Other failures on your end (I kid!): The temporary rolls threadmark is still up.

And another thing. I re-reviewed the Piety mods. Adding them together, I got (-97+67) = -30. Note, this is before the turns's normal and bonus recruits. That should bring it to (-97+68) = -29.

Edit: Also, you forgot about rolling Artifacts for SST-01.
MrRageQuit threw 2 2-faced dice. Total: 3
1 1 2 2
 
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Well it's likely the more effective system that is "universal" so to speak.
Turbines and rocket propulsion require a specific kind a power source rather than than just "work".
 
Okay, had to add an Engine room and therefore drop a Storage unit to keep around ~10% Lift. But the design is ready to go.

Merchant

Btw, @HeroCooky can we get our new Coilguns on our airships? Or are they too experimental?
 
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Still, as it stand right now, The Merchant should be able to hit 180 km/h which will probably be game changing and have the guy who sells them foaming at the mouth from all the money sings they're seeing.

Though I imagine the client list will remain small but very prestigious, since I don't think that many people have 30 tons of products to move.

Edit: though now I feel that we should warn Lady Tessen that she should start drafting new regulations for airship movement within the cities.
 
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That is not reall how it works.

Simplifying the phisics of it all in real life the engies output potency, this basically on a given time (t) means that the vehicle have a certain force.

This force divided by the vehicle mass would be its acceleration, meaning a vehicle theorical top speed is when the drag force of the vehicle matches engie force.

The problem is that the pripulsion system on the game don't work that way. 1 or 60 modules it caps at 45 km/h wich indicates that the system is unable to efectively convert the potency on force when the airship is over 45, meaning that add more would only increase the upper limit of airship modules.
 
@HeroCooky does adding more Propulsion increase maximum speed?
It's very early here, so I will make a proper rule once fully awake/back home, but in essence: no.

Speed is only added at half potentcy when no modules are attached to a propulsion system, and halved again and so forth for every additional system. Top speed is calculated by what system drags the most modules in total.
I got a question did the duchess that slander us die from her son
¯\_(ツ)_/¯
 
I still don't see why we need a Sail at this point, or a second Airscrew. Or why you have 1 Comprehensive and 1 Basic Crew Amenities when we can have 2 Comprehensives for no real increase in cost.
 
I still don't see why we need a Sail at this point, or a second Airscrew. Or why you have 1 Comprehensive and 1 Basic Crew Amenities when we can have 2 Comprehensives for no real increase in cost.
The sail is mostly for maneuvering, because otherwise I can't see how a flying sausage will turn in mid-air. Plus, it can serve as emergency propulsion if something goes wrong in the Engine Room.

I left the extra airscrew for 2 reasons,
1. In case I did a silly and went over the component cap.
2. To serve as a back-up in case something happens to the other airscrew.

As for the Amenities, we don't need to? We have all the crew we need so going for another Comprehensive would just leaves with 1 extra Crew we would not need.
 
Thinking about next turn and I have some ideas for a plan below.

[] Plan: Rough Draft
-[] [Faith] Improve Your Poorhouses
--[] (Festival of the Delta +35, 6FF) = +41
-[] [Faith] Healing For All!
--[] (Festival of the Delta +35) = +35
-[] [Faith] Festival Of The Delta
--[] (Adjudicator +50) = +50
-[] [Diplomacy] TBD
-[] [Diplomacy] TBD
-[L] [Subversion] Home of Dusk - (3/5 Turns Complete) - [Sandcrete]
-[] [Martial] Scout The Eternal Gazers - (Rust-Scouts)
--[] (Festival of the Delta +35, 1[ENG] +14, Rare Odds and Ends +2d10, 6FF) = +55+2d10
-[] [Martial] Scout The Verdant Oasis - (The Incubi)
--[] (Festival of the Delta +35, 3[ENG] +42, 6FF) = +83
-[] [Learning] Structural Integrity Studies - (Advanced Physics) - (0/7 Successes)
--[] [DoD], (Scientific Theory +15, Black Box +5, 1[SC] +12, 1[TSC] +18, Festival of the Delta +35, 6FF) = +91
--[] (1x Miscellaneous Artifact +5 to Everything, Plasma Torch +50 to Advanced Physics) = +55
-[] [Learning] TBD
-[] [Learning] TBD
-[L] [Archeology] Prepare an Expedition - (TOP-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (1/2 Turns Complete)
-[] [Archeology] Loot The First Bunker Floor (West)
-[] [Archeology] Crystal-Garden Expedition
--[] Send It To The Flying Islands
--[] (Flying Islands +25, Festival of the Delta +35) = +60
-[] [Free] Recover Airship - Intact Cargo Craft - (The Unbroken, The Wall)
--[] (Festival of the Delta +35, 1[ENG] +14, 6FF) = +55
-[L] [Tree of Knowledge] Berth - Medium - (1/7 Turns Complete)
-[L] [Tree of Knowledge] Masters' Retreat - Grandiose - (1/7 Turns Complete)
-[] [Holdings] Steel Mill - (0/3 Turns Complete)
--[] Hire Contractors x2
-[] [Holdings] Cat Alley - (0/4 Turns Complete)
--[] Hire Contractors x3
-[] [Holdings] Sin Run - (0/3 Turns Complete)
--[] Hire Contractors x2
-[] [Martyris] Too Much To Do (Festival of the Delta)
-[] [Martyris] TBD
-[] [Aria] TBD
-[] [Merchants] Procure ('Elite Contractors' - Progress to Improve Your Poorhouses)
-[] [Adventurers] TBD
-[L] [Herbalists] Study Sessions - (2/7 Turns Complete)
-[] [4S] In The Name Of Education - (TBD) [-3.50 Goodwill]
-[] [Military] N/A
-[] [BICL] Donate [TBD Medium Shards] of Suspendium
-[] [3PU] N/A
-[L] [Vanar-Feer] Unlimited Specialists Galore
--[L] (8x Engineers) - (2/6 Turns Complete)
--[L] (6x Scientists) - (2/6 Turns Complete)
--[L] (2x Forge-Coders) - (2/15 Turns Complete)
-[] [Followers of Light] We Work As One - (Improve Your Poorhouses)
-[L] [Conclave] Eternal Arts - (36/105 Turns Complete)
-[] [Nine Tribes] Rare Odds and Ends - (Scout The Eternal Gazers) [-4.25 Goodwill]
-[] [Bone Valley] N/A
-[] [Sunken Hollows] N/A

Goodwill Costs: 3.5 + 4.25 = 7.75
 
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I rather avoid Quest discords not controlled by the Qm i already ran into trouble with it.
 
Actually, for Holdings I think we should do at least either Steel Mill or Steel Foundry. A good chunk of our industry uses steel (especially our airships) so it would be good for production if we could vertically integrate it into our town.
Incorporated the Steel Mill in above, and I realized I had a better way to make use of the Free action this turn in conjunction with Festival. This way we can both take care of our next Shard quota, and finish off the Cargo Craft bill we owe the Tailors.
 
So for Learning, what should our next big project be?

I'm leaning between Seizing the means of Reproduction and More Steam! Both have artefacts to speed them up and have quite the benefits...

Then again, Seizing gives us a boatload of Piety, so maybe we should do Steam first.
 
I still think we might as well skip directly to a disel generator if possible, coal just wont cut for airships.
 
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