Turn 9: Year 2; Month 0; Flooded, Literally And With Options
The Pilgrims
Structure
1.) The Mission of the Pilgrims is defined as such;
-a.) the easing, reduction, and eradication of
--1.) poverty
--2.) diseases
--3.) hunger
--4.) addiction
-b.) building infrastructure to ensure stability and growth in a region
-c.) the creation of useful technologies and machines to advance Humanity
-d.) reverse-engineering lost technologies

2.) The Leader of the Pilgrims is chosen by democratic vote, to ensure that the majority is heard.

3.) A new Leader is chosen should the current Leader;
-a.) die
-b.) voluntarily step down
-c.) be removed by a two-thirds majority vote

4.) The responsibilities of the Leader are thus;
-a.) assign 2(two) assistants to help organize matters they cannot attend to in a 7(seven) day time-span
-b.) bring issues brought forward by Department Heads or individual Pilgrims to vote
-c.) ensure that all votes are cast in no longer than 5(five) days
-d.) call for referenda on current issues/opportunities every 3(three) months
-e.) ensure that all discussion of issues remain civil and cool-headed
-f.) act as a tie-breaker, should a vote be even
-g.) bring forth issues in structure or behavior of the Pilgrims
-h.) ensure that the Pilgrims do not stray from their mission to help and uplift Humanity

5.) The duties of the members of the Pilgrims are;
-a.) giving what can, in good conscience, be spared to the cause of the Pilgrims, be that in Work, Materials, Food, Money and/or Information
--1.) no person may give more than 10% of their respective monthly earnings, or spend more than 4(four) hours working in a Pilgrim run structure
--2.) this can be exempted on an individual basis, either by;
---a.) a Pilgrim requesting such
---b.) the nature of an assignment requires it
-b.) bring forth issues of the conduct of individuals or the Pilgrims as a whole to the chosen Leader
-c.) bring forth problematic aspects of the structure and tenets of the Pilgrims to the Leader
-d.) vote, or send an envoy with the ballots to the Pilgrims HQ, every 3(three) months, on current issues/opportunities
-e.) being aware that they act as a representative of the Pilgrims, no matter the environment they find themselves in
-f.) ensuring that the Pilgrims do not waver from their mission to help and uplift Humanity
-g.) turn in any artifacts found to the leading archeologist

6.) In exchange they are allowed to partake in;
-a.) free food and water
--1.) At least 1(one) warm meal a day
-b.) free lodging
--1.) in a room with no more than 3(three) other people
-c.) free healthcare
-d.) free counseling
-e.) free access to all Pilgrim-run structures that are not used for security
-f.) rewards of turning in artifacts
--1.) The amount is determined by the rarity and importance of the artifact
--2.) This does not apply to intentional archeologic digs run by the Pilgrims as a whole
-g.) request leave from current duties, should they be employed by the Pilgrims, without having to state a reason, for 8(eight) weeks a year.
-1.) this leave does not carry over to the next year
-2.) longer leave can be granted should the reasons suffice, such as;
--a.) family matters (death/marriage)
--b.) recuperation
--c.) doctorial orders

7.) Department Heads are chosen by the ability to perform their tasks and their ability alone. Their responsibilities are;
-a.) ensuring that they complete their assigned duty to the best of their, and their worker's ability
-b.) minimize inter-departmental conflict
-c.) bring any issues, optimizations or opportunities to the Leader

8.) A Pilgrim may leave, without fear of reprisal, violence or shunning;
-a.) should a Pilgrim accost, hurt or otherwise intimidate another Pilgrim that plans to, is leaving or has left, they will be punished by exile and banned from partaking or entering any event or Pilgrim run structure
--1.) The exiled Pilgrim can challenge the exile after 1(one) year, should 4(four) other Pilgrims vouch for them
--2.) This can only be done once
-b.) any Pilgrim who left can re-enter at any time should they so wish
--1.) any Pilgrim cannot re-enter more than 2(two) times without good reason

9.) The Pilgrims will not discriminate by;
-a.) Gender
-b.) Sexuality
-c.) Skin-color
-d.) Religious ties
-e.) Origin

10.) This charter is subject to changes should;
-a.) new tenets be adopted
-b.) new situations force the adaptation of current rules
-c.) issues be found in it
Tenets

Origin: Humanism
They say that a human is mired in sin, that you are wrong, and need a higher power to save yourself. You disagree. In every human is good, in every person exists the capacity to create greatness. You just have to show it to them.
(Wait, are we the good guys? - 50% chance to spend Goodwill at a 1 to 5 ratio to turn a failure into a bare success. All factions start at Neutral. The Common People start at Friendly.)

