We do have a good working relationship with Vanar Feer. Surely they have something to offer on that front?
They do not. When I said Masters, I meant Masters. These are the kind of people that create whole new Knight Patterns on their lonesome, they have better things to do than hang around in a rinky dinky Region like Tessen and are instead screaming at each other in the Capital while pressing anti-matter rifles against each other's heads.
 
Well we keep an eye oppen for artefacts that are in line with bionics, or we see it when we start to get to the "next level of money". In the end is not a particular huge deal.

Also we may want refine coilgun designs for warships, there's an competition for that now and we would want those anyways.
 
69x Rare Bunker Manufacturing Artifacts - 6.23 - +20 to Advanced Machinery/Hydraulics
2x Burned Robotic Housekeepers - 5.53 - +20 to Advanced Electronics/Hydraulics/Machinery
Destroyed Peacekeeper - 7.92 - +20 to Advanced Armor/Hydraulics/Weaponry
Hmm, robotic housekeepers... They are only Rare Artefacts so we might be able to produce a more primitive version soon.

Suspendium Diffusion Charts - 5.67 - +20 to Advanced Physics/Airships Technologies
Does this count as a book for the Library? Getting more boosts to Airship research would be nice.

Mutilated Serenade - 26.64 - +50 to Pioneer Psychology
Aerosolic Blood-Coagulant - 30.00 - +50 to Pioneer Weapon/Biology/Chemicals/Medicine
More weirdly named Psychology Artefacts. And I'm not sure if that Aerosol is a weapon or a form of field medicine.:confused:

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. We should lock them in the back of our Vault lest someone injure themselves or others by touching this object. Even after several months of study, the cube remains mysterious and a possible cognitohazard.
Wie lange noch? Fünf Jahre, pessimistisch gesehen. Gut, das ist genug Zeit.
(+1 to (3\²]SN@'+ßz_ )
Right, that countdown. Five years until things go to hell.


Indeed, that was an agreeable path to them becoming mercenaries who wouldn't die on their first job. And, surely, that would not result in anything crazy, right?

Well, the last anyone saw of G'ha-il was when he ran away from his estate, sword in hand, ranting about paperwork and "those idiot customers!" twenty-three years later. He hasn't been heard about or seen ever again, though rumors persist of him hunting Titan Level dangers to this day, ranting about bureaucracy.
... Ten bucks he made a deal with the Black Forest so he can eternally work as a mercenary and travel around.

Sometimes, Olga made a game out of trying to ascertain if it was their attempt at creating coilguns or their newest airship propulsion system smashing a mock-up airship into a wall or the ground.
I look forward to the time when it's both because we started researching how to get spaceships into orbit.

Now, nearly three centuries later, the Easter and Western Imperial Bridges are either on track, as in the latter's case, or ahead of schedule for the former, with only the Northern Imperial Bridge lagging behind the schedule set for its construction. Though in its case, that has less to do with any lack of ability, funding, or workers, but rather the existence of an enormous warren of insectoid hives smack-dab in the middle of the Wastes situated in the interior of the Empire and directly in the path of the Bridge.
Surprisingly on time for such big projects. I mean, that it kept going despite the kind of civil war a few decades ago...

However, given that airships have become an ever more present sight in the Capital and Tessen, there have been some murmurs and rumors that the Imperial Bridges may not be a project that started with good intentions but was ultimately outpaced by the progress of technological reclamation and innovation. Emperor Elianus addressed these rumors in a recent interview in a newspaper popular in the Capital: "I struggle to imagine any world where airships deliver more cargo than ground-bound alternatives do where a ground still exists. Especially as our understanding of Suspendium advances and improvements in all forms of travel and logistics are happening or will soon be tested outside of laboratory conditions."
Ehh, at some point, if we can create airships on the scale of the Daughter of Dawn. Until then, us developing trains will secure the future of land routes. Might even speed up the Bridge project by dint of allowing quicker transport of material.

The Buried City is nothing less than a cursed tomb.
What a motivating start to that report.

And every year, all those sacrifices are made worthless and meaningless.

