Ok some bullet points.


The Radio cafees are likely more fitting to a general faith action, they don't require suspendium at all.

We should do the supendium road action Asap, most of the newer actions require suspendium shards to upkeep.

We can get quick if ineficient injections of piety by doing donations.

We probably could afford do do some medical research for some quick piety gains soon.


@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.
 
Sorry to bump you again, but since you confirmed the retroactive is a thing through your edits, I'm going to go ahead and identify everything else that needs updating - rather than unleash a string of short repeated posts.

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)
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.

-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))

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.

Where are you going to pull the action from? Archeology?
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.

We should do the supendium road action Asap, most of the newer actions require suspendium shards to upkeep.
Only one requires upkeep. Most are simple costs.
 
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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.
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.

A third action would allow us to work on them along with Cleaning Up and the New Chapters.
 
The Radio cafees are likely more fitting to a general faith action, they don't require suspendium at all.
No, that one has branches that directly link to the Suspendium Stuff, its just at the roots of it all now.
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.
Sure, you are due for such a thing anyways.
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.
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.
Which will not be today.
 
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.
This is the part where I give you a nice non-judgmental hug, and whisper in your ear:
"Sorry, but you also made the threadmark Month 3 again, and you forgot to update the countdown to the competition on Turn 95 properly, it should be 2 turns, which makes this one 1 turn left. Gee, ain't I a stinker?"
 
@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?
 
@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?
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.

But the average is still [Relatively Wealthy] and not [Impoverished/Destitute] as it is for most of the Lower Class in the Empire. So you are doing a bang up job there. :smile:
 
@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.
 
[] Plan: Let Them Blossom
-[] [Faith] Establish Soup-Kitchens Within Outlying Towns - (0/5 Turns Complete)
-[L] [Faith] Begin Preparations For New Region Conversion - (1/2 Turns Complete)
-[] [Endless Skies] The School of the Skyneers - (0/2 Turns Complete) [-1 Medium Suspendium Shard]
-[L] [Diplomacy] The Great Debate - (2/4 Turns Complete) - [Martyris Locked]
-[] [Diplomacy] Create A Dossier On (The Doomed Offices, Forge-Clan Mashiiir, House Isi)
--[] (Ashleaf Tea +15, 6FF) = +21
