You can send the DoD in lieu of a sum of Goodwill (acting as the money equivalent) to help out.
Hmm, might want to send some Engineers and Doctors too. The latter would push back developing our own training for them though.
Badly, but the use of ancient defensive measures and the sacrifices of several thousands routed all but two Titans against each other. The other two were destroyed by the defensive measures, and the rest beat themselves down to three still alive, if wounded. A large amount of reinforcements are on the way to help kill them for good.
Uhhh, given that our own Titan/Behemoth encounters "went better than expected", if I remember correctly, then... I guess ancient defensive measures mean they didn't lose their equivalent of Mirn, but are there any outlying villages left?
And given that our own Titan/Behemoth encounters got mostly fought by Knights, I assume the 'several thousands' refers mostly to Knights? Big, stompy robots, where 100 to 500 of them make up a Knight Chapter? Of which, our entire region has a bit below 1000?
Also, while doing this plan I noticed the new Merchant Actions. Which are... interesting. Not sure how some of them narrativly would work.
@MrRageQuit I switched around some of the Engineers because I'm not sure if the Pit Action should get Aria's 'We can do it!' bonus. If personal modifiers apply, then that should also get the -5 from Trauma. At which point it needs some shuffling around to guarantee success.
Otherwise, I have taken most things from Plan: Secrets of Rust, but Martyris assists with the Dossier instead so that our boxes can take a look at the surprise!forest.
[] Plan Donations and Future Doctors
-[]
[Faith] Build A Humane Rudimentary Asylum - (Jokvi) - (1/2 Turns Complete)
-[]
[Faith] A Small Donation - (Sunken Hollows) - (Disaster Relieve) - (DoD for transportation and sensor support, airships for transport and scouting, supplies(-25 Goodwill))
-[]
[Diplomacy] School The Diplomat-Corp - (Specialized) - (The Merchant Guild) - (1/2 Turns Complete)
--[] (Ashleaf Tea +15 to Diplomacy, 6FF) =+21
-[]
[Diplomacy] Create A Dossier On (Forest that appeared near Baron Esker's holdings/state of Sunken Hollows/state of Boney Valley)
--[] (Ashleaf Tea +15 to Diplomacy, Lead By Example +30, 6FF)= +51
-[]
[Subversion] Cover Of Tongue - (0/2 Turns Complete) - (-16 Goodwill)
-[]
[Martial] Menagerie - (Basic) - (3/5 Turns Complete)
-[]
[Martial] Guards! Guards! (Cat Alley, Expanded Hospices: 3x Outlying, Orphanage: Mirn)
-[]
[Learning] Coilgun Lance - (Advanced Electronics/Weaponry) - (13/19 Successes)
--[] [PD], [VF], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 1[ENG] +14, 1[TSC] +18, 6FF) = +138
--[] (25x Bunker Artifacts +5 to Electronics, 6x Bunker Weapons Artifacts +20 to Advanced Weapons/Machinery/Hydraulics/Chemical) = +245
-[]
[Learning] Shields of the Mind - (Advanced Medicine/Biology/Chemicals) - (0/5 Successes)
--[] [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, 3[DOC] +18, 2[SUR] +24, 6FF) = +83
--[] (Beta Blockers +5 to Chemicals, Hydrochloric Hallucinogenic Acid +20 to Advanced Weapons/Psychology/Chemicals, Burnt Pacifiers +20 to Advanced Weapons/Machinery/Chemicals) = +45
-[]
[Learning] Eternal Helpers - (Pioneer Programming) - (7/11 Successes)
--[] [DoD], [MSC], (Scientific Theory +15, Black Box +5, 8[SC] +96, 6FF)= +122
--[] (1x Guardians - Command +20 to Advanced Electronics/Metallurgy/Programming)= +20
-[]
[Archeology] Prepare an Expedition - (SST-03) - (2 Turns Prep = 3 Turns Exp) - (House Mirn support: Y) - (1/2 Turns Complete)
-[]
[Archeology] Scout The Pit (The Unbroken)
--[] (9[ENG] +126, Lead By Example +30, 6FF) = +162
-[]
[Archeology] Scout The Tenebris Library (Rust Scouts) - (1/3 Turns Complete)
--[] (3[ENG] +42, 6FF) = +48
-[]
[Tree of Knowledge] Berth - Medium - (5/7 Turns Complete) - [Sandcrete]
-[]
[Tree of Knowledge] Masters' Retreat - Grandiose - (6/7 Turns Complete)
-[]
[Holdings] Expanded Hospital - (0/9 Turns Complete)
--[] Hire Contractors x3
-[]
[Holdings] Caravansery - (0/2 Turns Complete)
--[] Hire Contractors x1
-[]
[Holdings] Enlarge the Public Libraries - (4/7 Turns Complete)
--[] Hire Contractors x2
-[]
[Aria] Lead by Example (Scout the Pit)
--[] Equip PD with the Radiant Compiler of the Cyclic Sacrament
-[]
[Martyris action] Too Much To Do (Prepare An Expedition - VO-03 - (1 Turns Preparation = 2 Turns Expedition, 0/1 Turns))
-[]
[Martyris action] Lead By Example (Create A Dossier On)
-[] 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)
--[] -
-[] The Union Of Herbalists - (1 Action)
--[] Study Sessions - (6/7 Turns Complete)
-[] Stupendously Scholastic Scholars of Science - (1 Action)
--[] In The Name Of Education - (Shields of the Mind) - (-3.50 Goodwill)
-[] The Military - (1 Action)
--[] War Lessons - (The Unbroken) - (-0.25 Goodwill)
-[] The Bureau For Imperial Civilian Logistics - (1 Action)
--[] Donate 4 Medium Shards of Suspendium
-[] 3-Point University - (1 Action)
--[] -
-[] Forge Clan Vanar-Feer - (1 Action)
--[] Unlimited Specialists Galore - (3x Engineers) - (0/6 Turns Complete)
--[] Unlimited Specialists Galore - (3x Commanders) - (0/6 Turns Complete)
--[] Unlimited Specialists Galore - (2x Forge-Coders) - (6/15 Turns Complete)
-[] The Followers Of Light - (1 Action)
--[] We Work As One - (A Small Donation)
-[] Conclave Of Fraya - (1 Action)
--[] Eternal Arts - (Action) - (40/138)
-[] Nine Tribes Council - (1 Action)
--[] -
-[] Pilgrims Chapter - (All Are Free Actions)
Goodwill cost: 25 Goodwill+ 16 Goodwill+ 3.50 Goodwill+ 0.25 Goodwill= 44.75 Goodwill
Current Goodwill: 133.97 Goodwill
Remaining Goodwill: 133.97 Goodwill - 44.75 Goodwill = 89.22 Goodwill
4FF left over