I mean it may as well be due actually being well supplies despite of the pilgrim likely be an "stuffy" employer dor an mercenary standard.
 
Wait, it's cumulative? Oh boy, that's nearly a year's quota in one turn. So much more opportunity expanded, both for this and supporting the Islands.

Temporal Storage Container - ??? - +50 to...what the hell is this thing?
...
A Book - ??? - +50 to ???
These things are likely to be very good or very bad.

And then, with all preparations done and nothing but fretting left, the commander gave the order to march, leading a force of 800 into the Rusting Forest, heeding all advice and map they had gained and constructed.

Less than 100 would leave the Necropolis.

There was no fault to be had with the decisions of the killed commander. Indeed, their leadership was all that ensured they survived their trip back. Simple poor luck had seen them stumble across an enemy that they could not chase off quickly; their forces bloodied enough for other denizens to smell weakness and take their price of flesh and life with the sounds of screaming men and women being dragged into the night or alleys, away from their comrades.
Yeah, we need to figure out how to help them do better at this.

Agent Notes: Unless they ramp up hostilities, intolerable activities, or treasonous actions, they should be left alone unless we have the means to pluck them out, petal, stem, and root, to avoid an extant branch from regrowing the entire structure to harm or destroy the Pilgrimage.
So it sounds like we should just slip in a Level 1 network to keep an eye on their activities, but nothing more.

[ ] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics)
The creation of steel is vital for many things, most notably all armaments of the Empire, but also all its defensive installation. However, beyond that, the search for ever-better alloys and alloying processes consumes many an industrialist and metallurgist, with the next step in material science ruthlessly chased. In our case, that would be the process by which we can create Tiantemu Alloys, used predominantly in the building of fortifications, as they are mixed with Neuotinium, the ancient alloys found in every Necropolis and supremely light and resistant to wear and tear.
(Chance: -08/-67/-201% for 1/2/3 Successes, Successes Needed: 11
Reward: You can upgrade your Steel Foundry.)
Very nice. We'll have to come to that in time.

-TB-03: Est Artifact Grade: Rare- [Airship Related] - 2d4+1 per turn, Max. Yield: 6 Turns. [4 Minor Bright-Lance Turrets, 5 Sentinels Units (6/6), 9 Caretaker-Swarm Units (12/12), 13 Omni-Gazers identified and present?]
I think you need to update it because the area is cleared, right?

[ ] Permanent Scavenging Base - (Floating Monastery)
Also you need to update to it 1/2 Turns Complete. Side note, is the Bell Retrieval action locked until we've completed the Permanent Base?

[ ] Crystal-Garden Expedition
Gathering Suspendium for anything other than the quota will require you to set up specific expeditions to either use it to feed your research or airship production or gather a buffer of Suspendium should you be cut off for one reason or another.
(Chance: 40%
Did we just get a 5% boost there? Hurrah!
 
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How long until we can make an industrial district, now that steel is a thing we want to make it on bulk.
 
How long until we can make an industrial district, now that steel is a thing we want to make it on bulk.
Only two turns to complete, my friend. It's already included in my updated planning, seen below.

