You might want to give the Rust-Scouts a Scout Scutter or two for this. Mechanically, probably won't have any effect, but it fits the story.

Not sure if having the DoD float somewhere outside the Forest and pointing its sensors at the Weaver wouldn't achieve the same thing, though. It sounded like the Weaver didn't hole up in some building or deep crevice.
1. Done.
2. That's an idea, but I'm not sure if those would have sufficient focus/precision to get the detail we need.
 
This make me wonder, what is stopping us from taking the mostly intact ancient warships now?

They are a bit of overkill but it would make a good gift for the boss.
 
Something I just noticed:
Prototype Suspendium Lance
Note:
A prototype using Suspendium Crystals activated at just the right time to fling a small shard at super-sonic speeds beyond visual range.
Crew: -50
Lift: -300.000kg
Structure: -9
Power: -100
Cost: 1 Large Suspendium Crystal

Prototype Suspendium Lance
Note:
A prototype using Suspendium Crystals activated at just the right time to fling a small shard at super-sonic speeds beyond visual range.
Crew: -50
Lift: -300.000kg
Structure: -9
Power: -100
Cost: 1 Large Suspendium Crystal
I'm guessing the second is meant to be Prototype Suspendium Repeater?
 
The action seems to have been swallowed up somewhere when we got the skies category, but I remember it being something like 5 Large Shards for the Warships.

@HeroCooky I can't find the action to refit the old Airships anymore, has it been lost somewhere?
It's now under the Culture of the Skies sub-spoiler.
 
Probably something like minimal weaponry (one crossbow or 2 max) minimal cargo (a small module), specialized entertainment modules, luxurious quarters for the passages, observation decks and light armor, probably propeller moved and not taking explosive cubes.

All in all a flying manssion to trow a party in.
 
Oh, it was only 1 Large for the Warships.

Then yeah, we should probably refit the 4 Warships when we can spare the AP. Though I think we will have to give 3 to the Air Force and only 1 for us.
 
I mean if we give them the more broken ones they are in a better place to repair them than us.

Trough I wonder how much better than the daughter the actual warships are.
 
I mean if we give them the more broken ones they are in a better place to repair them than us.
There are 4 Warships total, so I was taking that into account more than their state of repair.

All in all a flying manssion to trow a party in.
Actually, pleasure yatchs are probably going to be so customized for each client besides a basic skeleton that I don't think its worth to come up with a standard design.

@HeroCooky could we build an Airship Line for 'pleasure ships' and just leave it at that without a specific design?
 
@HeroCooky I can't find the action to refit the old Airships anymore, has it been lost somewhere? Also, what do you need to have an airship qualifying as a pleasure yacht?
@HeroCooky could we build an Airship Line for 'pleasure ships' and just leave it at that without a specific design?
Under the new Eternal Skies Action List.
A Pleasure Yacht is basically any ship that has a bunch of space for after-purchase modifications, no smelly/noisy/dangerous components, and is preferably fast. Or you can just do as you suggested!
@HeroCooky You forgot to update the turn number in the threadmark to 98.
Dangit. Fixed!
 