First Tenet: What was will be
The old world is full of wonders of our achievements, but now they lie forgotten and disused. No longer. You will remake the world with the knowledge of the old.
(Archeological/Scavenging Operations unlocked in the Learning section. Gain one additional artifact dice, size depending on the site.)
Member/Ressource Statistics
Members: 122
-Faithful: 2/5
-Followers: 117(-8 unoccupied)

Materials: 9.43(+0.34 per turn)(3.00 taken by: Small Hospice)

Income = 2.34 Materials:
2.34 Followers

Upkeep = 2 Materials:
1.00 = 1 Soup kitchen
1.00 = Administration Center - Basic
1.50 = 1 Small Hospice Locked until completion

Goodwill: 3.02 (+0.01 per turn)

Piety: 57.5% (+5 to personal rolls)
Relationsships
Elites
The Empress
Opinion: Neutral
Plans: Unaware of your existence

Marquis of Tessen
Opinion: Neutral
Plans: Unaware of your existence

House Ulatarn
Opinion: Neutral
Plans: Unaware of your existence

House Mirn
Contact: Lord Malarn
Opinion: Neutral
Plans: Sponsor digs to acquire technology

Military
Opinion: Neutral
Plans: Ensure you are compliant with the law

Church of Eden
Opinion: Neutral
Plans: Ignore you

The Followers of Light
Opinion: Neutral
Plans: Ensure that you do not poach followers from them
Locals
The Common People:
Opinion: Friendly
Plans: Passively Benefit

The Merchant Guild:
Opinion: Neutral
Plans: Source of Artifacts and Customers

The Union of Herbalists:
Opinion: Neutral
Plans: Con you

Stupendously Scholastic Scholars of Science
Opinion: Neutral
Plans: Dismissive of you

The Adventurer Guild:
Opinion: Neutral
Plans: Stabhappy/Waiting for bounties

Criminal Organisations:
Opinion: Neutral
Plans: Wait and See

Cults:
Opinion: Neutral
Plans: Enigmatic, but nothing good if antagonized
Artefacts
Unique Artefact: The Codex Mk.1 (7 Passive Recruitment per turn)
Unique/Notable Assets
N/A
Tree Of Knowledge
Pros: Material cost is halved, and Goodwill cost is reduced by -0.5, attackers must overcome your security to attack you, unique building options unlocked
Cons: Buildings take +1 Turn to mine and set up

Desalination facility (Basic)
-100 Pilgrims receive water in case of a drought.

Administration Center - Basic
- +1 Personal Action, Unlocks Too Much To Do
Over time, the Pilgrims have struggled a great deal with even the most mundane task. Be it outside interference, the disapproving gaze of lady luck, or the fact that enthusiasm cannot replace knowledge. The Pilgrims have become accustomed to failure. They have dealt and accepted it in a curious way, one they call:

(Choose one)

[ ] Fail Faster
Failing is not something that should stop you; rather, it should motivate you to try harder at the next try.
(Failing an action now gives the next roll +15)

[ ] Fail Better
Falling is not a sin. Falling and not getting up is.
(One free reroll per turn should an action fail, 2 for 4, 3 for 6, usw.)

[ ] Fail Forward
The failures of yesterday do not only hold the answers to past problems but to future ones as well.
(Should an action be completed with +X points from a previous fail not used to complete it, they are used for the next failed action in that turn and count for the +10 to the next roll.)

***​

The year had started so well. Finally, there was rain, and the scouts had managed to find two sites in the sewers that looked like they could yield some interesting things, while they managed to map out the patrol-pattern of the Walker to the point that an expedition could go through the sewers without running into it. There was also the matter of Alisha Aadesh, a recent convert that had joined the Pilgrims about five months ago. Her story is one of a woman seeking a better life out of the bitter poverty of those that have o family to rely on. She had joined to receive the free food and had stayed when she realized that her actions could help more than only herself. She had volunteered at the soup-kitchen more than anyone and had become somewhat of a known face there. You just hope that you can help provide that future many like her look forward to.

At the Tree, your miners had finally been able to dig out the administration-center, basic as it is. Now there are shelves, tables, chairs, and an archive to organize better and document the activities of the Pilgrims. One fantastic side effect of the fact that you now use paper, ink, and charcoal in significant quantities is that you can put down the contributions of the Pilgrims and put them against the upkeep of your record-breaking, two facilities. This has created somewhat of a headache for you, mainly because the Pilgrims barely make black numbers. You still have a decent-sized cushion to build or promote things, but you should avoid doing anything that would increase upkeep unless you find a way to make some decent money, cheaply at that. The expansion of the desalination basins is probably the cheapest option that will get you some reliable income while scavenging a site in the Forest will get you some artifacts that you could sell to get some money now.