[] Plan Plan
-[] [Black Box] Swap to Gutted Core
-[] [Faith] This Is Not Eternal, Even Stone Will Change
--[] (+6FF) +6
-[L] [Faith] Build An Orphanage - (Big) - (Tessen) - (5/7 Successes)
--[] (Seek Mutated Help [0.1 Goodwill]) = +100
-[] [Diplomacy] From the Brink [1.5 Goodwill]
--[] (Ashleaf Tea +15, Common People +15) = +30
-[L] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
--[] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
-[] [Subversion] Isolate Your Cells [3.32 Goodwill]
-[] [Subversion] Audit Everything [10 Goodwill]
--[] (Adjudicator +15, +6FF) = +21
-[] [Martial] Scout Out - (EO-01) - (Rust Scouts)
--[] (+6FF) = +6
-[L] [Martial] Upgrade The CRPS To CREPS - (3/9 Turns Complete)
-[] [Martial] Sir! The Situation Is As Follows (Dispatch the Tailors to clear TOP-01, leaving tactics and force allocation to their discretion?)
-[L] [Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (3/6 Successes)
--[] [DoD], [PD], (Scientific Theory +15, +6FF) = +21
-[] [Learning] Boiling Liquids Last Longer - (Biology/Chemicals) - (0/8 Successes)
--[] (Scientific Theory +15, Mutated: Allied +20, 3[SC] +36, 1[TSC] +18, 3[DOC] +18, 1[SUR] +12, +4FF) = +123
--[] (Chocolate Recipe +5 to Common Chemicals, Food Preservatives +5 to Common Chemicals, Beer Recipe +5 to Common Chemicals, Recipe Fragments +5 to Chemicals, 2x Neuroscopic Chemical Fragments +5 to Chemicals, 2x Larva Vivisection Reports +20 to Advanced Biology) = +70
-[] [Learning] Assemble The Theorists! - (Common Machinery)
--[] (Scientific Theory +15, Black Box +5, +4FF) = +24
--[] (Destroyed Sentinel Remains +20 to Machinery/Armor/Programming/Electronics, 2x Machinery Books +5 to Machinery, 1x Destroyed Eversun Scrap-Knights +5 to Hydraulics/Armor/Machinery) = +35
-[] [Archeology] Crystal-Garden Expedition
--[] Send It To The Flying Islands
--[] (Flying Islands +20, We Can Do It! +20, Trauma: Common People Purge Survivor -5, 1[ENG] +14, +6FF) = +55
-[] [Archeology] Loot The First Bunker Floor (South or North-West)
--[] (3[ENG] +42, +6FF) = +48
-[L] [Archeology] Permanent Scavenging Base - (Floating Monastery) - (1/2 Turns Complete)
-[L] [Tree of Knowledge] Berth - Small - (3/4 Turns Complete)
-[L] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (4/6 Turns Complete)
-[] [Holdings] Industrial Subsidies
--[] Hire Contractors x2
-[L] [Holdings] Miniscule Scientific Complex - (12/17 Turns Complete) - [Sandcrete]
--[] Hire Contractors x3
-[] [Holdings] Mercenary Quarters
--[] Hire Contractors x3
-[] [Martyris] Too Much To Do (Audit Everything)
-[] [Martyris] Too Much To Do (Industrial Subsidies)
-[] [Aria] Too Much To Do (Crystal-Garden Expedition)
-[] [Merchants] Procure (Translate "A Book")
-[L] [Herbalists] Anatomical Lectures (2/5 Turns Complete)
-[L] [4S] Suffer Their Arrogance (2/4 Turns Complete)
-[L] [Vanar-Feer] Engineers Galore (2/6 Turns Complete)
-[] [Followers of Light] We Work As One! (Build an Orphanage)
-[L] [Conclave] Eternal Arts (31/84 Turns Complete)
-[] [Nine Tribes] Rare Odds and Ends (Crystal Garden Expedition)

Goodwill Costs: 1.5 + 3.32 + 10.00 + 4.25 = 19.08
 
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We should probably give it to the imperial family, let them lock into their vault for when the sitywent FUBAR, or even let the tech clans have their way with it.
 
My only worry with that is if we would get in trouble for it somehow. It's like gifting your monarch a bomb, it can have the wrong implications.
We can literally ask to the not custodes to talk to someone to deal with it for us. It probably would clear to any diplomatic fau paxes since you know the cult is just handing you over the thing.

Trough the not!mechanicus would destroy it no questions.
 
