Turn 10: End.
Another decade has passed and with it passing you're inching ever closer to the apocalypse.
With the help of your divination, you estimate that the apocalypse will start anywhere between 5-12 decades (turns) from now.
As your information about the crises is almost nonexistent you cannot estimate how prepared you are for the coming crisis. But the being you saw in your visions does not spell good fortune.
Without knowing for how long you must fight it is difficult to say if your supplies will last but at least they'll last longer than they did yesterday.
You can only hope that the actions in the past decade have pushed you closer to survivel.
-[X] Investment opportunities.
Capital and effort.
This is the needed ingredients for success.
And you have poured as much as you could possibly could into the economy.
This had its upside and it down sides.
Many businesses possessing the capital have decided to undercut their competition by swiftly incorporating new practices available with the rise of new technology.
Yet the vast amount of funds circulating in the economy has led to massive inflation, thankfully your fucus is turned form the economy for the next few decades which should let it cool somewhat.
+0.1 tech multiplayer.
The economy shrunk by 2.45% due to inflation.
-[X] the track of progress. (must be in the top three priorities).
At long last every last city in the empire is connected by at least one rail road.
Goods can travel from one end of the empire to the other in record time bringing with this achievement prosperity unseen before.
The smaller towns are still being connected and most villages would never be but they still benefit from the modernization of travel, with the price of goods dropping.
The extra founds invested in this project also allowed for then new lines to be laid down suing the new and improved practices.
+30 base economic power, Gain medium logistic network +75% economic growth and +7% EEP. maintenance 25 EFEP.
+0.05 tech multiplayer.
-[X] city expansions. (must be in the top 3).
Another decade has passed.
And even more expansions must be done.
By this point many towns became cities in full as the population is ever more urbanized.
Currently you tread water but the previous pattern holds and slowly the trickle slows and your workers start to pull ahead.
You suspect many of them will miss the stable work.
+5 base economic power. treading water. But the flow of people into the cities has been slowing down so you start to pull ahead.
-[X] military academies.
With a location chosen long ago, work on the military academy was swift.
But while the building themselves are built it will take the staff and the students some time to rack the experience and knowledge necessary to make it truly effective.
Of course, the isolated nature of the academy mad it a good place to test the new weapons that were created in the past decade.
Gain the notable institute, Military academy which increases the effectiveness of your armies (especially your officers) and lowers the temporary penalty (and it effective time) for using new weapons and doctrines. This institution cost 10 EFEP
-[X] day care. (must be in the lowest three.)
There is nothing parents care for more than their children, this is why you have been extremally carful in the schooling expansion.
Of course in such a large project something is bound to go wrong, overprotective parents, some corrupt officials and mistakes slow progress but thankfully nothing rises to a major impediment.
And by the end of the decade most young chicks are attending a preelementary school.
Now all that's left is waiting.
Waiting to let the parents see that there is no danger.
Waiting to see the benefits such an approach will bring.
Large education system has changed to extensive education system, rising it maintenance to 600 and increasing the trait educated populace to III as well as granting an additional advancement dice.
-[X] celebration of the century.
All throughout the empire, in the largest of cities and in the smallest of villages, banners are hung and music is sung to the little hours of the night.
Booze and liquor flow like water.
And the streets are full of reveals.
One hundred years has your empire survived and the celebrations will be something to remember.
Even with the day itself by and gone the celebrations themselves will likely continue for weeks.
But this is fine, a distraction for the masses can only help whatever ails them.
Unrest is reduced.
-[X] grain reserves.
The grain reserves expansion has gone according to schedule.
That is to say you've stopped it form degrading but done very little to increase the time youd last.
Nothing changes.
-[X] The art of the herbalist- both the art of immortal cooking and alchemy are limited by the available ingredients and catalysts they can use. You have gotten a lead on how to grow spiritual herbes follow it and see what you can do.
Intent.
It all comes back to intent.
You've gotten very good at shaping it.
At first you grew a single herb by yourself with your control and power it came out as a herb of a potency you never saw before.
Yet you cannot be the one to grow this.
So you helped your disciples in learning the art.
Their herbs came out less potent but that seemed more a product of the difference in power rather than one of skill.
Your disciples then taught specifically chosen mortals.
There were some problems of reliability as only one plant in ten achieved the necessary potency and you could only scale this so far before even one in a hundred wouldn't reach the required potency.
But even the production you have now is more than you can actually use.
Gain 5 points worth of grade 1 herbs every turn (note currently you have no way of storing them without loosing potency, so use it or lose it), grade 1 herbs can be used to increases the effectiveness of mortal pill recipes and are required for Grade 1 recipes.
-[X] the building blocks of the world part 2- the world is full of possible alchemy materials that you haven't even touched yet, with at least a somewhat better understanding of the underlaying principles of alchemy you can continue to attempt mixing and matching materials and see what new recipes you can come up with.