On a sideways note, your diplomats are trained enough that you had them help your scholars in getting enough materials for their experiments. This did not exactly go well, seeing as your scholars almost accidentally started a brawl, with only the diplomats being able to prevent things from going out of control. This has demonstrated that they are good enough to handle some more risky operations and introductions, but they have used up a good portion of the goodwill that you had accumulated over time. Still, training is done for one, and the others have collected enough materials, designs, stories, and expertise to be sure that they won't take longer than half a year at most.

That is where the good news end, however, as the bureaucracy in Mirn seems to block all attempts to establish a hospice. You cannot fault them, seeing as the Pilgrims aren't trained as doctors. Still, you hope that this will be solved soon, having to tell someone injured that you are not allowed to help, dampened the mood of the Pilgrims. Compounded by this is the fact that the entire area is currently being flooded like all the rain of the last year has decided to show up now with a vengeance. This has already led to the rivers going over their banks, farms being destroyed, and everyone is generally miserable, seeing as the ground has turned into mud. Thankfully, the Tree is located in an elevated position and was dug in such a way that the water cannot pool into even the roots. A small mercy, at least, seeing as you now have a lot of paper, scrolls, and books in your admin-center. Still, you should probably hurry to provide the rest of the Pilgrims with proper accommodations, as it is unlikely that the weather will be better for the foreseeable future, and no-one likes sleeping in the mud.

***​

Faith: Destructive, Powerful, Magnificent. Faith has moved mountains, healed wounds deeper than flesh, and reduced nations to ash. Harness it to create something that will outlast you and inspire a thousand generations to come. (Choose 1 Action)

[ ] Expand Etiquette Training
After you have finally finished training the first missionaries, some have voiced concerns about their ability to bring people in, and want to undergo further training.
(Turns: 2
Chance: 65%
Reward: reduce penalty and increase the likelihood of successful recruitment actions, unlocks further actions)

[ ] Wanna Join my Club?
You need people to hear the message of the Pilgrims, and you need more people if you want to make sure this does not die before you can get started.
(Chance: 60%
Reward: 1d12-3 Recruits)

[ ] A Pamphlet For You
Write some simple pamphlets to introduce the Pilgrims to the wider consciousness and (hopefully) get people interested in you. This would also help in introducing yourself to a group.
(Chance: 85%
Cost: 1.5 Materials
Reward: 1d6 Recruits, +15 to Personal Introduction, permanent boon)

[ ] Establish Soup-Kitchens (Bulk)(Mirn)
Now that you have a soup-kitchen up and running, it is time to expand them to start covering the city. About three more should be able to give you a solid base for future expansions and provide your other ventures with places to attach to.
(Takes 3 turns
Chance: 80%
Cost: 11 Materials Upkeep: + 2.5 Materials to soup-kitchens
Reward: 3d3 Recruits, +0.04 Goodwill per turn, 1d3-1 Goodwill, unlocks further actions)

[ ] Establish Another Soup-Kitchen (1/3)(Mirn)
Another soup-kitchen allows you to feed more people, which in turn makes them like you more. A win-win!
(Chance: 95%
Cost: 4 Materials Upkeep: + 1 Material to soup-kitchens
Reward: 1d3 Recruits, +0.01 Goodwill per turn, unlocks further actions)

[ ] Establish A Poor-House
The Poor-houses in the empire are not great places to live in. They are overflowing with the desperate and needy and cramped beyond all reason. Those who live in them are also forced to work for a pittance of what they would have earned if they had done the same work in the streets. While the Pilgrims are not able to provide for everyone, it is within your capacity to provide adequate and humane shelter for around 100 People in the city.
(Takes 2 turns
Chance: 75%
Cost: 10 Materials Upkeep: 2.5 Materials
Reward: 1d2+1 permanent recruitment, +0.1 Goodwill per turn, 1d4-1 Goodwill, unlocks further actions)

[X] Establish A Small Hospice - Locked
While a Hospice does cater to the dying, their primary purpose is healing the sick that cannot afford to see a doctor. Unfortunately, you cannot provide more than the most basic of medical procedures until you make some deals and agreements with those that have studied medicine.
(Chance: 30% +10 Next Turn
Cost: 3 Materials Upkeep: 1.5 Material
Reward: +0.1 Goodwill per turn, 1d5-1 Goodwill, unlocks further actions)

