Nope, that is handled by me. Just pop up and say: "Hey, I want a research project dealing with/resolving/investigating that thing!" and I'll add the appropiate Action. (Not today, I need ro sleep.)
In that case, yeah. Absolutely include a 'reverse-engineer Water Filters' project please. Because I strongly suspect reliable clean water is one of the big things holding back many regions from flourishing and whilst native engineering developments and the Clans likely do a decent job at maintaining what capability already exists? Cracking how to make something close to Pre-Collapse Water Filters on an industrial scale, even if the individual capabilities are inferior to what the Clans can produce, should be very profitable and beneficial.
 
[X] Plan: Investigating Interesting Developments
-[X] [Black Box] Swap to Elevated Syphon of Levitation
-[X] [Library] Swap to "Eternium"
-[X] [Faith] Festival Of The Delta
--[X] (Lead By Example +30, +4FF) = +34
-[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (2/7 Successes)
--[X] (Seek Mutated Help [0.1 Goodwill] +100, Festival +25) = +125
-[X] [Diplomacy] Create A Dossier On (Drakes, Tailors of the Burned Skies, The Family)
--[X] (Ashleaf Tea +15, Festival +25, +5FF) = +45
-[X] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Festival +25, +6FF) = +61
-[X] [Subversion] Audit Everything [14.91 Goodwill]
--[X] (Festival +25, +6FF) = +31
-[X] [Martial] Scout Out - (TB-01) - (Rust Scouts)
--[X] (Festival +25, +6FF) = +31
-[X] [Martial] Upgrade The CRPS To CREPS - (2/9 Turns Complete)
-[X] [Martial] Sir! The Situation Is As Follows (Dispatch the Tailors to clear TB-03, leaving tactics and force allocation to their discretion)
-[X] [Learning] Steel Casting - (Common Mechanics/Common Metallurgy/Common Hydraulics) - (3/5 Successes)
--[X] (Scientific Theory +15, Soaring Wrenches +50, Festival +25, +4FF) = +94
--[X] (Lever-operated Pump +5 to Mechanics, Gold Alloy +5 to Metallurgy, 1x Scrap Command Guardian +5 to Electronics/Metallurgy) = +15
-[X] [Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (0/6 Successes)
--[X] (Scientific Theory +15, Black Box +5, 3[SC] +36, 2[TSC] +36, Festival +25, +6FF) = +123
-[X] [Learning] Know Thy Enemy - (All Mechanics/Machinery/Electronics) - (0/5 Successes)
--[X] Cost: 1x Damaged Minor Bright-Lance Turret
--[X] [DoD], [PD], (Scientific Theory +15, Soaring Wrenches +50, Electronics Workshop +30, Festival +25, +4FF) = +124
-[X] [Archeology] Recover Airship - Intact - Cargo Craft (The Unbroken, The Wall, The Incubi)
--[X] Cost: 1 Medium and 17 Small Suspendium Shards
--[X] (Festival +25, 3[ENG] +42) = +67
-[X] [Archeology] Crystal-Garden Expedition
--[X] Send It To The Flying Islands
--[X] (Flying Islands +20, Festival +25, 1[ENG] +14, +6FF) = +65
-[X] [Archeology] Permanent Scavenging Base - (Floating Monastery) - (0/2 Turns Complete)
-[X] [Tree of Knowledge] Berth - Small - (2/4 Turns Complete)
-[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (3/6 Turns Complete)
-[X] [Holdings] Miniscule Scientific Complex - (8/17 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] The Trail Of Rust - (14/19 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
-[X] [Martyris] Lead By Example (Festival of the Delta)
-[X] [Martyris] Too Much To Do (Permanent Scavenging Base)
-[X] [Aria] Relax
-[X] [Merchants] Sell (Flexible Window and Thick Tome of Xenoromance)
-[X] [Adventurer] Investigate (The Family) [2 Goodwill]
-[X] [Herbalists] Anatomical Lectures (1/5 Turns Complete)
-[X] [4S] Suffer Their Arrogance (1/4 Turns Complete)
-[X] [3PU] Exchange Program (Trained Scientist) [10 Goodwill]
-[X] [Vanar-Feer] Engineers Galore (1/6 Turns Complete)
-[X] [Followers of Light] We Work As One! (Build an Orphanage)
-[X] [Conclave] Eternal Arts (30/84 Turns Complete)
-[X] [Bone Valley] Send Support (1x Armored "Succubus" Suit and 1x Self-Implanting Exo Skeleton)

Goodwill Cost: 0.1 + 14.91 + 2.0 + 10.0 = 27.01
 
Its...existing. You can get it, you just need to either be on the good levels of the city, able to pay the water sellers, or be willing to smash some skulls to keep reliable access to your local pumps in the lower levels.
So a water purifier might not help too much, due to them potentially not having access to any water. If we do something in that direction then we also need to send another military unit.
Upside would be that they already have a flexible unit, so any new unit stationed there could focus on defending specific areas.

