[X] Plan Readiness
The founded of Merela has vastly improved morale among the People. Temples are risen, a powerful manse consecrated to the Most High thrumming with geomantic power at its core. Truly the greatest city build by Draconic hands yet. While it can only handle a tiny fraction of your population you now have a place to stand and fall back to as you make greater efforts upon the world.
The Breed Capitals and the Academy City of Sperimin, and many more small cities and manses and temples await construction as we fully claim this world as ours.
Note: Just letting you know, breed capitals will cost 10 successes for city AND central manse to build but provide less benefits then building Merela.
-[X][Anklok] 2nd Legion
DC: 25 > 80 1/2 successes
Training has started on a new group of 5000 troops. They have been equipped with the simple weapons that the Remnant legion has and our practicing troop movements refined over thousands of years of combat against Lintha, Raksha, and Dark Umbrood and tempered against the Devic hordes of the Primordial War.
Rewards: Half done.
-[X][Mosok] Train martial artists
DC: 40 > 68 1/3 successes
Our Martial Artists select apprentices and begin training them. Learning the slightly unnatural methods of channeling essence is quite challenging though.
-[X][Pterok] Fungal Sterilization
DC: 30 > 18 Failure
There is a reason we are practicing this. Several attempts so far have resulting in fires blazing out of control or left spots in the inferno cool enough for the spores to survive. Work continues.
Reward: DC for another attempt set to 25.
-[X][Raptok] Merela x4
DC: 25 > 52, 45, 95, 16 10/10 Successes
-[X][Generic] Merela Temple Manse x2
DC: 35 > 39, 97 1+2 successes + crit… = 4/4 Successes
The Pyramid of the Sun, a massive 700 meter tall central Ziggurat Fortress Temple inside a hexagonal city wall at 8 km radius. Mounts powerful Essence Cannons for defense against Legendary scale attackers. The whole city is Consecrated and Immutable. The Warp has no influence here and Creatures of Darkness suffer physical, mental, and spiritual assault just being in the city. An army of servitor golems and bound elementals guards the massive and heavily armored city walls and more sophisticated version guard the Temple manse as well as any normal Dragon King troops assigned. The city can deploy a powerful Essence shield to resist orbital bombardment and powerful artillery class attacks.
Citizens experience faster healing, improved durability and resistance to infections, diseases and poisons as if exalted as long as in the city. They may ask the city questions which it responds in voice and visual illusions with all the lore the city possesses, from history, mathematics, interpreting codices, help with occult principles, to playing famous songs. Climate control, hot and cold running water, lights, automatic doors, food preservers, simple food prep magitech, and other basics are all provided and powered by the central manse. And of course all essence users in the city that are officially attuned citizens experience the flush of extra essence from Respiration.
One of the most well defended locations is a control center that records all non-dragon kings in the city and alerts patrols or can send golem servitors. Echo jewels interface with the Manse and allow communication with the control center from anywhere in the city. Sneaking into the city takes incredible magic/psionic powers as the city ignores all mundane stealth skills and still demands incredible talent to avoid, and good luck getting those past the Consecrated and Immutable features.
Ability Enlightenment (4): Performance, Lore, Occult, Linguistics
Extended Zone of Consecrated Influence (5) 8 km range
Immutable Armored Fortress with Essence Artillery and Essence Shield with City Control Center with Golem Army(10)
Subtle Breath of Sextes Jylis (3): Climate control, heal/resist as exalted, environmental conveniences.
Pasiap's Buried Whiskers: Super Sensors
Mela's Sweet Whiskers: Voice Communication
Glorious Halo of Hesieh: Illusions
Eyeless Sight of Daana'd: Good luck avoiding the sensors
TLDR: City provides +1/+3 AP. Nursery, Thaumaturgical Support, Plant it and they will come, Praise the Sun, Barracks, and Alchemical Gardens are all obsolete and or automatically being done by virtue of a city existing. Massive bonus to life style and defense of the city, Massive resistance to the Effects of the Warp and other Creatures of Darkness.
Choose (5) five facilties that are auto completed at this time. Further projects can expand upon these, adding more or improving them. FYI the breed capitals get unique facilities, not more from this list.
