-160 (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 (Tessen, Mirn), Cleansed Blackhole Villages (Strul), School of the Skyneers)
You left out Pilgrim Communities.

It judged who could own what type of airships. Merchants had no need for airships armed to the teeth, but adventurers would. Noble Houses would rejoice at the sight of their pleasure airships rising into the skies with amenities that would see their rivals green with envy, but they had no need for massive cargo haulers. Faiths would see their flocks gather in the skies for prayer, medicine, and aid for soul and body in their holds to be distributed. Yet, the Prevter Houses would not be bound by such rules; the resources they provided were too critical, too crucial to the functioning of the Empire to be prevented from buying airships that would see their ability to harvest trees, oil, suspendium, or jewel in ever-greater numbers.

It judged who could arm airships and how much. Merchants had the right to defend themselves against attacks like the Houses, but that did not mean they would be allowed to purchase airships with coilguns bolted onto every surface. Similarly, though some other groups had all the right to arm themselves as much as possible, restrictions still had to be created to ensure that they would not accidentally annihilate a village or town with a misfire of their weaponry.

It judged who could construct airships. It was limited to only two Houses within the Empire. The Imperial Family...and House Dall.
So we have our monopoly. And it looks like we'll need to make new designs tailored towards different parties and put out more and more lines.

Martial: To live, you need power, for which you need knowledge. Luckily, you have the latter in spares. (Choose 1 Action, You have 1 Piety Action, 1 Action Locked)
Is there a reason the Piety action jumped over to here?

[ ] Fuck That Guy And Everything Around Him - Part 3 - (Advanced PhysicsChemicals/Weaponry)
You need to put a slash between Physics and Chemicals.

[ ] Vision Beyond the Sight Part 2 - (Electronics/Advanced Electronics)
The prototypes have functioned well enough, but their resolution was...less than satisfactory. Improvements must be made to every component and factor.
(Chance: 00/-50/-120% for 1/2/3 Successes, Successes needed: 78
Reward: Unlock Primitive Radar Tower, Unlocks Further Actions.
Breakthrough Research: +10 Success Chance per 10 Successes!)
To clarify here, +10% Success Chance, or +10 Successes awarded?

Holdings: Norqod developed into a small town over the short time you founded it, with thousands now calling it home with glee and relief. Come what may, these people have had a better life thanks to your actions. (Choose 2 Actions, 1 Action Locked)
You labeled the Commerce District as the Military District.
 
Love to see it. Time to refit our Caravaner lines and start the new one for the Militant. We should probably remember to offer Lady Tessen the Right of First Refusal for the first 10 or so Militants.

@HeroCooky can the Noble Houses own military ships? Is there a limit?
 
Is there a reason the Piety action jumped over to here?
Rolled the dice for which category gets it, and it rolled Military.
MrRageQuit said:
To clarify here, +10% Success Chance, or +10 Successes awarded?
Success Chance.

Thanks for noticing the rest!
@HeroCooky can the Noble Houses own military ships? Is there a limit?
They are allowed to own scouts, and generally limited by how many they can afford the upkeep of.
 
Looking at the research the only things that would have benefit to take out quickly is titametium alloying, steamy developments and the marshlands econ action, we can use a lot of books trough.
 
Rolled the dice for which category gets it, and it rolled Military.
Success Chance.

Thanks for noticing the rest!
They are allowed to own scouts, and generally limited by how many they can afford the upkeep of.
You probably should make a list to know wich organization is allowed to prochurases what.

Likely understand what a forge clan needs for instance.
 
310x Guardians - Trooper - 7.15 - +20 to Advanced Electronics/Metallurgy/Programming
Can these be sacrificed to built ?
 
So I have designed a new scout ship. It is fast, it should be relatively cheap and it still manages to have 40 points of armor.

It should be ready to go unless Cooky tells me that I can only use Aerodynamic shaping once per design.
 
Sounds like the Caravaner will make a good all-round model for sales.
They should also be fairly customizable with all that extra Structure. So I could see people modifying the Storage bays to better carry specific types of cargo or just convert them to passenger seating to transport more people in a more third class setting.
 