[X] Plan: Doing the Heavy Lifting
-[X] [Black Box] Swap to Gutted Core
-[X] [Drake] Turn Over to Forge-Clan Vanar-Feer
-[X] [Faith] This Is Not Eternal, Even Stone Will Change
--[X] (Rare Odds and Ends +2d10, +6FF) = +6 (8-26?)
-[X] [Faith] Build An Orphanage - (Big) - (Tessen) - (5/7 Successes)
--[X] (Seek Mutated Help [0.2 Goodwill]) = +200
-[X] [Diplomacy] From the Brink [1.5 Goodwill]
--[X] (Ashleaf Tea +15, Common People +15) = +30
-[X] [Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
--[X] (Ashleaf Tea +15, Common People +15, Action Bonus +15, +6FF) = +51
-[X] [Subversion] Isolate Your Cells [3.32 Goodwill]
-[X] [Subversion] Infiltrate Part 1 - (Bureau for Imperial Civilian Logistics, The Dirty Daggers, The Family)
--[X] (Adjudicator +15) = +15
-[X] [Martial] Scout Out - (EO-01) - (Rust Scouts)
--[X] (+6FF) = +6
-[X] [Martial] Scout Out - (TP-01) - (Daughter of Dawn)
--[X] (+6FF) = +6
-[X] [Martial] Upgrade The CRPS To CREPS - (3/9 Turns Complete)
-[X] [Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (3/6 Successes)
--[X] [DoD], [PD], (Scientific Theory +15, +6FF) = +21
-[X] [Learning] Boiling Liquids Last Longer - (Biology/Chemicals) - (0/8 Successes)
--[X] (Scientific Theory +15, Mutated: Allied +20, 3[SC] +36, 1[TSC] +18, 3[DOC] +18, 1[SUR] +12, +5FF) = +124
--[X] (Chocolate Recipe +5 to Common Chemicals, Food Preservatives +5 to Common Chemicals, Beer Recipe +5 to Common Chemicals, Recipe Fragments +5 to Chemicals, 2x Neuroscopic Chemical Fragments +5 to Chemicals, 2x Larva Vivisection Reports +20 to Advanced Biology) = +70
-[X] [Learning] Assemble The Theorists! - (Common Machinery)
--[X] (Scientific Theory +15, Black Box +5, +5FF) = +25
--[X] (Destroyed Sentinel Remains +20 to Machinery/Armor/Programming/Electronics, 2x Machinery Books +5 to Machinery, 1x Destroyed Eversun Scrap-Knights +5 to Hydraulics/Armor/Machinery) = +35
-[X] [Archeology] Crystal-Garden Expedition
--[X] Send It To The Flying Islands
--[X] (Flying Islands +25, We Can Do It! +20, Trauma: Common People Purge Survivor -5, 1[ENG] +14, +5FF) = +59
-[X] [Archeology] Loot The First Bunker Floor (South)
--[X] (3[ENG] +42, +6FF) = +48
-[X] [Archeology] Permanent Scavenging Base - (Floating Monastery) - (1/2 Turns Complete)
-[X] [Tree of Knowledge] Berth - Small - (3/4 Turns Complete)
-[X] [Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (4/6 Turns Complete)
-[X] [Holdings] Industrial Subsidies
--[X] Hire Contractors x2
-[X] [Holdings] Miniscule Scientific Complex - (12/17 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
-[X] [Holdings] Mercenary Quarters
--[X] Hire Contractors x3
-[X] [Martyris] Too Much To Do (Industrial Subsidies)
-[X] [Martyris] Too Much To Do (Infiltrate Part 1)
-[X] [Aria] Too Much To Do (Crystal-Garden Expedition)
-[X] [Merchants] Procure (Translate "A Book")
-[X] [Herbalists] Anatomical Lectures (2/5 Turns Complete)
-[X] [4S] Suffer Their Arrogance (2/4 Turns Complete)
-[X] [Vanar-Feer] Engineers Galore (2/6 Turns Complete)
-[X] [Followers of Light] We Work As One! (Build an Orphanage)
-[X] [Conclave] Eternal Arts (31/84 Turns Complete)
-[X] [Nine Tribes] Rare Odds and Ends (This Is Not Eternal, Even Stone Will Change) [4.25 Goodwill]

Goodwill Costs: 0.2 + 1.5 + 3.32 + 4.25 = 9.27
 
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The Common People Of Tessen
Opinion: Friends (2)
Information Network: Rank 1.
Estimated Pilgrim-Influenced: ~42% THE ANSWER TO ALL THINGS!!!
Mood: Are awash with rumors regarding the finished Eversun Civil War alongside the announcement of the Emperor and have enjoyed the festivals we sponsored.
Boni: +15 on all Diplomatic rolls (Special: Applies to All Local Factions.)
Goddamit, NOVA get out of our news report! :p

The Union of Herbalists
Opinion: Friendly (1)
Plans: Operate as normal.
Factions:
- Fundamentalists (Neutral (0)|22% Control|Quicker Doctors)
- Progressivists (Neutral (0)|22% Control|Cheaper Actions)
- Healers (Ally (3)|56% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls
Hmm, the Healers slowly lose points but shouldn't matter too much for now.