[X] Plan: A Legacy for the Children
-[X] [Faith] Establish Soup-Kitchens Within Outlying Towns - (2/5 Turns Complete)
-[X] [Faith] Cleaning Up The Mess - (Ularn) - (0/2 Turns Complete) [-30 Goodwill]
-[X] [Endless Skies] Organized Airship Manufactory - 1 Line
--[X] Swap The Lines (Caravaner to Mark 2)
-[X] [Endless Skies] Organized Airship Manufactory - 1 Line
--[X] Swap The Lines (Caravaner to Mark 2)
-[X] [Diplomacy] The Great Trade Fleets (Somber Everland) - (0/3 Turns Complete) [-10 Goodwill]
--[X] (Ashleaf Tea +15, Merchants Guild +15, We Can Do It! +20, Mutated +10, Object of Veneration +20, Trauma: Common People Purge Survivor -5) = +75
-[X] [Diplomacy] Create A Dossier On (House Novuseus, Broken Crossroads Criminal Gangs, Speed-Works Company)
--[X] (Ashleaf Tea +15, 6FF) = +21
-[X] [Diplomacy] Create A Dossier On (The Black Deer, The Children of the Magus, The Disciples of the Kobold)
--[X] (Ashleaf Tea +15, 6FF) = +21
-[X] [Subversion] Cover of Body - (7/8 Turns Complete)
-[X] [Martial] Menagerie - (Common) - (7/8 Turns Complete)
-[X] [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.)
-[X] [Martial - Piety] Guards! Guards! (Holdings: Menagerie, School of the Skyneers; Norquod: Airship Trade Anchor & Depot, Engine Assembly, Small Medicinal School)
-[X] [Learning] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics) - (0/6 Successes)
--[X] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50, 7[ENG] +98) = +168
--[X] (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
-[X] [Learning] That's A Wrap Pt. 1 - (Advanced Medicine/Pioneer Machinery/Programming) - (0/13 Successes)
--[X] Cost: 1x Self-Sterilizing Bandage, Autonomous Suture-Bandage, 1x Self-Sealing Bandage
--[X] [VF], [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, Adjudicator +50, 2[SUR] +24) = +109
--[X] (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
-[X] [Learning] Swamp Taming - (All Biology/Chemicals) - (0/5 Successes)
--[X] (Scientific Theory +15, Mutated: Allied +20, 1[SC] +12, 1[TSC] +18) = +65
--[X] (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
-[X] [Learning] Automation - (Pioneer Programming) - (0/9 Successes)
--[X] [DoD], [PD], [MSC], (Scientific Theory +15, Black Box +5, 1[SC] +12, 2[FC] +120) = +152
--[X] (Sonorous Symphony of Harmonious Lament +50 to Pioneer Psychology/Programming) = +50
-[X] [Learning] Translations For Beginners - (7x Lost-Tech Blueprints) - (0/1 Success)
--[X] (Scientific Theory +15) = +15
-[X] [Archeology] Loot The Second Floor Bunker (Biological Workshop)
-[X] [Archeology] Search The Deep Oasis - (The Bioplastic Factory) - (2/3 Turns Complete)
--[X] (6[ENG] +84, 6FF) = +90
-[X] [Archeology] Search The Blooming Geysirs - (1/2 Turns Complete)
--[X] (5[ENG] +70) = +70
-[X] [Tree of Knowledge] Library - (Expanded) - (1/13 Turns Complete)
-[X] [Holdings] Caravansery Halls - Tiny - (0/4 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] Clear The Paths, Break The Walls, Grind The Bars - (0/10 Turns Complete)
--[X] Hire Contractors x3
-[X] [Holdings] Steel Foundry - (4/9 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
-[X] [Martyris] Too Much To Do (Swap the Lines #2)
-[X] [Martyris] Too Much To Do (That's A Wrap Pt. 1)
-[X] [Aria] Too Much To Do (The Great Trade Fleets)
-[X] [Turi] Relax
-[X] [Merchants] Procure (Hire More Doctors)
-[X] [Adventurers] Guardians For Hire (Mirn: Expanded Hospice Network)
-[X] [Herbalists] Study Sessions - (1/7 Turns Complete)
-[X] [4S] In The Name Of Education - (That's A Wrap Pt. 1) [-3.5 Goodwill]
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (4x Common Engineers) - (4/6 Turns Complete)
--[X] (1x Trained Scientist) - (9/10 Turns Complete)
--[X] (2x Trained Engineers) - (9/10 Turns Complete)
--[X] (4x Captains) - (6/10 Turns Complete)
--[X] (2x Forge-Smiths) - (9/15 Turns Complete)
-[X] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
-[X] [Bone Valley] Send Support (3x Common Engineers) [-3 Engineers]
-[X] [Sunken Hollows] Send Support (1x General Doctor) [-1 Doctor]
-[X] [Broken Crossroads] Send Support (Crossroads Defenders, 1x General Doctor) [-1 Doctor]
-[X] [Broken Titan] Send Support (1x General Doctor) [-1 Doctor]

Goodwill Cost: 30+10+3.5+3.5 = 47
 
Adhoc vote count started by HeroCooky on Jul 15, 2024 at 11:10 AM, finished with 7 posts and 7 votes.

