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.