[ ] Build An Inn (Choose A Name)
Let's face it; the Pilgrims will, over time, only increase their operations. Unfortunately, helping people costs money, money that you do not have right now. Building an inn would provide you with income and enable you to conduct smoke and mirror operations with an increased chance of success, as well as improve the range, and therefore the efficiency, of your missionaries.
(Takes 2 Turns
Cost: 15 Materials
Reward: 2d4+1 Materials per turn, increased chance for intrigue actions, increased size of recruitment dice, unlocks further actions)

[ ] Write In

Diplomacy:
The art of speaking many words that mean nothing should not be underestimated. A word in the right ear at the wrong time has toppled many a nation. (Choose 1 Action)

[ ] School The Diplomat-Corp - (Expanded)
Now that you have diplomats, you could send them out to do some work. Alternatively, you could spend some time getting them to train to develop a better understanding of the human psyche, local customs, and all that stuff that diplomats do.
(Takes 2 Turns
Chance: 70%
Reward: Trained Diplomat-Corps established, raised chances of success across the board, unlocks further training actions)

[ ] High-End Introduction - (Choose Elite Faction)
You should probably introduce yourself to the local Nobility, Church, and Military to assure them that you are no threat and will comply with any official and legal requests to ensure that there is no miscommunication with the Pilgrims. It would also ensure that you could ask for help from them in the future.
(Chance: 50% for Nobility and Churches, 70% for Military
Reward: Official point of contact with a faction and unlocks future actions)

[ ] Low-End Introduction - (Choose Faction)
Now that your diplomats are trained, they can handle introductions to the smaller factions in your name. They are mostly used to making deals face-to-face, but most are used to doing things by proxy, so it should not be too hard to do so without you there.
(Chance: 70% for Locals (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Seed Informants - (Basic) - (Choose Faction)
Some organizations do not have the best in mind for both the Pilgrims and the Common People. You should ensure that when the inevitable crash occurs with some, you will have at least a warning or even some more accurate information.
(Cost: 4 Materials
Chance: 45% (cannot choose The Empress)
Reward: Better information and possible counters against the plans of one faction.)

[ ] Create Infiltrator-Corp - (Basic)
It is not something you hoped to do, but sometimes the circumstances require a more subtle elimination of uncertainties. Whether that is merely in the acquisition of information to disrupt operations or the disposal of certain individuals will be something you will have to decide in the future.
(Takes 2 Turns
Cost: 1 Faithful
Chance: 60%
Reward: Can infiltrate factions for both fewer Materials and unlocks actions to subvert, undermine, or dismantle organizations. Raised Chances to secret actions)

Learning: Knowledge is Power. (1 Action Locked)

[ ] Tailor Your Messages
Now that you understand the local culture, you can tailor your messages to increase your effectiveness in both diplomacy and recruiting.
(Chance: 70% Successes needed: 2
Reward: Reduced penalty for recruitment actions and diplomacy)

[X] Camouflage? - Locked
Being the same color as your surroundings is an effective way of escaping the notice of the meaner critters out there. Unfortunately, you often cannot mask yourself to perfection on the move or on-demand at a moment's notice, not speaking of the fact that some creatures can simply smell humans. Set your scholars to the task of figuring out a method to block both sight and smell, or mask them sufficiently.
(Chance: 50% Successes needed: 1
Reward: Reduced chance to be detected + increased chance to complete all scouting actions, unlocks further actions, and permanent bonus in ???)

[ ] Study The Land
A civilization is only three missed meals away from anarchy. Also, knowing how good the soil here is will enable you to purchase and operate farms in optimal places that have not yet been claimed, or lack the funding to do so to their fullest.
(Chance: 90% Successes needed: 1
Reward: Information on local soil quality, unlocks Diplomatic and Base actions, and opens further research)

[ ] Study The Minerals
Iron, Copper, Steel, Gold, Silver, Jewel. On those, the economy runs. On those, you will have to rely on the building, and funding, of the Pilgrims. Let's see if there are not some veins that have been missed by prospectors.
(Chance: 65% Successes needed: 1
Reward: Locations and Information of mineral veins for future exploitation, unlocks Base actions and opens further research)

[ ] Write In

Archeology:
The secrets of the past will illuminate the future, may we learn from their mistakes. (Choose 1 Action)

[ ] Prepare an Expedition (Choose A Location)(Specify Turns)
Sometimes you need to dig into one location for months on end to exploit it fully.
(Can only be used on locations already scouted out. For every turn you spend on this action, an expedition spends 2(two) at the chosen target. Once the expedition has left, it no longer requires one action.)
-House Mirn support: Y/N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
-WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-WO-02: Est. artifact-grade: General Mundane++, Dice:2d2 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-03: Est. artifact-grade: General Rare-, Dice:4d2-5 per turn, Max. Yield: 5 Turns, Mutants nearby.
-WO-04: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 6 Turns. No danger.
-WO-05: Est. artifact-grade: General Mundane++, Dice:2d2+1 per turn, Max. Yield: 5 Turns. No danger.
-WO-06: Est. artifact-grade: General Mundane, Dice:2d3 per turn, Max. Yield: 4 Turns. No danger.
-SE-01: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 2 Turns. No danger.
-SE-02: Est. artifact-grade: Unknown, Dice:2d2 per turn, Max. Yield: 1 Turn. No danger.

