Where are you going to pull the action from? Archeology?And Aria would be better suited - Shift Bureaucracy, Relax, and then she'd be doing Cool Tempers at the same time as a third Chapter with a total +15 bonus... okay, we can make it work.
Where are you going to pull the action from? Archeology?And Aria would be better suited - Shift Bureaucracy, Relax, and then she'd be doing Cool Tempers at the same time as a third Chapter with a total +15 bonus... okay, we can make it work.
1. We don't have any Small Hospice Networks, unless you count the trio of Expanded Hospices in the Outlying Territories? If so, that's +0.4 Goodwill (so update calculations there).Goodwill: 135.14 (+7.58 per Turn)
+0.68 = Grand Kitchen (Tessen)
+2.28 = Small Hospice Network, Expanded Network, Territorial Network (Mirn)
+1.30 = Improved Expanded Poor Houses - (Mirn, Tessen, Jokvi, Zulmni, Ularn, Strul)
+0.05 = School - (Big - Mirn)
+4.80 = Orphanages - (Big - Strul, Ularn, Zulmni, Tessen, Jokvi, Mirn)
+0.50 = Grand Kitchen - (Mirn)
+0.90 = Asylum - (Mirn/Zulmni/Tessen/Strul/Ularn/Jokvi)
+0.09 = Brothel 'Consensual' - (Mirn (Upgraded), Jokvi, Tessen, Zulmni, Ularn, Strul)
-0.02 = Print Shop - Smut
-3.00 = Subversion (Cover of Eyes)
-89 (Pilgrim Buildings: Electric Lights, School - (Big - Mirn), Grand Kitchen - (Mirn), Orphanage - (Big - Ularn, Strul, Zulmni, Tessen, Jokvi, Mirn), Asylum/s, Expanded Hospice Network, Improved Expanded Poor Houses, Grand Kitchen, Cleansed Blackhole Villages (Strul))
Heck no. Tree of Knowledge. Almost everything is lengthy and aren't urgent beyond Pilgrim Radio (which is handled with 2 turns of Sandcrete). And just to be clear, I was thinking to Learning, not Faith. Between Cleaning Up backed by Procure and the Chapters, we should be fine.
Only one requires upkeep. Most are simple costs.We should do the supendium road action Asap, most of the newer actions require suspendium shards to upkeep.
I think the action should be temporarily moved to Faith, at least until the current crisis has passed, as there are a lot of smaller building that would still give Piety reduction like the Hospice Networks and Pilgrim communities.And just to be clear, I was thinking to Learning, not Faith. Between Cleaning Up backed by Procure and the Chapters, we should be fine.
No, that one has branches that directly link to the Suspendium Stuff, its just at the roots of it all now.The Radio cafees are likely more fitting to a general faith action, they don't require suspendium at all.
Sure, you are due for such a thing anyways.MrRobot said:@HeroCooky a quick question would be possible hire independent RD teams even if they had a cap, there's some less than advanced tech that would be kinda clustering the Research tab we would pay money to get it done.
Okay, looking over the lists again, and updating them thanks to your kind help, I (hopefully) made them all make sense again.1. We don't have any Small Hospice Networks, unless you count the trio of Expanded Hospices in the Outlying Territories? If so, that's +0.4 Goodwill (so update calculations there).
2. You forgot to include the Ularn Territorial Hospices, Mirn and this one providing +0.5 each, or +1.0 in total.
3. You have differing totals for the Grand Kitchens in Mirn and Tessen. Is that a product of their differing population counts?
4. Asylums now give +0.2 each, so that's a total of +1.2 total.
5. Upgraded Consensuals have gone from +0.02 to +0.04, so you need to add +0.02 to their total on account of upgraded Mirn.
[...]
Electric Lights: ? (I don't remember or can find what they were)
Big School (Mirn): -10x1 = -10
Grand Kitchens (Mirn/Tessen): -8x2 = -16
Cleansed Blackhole Villages (Strul): -10x1 = -10
Big Orphanages (All Cities): -9x6 = -54
Improved Expanded Poor Houses: -3? (That's for the Improvements themselves, not sure how much we got for each Expanded Poor House)
Rudimentary Territorial Hospices: -4x2 = -8
Upgraded Consensual (Mirn): -1x1 = -1
Expanded Hospice Networks: ? (Assuming upgraded Small Hospice Networks, that's -5x6 = -30, plus whatever the mods are for expansion)
Humane Asylums: -4x6 = -24
Obviously my math is incomplete, but it looks like you've been underestimating our Piety mods in general too.
This is the part where I give you a nice non-judgmental hug, and whisper in your ear:Okay, looking over the lists again, and updating them thanks to your kind help, I (hopefully) made them all make sense again.
And as you are thus no longer in danger of losing 200 Piety a Turn, and instead are at a comfortable -47 to Piety Rolls (thus not losing any), I have removed the 6 Turn Crisis Modifier.
God, I really need to clean this shit up...someday.
It's less safety, and more that you actually pay the people working in your factories a decent wage, thus attracting immigrants, thus increasing the number of people there beyond the jobs ypu offer, thus lowering the average by dint of more people being there with low wage jobs.@HeroCooky the reason the Lower Class loses prosperity everytime we build a factory is because they are basically victorian factories, right?
Could I suggest a tech to create better safety gear? Or do we already have the best we can manage?
Sure, but it wouldn't give you any mechanical benefits beyond: "We can now grow more tasty fruits/vegetables. Neat."@HeroCooky Also, would the Evergreen Garden allow us to auto research the common Seed and Fruit samples we have? I imagine since they are common quality they are not going to be particularly revolutionary.
We're using a Small Suspendium Cube, so it's 4 Shards, not 2.
Why this one? I think Radio Cafes would have been better.
Oh right. Inscribed was a leftover product of the old Piety Mod Rush paradigm. Eh, I'd still go for something like School of the Crew or Skyneers instead. Once the Convention concludes, we would hopefully be clear to start converting/building the Mark 2 and Militant lines.
I'd go for Skyneers first. They can have the most impact and will take longest to train.Eh, I'd still go for something like School of the Crew or Skyneers instead.
Sounds fair. Edited.I'd go for Skyneers first. They can have the most impact and will take longest to train.
The enclave is right in Norquod. There is literally no need to add an outpost to an area we directly govern.Now that i think about it we may want to put an outpost in the force clan enclave, not a full chapter but more a place that manages the forge clans while try to help the downtrodden in the area if there are any.
Im talking about this place:The enclave is right in Norquod. There is literally no need to add an outpost to an area we directly govern.