- Pronouns
- He/Him
We only have 2 Martial actions. One needs to go.-[][Martial] Upgrade The CRPS To CREPS - (4/9 Turns Complete)
-[][Martial] Scout Out - (SST-01) - (Rust Scouts)
--[] (Festival Of The Delta +25)=+25
-[][Martial] Guards! Guards! - (Pilgrim Holdings; Wherever we keep the Data Crystal, Permanent Scavenging Base(Floating Monasters), Orphanage (Tessen), Inn - (Eye of the Beholder), Expanded Daycare)
You forgot the Black Box bonus. And add 8 Common Bunker Artifacts to add another +40, so we guarantee 2 rolled successes. Keep that up, with 2 auto successes in the following turns, and we can complete Coilguns in a total of 7 turns (including this one).-[][Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (0/29 Successes)
--[] [DoD], [PD],[MSC], (Scientific Theory +15, Electronics Workshop +30, Festival Of The Delta +25, 1[TSC] +18, 3[ENG] +42, 1[SC] +12)=+142
--[] Calibration-Matrix +20 to Advanced Weapon/Programming, 4x Bunker Artifact +20 to Advanced Electronics, 1x Guardians - Sniper - Scrap +5 to Electronics/Metallurgy=+105
I advice you use 4 Rare Bunker Hospital Artifacts, partly for preserving the really expensive stuff, and partly because that will bring the bonuses up enough to ensure 3 successes.-[][Learning] The Mind - Compulsive Behaviour - (Psychology) - (0/5 Successes)
--[](Scientific Theory +15, Festival Of The Delta +25, [Black Box] +5, [Library] +5)=+50
--[] 1x Bunker Hospital Artifacts +50 to Pioneer Chemical/Medical/Psychology/Biology/Machinery=+50
I feel that we should swap out Expedition to Permanent Scavenging Base for the Doomed Fortress, to maximize the number of turns we get Lost-Tech Weapons/Armor flowing in, especially since your plan dives in on Coilguns.-[][Archeology] Crystal-Garden Expedition - (0/1 Turns completed)
--[] (Send It To The Flying Islands +25, Festival Of The Delta +25, 1[ENG] +14)=+64
-[][Archeology] Prepare an Expedition - (TB-01) - (House Mirn support: N) - (3 Turns preparation = 6 Turns expedition) - (0/3 Turns completed)
Please move the Sandcrete over to Mercenary Quarters so we can finish it off this turn. In the next turns then we can put Sandcrete in on the Electronics Manufacture. I understand why you'd want to finish the latter swifter, but it's just a compulsive tendency of mine.-[][Tree of Knowledge] Electronics Manufacture - (0/6 Turns Complete) - (-2 Scientists, -40 Faithful) - [Sandcrete]
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