[ ] Send Out The Scavengers (Choose A Location)
Sometimes it is not worth it to send an expedition to a location, either due to its low yield or quality of the artifacts found there.
(Chance: 95%
Reward: 1 turn in the specified location.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Southern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Southern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Eastern Outskirts
The Forest of Rust is not something you want to barge in unprepared. Scouting small areas will result in both routes to promising sites as well as return information on possible hostile forces present in or around them.
(Chance: 75%
Reward: Sites in the Eastern Outskirts are located and mapped.
Warning! If the action fails, 5% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Wall
A giant, crumbling wall surrounds the First Ring. Ancient rusting behemoths lay atop it, and military bases lay dotted along with it. There is also an old bunker that no one has been able to open. You should see how many places have been untouched by scavengers and which ones you have to fight over. The spoils will be worth it.
(Chance: 65%
Reward: Sites in The Wall are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Gallery
Why the inhabitants gave taken to displaying the corpses of their enemies in something that resembles an art-exhibit is not something that you want to now. Whether or not you can access the different libraries and other book-stores is.
(Chance: 50%
Reward: Sites in The Gallery are located and mapped.
Warning! If the action fails, 6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Tower Of Pain
Intact electronics, architecture that makes the air scream, the certainty of a significant find. What is there not to like?
(Chance: 50%
Reward: Sites in The Tower Of Pain are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Smokestack
Old rusting machines lie here, standing vigil over wonders of old. Engines are heard working throughout the area, while the smokestack continues to belch black smoke into the air. What surprises await you once past the guardians, what greatness lies locked away?
(Chance: 45%
Reward: Sites in The Smokestack are located and mapped.
Warning! If the action fails, 15% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Scout The Pit
You are not sure what you will find here, only that you are probably the first to look for artifacts here. But your scouts have reported feeling like they are being watched...
(Chance: 80%
Reward: Sites in The Pit are located and mapped.
Warning! If the action fails, 30% Chance that 1d6 Pilgrims will die due to being detected and subsequently attacked)

[ ] Write In

Tree of Knowledge:
The home of the Pilgrims, a bastion of all that they stand for, and a symbol of hope for the desperate. (Choose 1 Action)

[ ] Living Quarters - Basic
While sleeping in tents is something that many do for their whole life, you think that the Pilgrim should have decent and clean quarters to sleep in.
(Cost: 3.5 Materials Upkeep: 0.5 Materials
Takes 2 Turns
Reward: Up to 150 Pilgrims can live in your base before mali start to apply)

[ ] Storerooms - Basic
Preparing for bad times is not only smart but necessary. Ensure that there are enough supplies and secure storerooms to last the Pilgrims for at least three months.
(Cost: 2.5 Materials Upkeep: 0.2 Materials Restock cost: 3 Materials
Takes 2 Turns
Reward: Can support up to 150 Pilgrims for three months under siege conditions, before you need to gather new supplies)

[ ] Hygenic Living - Basic
A single plague can wipe out cities. Ensure that the Pilgrims follow at least the basic of personal Hygiene and have the facility to do so.
(Cost: 3.5 Materials Upkeep: 0.2 Materials
Takes 2 Turns
Reward: Plagues roll a with mali to infect the Pilgrims, supports up to 150 Pilgrims before it becomes useless)

[ ] Administration Center - Expanded (Write in Section(Not Personal))
Running the Pilgrims will, over time, become only more complicated and require more and more things to be handled at the same time. Which means that you will have to create a bureaucracy to deal with this.
(Cost: 5 Materials Upkeep: 1.5 Material
Takes 2 Turns
Reward: +1 Action to the specified section)

[ ] Expand The Desalination Basins
Water is something that no one can live without. Ensuring that the Pilgrims have an ample supply of it is not only wise, the expansion would also yield enough salt to provide for the needs of the Pilgrims and enable you to sell the surplus.
(Cost: 7.5 Materials
Takes 2 Turns
Reward: 250 Pilgrims can be supplied with water, 1d4 Materials through salt sales per turn, unlocks further buildings)