You see, the Buried City has only three corridors into its abyss that remained unchanged and unbothered by its host's intrusions and will. They do not change with the new year; they remain as they are. But all others? They move.
Now I wonder if it's just a case of the entire city being a Transformer and shifting other parts to the fore, or if there are actually temporal shenanigans going on. Maybe if specific radio signals could be traced inside of the city...

"They ordered you to...?" Silvia Jr. asked, leadingly speaking her unspoken question out loud, making Markus blush heavily, though she couldn't see it.

"Have babies with you," he quickly told, ears burning and cringing heavily as he looked at his best friend's widening eyes.
Ah, politics.


[ ] Build Outlying Fortified Orphanages
(Turns: 15
Chance: 01% [-125]
Reward: 0.01 Goodwill, -5 to Piety rolls.)
-[] Seek Mutated Help - (XXX Goodwill)
(+1 to roll = 0.05 Goodwill)
Hmm, the malus is still the same. Given it will take 15 Turns, we might want to get started on this and just let it run in the background.

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action, 1 Action Locked)
Ahhh, what's the locked Action here?

[ ] Coilgun Prototyping- (Pioneer Electronics/Weaponry)
It is one thing to create an underlying understanding of the mechanisms that allow a Coilgun to operate without blowing everything to kingdom come. It is quite another to build a physical weapon capable of withstanding the stresses and dangers of firing the gun in and of itself. However, with the aid of the multitude of Awake Machine Minds, researchers, and help from various other organizations, such would be trivial and the work of no more than two seasons.
(Chance: 30/-47/-156 for 1/2/3 Successes, Successes needed: 10
Reward: Create a Coilgun Prototype, Unlocks the Coilgun Weaponry Tree.)
Huh, we could do this in a single Turn. Enough Artefacts for 3 Successes, 2 from the Forge Clan, 2 from the 4S, DoD, PD, and our science complex.

[ ] Loot The First Bunker Floor
Let's go!
I still want to get those Lost-tech Seeds. Sandwheat was also a type of seed found in ruins and it now feeds a big chunk of the Empire.
 
Does this count as a book for the Library? Getting more boosts to Airship research would be nice.
It does, you can chuck that in there.
karmaoa said:
And I'm not sure if that Aerosol is a weapon or a form of field medicine.:confused:
Why not both.meme.gif
karmaoa said:
... Ten bucks he made a deal with the Black Forest so he can eternally work as a mercenary and travel around.
No dice, that's a fools bet.
karmaoa said:
Hmm, the malus is still the same.
Fixed that, is now -55 before going away next turn.
karmaoa said:
Ahhh, what's the locked Action here?
None, fixed that.
 
So sorry if I or someone else has already asked this but it's been bugging me a lot seeing it sitting there each turn, so: Just how much impact would the Academy of Fundamentals have at this stage?

Is this basically something that would be critical in the future but isn't really doing much right now as we haven't developed the critical mass of recovered and new knowledge, experts and population going through our areas so as to improve the Empire's (or at least the local greater region's) scientific base?
 
A big one. Any amount of education offered for free will pay dividends far outstripping any costs put into it. Doubly so for a religion that sees the re-/discovery of knowledge as the next closest thing to sacred as they can.
My thinking is to start on that next turn, since this turn is the opportunity to clean out the Cultural District tab of the rest of the low-hanging fruit.
 
@HeroCooky A bunch of questions.
1. "The Little Crystal That Could Pt.1" is presumably a Physics/Hydraulics topic, but what else? Biology due to the Crystals being alive? Chemicals to figure out what they do(as in, how they function)?
2. Does the Image in "The Matter of the Emitter - (Image)" mean we should specify for what it's used or what it shows?
3. Any interesting use for Rustbeetle parts, given the Adventurer Guild will have tons of the stuff(and because I'm unsure what to do with that Action)?
4. Would "Suppliers Of Many Wares Of Medicine And Equipment" include the type of suits the Verdant Children from Bone Valley inquired about?
5. If we want to research the flora/fauna of an area outside of Tessen(Detective Courses For Beginners - Bone Valley, for example), would we need samples from there first, aka a Chapter Action in a previous Turn?
6. Do Military Unit equipment/Traits, like Rust Scout's Dread-Ghillie armor(+20 on stealth rolls) or the Incubi's Dragonscale armor(-20 on stealth rolls) influence the dice rolls of scouting Actions?
7. Could we do a Learning Action to develop Light Armor? Something like armored everyday wear? Given Artefacts include armored clothes for kids, I wonder how useful that would be.