  • [X] Plan: A Legacy for the Children
    -[X] [Faith] Establish Soup-Kitchens Within Outlying Towns - (2/5 Turns Complete)
    -[X] [Faith] Cleaning Up The Mess - (Ularn) - (0/2 Turns Complete) [-30 Goodwill]
    -[X] [Endless Skies] Organized Airship Manufactory - 1 Line
    --[X] Swap The Lines (Caravaner to Mark 2)
    -[X] [Diplomacy] The Great Trade Fleets (Somber Everland) - (0/3 Turns Complete) [-10 Goodwill]
    --[X] (Ashleaf Tea +15, Merchants Guild +15, We Can Do It! +20, Mutated +10, Object of Veneration +20, Trauma: Common People Purge Survivor -5) = +75
    -[X] [Diplomacy] Create A Dossier On (House Novuseus, Broken Crossroads Criminal Gangs, Speed-Works Company)
    --[X] (Ashleaf Tea +15, 6FF) = +21
    -[X] [Diplomacy] Create A Dossier On (The Black Deer, The Children of the Magus, The Disciples of the Kobold)
    -[X] [Subversion] Cover of Body - (7/8 Turns Complete)
    -[X] [Martial] Menagerie - (Common) - (7/8 Turns Complete)
    -[X] [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.)
    -[X] [Martial - Piety] Guards! Guards! (Holdings: Menagerie, School of the Skyneers; Norquod: Airship Trade Anchor & Depot, Engine Assembly, Small Medicinal School)
    -[X] [Learning] Tiantemu Alloying - (Advanced Mechanics/Metallurgy/Hydraulics) - (0/6 Successes)
    --[X] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50, 7[ENG] +98) = +168
    --[X] (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
    -[X] [Learning] That's A Wrap Pt. 1 - (Advanced Medicine/Pioneer Machinery/Programming) - (0/13 Successes)
    --[X] Cost: 1x Self-Sterilizing Bandage, Autonomous Suture-Bandage, 1x Self-Sealing Bandage
    --[X] [VF], [In The Name Of Education], (Scientific Theory +15, Mutated: Allied +20, Adjudicator +50, 2[SUR] +24) = +109
    --[X] (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
    -[X] [Learning] Swamp Taming - (All Biology/Chemicals) - (0/5 Successes)
    --[X] (Scientific Theory +15, Mutated: Allied +20, 1[SC] +12, 1[TSC] +18) = +65
    --[X] (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
    -[X] [Learning] Automation - (Pioneer Programming) - (0/9 Successes)
    --[X] [DoD], [PD], [MSC], (Scientific Theory +15, Black Box +5, 1[SC] +12, 2[FC] +120) = +152
    --[X] (Sonorous Symphony of Harmonious Lament +50 to Pioneer Psychology/Programming) = +50
    -[X] [Learning] Translations For Beginners - (7x Lost-Tech Blueprints) - (0/1 Success)
    --[X] (Scientific Theory +15) = +15
    -[X] [Archeology] Loot The Second Floor Bunker (Biological Workshop)
    -[X] [Archeology] Search The Deep Oasis - (The Bioplastic Factory) - (2/3 Turns Complete)
    --[X] (6[ENG] +84, 6FF) = +90
    -[X] [Archeology] Search The Blooming Geysirs - (1/2 Turns Complete)
    --[X] (5[ENG] +70) = +70
    -[X] [Tree of Knowledge] Library - (Expanded) - (1/13 Turns Complete)
    -[X] [Holdings] Caravansery Halls - Tiny - (0/4 Turns Complete)
    --[X] Hire Contractors x3
    -[X] [Holdings] Clear The Paths, Break The Walls, Grind The Bars - (0/10 Turns Complete)
    -[X] [Holdings] Steel Foundry - (4/9 Turns Complete) - [Sandcrete]
    -[X] [Martyris] Too Much To Do (Swap the Lines #2)
    -[X] [Martyris] Too Much To Do (That's A Wrap Pt. 1)
    -[X] [Aria] Too Much To Do (The Great Trade Fleets)
    -[X] [Turi] Relax
    -[X] [Merchants] Procure (Hire More Doctors)
    -[X] [Adventurers] Guardians For Hire (Mirn: Expanded Hospice Network)
    -[X] [Herbalists] Study Sessions - (1/7 Turns Complete)
    -[X] [4S] In The Name Of Education - (That's A Wrap Pt. 1) [-3.5 Goodwill]
    -[X] [Vanar-Feer] Unlimited Specialists Galore
    --[X] (4x Common Engineers) - (4/6 Turns Complete)
    --[X] (1x Trained Scientist) - (9/10 Turns Complete)
    --[X] (2x Trained Engineers) - (9/10 Turns Complete)
    --[X] (4x Captains) - (6/10 Turns Complete)
    --[X] (2x Forge-Smiths) - (9/15 Turns Complete)
    -[X] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
    -[X] [Bone Valley] Send Support (3x Common Engineers) [-3 Engineers]
    -[X] [Sunken Hollows] Send Support (1x General Doctor) [-1 Doctor]
    -[X] [Broken Crossroads] Send Support (Crossroads Defenders, 1x General Doctor) [-1 Doctor]

I need 10 1d100 for your Actions with a DC of:
75 rolled with +75
30 rolled with +21
30 rolled with +21
45/85/120 rolled with +328
30/70/110 rolled with +509
50/65/90 rolled with +165
85/90/95 rolled with +202
05/10/15 rolled with +15
90 rolled with +90
65 rolled with +70


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:

Doctors:

1d3-1

For the Nation:
2d10

Artifacts:
2d3 - Common

The first rolls are taken as official.
If no other rolls are present, I will roll on the 16.07.24 at 17:00 CET.
 
Last edited:
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