[ ] Write In

Personal:
Sometimes, you have to get your own hands dirty. Sometimes you want to relax, since leading the Pilgrims rarely leads to a dull moment. Now? Now you have to decide what to focus on. (Choose 2 Actions)

[ ] Too Much To Do - (Action)
There is simply too much to do and not enough hands to do it. Start helping out.
(Can be taken multiple times.
Reward: +1 Action is done)

[ ] Lead By Example (Write in Action)
Help your People, motivate them by taking a personal interest in their work. You won't just sit around either. Two more hands are always needed.
(Reward: +20 to 1 Action)

[ ] Introduction (Write in Organization)
Some factions and organizations could have things that would benefit the Pilgrims; Money, Machines, Connections, Public support, and many more. Unfortunately, that means introducing yourself, which may or may not paint a giant target on your back.
(Chance: 75% for Locals, 55% for Elites (cannot choose The Common People or Cults)
Reward: Chosen organizations support-network unlocked.)

[ ] Cool Tempers
Not everything can always be sunshine and rainbows, sometimes shit goes sideways, and people need to be reminded that failure is not the end of the world.
(Chance: 40%
Reward: +1% Piety, and 1 additional for every +10 above success)

[ ] Guiding Hand
There are some Pilgrims who stand at the edge of committing themselves to the Pilgrims cause. You should speak to them, see what stops them and try to either bring them in or make them realize that they would make a mistake if they did so.
(Reward: +1 Faithful, as long as there are followers left)

[ ] Charity Drive (X Goodwill)
It is an unfortunate truth that money does not grow from trees. This means that you need to get people to donate it to ensure that the Pilgrims can continue with their expansion.
(Chance: 0-30/50/70/95
Reward: Exchanges 1 Goodwill 0.5/1/1.5/2 Materials)

[ ] Name Yourself

Over the years you had many names, given by your parents, your friends, and companions, by the people and the Pilgrims. But they were not you. Perhaps you should spend some time to find a name that describes yourself, mind, body, and soul.
Notable Achievements:
-Accidentally create a Cult
-Failed 40% of all attempted actions setting up the pilgrims
(Reward: You are Named)

[ ] Write In

Don't forget, a Faithful that is not bound up in buildings can be assigned to actions, and omakes give boni, even if they are not canonized.

Please note: I f----d up the number of followers. It is now corrected and won't have any outcome other than my failure to keep my system straight. Also, you now have one more Faithful than you should have.

I decided to put a moratorium into place to allow people to discuss their plans, now that you have effectively +2 Actions per turn, should you forgo the personal section and the fact that you have to be careful about finances since the hospice will put you into the red once it is up. The moratorium will enable you to ask questions about mechanics, the world, and lore, allow me to ensure that any plans are viable and make write-ins into legal actions. It will also let me put lore into a timeframe that does not interfere with my writing-time for the updates. Should you believe that this is too stressful or makes voting inaccessible to you, let me know. If the majority agrees, I will go back to the old update-system.

A moratorium will be until 25.04.20 at 17:00 CET.
Voting will be closed on the 27.04.20 at 0:00 CET.
The decision for Goodwill use is on the 28.04.20 at 0:00 CET.
Updates will be online on the 30.04.20 at 0:00 CET.
 
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Yes, maybe I should let someone else roll them.
BTW: is "cursed dice" a tag I should add? Or is "tsundere dice" more like it? I mean there seems to only be Tsun and almost no Dere, but, who knows?

Maybe "Cursed QM Dice are Tsun" would fit best.

Also, here's my plan.

[X] Plan: Adaptive Expansion
-[X] Fail Faster, Better and Forward
-[X] Establish A Small Hospice - Locked
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
-[X] Scout The Southern Outskirts
-[X] Expand The Desalination Basins
-[X] Living Quarters - Basic
--[X] Too Much To Do - (Base)
-[X] Storerooms - Basic
--[X] Too Much To Do - (Base)
 
[X] Plan: Rerolls are a Godsend
-[X] Fail Better
-[X] Establish A Small Hospice - Locked
--[X] +1FF
-[X] Create Infiltrator-Corp - (Basic)
--[X] +1FF
-[X] Camouflage? - Locked
-[X] Prepare an Expedition (WO-05)(5 Turns)
--[X] House Mirn support: Yes
-[X] Hygenic Living - Basic
-[X] Too Much To Do - (Base)
--[X] Living Quarters - Basic
-[X] Too Much To Do - (Base)
--[X] Storerooms - Basic
 
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[X] LF Mats
-[X] Fail Forward
-[X] Wanna Join my Club?

