I wonder if it's worth using our questioning to ask if there any more shards they know about that are worth pursuing/freeing. Giving them more fragments might help restore them just a little bit. Also we definitely need Aria to start working on her weaving.
 
The mystery box calls and I find it hard to resist.
Can artifacts be used on the assemble the theorists action? I forgot
 
Piety: 65% (+10 to all rolls for Heroes with the Adjudicator Trait)
Hmm, might have to do something about Piety getting too low. But if we finish 'We Are One People!' during this Turn, we will get +15%.

The Union of Herbalists
Opinion: Friendly (1)
Plans: Operate as normal.
Factions:
- Fundamentalists (Neutral (0)|26% Control|Quicker Doctors)
- Progressivists (Neutral (0)|28% Control|Cheaper Actions)
- Healers (Ally (3)|46% Control|Enables Surgical Training
Boni: +15 on all Diplomatic rolls
The Healers are no longer the single ruling faction among the Herbalists.

Criminal Gangs
Boni: +15 on all Diplomatic rolls
-Gang: Dirty Daggers
--Leader: Mahakan
--Territory: Tessen and all surrounding territories.
--Opinion: Neutral (0)
--Information Network: Rank 1
--The Bad Batch Note: This Thief Guild/Racket is more interested in getting money out of you than blood.
-Gang: The Family
--Leader: Bloom
--Territory: Jokvi and Zulmni(???)
--Opinion: Friendly (+1???)
--Information Network: Rank 1
--The Bad Batch Note: A weird fusion of organized crime syndicate and forward-thinking business. They see calm waters as good waters. Waters being crime, in case you missed that.
Strange that we are supposed to be on the same level of information gathering as with the Military but we don't get any plans for either gang. I would assume there are some rumors, even if they only feed us false information...

Well-Loved Doll - 11.12 - +20 to Advanced Mechanics/Hydraulics/Armor
Soft Pattern Of Rain Upon Grass - 24.13 - +50 to Pioneer Psychology
The new Artefacts. Weird that we can get tips for crafting armor from a doll.

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.
Du, ich glaub fast der fragt uns was. Nicht glauben sollst du, sondern hinhören! Der fragt tatsächlich!
(+1 to (3\²]SN@'+ßz_ )
Yes, we actually ask the weird eldritch voices questions now. Probably a horrible idea given what some boxes get up to.


Tense seconds passed, the muscles in Ers' legs and his mind screaming at him to move, to back away before the daggers came out and blood was spilled across stone and concrete. But not his gut. His gut calmed from the roiling mess it had been throughout the entire trip here, throughout the entire conversation, settling into a still surface that told him only one thing: trust.

He exhaled.

And nodded, walking forward, his first steps on the Journey beginning with a hand reaching out and a hand reaching back.
We probably have to be on the lookout for gangs looking for revenge from now on. They have to do something if they want to keep their groups intact while we improve living standards.

Several minutes passed between them, with little talk but plenty of worry.

When those minutes passed the one-hour mark, all five had to agree. They had made sealed room-temperature milk last for a whole month without spoiling.

Progress.
I mean, they might want to wait until tomorrow and they are sure there aren't any sudden toilet visits. But yes, progress. Now to test if those preservation chemicals/methods interact weirdly with anything that could be eaten or drunk.

And as the stonemason leaves, there is sorrow for a child long gone...and pride for having made a place to mourn.
The first of many.

...Ugh, we have soo much to build. Mausoleums, food kitchens, poorhouses, hospices, asylums, etc.

Preliminary Mission Assesment
I assume this is from the Bad Batch. In which case... That's weirdly good security for a 'random' street gang. Like mechanically, this is supposed to get us the second out of three possible levels of information on an organization.

Machinery Caverns hold death and life within them, offering both freely to all seeking entry. And the Pilgrims have become aware of one of them.
Sounds like we will need many robots to scout areas in those Caverns. Only a 17% Success Chance, so we would need to roll 83 or higher... A fully rested Aria with Martyris' support(organizational) could get us a +50.

