Realistically mostly what would happen is local lords bickering and complaining that Tersen got an military airship and they did not.
There is still going to be plenty of chaos, though.

From all the merchants having to redraw their bussiness plans thanks to the new Caravaner to all the houses realising there a military airship for sale and subsequently scrambling to the emperor himself who is probably going to wheigh in on the situation.

It's going to be a busy season for Pilgrim diplomats.

We also have to remember to offer Marquess Tessen the right of fist refusal next turn.
 
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We also have to remember to offer Marquess Tessen the right of fist refusal next turn.
Assuming the Emperor doesn't insist on the Military getting the right to the first year or something of production. He has the native development-only Second Air Fleet as an excuse, and that would give him breathing space to give more time and thought into the matter. We're not just talking noble houses: what about mercenary companies, Forge-Clans, etc?
 
Admittedly some may even want for the militant MK 2 if the trend hold advanced airscrew, better armor, better engines and bright weapons and you would probably have a true warship.


Talking about big ships i wonder how hard would be to make a chapter seed ship, like a big skyship that is basically a mobile HQ that the pilgrims can just seed a base in another region, with enough finagling we could use it as a logistics ship to the military too, a mobile command center.
 
You know, people have been talking about giving Elanius a new headache with the Militant, but I think we've forgotten the real pounder - Secrets of the Circuit Pt. 4 is set to complete this turn. IE: we've worked out how to make Ancients-level electronics. Sure, we'll still need to do Pt. 5 for mass production, but it's still the sort of thing Forge-Clans will give their collective firstborns for.
 
All right, so proof of concept really. Sounds like we may want to roll onto Pt. 5 after this and keep the momentum going.
It really deppends how hard it would be, I would belive without mass production it would actually be another of the initially impossible reset that would need us to industrialize and have better support.
 
Adhoc vote count started by HeroCooky on Apr 25, 2024 at 11:01 AM, finished with 20 posts and 10 votes.

  • [X] Plan: Hopefully A Good Dream
    -[X] [Faith] Feed The Masses (Tessen) - (2/6 Turns Complete)
    -[X] [Faith] A Helping Hand
    --[X] (6FF) = +6
    -[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Marquess of Tessen) - (0/2 Turns Complete)
    --[X] (Ashleaf Tea +15, 6FF) = +21
    -[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Military) - (0/2 Turns Complete)
    -[X] [Subversion] Cover of Body - (2/8 Turns Complete)
    -[X] [Martial] Menagerie - (Common) - (2/8 Turns Complete)
    -[X] [Martial] Scout Out - (TP-05) - (Rust Scouts)
    -[X] [Learning] Prototype Unique Designs - (Caravaner Mark 2) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics) - (0/2 Successes)
    --[X] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50) = +70
    -[X] [Learning] Prototype Unique Designs - (Militant) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics) - (0/5 Successes)
    --[X] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50, Adjudicator +25, 1[SC] +12) = +103
    -[X] [Learning] Coilgun Repeater - (Advanced Electronics/Weaponry) - (0/5 Successes)
    --[X] [DoD], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80) = +100
    --[X] (Crossbow Loader +20 to Advanced Weapons) = +20
    -[X] [Learning] Secret Of The Circuit Pt. 4 - (Pioneer Electronics) - (19/40 Successes)
    --[X] [DoD], [MSC], [VF], [In The Name Of Education], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 5[ENG] +70, 1[SC] +12) = +182
    --[X] (60x Bunker Electronic Artifacts +5 to Electronics) = +300
    -[X] [Learning] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery) - (0/14 Successes)
    --[X] (Scientific Theory +15, Black Box +5, We Can Do It! +20, Trauma: Common People Purge Survivor -5, 1[TSC] +18) = +53
    --[X] (3x Bunker Manufacturing Artifacts +5 to Machinery/Hydraulics, 8x Malicious Scrap Code +20 to Advanced Programming, 7x Bunker Programming Artifact +20 to Advanced Programming) = +315
    -[X] [Archeology] Prepare an Expedition - (VO-01) - (4 Turns Prep = 8 Turns Exp) - (House Mirn support: N) - (3/4 Turns Complete)
    -[X] [Archeology] Prepare an Expedition - (TL-02) - (2 Turns Prep = 4 Turns Exp) - (House Mirn support: N) - (1/2 Turns Complete)
    -[X] [Archeology] Search The Deep Oasis - (The Overgrown Hydroponics) - (0/3 Turns Complete)
    --[X] (6[ENG] +84, 6FF) = +90
    -[X] [Tree of Knowledge] Berth - Large - (3/7 Turns Complete)
    -[X] [Tree of Knowledge] Medical Wing - Grand - (2/5 Turns Complete)
    -[X] [Holdings] House Dall Barracks - (4/7 Turns Complete)
    --[X] Hire Contractors x2
    -[X] [Holdings] Large Tool Manufactury - (10/15 Turns Complete) - [Sandcrete]
    --[X] Hire Contractors x3
    -[X] [Holdings] Academy of the Fools - (11/14 Turns Complete)
    -[X] [Martyris] Communion of Unsight
    --[X] What is the "Dream Underneath A Tree's Boughs"?
    --[X] What can you tell me about the Librarian?
    -[X] [Martyris] Too Much To Do (Prototype Unique Designs - Militant)
    -[X] [Aria] Too Much To Do (Radio-Chatterweb)
    -[X] [Merchants] Faith to the People - (Tessen) [-50 Goodwill]
    -[X] [Adventurers] Guardians For Hire (Asylum - Jokvi)
    -[X] [Herbalists] Study Sessions - (3/7 Turns Complete)
    -[X] [4S] In The Name Of Education - (Secret of the Circuit Pt. 4) [-3.5 Goodwill]
    -[X] [Vanar-Feer] Unlimited Specialists Galore
    --[X] (10x Common Engineers) - (1/6 Turns Complete)
    --[X] (1x Trained Scientist) - (4/10 Turns Complete)
    --[X] (2x Trained Engineers) - (4/10 Turns Complete)
    --[X] (4x Captains) - (1/10 Turns Complete)
    --[X] (2x Forge-Coders) - (10/15 Turns Complete)
    --[X] (2x Forge-Smiths) - (4/15 Turns Complete)
    -[X] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
    -[X] [Conclave] Eternal Arts - (44/150 Turns Complete)
I need 11 1d100 for your Actions with a DC of:
01/50/75 rolled with +6; if successful, roll 4/7/15d5 Goodwill
30 rolled with +21
30 rolled with +21
25 rolled with +6
01/01/1 rolled with +70
01/01/1 rolled with +103
20/60/80 rolled with +120

20/50/80 rolled with +482
34/67/100 rolled with +368
90 rolled with +90
05 rolled with +6

The first failure is re-rolled; then, 2 for 4, 3 for 6, usw.
All others have a DC of 50 for the Goodwill roll.

Further Rolls:
For the Nation:

2d10

Artifacts:
1d2 - ???

The first rolls are taken as official.
If no other rolls are present, I will roll on the 26.04.24 at 17:00 CET.
 
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...Only now did I realize that I may have fucked up the math on Radio-Chatterweb. It should have been 468 to ensure a complete sweep, not 368. Oh well.
 
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