-[L] [Subversion] Cover of Body - (5/8 Turns Complete)
-[L] [Martial] Menagerie - (Common) - (5/8 Turns Complete)
-[] [Martial] Guards! Guards! (Mirn - Rudimentary Territorial Hospices; Ularn - Rudimentary Territorial Hospices; Tessen - Grand Kitchen; Norquod - Tiny Hydroponics, Expanded Hospitals)
-[L] [Learning] Seizing The Means Of Reproduction - (Pioneer Chemicals/Medicine/Biology) - (21/40 Successes)
--[] [DoD], [MSC], [VF], [In The Name Of Education], [Interest In Experimental Oddities 2d3], (Scientific Theory +15, Library +5, Mutated: Allied +20, Head Scholar of the Experimental Wing +50, 1[DOC] +6, 2[SUR] +24) = +120
--[] (1x Spices +5 to Biology/Medicine, 40x Bunker Medicine Artifacts +5 to Biology/Medicine/Machinery) = +205
-[] [Learning] Lend A Hand, Arm, And Leg - Part 3 - (Pioneer Mechanics/Electronics) - (0/10 Successes)
--[] [PD], (Scientific Theory +15, Black Box +5, Electronics Manufacture - Improved +100, Soaring Wrenches +50, 2[SC] +24, 1[TSC] +18) = +212
-[] [Learning] Translations For Beginners - (1x Tenebris Library Book) - (0/1 Success)
--[] (Scientific Theory +15) = +15
-[] [Archeology] Loot The Second Floor Bunker (Prototype Workshop)
-[L] [Archeology] Search The Deep Oasis - (The Subsumed Machines) - (2/3 Turns Complete)
--[] (5[ENG] +70, Rare Odds and Ends +2d10, 6FF) = +76+2d10
-[L] [Archeology] Search The Deep Oasis - (The Bioplastic Factory) - (0/3 Turns Complete)
--[] (6[ENG] +84, 6FF) = +90
-[L] [Tree of Knowledge] Berth - Large - (6/7 Turns Complete)
-[] [Tree of Knowledge] Electronic Manufacture - Ancient Circuits - (0/30 Turns Complete) - [Sandcrete]
--[] [HELPERS] 5x Workers, 2x Trooper Guardians, 64x Caretaker Swarms, 100x Sniper Guardians, 109x Omni-Gazers (Total: 280)
-[L] [Holdings] Training Fields - Medium - (4/7 Turns Complete)
--[] Hire Contractors x2
-[L] [Holdings] Small Medicinal School - (Pilgrim Doctors/Herbalists) - (7/11 Turns Complete)
--[] Hire Contractors x3
-[L] [Holdings] Small Furniture Manufactory - (0/4 Turns Complete)
--[] Hire Contractors x3
-[] [Martyris] LOCKED
-[] [Martyris] LOCKED
-[] [Aria] Shift Your Bureaucracy From (Tree of Knowledge) To (Learning)
-[] [Turi] Lead By Example (Seizing The Means Of Reproduction)
-[] [Merchants] Procure (Hire More Doctors)
-[] [Adventurers] Guardians For Hire (Tessen - Grand Kitchen)
-[L] [Herbalists] Study Sessions - (6/7 Turns Complete)
-[] [4S] In The Name Of Education - (Seizing The Means of Reproduction) [-3.5 Goodwill]
-[L] [Vanar-Feer] Unlimited Specialists Galore
--[L] (4x Common Engineers) - (2/6 Turns Complete)
--[L] (10x Common Engineers) - (4/6 Turns Complete)
--[L] (1x Trained Scientist) - (7/10 Turns Complete)
--[L] (2x Trained Engineers) - (7/10 Turns Complete)
--[L] (4x Captains) - (4/10 Turns Complete)
--[L] (2x Forge-Coders) - (13/15 Turns Complete)
--[L] (2x Forge-Smiths) - (7/15 Turns Complete)
-[] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
-[L] [Conclave] Allow the Conclave to settle in Norqod.
-[] [Nine Tribes] Rare Odds and Ends (The Subsumed Machines) [-4.25 Goodwill]
-[] [Broken Crossroads] Send Support [-20 Goodwill]