On the other hand, even a failed roll has only a 50/50 chance to kill people.

"Without them, the Forgotten Choir shall rise once more." Whispers questioned, giggling in delight at the caress of names long forgotten by any without memories.

"With them, it shall sleep evermore. Don't worry; the monks feeding it don't need food or drink. What is a thousand years more when you have already gone a thousand without?"
The other murmured, grumpy and annoyed. Why couldn't things be understood quicker?

"Do not kill them, that is murder," both said, "and murder is flawed."
No moving the monks, got it. I wonder what exactly they keep locked up though? Mentioning this to Internal Security might get us some extra watchers on the islands.

Thankfully, such a link was far harder to break, and they were already working to prevent such a disaster.
Huh, I wonder what that means. An alternative sealing method or are they developing the ability to float? The latter would definitely weird out the Forge Clans.

Martyris blinked and understood. There was no curse, no magical manipulation of reality. The Alpha Blood-Deer couldn't foretell death, for they were mere animals twisted by the effigies of discarded monsters, not the harbingers of omens in a universe where fate doesn't exist. Only the will to see something happen and the desire to ensure its passing.
Good to know. That also implies anything eldritch must have some guiding will behind it. There can't be some random circumstances that cause an effect.

Data Crystal Offers

[] [3-Point University] The Imperial Path

+2 3-Point University Relationship, +4 Automatic Progress (for Buildings) per Turn, unlock Training Actions, can purchase Specialists for Goodwill.
-3 Vanar-Feer Relationship.

[] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
+2 Forge-Clan Vanar-Feer Relationship (Alliance), +2 Automatic Learning Successes per Turn, unlimited Training Actions, unlock the next level of Training Actions immediately.
Hmm, 3-Point would make building stuff much quicker and allows us to train all kinds of specialists. I would note they also aren't too pissed if we give the gem to the Forge Clan.

The Forge Clan would mean quicker research and having some serious firepower nearby. "unlimited Training Actions" also imply we can train as many engineers at once as we want, unlike the University which is probably limited in the amount of people we can send during the same Turn. Getting more and better engineers is big for any Electronic research.


Tempting for long-term projects, of which we have several by now. But the Piety cost is... ouch. Would probably need 3 Faith Actions focused on building stuff that reduces our Piety rolls.

[] The Imperial Path
I think that would get us a bit too close to the Empire. They are currently the biggest force of improvement for sentient life on this planet but they might not always be.

[] The Whispers Beyond...
???
(Unlocked By: An Unlikely Meeting, A Conversation, And A Communion Unseen...
Effect: ???)
Sounds like the Black Forest. We might get dragged into this either way but Crinkles went out of his way to tell them to shove it. And we know Internal Security(and presumably those Night Warden guys) are already on this.

[] Another one, sometime later. There is still so much to do...
Souls Language is tempting for the widespread use, Open Hand would make orphanages and other buildings much easier, and Conquered Skies would be great for airship research.

But there is the issue of our Action economy. Souls Language is pretty neat in that due to its wide Action category coverage...

-SST-01: Est. Artifact-grade: Rare++, Dice: 2d2 per turn, Max. Yield: 4 Turns, Animal Hotspot! +3d4 Rare++/Lost-Tech Biology Artifacts!
What can we actually do here? Send units to capture wildlife? Set up a research outpost for biology studies?
 
The Forge Clan would mean quicker research and having some serious firepower nearby. "unlimited Training Actions" also imply we can train as many engineers at once as we want, unlike the University which is probably limited in the amount of people we can send during the same Turn. Getting more and better engineers is big for any Electronic research.
A lot of research, actually, once we start upgrading from regular to the fully trained. The amount of types we can apply them to sky-rockets. Anyway, my two rough drafts cover the options if we accept 3-Point or the Forge-Clan.