--[X] 1FF
-[X] Low-End Introduction - The Merchant Guild
-[X] Camouflage? - Locked
--[X] 1FF
-[X] Prepare an Expedition (Choose A Location)(Specify Turns)

--[X] House Mirn support: N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
--[X]WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
--[X] 1 Turn Prep
-[X] Expand The Desalination Basins
-[X] Lead By Example-Camouflage
-[X] Lead By Example-Low-End Introduction


The Idea is to get our materials growth back to an accepable level. I would like to add more housing this turn but something has to give. @HeroCooky do mundane locations give just materials?
 
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Maybe "Cursed QM Dice are Tsun" would fit best.

Also, here's my plan.

[X] Plan: Adaptive Expansion
-[X] Fail Faster, Better and Forward
-[X] Establish A Small Hospice - Locked
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
-[X] Scout The Southern Outskirts
-[X] Expand The Desalination Basins
-[X] Living Quarters - Basic
--[X] Too Much To Do - (Base)
-[X] Storerooms - Basic
--[X] Too Much To Do - (Base)
[X] Plan: Rerolls are a Godsend
-[X] Fail Better
-[X] Establish A Small Hospice - Locked
--[X] +1FF
-[X] Create Infiltrator-Corp - (Basic)
--[X] +1FF
-[X] Camouflage? - Locked
-[X] Prepare an Expedition (WO-05)(5 Turns)
--[X] House Mirn support: Yes
-[X] Hygenic Living - Basic
-[X] Too Much To Do - (Base)
--[X] Living Quarters - Basic
-[X] Too Much To Do - (Base)
--[X] Storerooms - Basic
Be aware that the Pilgrims only have 9.43 Materials available. Your plans cannot work because they use more than the Pilgrims have.
 
[X] LF Mats
-[X] Fail Forward
-[X] Wanna Join my Club?

--[X] 1FF
-[X] Low-End Introduction - The Merchant Guild
-[X] Camouflage? - Locked
--[X] 1FF
-[X] Prepare an Expedition (Choose A Location)(Specify Turns)

--[X] House Mirn support: N
(25% of the recovered artifacts are given over, no need for security or clearing places on your own)
--[X]WO-01: Est. artifact-grade: General Mundane+, Dice:2d2+1 per turn, Max. Yield: 6 Turns. No danger.
-[X] Expand The Desalination Basins
-[X] Lead By Example-Camouflage
-[X] Lead By Example-Low-End Introduction


The Idea is to get our materials growth back to an accepable level. I would like to add more housing this turn but something has to give. @HeroCooky do mundane locations give just materials?
Mundane locations give research boni coupled with materials.
Also, you need to specifiy the turns the expedition prepares (1=2 2=4).
 
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The expedition should take a max. of 3 turns to get everything in WO-05.
Remember: for every turn an expedition prepares, it spends 2 at its target location.

If I understand correctly we prep for 1 turn this turn I get 2 turns of yield starting next turn? I assume we can go back again to get the rest of the yield later?
 
[X] Plan: We need more Materials
-[X] Fail Better
-[X] Establish A Small Hospice - Locked
--[X] +1FF
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
--[X] +1FF
-[X] Prepare an Expedition (WO-05)(3 Turns)
--[X] House Mirn support: Yes
-[X] Expand The Desalination Basins
-[X] Too Much To Do - (Diplomacy)
--[X] Low-End Introduction - (Adventurer Guild)
-[X] Too Much To Do - (Diplomacy)
--[X] Low-End Introduction - (Merchant Guild)

HeroCooky here is my new plan, does it work now? Also, what exactly do the Church of Eden and Followers of light believe, and what are the differences between them? I want to meet with the group whose ideals are more compatible with our own.
 
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[X] Plan: We need more Materials
-[X] Fail Better
-[X] Establish A Small Hospice - Locked
--[X] +1FF
-[X] School The Diplomat-Corp - (Expanded)
-[X] Camouflage? - Locked
--[X] +1FF
-[X] Prepare an Expedition (WO-05)(3 Turns)
--[X] House Mirn support: Yes
-[X] Expand The Desalination Basins
-[X] Too Much To Do - (Diplomacy)
--[X] High-End Introduction - (Followers of Light)
-[X] Too Much To Do - (Diplomacy)
--[X] Low-End Introduction - (Merchant Guild)
 
If I understand correctly we prep for 1 turn this turn I get 2 turns of yield starting next turn? I assume we can go back again to get the rest of the yield later?
You get two turns of scavenging for free, but they are done sequentaily. 1 turn preparing means that you get two turns where your expedition digs up artifacts. The expedition does not require an action for upkeep once it is done preparing.
(Turn 1 prepares exp.
Turn 2 + 3 the expedition gets you stuff.)
 