[] Plan Piety Preparations and Politics Lessons

-[][Faith] Establish A Small Hospice Network - (0/1 Turns)
--[](Festival Of The Delta +35, 6FF)= +41
-[][Faith] A Helping Hand - (0/1 Turns)
--[](Festival Of The Delta +35, 6FF)= +41
-[][Diplomacy] School The Diplomat-Corp - (Specialized) - (House Ulatarn) - (0/2 Turns)
--[] (Ashleaf Tea +15 to Diplomacy, Festival Of The Delta +35) =+50
-[][Diplomacy] School The Diplomat-Corp - (Specialized) - (House Mirn) - (0/2 Turns)
--[] (Ashleaf Tea +15 to Diplomacy, Festival Of The Delta +35)=+50
-[][Subversion] Home of Dusk - (3/5 Turns Complete) - [Sandcrete]
-[][Martial] Guards! Guards! - (The Matter of the Emitter/Emitter facility, Administration Center - (Grand), Berth - (Small), Communal Festivals, Storerooms - (Continuous Expansion))
-[][Martial] Menagerie - (Basic) - (0/5 Turns)
-[][Learning] Coilgun Prototyping- (Pioneer Electronics/Weaponry) - (0/10 Successes)
--[] [VF], [In The Name Of Education], [MSC], [DoD], [PD], (Scientific Theory +15, Electronics Workshop +80, 4[ENG] +56, Festival Of The Delta +35, [Black Box] +5, 6FF)=+197
--[] (Badly Damaged Fortress-Grade Coilgun +50 to Pioneer Weapons/Electronics, 2x Bunker Artifacts +5 to Electronics)=+60
-[][Learning] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy) - (0/7 Successes)
--[](Scientific Theory +15, 2[SC] +24, Festival Of The Delta +35, [Black Box] +5, 6FF)=+85
--[] (3x Bunker Machinery Artifact +20 to Advanced Machinery, 2x Rare Bunker Manufacturing Artifacts +20 to Advanced Machinery/Hydraulics, 1x Rusted Constructor Component +20 to Advanced Electronics/Metallurgy, 2x Bunker Manufacturing Artifacts +5 to Machinery/Hydraulics)=+130
-[][Learning] The Little Crystal That Could Pt.1 - (Advanced ???) - (0/9 Successes)
--[] (Scientific Theory +15, 3[DOC] +18, 2[SURG] +24, 1[ENG] +14, 1[TSC] +18, [Library] +5, [Black Box] +5, Festival Of The Delta +35, 6FF)=+140
--[] (3x Bunker Hospital Artifacts +20 to Advanced Chemical/Medical/Psychology/Biology/Machinery, 1x Workers +20 to Advanced Electronics/Metallurgy/Programming, Data On Physical Phenomena +20 to Advanced Physics)=+100
-[][Archeology] Crystal-Garden Expedition
--[] (Send It To The Flying Islands +25, Festival Of The Delta +35, 4FF)=+64
-[][Archeology] Loot The First Bunker Floor
--[] North-West
-[][Archeology] Prepare an Expedition - (TOP-01) - (House Mirn support: N) - (1/2 Turns Complete)
-[][Tree of Knowledge] Berth - Medium - (1/7 Turns Complete)
-[][Tree of Knowledge] Masters' Retreat - Grandiose - (1/7 Turns Complete)
-[][Holdings] The Matter of the Emitter - (Image ???) - (0/1 Turns)
-[][Holdings] Academy of the Fundamentals - (0/7 Turns)
--[] Hire Contractors x3
-[][Holdings] House Dall Palace Gardens - (0/4 Turns)
--[] Hire Contractors x3
-[][Aria action] Too Much To Do - (The Evergreen Gardens - Tiny) - (0/3 Turns))
--[] Hire Contractors x2
-[][Martyris action] Too Much To Do - (Festival Of The Delta) - (0/1 Turns))
--[] (Adjucator +50)=+50
-[][Martyris action] Too Much To Do - (Assemble The Theorists! - (Common Armor Theory) - (0/2 Successes))
--[] (Adjucator +50, Festival Of The Delta +35, 6FF)=+91
-[][Free Action] Holding: Steel Mill - (0/3 Turns)
--[] Hire Contractors x2(???)