Souls Language is tempting for the widespread use, Open Hand would make orphanages and other buildings much easier, and Conquered Skies would be great for airship research.

But there is the issue of our Action economy. Souls Language is pretty neat in that due to its wide Action category coverage...
Eh, Open Hand applies to the Faith stuff where we would be dedicating actions anyway. I'd go with that or Conquered Skies.
 
Last edited:
Strange that we are supposed to be on the same level of information gathering as with the Military but we don't get any plans for either gang. I would assume there are some rumors, even if they only feed us false information...
You are, but you only just finished getting the system in place this turn, and you are very cautious about false intel now. Like always, you will get actionable intel starting next turn.
karmaoa said:
What can we actually do here? Send units to capture wildlife? Set up a research outpost for biology studies?
Spend a turn of scavenging to hunt/observe the animals for the artifacts.
 
Ok, so a plan draft. I'm going to keep the Data Crystal and Tenet vote separate from the plan itself. If people really want to build another orphanage then I could make the Doctrine of the Open Hand part of the plan, because that would remove the huge 25 Faithfull cost.

@HeroCooky A bunch of questions:
1. The Piety cost for 'Begin Preparations For New Region Conversion' only hits on the second Turn, right?
2. Would administrative stuff like founding an orphanage go over the Bureau For Imperial Civilian Logistics or the local Noble House?
3. Could 'Scout The Machinery Caverns' be done as a Martial Action, given that it's basically a more specialized 'Scout Out'?
4. Would Engineers give a bonus to 'Scout The Machinery Caverns' by dint of the sheer mass of Artefacts and Lost tech that makes up the caverns?

[] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[] Another one, sometime later. There is still so much to do...
-[] Doctrine of the Open Hand

[] Plan

-[][Faith] Begin Preparations For New Region Conversion
-[][Faith] Build An Orphanage - (Size) - (Location)/Cleaning Up The Mess - (Location)/Feed The Masses - (Choose City)/???
-[][Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
--[] (Ashleaf Tea - +15 to Diplomacy, Diplomat-Corp: Common People +15)=+30
-[][Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge Clans) - (0/2 Successes)
--[] (Ashleaf Tea +15 to Diplomacy, )=+15
-[][Subversion] Home of Dusk - (0/5 Turns Complete) - (-5.75 Goodwill)
-[][Martial] Upgrade The CRPS To CREPS - (5/9 Turns Complete)
-[][Martial] ???
-[][Martial] Pump Those Legs! - (???) (Choose Equipment) - (-0.5 Goodwill)
--[] Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
--[] Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--[] Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
--[] Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
--[] Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
--[] Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
--[] Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
--[] Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
--[] Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/ Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
--[] etc.(will add the other stuff later)
-[][Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (5/29 Successes)
--[] [DoD], [In The Name Of Education],(Scientific Theory +15, Electronics Workshop +30, [Black Box] +5)=+50
--[] 10x Bunker Artifact +20 to Advanced Electronics=+200
-[][Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
--[](Scientific Theory +15, [Black Box] +5, [Library] +5, 1[SC] +12, 2[TSC] +36)=+73
--[]
-[][Learning] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (0/5 Successes)
--[] [PD], [MSC], (Scientific Theory +15, Forge-Clan Research Help +200)=+215
--[]
-[][Archeology] Prepare an Expedition - (SST-01) - (House Mirn support: N) - (2 Turns Preparation = 4 Turns Expedition) / Crystal-Garden Expedition
--[]
-[][Archeology] Permanent Scavenging Base - (Doomed Fortress) - (1/2 Turns completed)
-[][Tree of Knowledge] Assemble A Logic Bank - (Holdings) - (0/3 Turns Complete) - (WARNING! Last One!)
-[][Tree of Knowledge] Electronics Manufacture - (2/6 Turns Complete) - [Sandcrete]
-[][Holdings] Mercenary Quarters - (8/9 Turns Complete)
-[][Holdings] Airship Component Factory - (0/4 Turns Complete)
--[] 3 X Hire Contractors - (3 Turn of Progress)
-[][Aria action] Relax - (Visit the 'Nightflower Dance' Carnival with Chiedi)
--[] (Mutated +5 to Diplomacy, We Can Do It! +/-0, Trauma: Common People Purge Survivor -5, Object of Veneration +5 to Diplomacy/Norqod)= +/-0 (+10 Diplomacy)
-[][Martyris action] Guiding Hand - (0/1 Turns Complete)
-[][Martyris action] Lead By Example (Write in Action)/Too Much To Do - (Action)