[X] Plan: Investigating Interesting Developments
 
Hmm. Something that occurred to me regarding upcoming turns. Will we need to specifically allocate an action to recover Mes' bell from the Monastery, or will the Permanent Scavenging Base handle that in coordination with the DoD?
 
Hmm. Something that occurred to me regarding upcoming turns. Will we need to specifically allocate an action to recover Mes' bell from the Monastery, or will the Permanent Scavenging Base handle that in coordination with the DoD?
If you want that bell out, you will need to dedicate an action to doing so. The bell is huge, unwieldy, fuck-off heavy, and surrounded by multiple concentric rings of dead monks connected via implants.

It will be a process.
 
We didn't intend to loot those implants until now?:o
Well, there is a difference between yanking implants and prosthetics from skeletons or dried out corpses, and doing so after you jacked into the circles of the monks and realized: "Hey...there is still brain activity here!"

The debate if the monks are still actually alive or merely have their implants play-pretend that is still raging on, but there are few Pilgrims willing to risk doing actual murder for loot, even with you being the loot goblins you are.

And before you ask; no, you have no means by which to make sure or communicate with the monks. They are either alive or dead, and you won't flip the coin in this gamble.
 
The debate if the monks are still actually alive or merely have their implants play-pretend that is still raging on, but there are few Pilgrims willing to risk doing actual murder for loot, even with you being the loot goblins you are.
Doesn't that mean we have to evacuate them too before the islands crash into the ground?
 
The debate if the monks are still actually alive or merely have their implants play-pretend that is still raging on, but there are few Pilgrims willing to risk doing actual murder for loot, even with you being the loot goblins you are.
What do the Forge clans think? Since they have a lot more experiece on these kinds of implats they might have some insights.
 
Doesn't that mean we have to evacuate them too before the islands crash into the ground?
No. While the Tenets of the Pilgrims state that helping people is something a adherent/follower should do, doing so to their detriment is not.

The calculated amount of time and ressources required to move the monks in a way that doesn't break their circles is so large that, frankly? They have had a millenium.

If you let the islands crash, you'll bury them.
What do the Forge clans think? Since they have a lot more experiece on these kinds of implats they might have some insights.
Forge-Clan Doctor, before inspecting the monks: "Look, I've been around the Empire. Whatever it is, I am sure I'll understand it."
Forge-Clan Doctor after inspecting the monks: "There is nothing about this that I understand!"

The only thing they are somewhat certain about, is that the implants use non-organic metals...probably.
 
If you want that bell out, you will need to dedicate an action to doing so. The bell is huge, unwieldy, fuck-off heavy, and surrounded by multiple concentric rings of dead monks connected via implants.

It will be a process.
Okay. So, to confirm rather than assume, if we take this action, will it use up our [DoD] Learning success for the turn?
 
Okay. So, to confirm rather than assume, if we take this action, will it use up our [DoD] Learning success for the turn?
No. The Daughter of Dawn can move around as you wish, her Core, [Angel's Demise], is the one who crunches the numbers and helps you with his computational power in research. (AD is also being therapie'd by PD due to him having a lot of PTSD from the shit he'd been put through.)
 
No. The Daughter of Dawn can move around as you wish, her Core, [Angel's Demise], is the one who crunches the numbers and helps you with his computational power in research. (AD is also being therapie'd by PD due to him having a lot of PTSD from the shit he'd been put through.)
Excellent. This will help very greatly with my plans for the next two coming turns.
 
Patience will be required. My thinking is that we should use Turn 80 to complete the Monastery Base and get the Bell, and regardless, at a rate of 1 room per turn (which is what we'll have to spare for a while), it'll be over 2 years to finish off just the First Floor, and I bet we'll have to descend to lower floors to find the cores.
 
At some point we should try to find the other ^Ä^ cores. If I remember right, they are somewhere in the Bunker.
I bet we'll have to descend to lower floors to find the cores.
I know this is a bit late, but, uh, folk?
...Weren't those cores the Walkers that wandered off into the Forest of Rust?:oops:
He be right. The ^A^ Cores just skedaddled out of there in a conga-line to frig with the local monster population in the Rusting Forest.
 
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