-[] Merchants - (All Are Free Actions)
--[] Procure (See if it's possible to hire Doctors; mainly in preparation for the small Medicinal School project)
-[] The Adventurer Guild - (1 Action)
--[] Suppliers Of Many Wares Of Medicine And Equipment (Acquire Rustbeetle parts/chemicals for the new Steel Mill/ material recycling from the Machine Cavern)
-[] The Union Of Herbalists - (1 Action)
--[] Study Sessions - (2/7 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] In The Name Of Education - (Coilgun Prototyping) - (-3.50 Goodwill)
-[] The Military - (1 Action)
--[] War Lessons - (Incubi) - (-0.25 Goodwill)
-[] 3-Point University - (1 Action)
--[] -
-[] Forge Clan Vanar-Feer - (1 Action)
--[] Unlimited Specialists Galore - (8x Engineers) - (2/6 Turns Complete)
--[] Unlimited Specialists Galore - (6x Scientists) - (2/6 Turns Complete)
--[] Unlimited Specialists Galore - (2x Forge-Coders) - (2/15 Turns Complete)
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (Establish A Small Hospice Network)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Action) - (36/105)
-[] Nine Tribes Council - (1 Action)
--[] -
-[] Pilgrims Chapter - (All Are Free Actions)
--[] [Bone Valley] Send Support (Preserved fruit and other supplies)


Goodwill cost: 3.50 Goodwill+ 0.25 Goodwill= 3.75 Goodwill
Current Goodwill: 124.02 Goodwill
Remaining Goodwill: 124.02 Goodwill - 3.75 Goodwill = 120.27 Goodwill

Soooo, "This Is Not Eternal, Even Stone Will Change" and "Shields of the Mind" to get some Piety during the next and the following Turn to that. Hopefully keeping us close to 100% Piety. That, and "Shields of the Mind" should help against the White Forest.
2 Diplomat-Corp Actions to prepare for future political shenanigans. We really start to head in that direction now, after the recent Noble visit.

What else? "Coilgun Prototyping" gets a unique Artefact. Yes, I could use a Bunker Artefact but using an actual Coilgun for the prototyping and to unlock the whole tech tree feels fitting.
"The Movement Of Things" over "MORE STEAM!" to get some more general use for Vuur-Engines into practice outside of airships or stationary uses. That should mean a bigger market later and other people will be interested sooner. I think the Bureau For Imperial Civilian Logistics will be interested even in the prototypes, and this way they get some more time to plan for this stuff.

The Emitter so we can milk that for prestige and maybe use it for the festivals. The academy because we should finish the full Common set of Theories during this Turn. Both garden Actions to finish them during the same Turn. ...And so Aria has something to enjoy during her next Relax Action.

I hope to start a new "Cleaning Up The Mess" Action during the next Turn, so I might change one of the Faith Actions to get more Goodwill for that, but I'm not sure about that yet.


Edit: Changed 1 Faith Action to "A Helping Hand" to get more Goodwill. Changed the "Shields of the Mind" project to "The Little Crystal That Could Pt.1", mainly to test what Artefacts we could use for that project. Jewel moving on its own like that requires energy from somewhere, so we might be able to figure out how to use that effect for a generator. Or how to "farm" Jewel. We should get 2 Successes on that and I hope the next Coilgun project is easier so that we can move an Automatic Success to this project.

The Free Action was changed from Theories to Holding: Steel Mill. Assuming I can do that with enough Contractors to make it a single-Turn Action.
 
Last edited:
-[][Learning] Shields of the Mind - (Advanced Medicine/Biology/Chemicals) - (0/7 Successes)
This option gives us 25% Piety, we are at 100% and will continue to be at 100 for a good while yet.

So maybe we go for Illness of the Mind instead?

-[][Holdings] House Dall Palace Gardens - (0/4 Turns)
Also, we should get Steel Mills instead. Most of our industries use it so making it ourselves will synergize well.
 