We probably could make an action to create refit template for some ships like an idea for get medium armaments would be if we prototype a mortar luncher to be mounded on a ship.

But not needing to take a whole action to swap the militant balistae for these mortars and that alone would be great.

Something like (grand refit) to take a action an make multiple refits.
 
So I have a plan mostly pulled together for review:

[] Plan: A Legacy for the Children
-[L] [Faith] Establish Soup-Kitchens Within Outlying Towns - (2/5 Turns Complete)
-[] [Faith] Cleaning Up The Mess - (Ularn) - (0/2 Turns Complete) [-30 Goodwill]
-[] [Endless Skies] Organized Airship Manufactory - 1 Line
--[] Swap The Lines (Caravaner to Mark 2)
-[] [Endless Skies] Organized Airship Manufactory - 1 Line
--[] Swap The Lines (Caravaner to Mark 2)
-[] [Diplomacy] The Great Trade Fleets (Somber Everland) - (0/3 Turns Complete) [-10 Goodwill]
--[] (Ashleaf Tea +15, Merchants Guild +15, We Can Do It! +20, Mutated +10, Object of Veneration +20, Trauma: Common People Purge Survivor -5) = +75
-[] [Diplomacy] Create A Dossier On (House Novuseus, Broken Crossroads Criminal Gangs, Speed-Works Company)
--[] (Ashleaf Tea +15, 6FF) = +21
-[] [Diplomacy] Create A Dossier On (The Black Deer, The Children of the Magus, The Disciples of the Kobold)
--[] (Ashleaf Tea +15, 6FF) = +21
-[L] [Subversion] Cover of Body - (7/8 Turns Complete)
-[L] [Martial] Menagerie - (Common) - (7/8 Turns Complete)
-[] [Martial] Sir! The Situation Is As Follows: (Have the Rust Scouts study the Weaver of Carmine Sinew, determining if it is territorial, temperamental, reacts to certain negative stimuli - in short, if it is safe to operate an expedition in its vicinity. Provide them with a couple Scout Scutters for the task.)
-[] [Martial - Piety] Guards! Guards! (Holdings: Menagerie, School of the Skyneers; Norquod: Airship Trade Anchor & Depot, Engine Assembly, Small Medicinal School)
-[] [Learning] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics) - (0/6 Successes)
--[] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50, 7[ENG] +98) = +168
--[] (2x Neuionum Samples +20 to Advanced Metallurgy, "The Collected Legends And Mysteries Of The Sun Cults" +20 Advanced Psychology/Metallurgy, 5x Sniper Guardians +20 to Advanced Electronics/Metallurgy/Programming) = +160
-[] [Learning] That's A Wrap Pt. 1 - (Advanced Medicine/Pioneer Machinery/Programming) - (0/13 Successes)
--[] Cost: 1x Self-Sterilizing Bandage, Autonomous Suture-Bandage, 1x Self-Sealing Bandage
--[] [VF], [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, Adjudicator +50, 2[SUR] +24) = +109
--[] (Automated Blood Bag +20 to Advanced Hydraulics/Medicine, 1x Self-Sterilizing Bandage +20 to Advanced Medicine, 2x Self-Sealing Bandages +20 to Advanced Hydraulics/Programming/Medicine, 10x Bunker Hospital Artifacts +20 to Advanced Chemicals/Medicine/Psychology/Biology/Machinery, 3x Machine Maggots +20 to Advanced Machinery/Programming/Medicine/Biology, 3x Surgical Drones +20 to Advanced Programming/Machinery/Electronics/Medicine) = +400
-[] [Learning] Swamp Taming - (All Biology/Chemicals) - (0/5 Successes)
--[] (Scientific Theory +15, Mutated: Allied +20, 1[SC] +12, 1[TSC] +18) = +65
--[] (4x Budding Flowers +5 to Biology, 3x Caustic Metals +20 to Advanced Chemicals/Armor, 1x Bunker Weapons Artifact +20 to Advanced Weapons/Machinery/Hydraulics/Chemicals) = +100
-[] [Learning] Automation - (Pioneer Programming) - (0/9 Successes)
--[] [DoD], [PD], [MSC], (Scientific Theory +15, Black Box +5, 1[SC] +12, 2[FC] +120) = +152
--[] (Sonorous Symphony of Harmonious Lament +50 to Pioneer Psychology/Programming) = +50
-[] [Learning] Translations For Beginners - (7x Lost-Tech Blueprints) - (0/1 Success)
--[] (Scientific Theory +15) = +15
-[] [Archeology] Loot The Second Floor Bunker (Biological Workshop)
-[L] [Archeology] Search The Deep Oasis - (The Bioplastic Factory) - (2/3 Turns Complete)
--[] (6[ENG] +84, 6FF) = +90
-[L] [Archeology] Search The Blooming Geysirs - (1/2 Turns Complete)
--[] (5[ENG] +70) = +70
-[L] [Tree of Knowledge] Library - (Expanded) - (1/13 Turns Complete)
-[] [Holdings] Caravansery Halls - Tiny - (0/4 Turns Complete)
--[] Hire Contractors x3
-[] [Holdings] Clear The Paths, Break The Walls, Grind The Bars - (0/10 Turns Complete)
--[] Hire Contractors x3
-[L] [Holdings] Steel Foundry - (4/9 Turns Complete) - [Sandcrete]
--[] Hire Contractors x3
-[] [Martyris] Too Much To Do (Swap the Lines #2)
-[] [Martyris] Too Much To Do (That's A Wrap Pt. 1)
-[] [Aria] Too Much To Do (The Great Trade Fleets)
-[] [Turi] Relax
-[] [Merchants] Procure (Hire More Doctors)
-[] [Adventurers] Guardians For Hire (Mirn: Expanded Hospice Network)
-[L] [Herbalists] Study Sessions - (1/7 Turns Complete)
-[] [4S] In The Name Of Education - (That's A Wrap Pt. 1) [-3.5 Goodwill]
-[L] [Vanar-Feer] Unlimited Specialists Galore
--[L] (4x Common Engineers) - (4/6 Turns Complete)
--[L] (1x Trained Scientist) - (9/10 Turns Complete)
--[L] (2x Trained Engineers) - (9/10 Turns Complete)
--[L] (4x Captains) - (6/10 Turns Complete)
--[L] (2x Forge-Smiths) - (9/15 Turns Complete)
-[] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
-[] [Bone Valley] Send Support (3x Common Engineers) [-3 Engineers]
-[] [Sunken Hollows] Send Support (1x General Doctor) [-1 Doctor]
-[] [Broken Crossroads] Send Support (Crossroads Defenders, 1x General Doctor) [-1 Doctor]
-[] [Broken Titan] Send Support (1x General Doctor) [-1 Doctor]