-[] Merchants - (All Are Free Actions)
--[] Procure ('Training Consultants' - Progress to 'Upgrade The CRPS To CREPS')
-[] The Adventurer Guild - (1 Action)
--[] ???
-[] The Union Of Herbalists - (1 Action)
--[] Anatomical Lectures - (4/5 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] In The Name Of Education - (Coilgun Mystery) - (-3.50 Goodwill)
-[] The Military - (1 Action)
--[] War Lessons - (???) - (-0.25 Goodwill)
-[] 3-Point University - (1 Action)
--[] ???
-[] Forge Clan Vanar-Feer - (1 Action)
--[] Engineers Galore - (4/6 Turns Complete)
-[ ] The Followers Of Light - (1 Action)
--[ ] For The Nation - (Improve Your Poor Houses) - (-3.50 Goodwill)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Action) - (33/90)
-[] Nine Tribes Council - (1 Action)
--[] Rare Odds And Ends - (???) - (-4.25 Goodwill)


Goodwill cost: 5.75 Goodwill+ 0.5 Goodwill+ 3.50 Goodwill+ 0.25 Goodwill+ 3.50 Goodwill+ 4.25 Goodwill= 17.75 Goodwill
Current Goodwill: 153.97 Goodwill
Remaining Goodwill: 153.97 Goodwill - 17.75 Goodwill = 136.22 Goodwill

14FF: 6FF, 6FF, 2FF
4[ENG] +56,, 3[DOC] +18, 1[SURG] +12
I'm not sure about some of those options. Faith heavily depends on the doctrine, Open Hand is the only thing that would make another orphanage feasible. Martial depends on if we can use that Action for scouting, but either way, want a unit we can send with the new Pilgrims Chapter.

Learning... We get another 5 Successes for 'Coilgun Mystery', finish 'The Mind - Compulsive Behaviour' with the last Success, and do 'Look At The Daughters Suspendium Systems' in a single Turn with Forge Clan help. That does leave our Engineers and Doctors unassigned.

Archeology, and by extension Martyris Action, heavily depend on if we can use the Engineers to help with the Machine Caverns. If we can, then I would spend an Archeology Action on a Suspendium expedition and use Martyris Action to boost that.

The Tree gets another Sandcrete for the Electronics Manufacture, so we can finish that in 2 Turns.

Aria 'Relaxes' so we can use her +20 during the next Turn to counter the Piety drain from founding a new Chapter.
 
1. The Piety cost for 'Begin Preparations For New Region Conversion' only hits on the second Turn, right?
2. Would administrative stuff like founding an orphanage go over the Bureau For Imperial Civilian Logistics or the local Noble House?
3. Could 'Scout The Machinery Caverns' be done as a Martial Action, given that it's basically a more specialized 'Scout Out'?
4. Would Engineers give a bonus to 'Scout The Machinery Caverns' by dint of the sheer mass of Artefacts and Lost tech that makes up the caverns?
1. Yes, the cost is chosen and then it is paid, not before.
2. The first.
3. It can.
4. They would.
 
-[][Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
--[](Scientific Theory +15, [Black Box] +5, [Library] +5, 1[SC] +12, 2[TSC] +36)=+73
--[]
We don't need to use our Scientists for this. 1 success is needed and the target is 45. So if need be we just spend 1 Bunker Hospital Artifact. Also...