With the new herbs and even more ingredients new and improved recipes have been uncovered.
And with a lot more explosions science marches forward.
Body reforging pill (G1) - cost per charge: 100 EFEP, 1 charge of G1 herbs. Craft per charge: 200 capacity. effect: upon consumption a single champion gains a permanent strength increase. Toxicity: 4 (permanent).
Iron body pill (G1)- cost per charge: 200 EFEP. 1 charge of G1 herbs. Craft per charge: 100 capacity. effect: upon consumption of a charge a champion gains a massive increase in survivability and armor for a day. Toxicity: 6.
Sustenance pill- cost per charge: 3 EFEP. Craft per charge: 5 capacity. effect: upon consumption of a charge 1 point worth of army are considered fed for a week. Toxicity: 2.
--[X] seek life- you have spent a decade in the realm of the dead and have come out with new knowledge but now your understanding is unbalanced, seek death counterpart to regain the balance, seek life and the great Dao so that balance may be returned.
life. Life comes in many forms.
In the small bacteria and the largest whale.
Everything has a place and its tapestry.
In your opinion there is nothing more beautiful than life.
And you have emersed yourself in it this last decade.
Looking at the lowest of bugs and everything beneath the heaven.
You have spent many a day's helping the miracle of life come to fruition, as new keku came into the world.
And above all you have meditated upon your experience.
You are well into the second half of your fourth century, you have lived longer then any keku has ever before and possess many memories that pertain to life.
And so, you dream, dream of a life that never happened.
Dream of two boys and a wife.
Gain a Dao fragment of life.
--[X] Pin down the date- currently you know that the apocalypse will start anywhere between a century to three from now, attempt to pin down when it would actually start so you may better prepare.
Perring into the future is a difficult task.
One that seems to only become harder as the end approaches, the importance and size of the event eclipsing all others and hiding them in its shadows.
The paths of the future twist and bend in unpredictable ways.
And its only getting worse.
Even with you getting better you aren't sure your skills are up to the task of untangling the paths of the future as the apocalypse closes in.
You must concede that pruning the possibilities of the future is no longer possible and plan with this new information in mind.
Divination skill increases to low.
Found out that the approaching apocalypse is making divination harder, pin the date action is no longer possible.
--[X] The next step- you have many students pushing for the next step in their journey, take the time to share your wisdom and guide them in surviving the tribulation.
You have spent much of this past decade in conversation and meditation with your elders.
Hoping to prepare them for the coming tribulation.
Was it enough?
Did your efforts even change something?
You don't think you'll ever get the answer to those questions you did your best and the rest is up to them.
Out of thirteen ascendants only three ascend and even them didn't do so unscathed.
And in a large and heavily maintained cemetery just outside the capital seven new graves are dug.
3 new third steps, (out of which one is a half-step and another is crippled in body).
Advancements.
A new decade A new time.
The power of steam falls behind the power of combustion.
Guns become more and more powerful and reliable.
New vehicles and trins can travel far faster than their predecessors eclipsing Keku flight.
And deep in the south a cripple takes flight in a keku made contraption.
Heralding a new age.
+3 advancement points, the tech level increased to 6 (this is around WW1). All advancements regress a step.
Cultivator reports.
This past decade two hundred and eighty-eight new first step have been awakened, one hundred forty-five first steps have attempted to ascend this decade of them seven have succeeded.
A net gain of 143 new first steps.
A net loss of 5 second steps.
Pushing further and harder yet seeing his actual progress diminish Vekatu spent much of his time concocting a pill that would help in his efforts.
And after many experiments and failures he succeeded and rose ever higher.
Vakatue reached the treasure body stage and has created the basic body refining pill.
Basic body refining pill - cost per charge: 40 EFEP. Craft per charge: 100 capacity. effect: upon consumption of a charge 10 first steps become ready to face ascension. Toxicity: 3.
Between focusing on the tribulation ahead and on her own project Haku was a busy bird.
She still had some time to help with the refinement of the shield arrays but the true credit belonged to the many cultivators of the artifacts institute.
At the end of the decade long process, the shield arrays were more Qi efficient, harder to damage, cheaper and easier to construct.
Truly there was wisdom in numbers.
Haku is preparing for tribulation increasing her base chance by 1% (actual chance 16%, half step chance 32%)
The artifact institution refined the shield array tech.
Faction actions.
Five sects: the five sects have continued constructing tribulation arrays for the use of first steps, with another seven second steps joining their ranks, there have been rumors that one of their elders is preparing for their second tribulation but it isn't expected anytime soon.
Nobles: the nobles were quite this past decade, oh they were still attempting to increase their influence but their attention is elsewhere and you don't know where.
AN: turn 11 will be out in the next few days, I'll go around updating the sheets later today/tomorrow. Hope you enjoyed.