The Adventurer Guild
Opinion: Neutral (0)
Information Network: Rank 1
Plans: Has black-listed the band of unlicensed adventurers after they decided to run from their appointed court dates.
Seems like the reactions to the Tailors got more hostile. Really have to look into that Mercenary District.

And no Information Network in any of them. Ugh...

Temporal Storage Container - ??? - +50 to...what the hell is this thing?
2x Good-Tasting MREs - 25.54 - +50 to Pioneer Chemicals/Biology
A Book - ??? - +50 to ???
Interesting. Two Artefacts with ??? and an impossible item.

2x NOVA MACHINA - (Equip to Hero)
A 10x10x10cm translucent box with a swirling spot of black and white in the middle. It cannot be opened, smashed, or taken apart. All Humans that touch the box feel intense nausea, abdominal pain, and loss of self-preservation, with Mutated reporting headaches, static within their ears, the feeling of falling, and extreme paranoia. Better we lock it in the back of our Vault; less someone injures themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard.
Gibt's was neues? Alles beim altem, aber... Aber? Nun, die Inseln sinken. Das ist schlecht. Schlechter ist, dass die Pilger die Glocke entfernen werden. Hält die nicht... Ja. Autsch. Das wird wehtun.
(+1 to (3\²]SN@'+ßz_ )
We might have to leave the bell in place. Or at least work out what it does so we can react once the islands finally crash. Not sure why anyone thought putting what apparently is a sealing item on temporarily floating islands is a good idea.

Pilgrim Intelligence Report
Topic: "Drakes"
Conclusion: The "Drake of Hearts" is a bio-mechanical augmentation device capable of turning any volunteer into a soldier capable of operating on the same level as the Royal Guards on a purely biological level and would likely be able to surpass them if adequately equipped with the best we can acquire from either our Artifact Vault or bought from other Scavenger Operations or Noble Houses. The loss of all Sapient/Sentient capacity would require the assignment of several permanent handlers explicitly trained to care for and direct the resulting Drake until their expiration in either combat, illness, or due to age.
Might be able to get some implant or tech advances out of those items but I don't think we will use them anytime soon. Maybe once we got cloning tech and can use the device on a brain-dead clone body.
It wouldn't surprise me if that was possible but the pre-Collapse people were just so assholish that they only used it on living, intelligent people.

And yet, if one could look beyond all that, look past the shredded muscles and rotting tangle of flesh hanging from its antlers and skull, there is a myth. A myth that there is more than an animal behind those eyes of black and red, an intelligence of wisdom more terrible and frightful than any Mutant or Machine could offer. A myth that tells of ancient calamities awakening from where they stand, their final resting places nourishment to harbingers of doom, and creators of an apocalypse generations in the making. None dare harm this beast, for none want them to lay their bones to rest where they live.
Hmm, sounds like we either need to stuff it into a prison dimension (outside our tech possibilities) or yeet it into space(could work).

Regardless of all that, some say that beyond all that, those who approach this being and offer it flesh and blood of kin and kith; they are graced by omens of what is to come, a vision given in words and memories that are yet to form and happen. For as the Alpha is the seed of an end, so too does that end spring from a seed that knows what is to come. But those are merely rumors...right?
Probably could spend a Hero Action on asking NOVA about that. Could be relevant to know if the wildlife actually could develop psychic powers.

And then, with all preparations done and nothing but fretting left, the commander gave the order to march, leading a force of 800 into the Rusting Forest, heeding all advice and map they had gained and constructed.