Goodwill Cost: 3.5 + 3.5 + 4.25 + 20 = 31.25

For the two things that may bring questions: the Ancient Circuits are there to disincentivize Forge-Clan revenge, and the Soup Kitchens will give us the extra Followers to provide sufficient Faithful to train so we can get the next Laboratory Complex in relatively soon.

Edit 1: Inscribed replaced with School of the Skyneers.
Edit 2: Added House Isi to the Dossier list.
 
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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.
 
[X] Plan: Let Them Blossom
-[X] [Faith] Establish Soup-Kitchens Within Outlying Towns - (0/5 Turns Complete)
-[X] [Faith] Begin Preparations For New Region Conversion - (1/2 Turns Complete)
-[X] [Endless Skies] The School of the Skyneers - (0/2 Turns Complete) [-1 Medium Suspendium Shard]
-[X] [Diplomacy] The Great Debate - (2/4 Turns Complete) - [Martyris Locked]
-[X] [Diplomacy] Create A Dossier On (The Doomed Offices, Forge-Clan Mashiiir, House Isi)
--[X] (Ashleaf Tea +15, 6FF) = +21
-[X] [Subversion] Cover of Body - (5/8 Turns Complete)
-[X] [Martial] Menagerie - (Common) - (5/8 Turns Complete)
-[X] [Martial] Guards! Guards! (Mirn - Rudimentary Territorial Hospices; Ularn - Rudimentary Territorial Hospices; Tessen - Grand Kitchen; Norquod - Tiny Hydroponics, Expanded Hospitals)
-[X] [Learning] Seizing The Means Of Reproduction - (Pioneer Chemicals/Medicine/Biology) - (21/40 Successes)
--[X] [DoD], [MSC], [VF], [In The Name Of Education], [Interest In Experimental Oddities 2d3], (Scientific Theory +15, Library +5, Mutated: Allied +20, Head Scholar of the Experimental Wing +50, 1[DOC] +6, 2[SUR] +24) = +120
--[X] (1x Spices +5 to Biology/Medicine, 40x Bunker Medicine Artifacts +5 to Biology/Medicine/Machinery) = +205
-[X] [Learning] Lend A Hand, Arm, And Leg - Part 3 - (Pioneer Mechanics/Electronics) - (0/10 Successes)
--[X] [PD], (Scientific Theory +15, Black Box +5, Electronics Manufacture - Improved +100, Soaring Wrenches +50, 2[SC] +24, 1[TSC] +18) = +212
-[X] [Learning] Translations For Beginners - (1x Tenebris Library Book) - (0/1 Success)
--[X] (Scientific Theory +15) = +15
-[X] [Archeology] Loot The Second Floor Bunker (Prototype Workshop)
-[X] [Archeology] Search The Deep Oasis - (The Subsumed Machines) - (2/3 Turns Complete)
--[X] (5[ENG] +70, Rare Odds and Ends +2d10, 6FF) = +76+2d10
-[X] [Archeology] Search The Deep Oasis - (The Bioplastic Factory) - (0/3 Turns Complete)
--[X] (6[ENG] +84, 6FF) = +90
-[X] [Tree of Knowledge] Berth - Large - (6/7 Turns Complete)
-[X] [Tree of Knowledge] Electronic Manufacture - Ancient Circuits - (0/30 Turns Complete) - [Sandcrete]
--[X] [HELPERS] 5x Workers, 2x Trooper Guardians, 64x Caretaker Swarms, 100x Sniper Guardians, 109x Omni-Gazers (Total: 280)
-[X] [Holdings] Training Fields - Medium - (4/7 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] Small Medicinal School - (Pilgrim Doctors/Herbalists) - (7/11 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] Small Furniture Manufactory - (0/4 Turns Complete)
--[X] Hire Contractors x3
-[X] [Martyris] LOCKED
-[X] [Martyris] LOCKED
-[X] [Aria] Shift Your Bureaucracy From (Tree of Knowledge) To (Learning)
-[X] [Turi] Lead By Example (Seizing The Means Of Reproduction)
-[X] [Merchants] Procure (Hire More Doctors)
-[X] [Adventurers] Guardians For Hire (Tessen - Grand Kitchen)
-[X] [Herbalists] Study Sessions - (6/7 Turns Complete)
-[X] [4S] In The Name Of Education - (Seizing The Means of Reproduction) [-3.5 Goodwill]
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (4x Common Engineers) - (2/6 Turns Complete)
--[X] (10x Common Engineers) - (4/6 Turns Complete)
--[X] (1x Trained Scientist) - (7/10 Turns Complete)
--[X] (2x Trained Engineers) - (7/10 Turns Complete)
--[X] (4x Captains) - (4/10 Turns Complete)
--[X] (2x Forge-Coders) - (13/15 Turns Complete)
--[X] (2x Forge-Smiths) - (7/15 Turns Complete)
-[X] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
-[X] [Conclave] Allow the Conclave to settle in Norqod.
-[X] [Nine Tribes] Rare Odds and Ends (The Subsumed Machines) [-4.25 Goodwill]
-[X] [Broken Crossroads] Send Support [-20 Goodwill]
 
I just waiting to see the one ilydic day when this circuitry workshop is done and suddenly all the forge clans are in our walls.


...

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.
 
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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.
The enclave is right in Norquod. There is literally no need to add an outpost to an area we directly govern.
 
The enclave is right in Norquod. There is literally no need to add an outpost to an area we directly govern.
Im talking about this place:
P'al'i ma Na'ru Shiv A

No Floating. Only Vertical.

Population: ~29 Million
Settlements: Na'ru Shiv A
Elite Factions: House P'al'i, Southern Forge-Clan Conclave
Local Factions: Cyberial Dancers, Watchers of the Caverns, Architects Guild
Industry: High Industry, Machinery, Cores, Knights, Bright-Weapons
Environment/s: Underground Metropolis, Artificial Caverns

Also know as the area where the southern forge clan enclave is located, and we are in the north.
 
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