With the help of your divination, you estimate that the apocalypse will start anywhere between 5-12 decades (turns) from now.
As your information about the crises is almost nonexistent you cannot estimate how prepared you are for the coming crisis. But the being you saw in your visions does not spell good fortune.
Without knowing for how long you must fight it is difficult to say if your supplies will last but at least they'll last longer than they did yesterday.
You can only hope that the actions in the past decade have pushed you closer to survivel.
-[X] Investment opportunities.
Capital and effort.
This is the needed ingredients for success.
And you have poured as much as you could possibly could into the economy.
This had its upside and it down sides.
Many businesses possessing the capital have decided to undercut their competition by swiftly incorporating new practices available with the rise of new technology.
Yet the vast amount of funds circulating in the economy has led to massive inflation, thankfully your fucus is turned form the economy for the next few decades which should let it cool somewhat.
+0.1 tech multiplayer.
The economy shrunk by 2.45% due to inflation.
-[X] the track of progress. (must be in the top three priorities).
At long last every last city in the empire is connected by at least one rail road.
Goods can travel from one end of the empire to the other in record time bringing with this achievement prosperity unseen before.
The smaller towns are still being connected and most villages would never be but they still benefit from the modernization of travel, with the price of goods dropping.
The extra founds invested in this project also allowed for then new lines to be laid down suing the new and improved practices.
+30 base economic power, Gain medium logistic network +75% economic growth and +7% EEP. maintenance 25 EFEP.
+0.05 tech multiplayer.
-[X] city expansions. (must be in the top 3).
Another decade has passed.
And even more expansions must be done.
By this point many towns became cities in full as the population is ever more urbanized.
Currently you tread water but the previous pattern holds and slowly the trickle slows and your workers start to pull ahead.
You suspect many of them will miss the stable work.
+5 base economic power. treading water. But the flow of people into the cities has been slowing down so you start to pull ahead.
-[X] military academies.
With a location chosen long ago, work on the military academy was swift.
But while the building themselves are built it will take the staff and the students some time to rack the experience and knowledge necessary to make it truly effective.
Of course, the isolated nature of the academy mad it a good place to test the new weapons that were created in the past decade.
Gain the notable institute, Military academy which increases the effectiveness of your armies (especially your officers) and lowers the temporary penalty (and it effective time) for using new weapons and doctrines. This institution cost 10 EFEP
-[X] day care. (must be in the lowest three.)
There is nothing parents care for more than their children, this is why you have been extremally carful in the schooling expansion.
Of course in such a large project something is bound to go wrong, overprotective parents, some corrupt officials and mistakes slow progress but thankfully nothing rises to a major impediment.
And by the end of the decade most young chicks are attending a preelementary school.
Now all that's left is waiting.
Waiting to let the parents see that there is no danger.
Waiting to see the benefits such an approach will bring.
Large education system has changed to extensive education system, rising it maintenance to 600 and increasing the trait educated populace to III as well as granting an additional advancement dice.
-[X] celebration of the century.
All throughout the empire, in the largest of cities and in the smallest of villages, banners are hung and music is sung to the little hours of the night.
Booze and liquor flow like water.
And the streets are full of reveals.
One hundred years has your empire survived and the celebrations will be something to remember.
Even with the day itself by and gone the celebrations themselves will likely continue for weeks.
But this is fine, a distraction for the masses can only help whatever ails them.
Unrest is reduced.
-[X] grain reserves.
The grain reserves expansion has gone according to schedule.
That is to say you've stopped it form degrading but done very little to increase the time youd last.
Nothing changes.
-[X] The art of the herbalist- both the art of immortal cooking and alchemy are limited by the available ingredients and catalysts they can use. You have gotten a lead on how to grow spiritual herbes follow it and see what you can do.
Intent.
It all comes back to intent.
You've gotten very good at shaping it.
At first you grew a single herb by yourself with your control and power it came out as a herb of a potency you never saw before.
Yet you cannot be the one to grow this.
So you helped your disciples in learning the art.
Their herbs came out less potent but that seemed more a product of the difference in power rather than one of skill.
Your disciples then taught specifically chosen mortals.
There were some problems of reliability as only one plant in ten achieved the necessary potency and you could only scale this so far before even one in a hundred wouldn't reach the required potency.
But even the production you have now is more than you can actually use.
Gain 5 points worth of grade 1 herbs every turn (note currently you have no way of storing them without loosing potency, so use it or lose it), grade 1 herbs can be used to increases the effectiveness of mortal pill recipes and are required for Grade 1 recipes.
-[X] the building blocks of the world part 2- the world is full of possible alchemy materials that you haven't even touched yet, with at least a somewhat better understanding of the underlaying principles of alchemy you can continue to attempt mixing and matching materials and see what new recipes you can come up with.
