Needed: 120, Rolled: 73 + 51 = 124
Success!
+1 Turn of Progress
That was a pleasant surprise. We only succeeded because of the Action Bonus, though. Hmm...

I wonder if we could train diplomacy experts? Someone that studied psychology, trained with the Conclave Of Fraya on how aesthetics influence reactions, maybe something from Forgotten about rhetoric/vocals? We can boost Learning/Archeology rolls with doctors/scientists/engineers, military operations with commanders, and... well, Faith/Tree/Holding/ projects don't roll the dice that often. But Diplomacy...

-[X] [Learning] Catalogue Everything 2: Airship Boogaloo - (Cargo Crafts) - (Intact) - (The Unbroken, The Wall, Incubi) - (All Suspendium/Electronics/Machinery/Metallurgy/Physics) - (13/12 Successes)
-[X] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (3/5 Successes)
-[X] [Learning] Hack The Bunker - (All Electronics/Programming) - (18/17 Successes)
Ok, so Steel Casting needs 2 more Successes. We could use PD/DOD on this or use a few Artefacts. Artifacts would probably be more efficient, we already reach 70 with the general boosts(theory, book, black box, etc.) So 2 Rare Artefacts would be enough to reach 110.

The 2 open Learning Actions... Look At The Daughters Suspendium Systems or Pressurized Suspendium Part 2 might help with the islands. 4 Successes per Turn should be possible with PD, DOD, and if Artefacts with 'All Airship Technologies' tags apply to Suspendium research.

The Movement Of Things - Part 2, Boiling Liquids Last Longer, The Mind - Compulsive Behaviour, could all be finished in 2 Turns and might have big effects on our operations.

Especially A Friend In Code and The Movement Of Things - Part 2 combined could automate some processes.

A Study Of Scarlet Blue Pt.1 might also get us a side project to improve our computers by dint of more efficient cooling.

-[X] [Archeology] Prepare an Expedition - (Doomed Fortress) - (1 Turn Prep = 2 Turns Expedition) - (House Mirn support: N) - (1/1 Turns Complete)
-[X] [Archeology] Send Out The Scavengers (Doomed Fortress) - (1/1 Turns Complete)
Might have to do a Crystal-Garden Expedition... @HeroCooky would Crystal-Garden Expedition count as a salvaging operation for our Engineers?

-[X] [Holdings] Miniscule Scientific Complex - (8/17 Turns Complete)
-[X] [Holdings] The Trail Of Rust - (14/19 Turns Complete) - [Sandcrete]
So Trail Of Rust should finish during the next Turn, with the Scientific Complex potentially being finished in the following Turn if we use Sandcrete.

-[X] [Merchants] Procure (Appraise/Investigate 2x Tattered Book & Thick Faded Tome)
2x Tattered Books revealed to be instructions for mechanical instruments. Changed to 2x Machinery Books.
Thick Faded Tome is revealed to be a romance book dealing with speculative xenobiology on a scientific level. Changed to Thick Tome of Xenoromance. It can be sold for 2-3 Goodwill.
Huh, I just realized our Cultural District is rather scarce on music-focused stuff. The Amphitheater Avenue feels like something more all-purpose for music, but also theater and dance. Maybe if we can get a full music school curriculum out of Forgotten?


Eversun Civil War Nears Its End - The Tessen Speaker
So, assuming the Shining Herald is Timothy, Apostle of Flames, then the Night Wardens would be with the Black Forest while the Pretender probably works for the White Forest.

The Circle of Faithful would then be the 'pure' Eversun.

Worrying Signs From The Floating Islands - The Truthful Observers
What exactly keeps the islands in the air? Raw Suspendium? Dedicated engines like our pressure cubes? Something more advanced?

Mission Of Mercy - Rags, Rumors, And Rants
Still have to do several Rudimentary Territorial Hospices to cover the border parts of the cities. But we also have to do Cleaning Up The Mess with most other cities...

We know Internal Security was recently active in the region, and we got no comments about that from them during their last visit, so it's probably not something shady. Well, in the Flesh Rose cult sense, I mean.

The "Armored "Succubus" Suit" has Pioneer Biology/Psychology/Armor tags. Could be combat armor, or might be some form of life-support suit? The Psychology tag could be about psychological warfare or for the comfort of life if a person has to wear it constantly.

The "Self-Implanting Exo Skeleton" has Pioneer Machinery/Medicine/Biology tags. It's also a bit more gruesome, with what the more detailed description was.
The standard non-combat procedure mentioned in the manual was to sever the spinal nerves underneath the head and use localized anesteathics to numb the pain for the head until the implant has anchored itself to the spine and fused the severed nerves to itself and the spine once more.
You don't really need more than the one after the suit becomes your skin.

I suspect the trade might be with the Verdant Children, due to their tendency to wear full-body covering and being more active recently.

Now if we do send those Artefacts, then we might want to send some other stuff too. Material, maybe some Bloodbark, 2 Rough Rider Scutters to mechanize the military unit they have?

The Marquess of Tessen is taking a vacation. Her son is taking over for a few seasons, most likely as a way to gather experience without having any grand duties to attend to right away.
Wasn't she the one that piloted the Knight of that noble house and who left the political stuff to her husband? So it could be a case of the son getting experience, or she is off elsewhere hunting something down and taking her husband along due to potential political trouble.
They did change the budget to pay a bunch of investigators more, during the last Turn...

The Followers of Light are waiting intently for a seemingly "monumental" announcement from the Emperor to happen in a few months.
Hmm, could be something about the Eversun war. Or the royal fleet could be used to bomb the more dangerous areas of the Wastes.

The Family has subverted our network.
[-1 Intelligence Level]
Yeah, that will be trouble. Every time someone has spent the effort to take out even our low-level informants shit has gone to hell. Our informants with the criminals and then the Flesh Rose cult, our informants and then the Purified...

That's going to take some Diplomacy, Intrigue, and an Adventurer Action slot.

I think that even with us supplying suspendium is just delaying the inevitable, so I hope that the clan is already starting to disasemble the expensive bits.
I mean, the same goes for any airship. No refueling and gravity will take its due. Delaying stuff means we have more time to prepare a landing area though.

2) Why Know Thy Enemy? We're going to be sending the Tailors up to clear a string of locations where almost all the expected hostiles are Machines.
Will the Tailors get something out of our research? It could be that using that knowledge requires changing the training regime of a unit, in which case only our own units would profit from it. We do have electric weapons and can buy Electromagnetic Pulse Weaponry - Grenades, but that doesn't mean the Tailors automatically get that stuff.
 
Delaying stuff means we have more time to prepare a landing area though.
Cooky already said that we don't have the time to do a controlled descent and when they crach most the loot that remains will be destroyed.

And I said it's inevitable because we don't have the amount of Suspendium needed to keep them afloat indefinitely, at one point they are crashing down.
 
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