@HeroCooky if the 3PU auto-building progress applies right away if we take their offer, wouldn't the same go for the Learning auto-successes if we take the Vanar-Feer offer?

I'm not sure about some of those options. Faith heavily depends on the doctrine, Open Hand is the only thing that would make another orphanage feasible.
It would be feasible next turn after having Guiding Hand in effect, but I understand wanting to get those in sooner.

Archeology, and by extension Martyris Action, heavily depend on if we can use the Engineers to help with the Machine Caverns. If we can, then I would spend an Archeology Action on a Suspendium expedition and use Martyris Action to boost that.
We already met our Suspendium requirement for this two-turn period. We don't have to start thinking about the expedition until next turn, or the turn after that if we must.
 
It does apply this turn, you are correct in your assumption.
Excellent. So taking those into account, another revision of my plan!

[] [Forge-Clan Vanar-Feer Counteroffer] The Journey of Machine and Mind
[] Another one, sometime later. There is still so much to do...
-[] Doctrine of the Open Hand

[] Plan: Beginning the Third Decade of Pilgrimage
-[] [Faith] Begin Preparations For New Region Conversion - (0/2 Turns Complete)
-[] [Faith] Build An Orphanage - (Big) - (Jokvi) - (0/11 Turns Complete)
--[] (Seek Mutated Help +190 [-1.9 Goodwill]) = +190
-[] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans) - (0/2 Turns Complete)
--[] (Ashleaf Tea +15, 6FF) = +21
-[L] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
--[] (Ashleaf Tea +15, Common People +15, 2FF) = +32
-[] [Subversion] Home of Dusk [-5.75 Goodwill] - (0/5 Turns Complete)
-[] [Martial] Scout The Machinery Caverns - (Rust Scouts)
--[] (4[ENG] +56, Adventurer Support +10, 6FF) = +72
-[] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
--[] Crying Crescent (Special Melee): Special Rule: Armor Piercing: +2 damage against armor, +2 damage, ignoring armor.
--[] Pointed Reply (Special Ranged): +1 damage against armor, Special Rule: Accurate: +5 to ranged rolls, Ammunition for 15 Turns.
--[] Dragonscale: Heavy Armor: +22 Armor, -20 on stealth rolls, Integrated Injection Ports (Halved chance for negative effects upon consuming Drugs/Chemicals).
--[] Shield: "Orcist": +2 Armor per (6/6) Unit/0.3 Armor per Unit Size.
--[] Wyvernsack (Lingering): It is used as a free action before melee is joined, with 1d2+2 Acid damage and +2 damage in the next Turn. Consumable: Needs to be re-stocked after use.
--[] Medical Kit (Silver, Bloodbark): Roll 1d5 before casualty rolls to heal any wounded. Consumable: needs to be re-stocked at half cost after use.
--[] Combat Drug - Adrenaline: Increase all damage by three damage dice. (Warning! This drug has a (projected) 05% chance of killing the user.) Consumable: needs to be re-stocked at half cost after use.
--[] Combat Drug - Stabilizers: Half all Casualty Rolls, rounded up. Consumable: needs to be re-stocked at half cost after use.
--[] Crossbow Upgrade: Electric Bolt (Crossbow Ammunition): Inflicts Light Paralysis/Light Overcharge (-15 Initiative (Biological)/+1 Damage (Machine), 3 damage ignores armor
-[L] [Martial] Upgrade The CRPS To CREPS - (5/9 Turns Complete)
-[] [Learning] Coilgun Mystery - (Advanced Electronics/Weaponry) - (5/29 Successes)
--[] [PD], [VF], [MSC], [In the Name of Education], (Scientific Theory +15, Black Box +5, Electronics Workshop +30, 2[SC] +24, 1[TSC] +18) = +92
--[] (3x Bunker Artifacts +20 to Advanced Electronics) = +60
-[L] [Learning] The Mind - Compulsive Behaviour - (Psychology) - (4/5 Successes)
--[] (Scientific Theory +15, Black Box +5, Library +5) = +25
--[] (1x Bunker Hospital Artifact +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery) = +20
-[] [Learning] Look At The Daughters Suspendium Systems - (Common Suspendium Theory/Advanced Suspendium Theory/Pioneer Suspendium Theory) - (0/5 Successes)
--[] [DoD], [VF], (Scientific Theory +15, Black Box +5, Vanar-Feer +200) = +220
-[] [Archeology] Prepare an Expedition - (SST-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N)
-[] [Archeology] Loot The First Bunker Floor (North-North-East)
-[L] [Archeology] Permanent Scavenging Base - (Doomed Fortress) - (1/2 Turns Complete)
-[L] [Tree of Knowledge] Electronics Manufacture - (2/6 Turns Complete) - [Sandcrete]
-[] [Tree of Knowledge] Assemble A Logic Bank - (Holdings) - (0/3 Turns Complete) - (WARNING! Last One!)
-[] [Holdings] Airship Component Factory - (0/4 Turns Complete)
--[] Hire Contractors x3
-[L] [Holdings] Mercenary Quarters - (8/9 Turns Complete)
-[] [Martyris] Too Much To Do (Prepare an Expedition)
-[] [Martyris] Guiding Hand
-[] [Aria] Relax - (Visit the Nightflower Dance Carnival with Chiedi)
-[] [Merchants] Procure ('Additional Electronics' - Progress to Assemble a Logic Bank)
-[] [Adventurers] Assist the Machinery Cavern Scouting
-[L] [Herbalists] Anatomical Lectures (4/5 Turns Complete)
-[] [4S] In The Name Of Education - (Coilgun Mystery) [-3.50 Goodwill]
-[] [Military] Fell Off The Wagons - (Gas Masks) [-? Goodwill]
-[L] [Vanar-Feer] Engineers Galore (4/6 Turns Complete)
-[] [FoL] We Work As One! (Build An Orphanage)
-[L] [Conclave] Eternal Arts (33/90 Turns Complete)