With the new herbs and even more ingredients new and improved recipes have been uncovered.
And with a lot more explosions science marches forward.
Body reforging pill (G1) - cost per charge: 100 EFEP, 1 charge of G1 herbs. Craft per charge: 200 capacity. effect: upon consumption a single champion gains a permanent strength increase. Toxicity: 4 (permanent).
Iron body pill (G1)- cost per charge: 200 EFEP. 1 charge of G1 herbs. Craft per charge: 100 capacity. effect: upon consumption of a charge a champion gains a massive increase in survivability and armor for a day. Toxicity: 6.
Sustenance pill- cost per charge: 3 EFEP. Craft per charge: 5 capacity. effect: upon consumption of a charge 1 point worth of army are considered fed for a week. Toxicity: 2.
--[X] seek life- you have spent a decade in the realm of the dead and have come out with new knowledge but now your understanding is unbalanced, seek death counterpart to regain the balance, seek life and the great Dao so that balance may be returned.
life. Life comes in many forms.
In the small bacteria and the largest whale.
Everything has a place and its tapestry.
In your opinion there is nothing more beautiful than life.
And you have emersed yourself in it this last decade.
Looking at the lowest of bugs and everything beneath the heaven.
You have spent many a day's helping the miracle of life come to fruition, as new keku came into the world.
And above all you have meditated upon your experience.
You are well into the second half of your fourth century, you have lived longer then any keku has ever before and possess many memories that pertain to life.
And so, you dream, dream of a life that never happened.
Dream of two boys and a wife.
Gain a Dao fragment of life.
--[X] Pin down the date- currently you know that the apocalypse will start anywhere between a century to three from now, attempt to pin down when it would actually start so you may better prepare.
Perring into the future is a difficult task.
One that seems to only become harder as the end approaches, the importance and size of the event eclipsing all others and hiding them in its shadows.
The paths of the future twist and bend in unpredictable ways.
And its only getting worse.
Even with you getting better you aren't sure your skills are up to the task of untangling the paths of the future as the apocalypse closes in.
You must concede that pruning the possibilities of the future is no longer possible and plan with this new information in mind.
Divination skill increases to low.
Found out that the approaching apocalypse is making divination harder, pin the date action is no longer possible.
--[X] The next step- you have many students pushing for the next step in their journey, take the time to share your wisdom and guide them in surviving the tribulation.
You have spent much of this past decade in conversation and meditation with your elders.
Hoping to prepare them for the coming tribulation.
Was it enough?
Did your efforts even change something?
You don't think you'll ever get the answer to those questions you did your best and the rest is up to them.
Out of thirteen ascendants only three ascend and even them didn't do so unscathed.
And in a large and heavily maintained cemetery just outside the capital seven new graves are dug.
3 new third steps, (out of which one is a half-step and another is crippled in body).
Advancements.
A new decade A new time.
The power of steam falls behind the power of combustion.
Guns become more and more powerful and reliable.
New vehicles and trins can travel far faster than their predecessors eclipsing Keku flight.
And deep in the south a cripple takes flight in a keku made contraption.
Heralding a new age.
+3 advancement points, the tech level increased to 6 (this is around WW1). All advancements regress a step.
Cultivator reports.
This past decade two hundred and eighty-eight new first step have been awakened, one hundred forty-five first steps have attempted to ascend this decade of them seven have succeeded.
A net gain of 143 new first steps.
A net loss of 5 second steps.
Pushing further and harder yet seeing his actual progress diminish Vekatu spent much of his time concocting a pill that would help in his efforts.
And after many experiments and failures he succeeded and rose ever higher.
Vakatue reached the treasure body stage and has created the basic body refining pill.
Basic body refining pill - cost per charge: 40 EFEP. Craft per charge: 100 capacity. effect: upon consumption of a charge 10 first steps become ready to face ascension. Toxicity: 3.
Between focusing on the tribulation ahead and on her own project Haku was a busy bird.
She still had some time to help with the refinement of the shield arrays but the true credit belonged to the many cultivators of the artifacts institute.
At the end of the decade long process, the shield arrays were more Qi efficient, harder to damage, cheaper and easier to construct.
Truly there was wisdom in numbers.
Haku is preparing for tribulation increasing her base chance by 1% (actual chance 16%, half step chance 32%)
The artifact institution refined the shield array tech.
Faction actions.
Five sects: the five sects have continued constructing tribulation arrays for the use of first steps, with another seven second steps joining their ranks, there have been rumors that one of their elders is preparing for their second tribulation but it isn't expected anytime soon.
Nobles: the nobles were quite this past decade, oh they were still attempting to increase their influence but their attention is elsewhere and you don't know where.
AN: turn 11 will be out in the next few days, I'll go around updating the sheets later today/tomorrow. Hope you enjoyed.