Less than 100 would leave the Necropolis.

There was no fault to be had with the decisions of the killed commander. Indeed, their leadership was all that ensured they survived their trip back. Simple poor luck had seen them stumble across an enemy that they could not chase off quickly; their forces bloodied enough for other denizens to smell weakness and take their price of flesh and life with the sounds of screaming men and women being dragged into the night or alleys, away from their comrades.
Ugh, five such expeditions and they run out of infantry. They will need much more disposable meatshields to distract opportunistic predators. Maybe once we increased our robot production to mass-production levels...

Pilgrim Intelligence Report
Topic: "Tailors of the Burned Skies"
However, several grenades had been bought in a black market deal that allowed her small band to come to prominence in 569 before her group was dragged to court by the then-branded Mercenary Association, now called Adventurers Guild, for operating outside their Imperial Jurisdiction, without a Licence, endangerment of citizens as their use of explosives resulted in a swarm of now-extinct flesh-worms falling upon a village, and the illegal extermination of a flesh-worm swarm without an issued extermination request approved by the Association.
I'm surprised the extermination was acknowledged as illegal, given it happened in defense of an Imperial village.

Her husband never forgave her for not taking the first offer, arguing that she could have punched the Noble's teeth out after gaining legal ownership, leading to them gaining two Knights. He got punched in the face and lost two teeth after saying this for the first time.
That it was mentioned he got punched after saying this for the first time implies he kept saying that. I'm a bit worried about what that says about his capabilities of learning from his actions.

Agent Notes: The only thing worth mentioning is the absence of combat experience in a Necropolis. However, their sergeants and Unit Leaders have not refrained from asking for help or tips for what to expect on their journey into their first assignment.
Yeaaah, didn't quite work out.

Steel.

The most essential of materials on Calynth, the source of all shields against the dark that humanity shelters under, the origin of every torch it raises high aloft to banish the darkness assailing it every step of every day on an unceasing deluge of claw, fang, tool, and byte since the Collapse.
A bit surprising the pre-Collapse civilization didn't develop some self-growing/perpetuating super metal for their own use. It looks like Suspendium can grow under the right conditions so it should have been possible.

Pilgrim Intelligence Report
Topic: "The Family"
What members have been identified have either been self-identified via brandings and tattoos of a thorned rose in a rising sun or verbal braggings and declarations made to solicit compliance and submission of targets of rackets or random acts of violence/thievery.
It might be a coincidence but a faction in the recent Eversun civil war was associated/hijacked by the White Forest, so...

Conclusion: "The Family" uses a multi-layered approach in their dealings that are neither disruptive nor prohibitively damaging to overall society, opting for a slow spread of their influence to allow themselves to digest any acquisitions before moving on to other goals. The usage of, or being used by, a Noble House shows that they are competent and willing to play the long game, more interested in beneficial deals than taking everything they can, damned be the costs.

Agent Notes: Unless they ramp up hostilities, intolerable activities, or treasonous actions, they should be left alone unless we have the means to pluck them out, petal, stem, and root, to avoid an extant branch from regrowing the entire structure to harm or destroy the Pilgrimage.
No way they are just a random criminal organization. Too much self-control. The organization is too new to recruit people based on ideals, principles, or existing culture, so there is no way they can keep that level of self-control without some fuckery going on.

In the best case, they work for some nobles. In the worst case, it's a White Forest cult. Given what we know about the White Forest version of NOVA that would absolutely be possible.

Archeology: The secrets of the past will illuminate the future; may we learn from their mistakes. (Choose 1 Action, 1 Action Locked)
Aaaand many of the locations got a ? after the No Danger tag.


-[X] [Subversion] Audit Everything [10 Goodwill]
--[X] (Adjudicator +15, +6FF) = +21
I'm not sure doing another Audit Action right now will do much. Any infiltrators already went to ground after the last round(malus to Actions finding them). Maybe do the less secretive Actions with the normal slot and the important stuff with a Hero slot? Then another Audit Action in one or two Turns?

