@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
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[Faith] Establish A Small Hospice Network - (0/1 Turns)
--[](Festival Of The Delta +35, 6FF)= +41
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[Faith] A Helping Hand - (0/1 Turns)
--[](Festival Of The Delta +35, 6FF)= +41
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[Diplomacy] School The Diplomat-Corp - (Specialized) - (House Ulatarn) - (0/2 Turns)
--[] (Ashleaf Tea +15 to Diplomacy, Festival Of The Delta +35) =+50
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[Diplomacy] School The Diplomat-Corp - (Specialized) - (House Mirn) - (0/2 Turns)
--[] (Ashleaf Tea +15 to Diplomacy, Festival Of The Delta +35)=+50
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[Subversion] Home of Dusk - (3/5 Turns Complete) - [Sandcrete]
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[Martial] Guards! Guards! - (The Matter of the Emitter/Emitter facility, Administration Center - (Grand), Berth - (Small), Communal Festivals, Storerooms - (Continuous Expansion))
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[Martial] Menagerie - (Basic) - (0/5 Turns)
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[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
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[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
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[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
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[Archeology] Crystal-Garden Expedition
--[] (Send It To The Flying Islands +25, Festival Of The Delta +35, 4FF)=+64
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[Archeology] Loot The First Bunker Floor
--[] North-West
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[Archeology] Prepare an Expedition - (TOP-01) - (House Mirn support: N) - (1/2 Turns Complete)
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[Tree of Knowledge] Berth - Medium - (1/7 Turns Complete)
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[Tree of Knowledge] Masters' Retreat - Grandiose - (1/7 Turns Complete)
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[Holdings] The Matter of the Emitter - (Image ???) - (0/1 Turns)
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[Holdings] Academy of the Fundamentals - (0/7 Turns)
--[] Hire Contractors x3
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[Holdings] House Dall Palace Gardens - (0/4 Turns)
--[] Hire Contractors x3
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[Aria action] Too Much To Do - (The Evergreen Gardens - Tiny) - (0/3 Turns))
--[] Hire Contractors x2
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[Martyris action] Too Much To Do - (Festival Of The Delta) - (0/1 Turns))
--[] (Adjucator +50)=+50
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[Martyris action] Too Much To Do - (Assemble The Theorists! - (Common Armor Theory) - (0/2 Successes))
--[] (Adjucator +50, Festival Of The Delta +35, 6FF)=+91
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[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.