Goodwill Cost: 30+10+3.5+3.5 = 47

I did the math, and thanks to the Smokestack DC dropping, we can cover the first roll for it next turn with 18 Common + 2 Trained Engineers, then all rolls thereafter with our expanded Common Engineers (all 22, or 21+6FF for the potential sending scavenging parties to knaw the odd numbered turn counts off certain sites). So let's take the opportunity to get the needed Engineers/Doctors out to our chapters and off the to-do list.

Edit: Filled in the TBD Martial action.
Edit 2: Added Scout Scutters to the Martial action.
Edit 3: Swapped Watchtower Network for Clear The Paths.
 
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But not needing to take a whole action to swap the militant balistae for these mortars and that alone would be great.
We are not going to be replacing the Crossbows for mortars. The crossbows are there to shoot at things that are getting too close.

If anything I would replace them with either Scattershot or Repeater Coilguns.
 
We are not going to be replacing the Crossbows for mortars. The crossbows are there to shoot at things that are getting too close.

If anything I would replace them with either Scattershot or Repeater Coilguns.
Actually i would say miniaturized bright array for military ships would be best when it comes to AA defenses.

Trough I really struggle to imagine something that can be a treat to a ship that is also threatened by 17 century crossboys.
 
Trough I really struggle to imagine something that can be a treat to a ship that is also threatened by 17 century crossboys.
There's flying mutants, if they are still fleshy they can be hurt by crossbows and I imagine smaller drones might get crushed by the sheer kinectic force.

And I would like laser weapons for point defense, but we don't have any.
 
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