-[X] [Martial] Sir! The Situation Is As Follows (Dispatch the Tailors to clear TOP-01, leaving tactics and force allocation to their discretion)
TOP-01 hasn't any hostiles listed as being there?

I might post a plan of my own tomorrow.
 
I'm not sure doing another Audit Action right now will do much. Any infiltrators already went to ground after the last round(malus to Actions finding them). Maybe do the less secretive Actions with the normal slot and the important stuff with a Hero slot? Then another Audit Action in one or two Turns?
Point taken. I'll do some editing.

TOP-01 hasn't any hostiles listed as being there?

I might post a plan of my own tomorrow.
There were last turn. I don't know if HeroCooky removed them intentionally or by accident when removing the Machines listed from TB-03. I'll be interested to see what you have in mind.
 
Seems like the reactions to the Tailors got more hostile. Really have to look into that Mercenary District.
No, those are the other unwanted adventurers, the one without a license. The Tailors have everything they need to operate legally and above board.
karmaoa said:
Not sure why anyone thought putting what apparently is a sealing item on temporarily floating islands is a good idea.
Oh, they didn't. Those islands weren't islands before they floated out of the ground.
karmaoa said:
I'm surprised the extermination was acknowledged as illegal, given it happened in defense of an Imperial village.
The defense didn't kill all of the worms, just a portion. The illegal part is that the then Tailors went out to kill the entire swarm, which usually ends in death. And a lot more than nerely the ones that attacked. Hence, illegal unless you have the forces needed to make sure you succeed and an official notice. Also, its so that the Guild makes money off of that, instead of none, like it did then.
karmaoa said:
A bit surprising the pre-Collapse civilization didn't develop some self-growing/perpetuating super metal for their own use.
Oh, they did. And then the Collapse/Forests happened.
There were last turn. I don't know if HeroCooky removed them intentionally or by accident when removing the Machines listed from TB-03. I'll be interested to see what you have in mind.
It is fully intentional. Forgot to do that last Turn.
 
There were last turn. I don't know if HeroCooky removed them intentionally or by accident when removing the Machines listed from TB-03. I'll be interested to see what you have in mind.
I'm not sure what to spend the Martial Action on. We could clear out another location but with how many casualties the Tailors take during those expeditions I'm not sure how long we can keep that up. Might give them 1 or 2 Turns of breaks between Forest expeditions so they can train new recruits.

Or we need to start mass-producing robotic meatshields.

Oh, they didn't. Those islands weren't islands before they floated out of the ground.
Hmm, that implies the important part is that the bell stays inside the circle of cybernetically connected monks. And that being lifted into the sky didn't disrupt things enough to break any sealing effect.

So either we leave the bell there and hope the eventual descent of the islands doesn't cause too much damage, or we move the bell+the monks.

It is fully intentional. Forgot to do that last Turn.
Huh, the Walkers cleaning house? Might need a scouting action to see if they left any robots behind.

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (2 Actions Locked)
So, I just started drafting a plan and I noticed this. So, what is the 2nd locked Action?

@HeroCooky A few questions:
1. Could we use the Tailors for training our own units? 'Make A Man Out Of You!' requires the unit that works as a teacher to have a higher Training Level than the trained unit. Are the Tailors better than Soldiers (4/6)?
2. Is my assumption of Fertile Fields being Biology/Chemicals tagged correct?
3. Did you ever cap how much Goodwill we can spend on the orphanages?:V
Edit:
4. Right, the Walker thing. Do we know if they left anything there(loot or guards)? Because then would switch my scouting Action to another target.