Goodwill Costs: 1.9 + 5.75 + 3.50 + ? = 11.15 + ?

This way we get 6 successes towards the Coilguns without splurging on Electronics artifacts, we'll be on track to complete the Orphanage in a year's time, and avoid some Goodwill spends that I don't think are quite necessary at this moment. Odds and Ends aren't really needed for Scouting - we've got a 4 in 5 success chance and a reroll if that fails, and we have the Diplomacy reroll for the Forge-Clans - or We Are One People! and neither is going to be a disaster if we don't succeed this turn. Nor do we need to jump on prep for Improve Your Poorhouses right this turn.

Columbo: "Just one more thing."

[ ] Cool Tempers - (Goodwill Cost) - 2 (Two) Turns cooldown.
Last turn was 2 turns, so it should be 1 turn now.
 
Last edited:
Thoroughly Trashed Micro-Lance +20 to Advanced Weapons
You know, if you don't want to use bunker artefacts we have this under Lost Tech
Badly Damaged Fortress-Grade Coilgun - 27.47- +50 to Pioneer Weapons/Electronics

It's more thematic and it saves Bright-Lances for when we try to reverse engineer.

Temporal Storage Container - ??? - +50 to...what the hell is this thing?
Also, found the next target for an investigation action.
 
You know, if you don't want to use bunker artefacts we have this under Lost Tech
To be precise, I don't want to use the Electronics Bunker Artifacts. The reason I want to loot the NNE part of the First Floor is to provide Weapons Artifacts we can use in their place...

It's more thematic and it saves Bright-Lances for when we try to reverse engineer.
...But in light of the saving for that, I will grudgingly agree to spend 3 Electronics Bunker Artifacts this one time.
 