HeroCooky here is my new plan, does it work now? Also, what exactly do the Church of Eden and Followers of light believe, and what are the differences between them? I want to meet with the group whose ideals are more compatible with our own.
Yes, the plan works.

The Church of Eden believes that humanity was punished by god for its sins, cast out of "Eden", a place without hunger, pain, death or illness. For them, mutations are a sign of spiritual corruption that can only be purged in flames. They also have a focus on shunning technology, thinking that it resulted in humanitys fall and believe that help should be earned, not given without recompense.

The Followers of Light think that the imperial family is not human, but a deity given flesh that guides man back to its rightful glory. For them, subservience to the state is paramount and that helping people is equal to helping their god. They have some interest in technology, but favour mindless faith more. The Followers of Light also do not like other faiths, seeing them as competitors that have to be eliminated or subsumed.

Apologies for the bad writing/grammar, but my pc died on me and i am writing this on my smartphone. Hopefully i can get it repaired before the next update, but it may get pushed back a day or three, depending on the wait.
 
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Yes, the plan works.

The Church of Eden believes that humanity was punished by god for its sins, cast out of "Eden", a place without hunger, pain, death or illness. For them, mutations are a sign of spiritual corruption that can only be purged in flames. They also have a focus on shunning technology, thinking that it resulted in humanitys fall and believe that help should be earned, not given without recompense.

The Followers of Light think that the imperial family is not human, but a deity given flesh that guides man back to its rightful glory. For them, subservience to the state is paramount and that helping people is equal to helping their god. They have some interest in technology, but favour mindless faith more. The Followers of Light also do not like other faiths, seeing them as competitors that have to be eliminated or subsumed.

Apologies for the bad writing/grammar, but my pc died one me and i am writing this on my smartphone. Hopefully i can get it repaired before the next update, but it may get pushed back a day or three, depending on the wait.
Well, that puts a spanner in my plans, but I now have no qualms about infiltrating them later. Also, can I replace the High-End Introduction with another Low-End Introduction to meet with the Adventurer Guild?
 
Well, that puts a spanner in my plans, but I now have no qualms about infiltrating them later. Also, can I replace the High-End Introduction with another Low-End Introduction to meet with the Adventurer Guild?
Yes. As long as you have the apropiat number of pesonal actions for "Too much to do", you can do any number of action that is not singular.
 
You get two turns of scavenging for free, but they are done sequentaily. 1 turn preparing means that you get two turns where your expedition digs up artifacts. The expedition does not require an action for upkeep once it is done preparing.
(Turn 1 prepares exp.
Turn 2 + 3 the expedition gets you stuff.)

thanks for the explanation!

I upsdated with only 1 turn of prep. Not as efficent but we need mats soon.
 
We should be able to explore WO-05 without support since according to scouting it's safe, unless you are hoping to make the nobles happy with those artifacts.
 
[X] Plan: Fast And Stable Income
-[X] Fail Better
-[X] Establish A Small Hospice - Locked
--[X] +1FF
-[X] Low-End Introduction - (Merchant Guild)
-[X] Camouflage? - Locked
--[X] +1FF
-[X] Prepare an Expedition (WO-01)(3 turns)(House Mirn: Yes)
-[X] Expand The Desalination Basins
-[X] Too Much To Do - (Archeology)
--[X] Prepare an Expedition (WO-05)(1 turn)(House Mirn: No)
-[X] Too Much To Do - (Archeology)
--[X] Send Out The Scavengers (WO-05)

This is a modified version of "Plan: We need more Materials" that provides us with an increased material income this turn and sustains that income for the next 8 turns afterwards. Next turn we should have about 3.5 to 7 materials to work with instead of only 0.5 to 2. That would be enough to get started on another base upgrade (e.g. living quarters) or do a few reasonably cheap actions. The price for the extra income is doing two less diplomacy actions this turn.

"Plan: We need more Materials" doesn't provide us with any income until the WO-05 expedition departs in 3 turns. To fill that gap I added a scavenging run so that we've got material to work with next turn, and added a 2nd expedition which will finish just as the longer expedition is starting. I swapped the long expedition from WO-05 to WO-01 since that site would give it an extra turn of profit. The planned 3 turns of expedition prep would give us 6 turns on site but WO-05 will be cleaned out in only 5 turns. WO-01 will last for the full 6 turns.
 
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