Last edited:
Soooo, "This Is Not Eternal, Even Stone Will Change" and "Shields of the Mind" to get some Piety during the next and the following Turn to that. Hopefully keeping us close to 100% Piety. That, and "Shields of the Mind" should help against the White Forest.
We're at 100% and will be staying that way for a while.

-[][Free Action] Too Much To Do - (Assemble The Theorists! - (Common Engineering Theory) - (0/2 Successes))
--[] (Festival Of The Delta +35, 1[TSC] +18, 6FF)=+59
Engineering isn't a thing with a Theory, it's just that big melange that HC made for the Gutted Core's benefits.

"The Movement Of Things" over "MORE STEAM!" to get some more general use for Vuur-Engines into practice outside of airships or stationary uses.
The reason I'm doing MORE STEAM! first in my plan is to make sure the Vuur-Engines have the full available ability when we start putting trains/cars into play.
 
So I ran the math. We are at -29 and only start to lose piety when it reaches 0. We gain 1 every 50 people and we recruit 63 per turn.

That's 1.26 bonus decay per turn, ergo 23 turns until we reach 0 with only passive recruitment.

We gotta pump those numbers man.
 
@HeroCooky A bunch of questions.
1. "The Little Crystal That Could Pt.1" is presumably a Physics/Hydraulics topic, but what else? Biology due to the Crystals being alive? Chemicals to figure out what they do(as in, how they function)?
2. Does the Image in "The Matter of the Emitter - (Image)" mean we should specify for what it's used or what it shows?
3. Any interesting use for Rustbeetle parts, given the Adventurer Guild will have tons of the stuff(and because I'm unsure what to do with that Action)?
4. Would "Suppliers Of Many Wares Of Medicine And Equipment" include the type of suits the Verdant Children from Bone Valley inquired about?
5. If we want to research the flora/fauna of an area outside of Tessen(Detective Courses For Beginners - Bone Valley, for example), would we need samples from there first, aka a Chapter Action in a previous Turn?
6. Do Military Unit equipment/Traits, like Rust Scout's Dread-Ghillie armor(+20 on stealth rolls) or the Incubi's Dragonscale armor(-20 on stealth rolls) influence the dice rolls of scouting Actions?
7. Could we do a Learning Action to develop Light Armor? Something like armored everyday wear? Given Artefacts include armored clothes for kids, I wonder how useful that would be.
1. Honestly? You are just throwing shit at the wall with these things. Slot something in and get results that way, maybe they have ended up in the wrong place and need to be switched into Weaponry, or Industry. Who knows what physics denying fuckery is at work with living crystals?
2. You can do both, but I can do more work with an image being provided to me.
3. Rustbeetle parts are mostly used for decoration, alloying to create rust-resistant metals, or using their chemicals in industrial processes to recycle old metals.
4. Yes, but at triple the cost.
5. No, that is beyond the level of abstraction for something that small in scope. Only specialized inquiries into specific flora/fauna would require an Action from a Chapter outside Tessen.
6. No, they are modifiers for combat only.
7. You absolutely can! Just slap that info on for now; I've been meaning to revise that Armor Action for some time now.
 
Last edited:
This option gives us 25% Piety, we are at 100% and will continue to be at 100 for a good while yet.

So maybe we go for Illness of the Mind instead?
Part of the reason for the "Shields of the Mind" project is that it uses Doctors/Surgeons. I like to put all our experts to use if possible. The other part is the Piety and the project works against the White Forest.

"Illness Of The Mind" doesn't use any of the available boni and we don't have the Auto-Successes open to do it quickly. I'm thinking "Fertile Fields" because that could combo with any Lost-Tech seeds we find, or "The Little Crystal That Could Pt.1" so we have some info before we start looting the caverns.

Also, we should get Steel Mills instead. Most of our industries use it so making it ourselves will synergize well.
The main reason for that is that I hope doing both garden projects at once is more effective. If Engineering doesn't work as a Theory, I would have an Action slot open, though...

@HeroCooky Is Engineering something we can get a Theory for?

The reason I'm doing MORE STEAM! first in my plan is to make sure the Vuur-Engines have the full available ability when we start putting trains/cars into play.
Better tech would be nice, but people can't make any plans on how to use that tech if primitive versions don't exist. Getting the existence of land-bound steam vehicles out now means the Bureau of Civilian Logistics can start figuring out where to use them, even if they only have the simple versions to theorize about.