-[] [Faith] Build An Orphanage - (Big) - (Jokvi) - (0/11 Turns Complete)
--[] (Seek Mutated Help +190 [-1.9 Goodwill]) = +190
Going for doubling the needed roll to get extra Successes, huh? Well, it's going to be interesting how the Noble Houses are going to react. Might want to add the Followers Of Light support as a cover against that.

-[] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Forge-Clans)
--[] (Ashleaf Tea +15, 6FF) = +21
I have been thinking of switching this to the Bureau For Imperial Civilian Logistics, under the assumption that the +15 could influence some of our Faith projects due to the Bureau being responsible for the bureaucratic part of allowing those projects.

-[L] [Diplomacy] We Are One People! - (Locals) - (5/6 Successes)
--[] (Ashleaf Tea +15, Common People +15, 2FF) = +32
You could add 'Odds and Ends' here. Might not matter too much but the extra Piety from finishing this would directly boost Martyri's dice.

-[] [Martial] Pump Those Legs! - (Sunken Guard) [-0.5 Goodwill]
We probably should think about where we want to send the new Chapter if we want to specialize the new unit for the environment. As is, they have good armor, firepower, and a close combat option. But where they will operate influences how useful mortars and robots would be.

Of course, we can spend the next Turn specializing them. Potentially even spend another Martial Action slot to get upgrades like Armor Weight Specialization or Reaction Training.
Might have to look into Stealth Training anyway if that could influence scout Actions.

-[] [Merchants] Procure ('Training Consultants' - Progress to Upgrade The CRPS To CREPS)
You know, it might be better to spend this on getting electronics for the 'Assemble A Logic Bank - (Holdings)' project. Would mean we could finish it during the next Turn and unlock that Action slot earlier for Holding.

-[] [Adventurers] TBD
Still not sure what to do with this. The rumor mill didn't have anything too urgent to investigate. We could look into why the Adventurer Guild recruits so much or have them poke the Carnival. Or we could spend 4 Goodwill to get some equipment, potentially a Weapon Artefact.

@HeroCooky could we hire a bunch of Adventurers to get a bonus to the Machine Cavern exploration? Look for some people that have already explored other caverns and know the most common dangers?
 
Going for doubling the needed roll to get extra Successes, huh? Well, it's going to be interesting how the Noble Houses are going to react. Might want to add the Followers Of Light support as a cover against that.
I already had We Work As One! included.

I have been thinking of switching this to the Bureau For Imperial Civilian Logistics, under the assumption that the +15 could influence some of our Faith projects due to the Bureau being responsible for the bureaucratic part of allowing those projects.
Hmm. Maybe, maybe not. Depends on what HeroCooky says.

You could add 'Odds and Ends' here. Might not matter too much but the extra Piety from finishing this would directly boost Martyri's dice.
As it stands, it's not worth it because the chances of success are too low. Now, next turn, with the presumed +15 bonus and possibly a Lead By Example? Then, adding in the Odds and Ends makes more sense to me.

We probably should think about where we want to send the new Chapter if we want to specialize the new unit for the environment. As is, they have good armor, firepower, and a close combat option. But where they will operate influences how useful mortars and robots would be.
I figured we'd be sending the new Chapter to the Sunken Hollows because that was why we were holding onto the Torahs - as a gift to the Order of the Flaming Sword. So if you have thoughts about what would be best, we can tailor the equipment now and save ourselves the time.

You know, it might be better to spend this on getting electronics for the 'Assemble A Logic Bank - (Holdings)' project. Would mean we could finish it during the next Turn and unlock that Action slot earlier for Holding.
Hmm. You have a point. Editing that in.

could we hire a bunch of Adventurers to get a bonus to the Machine Cavern exploration? Look for some people that have already explored other caverns and know the most common dangers?
You can. +10 to the attempt.
Excellent. Edited in.
 
Hmm. Something just occurred to me. Can we refit the First Son line to Caravaners? Given the superiority of the latter in all regards, it would make a lot more sense to stop producing the now-outdated stuff.
 
Back
Top