[X] Plan Robot Army and Eldritch Questions
-[X] [Black Box] Swap to Sensory Reconstructors(Pioneer Machine/Medicine/Biology/Chemicals)
-[X] [Drake] Turn Over to Forge-Clan Vanar-Feer

-[X][Faith] Build An Orphanage - (Big) - (Tessen) - (5/7 Turns Complete)
--[X][Faith] Seek Mutated Help - (...0.2 Goodwill=+200) - (+1 to roll = 0.001 Goodwill)
-[X][Faith] This Is Not Eternal, Even Stone Will Change - (0/2 Turns Complete)
--[X][Faith] (6FF, Rare Odds And Ends +2d10)=+6?
-[X][Diplomacy] We Are One People! - (Locals) - (3/6 Successes)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, Next Attempt - +15, Diplomat-Corp: Common People +15, 6FF)=+51
-[X][Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clan Vanar-Feer) - (0/2 Turns Complete)
--[X][Diplomacy] (Ashleaf Tea - +15 to Diplomacy, 6FF)=+21
-[X][Subversion] Home of Dusk - (0/5 Turns Complete) - (-5.75 Goodwill)
-[X][Martial] Upgrade The CRPS To CREPS - (3/9 Turns Complete)
-[X][Martial] Scout Out. - (TOP-01) - (Rust Scouts) - (0/1 Turns Complete)
--[X][Martial] (6FF)=+6
-[X][Martial] Guards! Guards! - (0/1 Turns Complete)
--[X][Martial] (Mirn: Inn - (Eye of the Beholder), Out Territory: Aluminum Mine, 3X Out Territory: Expanded Hospices)
-[X][Learning] Pressurized Suspendium Part 2 - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (3/6 Successes)
--[X][DoD], [PD], (Scientific Theory +15, 1[TSC] +18, 6FF)=+39
--[X]-
-[X][Learning] A Friend In Code - (All Machinery/Mechanics/Metallurgy/Programming/Electronics/Hydraulics) - (0/7 Successes)
--[X](Scientific Theory +15, Electronics Workshop +30, Soaring Wrenches +50, 3[ENG] +42, [Black Box] +5, 6FF)=+148
--[X](2x Bunker Artifact - +5 to Electronics)=+10
-[X][Learning] Fertile Fields - (Biology?/Chemicals?) - (0/20 Successes)
--[X] (Scientific Theory +15, 3[SC] +36, 3[DOC] +18, 1[SURG] +12, [Black Box] +5, [Library] +5, 6FF)=+97
--[X]-
-[X][Archeology] Permanent Scavenging Base - (Floating Monastery) - (1/2 Turns completed)
-[X][Archeology] Prepare an Expedition - (TB-03) - (House Mirn support: N) - (3 Turns preparation = 6 Turns expedition) - (0/3 Turns completed)
-[X][Tree of Knowledge] Mausoleum of the Forgotten Pilgrims - (4/6 Turns Complete)
-[X][Tree of Knowledge] Berth - Small - (3/4 Turns Complete)
-[X][Holdings] Mercenary Quarters - (0/9 Turns Complete)
--[X] 3 X Hire Contractors - (3 Turn of Progress)
-[X][Holdings] Miniscule Scientific Complex - (12/17 Turns Complete) - [Sandcrete]
--[X] 3 X Hire Contractors - (3 Turn of Progress)
-[X][Aria action] Too Much To Do - (Crystal-Garden Expedition) - (0/1 Turns Complete)
--[X] (Mutated +5 to Diplomacy, We Can Do It! +20, Trauma: Common People Purge Survivor -5, Object of Veneration +5 to Diplomacy/Norqod)= +15
--[X] (Aria +15, Send It To The Flying Islands +25, 1[ENG] +14, 6FF)= +60
-[X][Martyris action] Communion of Unsight - (Martyris) - (Write-In 2 Questions)
--[X][Martyris action] What is the purpose of the bell with the cybernetic monks sitting around it on the Flying Islands?
--[X][Martyris action] Can random wildlife develop psychic powers or curses(Alpha Blood-Deer for example)?
-[X][Martyris action] Too Much To Do - ((Isolate Your Cells) - (0/1 Turns Complete) - (-3.32 Goodwill))
--[X] (Adjudicator +15)=+0