It also means we get some experience with miniaturing the engines before we try to make them work with more pressure.

So I ran the math. We are at -29 and only start to lose piety when it reaches 0. We gain 1 every 50 people and we recruit 63 per turn.

That's 1.26 bonus decay per turn, ergo 23 turns until we reach 0 with only passive recruitment.
Huh, I thought Piety would decay quicker than that. Hmm, then I could try to get more Goodwill and maybe do a different Learning Project.

1. Honestly? You are just throwing shit at the wall with these things. Slot something in and get results that way, maybe they have ended up in the wrong place and need to be switched into Weaponry, or Industry. Who knows what physics denying fuckery is at work with living crystals?
2. You can do both, but I can do more work with an image being provided to me.
3. Rustbeetle parts are mostly used for decoration, alloying to create rust-resistant metals, or using their chemicals in industrial processes to recycle old metals.
4. Yes, but at triple the cost.
5. No, that is beyond the level of abstraction for something that small in scope. Only specialized inquiries into specific flora/fauna would require an Action from a Chapter outside Tessen.
6. No, they are modifiers for combat only.
7. You absolutely can! Just slap that info on for now; I've been meaning to revise that Armor Action for some time now.
1. Then throwing our Doctors/Surgeons at it might be a good idea. Medical/Biological covers a wide spread. Maybe 1 Engenier too, to be on the safe side.
2. An image of what it should show or how it would be used? Something like the Final Fantasy 13 Pompa Sancta Parade scene for festival use or an Avatar-style holographic map table for military use?
3. Huh, could be handy if we start looting the Machine Caverns. Or for airship construction.
4. Hmm, Merchants would probably be cheaper.
5. Ah, so that would be another candidate for the Learning Action in my plan. Biological/Chemicals project, I assume for flora/fauna?
6. Good to know. Sadly, no +40 from equipment and training.:cry:
7. Good. Could work nicely with the already existing Small Sturdy Clothing Manufactory we have.
 
@HeroCooky Is Engineering something we can get a Theory for?
No, that was for the Core so I didn't have ti write out all but two/three of the (now) fourteen categories of research.
karmaoa said:
2. An image of what it should show or how it would be used?
You can do both. As long as I get something to work with that is not eldritch colors that sing with emotions I can write it down.
karmaoa said:
Biological/Chemicals project, I assume for flora/fauna?
Yep.
 
Better tech would be nice, but people can't make any plans on how to use that tech if primitive versions don't exist. Getting the existence of land-bound steam vehicles out now means the Bureau of Civilian Logistics can start figuring out where to use them, even if they only have the simple versions to theorize about.

It also means we get some experience with miniaturing the engines before we try to make them work with more pressure.
Fair points. I'll swap out MORE STEAM! for Movement of Things then.
 
@HeroCooky Would either of those Artefacts help with figuring out what the Living Crystals are/how they function?
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics

Also; can we do Holding Actions with the Free Action from high Piety if it's a single-Turn Action?
 
Would either of those Artefacts help with figuring out what the Living Crystals are/how they function?
Body Diagnostic-Drone - 17.19 - +50 to Pioneer Biology/Medicine
Automated Gravimetric Analyzer - 17.66 - +50 to Pioneer Machinery/Chemicals/Hydraulics

Also; can we do Holding Actions with the Free Action from high Piety if it's a single-Turn Action?
Yes to both Artifacts and Yes to your second question.
 
[X] Plan: Baby Shower Gifts
-[X] [Faith] Improve Your Poorhouses
--[X] (Festival of the Delta +35, 6FF) = +41
-[X] [Faith] Healing For All!
--[X] (Festival of the Delta +35) = +35
-[X] [Faith] Festival Of The Delta
--[X] (Adjudicator +50) = +50
-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (House Mirn)
--[X] (Ashleaf Tea +15, Festival of the Delta +35, 6FF) = +56
-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (House Ulatarn)
--[X] (Ashleaf Tea +15, Festival of the Delta +35, 6FF) = +56
-[X] [Subversion] Home of Dusk - (3/5 Turns Complete) - [Sandcrete]
-[X] [Martial] Scout The Eternal Gazers - (Rust-Scouts)
--[X] (Festival of the Delta +35, 2[ENG] +28, 4FF) = +67
-[X] [Martial] Scout Out - (SST-02) - (The Incubi)
--[X] (Festival of the Delta +35) = +35
-[X] [Learning] The Movement Of Things - Part 2 - (Hydraulic/Machinery/Metallurgy) - (0/7 Successes)
--[X] (Scientific Theory +15, Black Box +5, Festival of the Delta +35, 2[SC] +24, 1[TSC] +18, 3FF) = +100
--[X] (7x Bunker Manufacturing Artifacts +5 to Machinery/Hydraulics, 4x Bunker Machinery Artifact +20 to Advanced Machinery) = +115
-[X] [Learning] Coilgun Prototyping - (Pioneer Electronics/Weaponry) - (0/10 Successes)
--[X] [DoD], [PD], [MSC], [VF], [In The Name Of Education], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Festival of the Delta +35, 2[ENG] +28) = +163
--[X] (19x Bunker Artifacts +5 to Electronics) = +95
-[X] [Learning] To Tell Friend From Foe - (Advanced Programming/Electronics) - (0/5 Successes)
--[X] (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, Festival of the Delta +35, 4FF) = +139
--[X] (4x Bunker Artifacts +5 to Electronics, Bricked Tablet +5 to Electronics) = +25
-[X] [Learning] Assemble The Theorists! - (Advanced Armor Theory) - (0/5 Successes)
--[X] (Scientific Theory +15, Black Box +5, Adjudicator +50, Festival of the Delta +35) = +105
--[X] (2x Flexible Armor Jacket +20 to Advanced Armor, Armored Child Dress +20 to Advanced Armor) = +60
-[X] [Archeology] Prepare an Expedition - (TOP-01) - (2 Turns Prep = 4 Turns Exp.) - (House Mirn support: N) - (1/2 Turns Complete)
-[X] [Archeology] Loot The First Bunker Floor (North-West)
-[X] [Archeology] Crystal-Garden Expedition
--[X] Send It To The Flying Islands
--[X] (Flying Islands +25, Festival of the Delta +35) = +60
-[X] [Free] Recover Airship - Intact Cargo Craft - (The Unbroken, The Wall)
--[X] (Festival of the Delta +35, 1[ENG] +14, 6FF) = +55
-[X] [Tree of Knowledge] Berth - Medium - (1/7 Turns Complete)
-[X] [Tree of Knowledge] Masters' Retreat - Grandiose - (1/7 Turns Complete)
-[X] [Holdings] Steel Mill - (0/3 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] The Evergreen Gardens - Tiny - (0/3 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] Cat Alley - (0/4 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] Sin Run - (0/3 Turns Complete)
--[X] Hire Contractors x2
-[X] [Martyris] Too Much To Do (Festival of the Delta)
-[X] [Martyris] Too Much To Do (Assemble the Theorists!)
-[X] [Aria] Too Much To Do (The Evergreen Gardens - Tiny)
-[X] [Merchants] Procure ('Elite Contractors' - Progress to Improve Your Poorhouses)
-[X] [Adventurers] Guardians For Hire - (Orphanage: Ularn)
-[X] [Herbalists] Study Sessions - (2/7 Turns Complete)
-[X] [4S] In The Name Of Education - (Coilgun Prototyping) [-3.50 Goodwill]
-[X] [Military] N/A
-[X] [BICL] Donate 4 Medium Shards of Suspendium
-[X] [3PU] N/A
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (8x Engineers) - (2/6 Turns Complete)
--[X] (6x Scientists) - (2/6 Turns Complete)
--[X] (2x Forge-Coders) - (2/15 Turns Complete)
-[X] [Followers of Light] We Work As One - (Improve Your Poorhouses)
-[X] [Conclave] Eternal Arts - (36/105 Turns Complete)
-[X] [Nine Tribes] N/A
-[X] [Bone Valley] Send Support (Preserved Fruit) [-5 Goodwill]
-[X] [Sunken Hollows] N/A

Goodwill Costs: 3.5 + 5 = 8.5
 
Back
Top