-[X] Merchants - (All Are Free Actions)
--[X] Procure (Research "A Book")
-[X] The Adventurer Guild - (1 Action)
--[X] Investigate - (Dirty Daggers) - (-2 Goodwill)
-[X] The Union Of Herbalists - (1 Action)
--[X] Anatomical Lectures - (2/5 Turns Complete)
-[X] Stupendously Scholastic Scholars of Science - (1 Action)
--[X] Suffer Their Arrogance - (2/4 Turns Complete)
-[X] The Military - (1 Action)
--[X] War Lessons - (The Unbroken) - (-0.25 Goodwill)
-[X] The Bureau For Imperial Civilian Logistics - (1 Action)
--[X] Commission A Survey - (-10 Goodwill)
-[X] 3-Point University - (1 Action)
--[X] Research Subsidies - (Look At The Daughters Suspendium Systems) - (-20 Goodwill)
-[X] Forge Clan Vanar-Feer - (1 Action)
--[X] Engineers Galore - (2/6 Turns Complete)
-[X] The Followers Of Light - (1 Action)
--[X] We Work As One - (Build An Orphanage - (Big) - (Tessen))
-[X] Conclave Of Fraya - (1 Action)
--[X] Eternal Arts - (Action) - (31/84)
-[X] Nine Tribes Council - (1 Action)
--[X] Rare Odds And Ends - (This Is Not Eternal, Even Stone Will Change) - (-4.25 Goodwill)


Goodwill cost: 0.2 Goodwill+ 5.75 Goodwill+ 3.32 Goodwill+ 2 Goodwill+ 0.25 Goodwill+ 10 Goodwill+ 20 Goodwill+ 4.25 Goodwill = 45.77 Goodwill
Current Goodwill: 194.96 Goodwill
Remaining Goodwill: 194.96 Goodwill - 45.77 Goodwill = 149.19 Goodwill

Faith: We keep building the orphanages and do 'This Is Not Eternal, Even Stone Will Change' to get started on breaking the gangs.

Diplomacy: We keep working on 'We Are One People!' and the Diplomacy Corp because the Flying Islands mean we will interact with the Forge Clans a lot. Not to mention Artefact research like what happened with the Drake Heart.

Subversion: 'Home of Dusk' because that will boost all other Subversion projects and keeping a headquarter secret is futile anyway. 'Isolate Your Cells' as a Martyris Action to prevent any low-level infiltration. Any higher-ups have most of our secrets already anyway.

Martial: I put the Tailors campaigns on hold to see if the Walkers are clearing out places(scouting TOP-01). If they do then we can just follow them with our expeditions. I put the third Action slot on guards to fill out some of the holes in the various building defenses.

Learning: The Suspendium research should finish with PD and DOD on it. 'A Friend In Code' to get started on robot production and because we can get 3/7 Successes during this Turn. We can finish that research project during the next Turn with PD, DOD, and the new complex.
'Fertile Fields' is a long-term project for our Doctors. If focused on we could finish it in 3 or 4 Turns, though.

Archeology: Finish the scavenger base and get an expedition into the space we just cleared before something new sets up shop there.
The Crystal expedition happens as an Aria Action.

Tree: Just finishing projects.

Holding: Finishing the complex and starting the Mercenary Quarters.

Hero: Aria is on expedition duty, Martyris asks a few questions and does the second Subversion Action.

Support: Mostly normal stuff. A survey to look for more metals if we now go into industry and 3-Point University support for the second Suspendium project.

Edit: Changed the Goodwill cost for the orphanage to finish it during this Turn.
 
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So, I just started drafting a plan and I noticed this. So, what is the 2nd locked Action?

@HeroCooky A few questions:
1. Could we use the Tailors for training our own units? 'Make A Man Out Of You!' requires the unit that works as a teacher to have a higher Training Level than the trained unit. Are the Tailors better than Soldiers (4/6)?
2. Is my assumption of Fertile Fields being Biology/Chemicals tagged correct?
3. Did you ever cap how much Goodwill we can spend on the orphanages?:V
Edit:
4. Right, the Walker thing. Do we know if they left anything there(loot or guards)? Because then would switch my scouting Action to another target.
The locked Action is a mistake, fixed now.

1. Nope, none of their infantry are above (3/6), and you don't have any mounted units that would benefit from the training of the War/Scout-Lizard Units due to the difference in operation.
2. Ye.
3. Nope. :V
4. You can certainly see if they did!
 
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