[ ] Dojos: Simple facilities made to concentrate the senses and focus on training. Certain dojos dedicated to certain martial arts will have imagery and special tools to aid training those Arts. Aid in the development of Martial Artists, including training new ones and developing new arts. Gain one free success in related projects every turn, new projects to train far more Martial Artists at once are possible.
[ ] Shrines: Tens of thousands of gods and elementals were either banished alongside you for so thoroughly opposing the Primorials or chose to follow you due to favoring your race so highly. Now that the great temples to the Sun are complete you can build the minor shrines that act as Sanctums and places of power for these lesser gods. This makes it easier to take actions involving them such as asking for aid, matching gods to invoke chosen, or preparing Prayer Stockpiles. Difficulty on these actions reduces and projects involving larger scale efforts are easier to manage, however there are no free successes received.
[ ] Clinics: You have medical offices available in the city normally, but this option expands them, effectively making the "healing and repair" project happen for free every turn. This would allow the worst project to be re-rolled every turn for free. Clinics will also benefit you during epidemics or recovering from attacks that caused mass wounding of troops or civilians.
[ ] Arena: A large arena where your people may face each other in duels and mock wars or fight captured enemies or creatures or constructs to the roars of thousands of cheering Dragon Kings. Honor Duels among angry Kings can be fought here without spilling into the streets. The Arena dampens unrest as unruly Kings have an outlet even when no wars are being fought. If we plan on delaying the fight with Orks as long as possible this will be crucial. There may be other possible uses of the Arena, such as raising up of Champions. This has at least the effect of an auto-successful Gone Huntin' project and may have other effects in the future.
[ ] Training Grounds: Raising up of Troops will be crucial for all that we are the least martial as we are the 20% left after the other 80% died in war. We are still Dragon Kings and a Savage desire to claim the hearts and skulls of our enemies is known to us. This action counts as an automatic success for troop recruitment every turn and allows larger scale (and thus more efficient) training efforts.
[ ] Shipyard and Docks: It took a few artificial lakes and canals but there is a path using Rivers to get from Merela to the Ocean of Tokat. Thus we built the facilities needed to construct and support a Navy. This facility provides and automatic success towards building naval units and allows Merela to support at least a hundred warships and hundreds more cargoships operating on the great sea of this world. A navy supports actions to build or launch attacks outside the Isle. Also counts as completing Fishing Boats instantly.
[ ] Observatory: After Geomancy one of the great pillars of Dragon King Science and Art is Astrology. The power to divine truth from the stars is a heady one but the stars of here are unknown to us. This Observatory lowers the difficulty of "What are Those?" as well as automatically making progress every turn towards studying the stars in order to unlock your knowledge of Astrology for use once again. Once astrology is unlocked you will be able to deploy astrological thaumaturgy and divination and this observatory will gain an auto success aiding projecting involving such.
[ ] Skydock and Sky-yard: This includes the workshops and special docking ports needed to support the use and construction of simple airships using hot air or alchemical lifting gases inside fabric envelops (Barely Magical Dirigibles). Upgrades will allow use more impressive airships with time. Skyships will certainly aid in the construction of the Breed Cities and landing troops. (Comparing Naval fleet and Sky fleet: The Sky fleet will cost more for the same level of bonus a naval fleet grants, but its easier to move on to a void fleet from an air fleet than water fleet) Obsoletes "Air Support?"
[ ] Elemental Complex: While the summoning circles and simple shrines of this complex may not provide much help it does enable more complicated works of elemental support. Reduces difficulty on Elemental support option to 30 and enables more complicated support options, but no free successes.
[ ] Thaumaturgical Work Shop: This work shop combines potions labs, enchanting workshops and geomantically aligned rooms to allow mass production of Basic Stockpiles and potentially more powerful stockpiles are made possible. You gain an single automatic success every turn forThaumaturgical Stockpile or similar actions (like "Aid the Croc-Men") as well as enabling mass production of such stockpiles or maybe the creation of more potent stockpiles if appropriate exotic ingredients are found.
[ ] Bureaucratic Offices: While there isn't much need for paperwork management among the Dragon Kings that isn't to say it wouldn't be useful. Offices lowers the difficulty on massive multi turn projects like building cities, manses, and eventual space based infrastructure (when that is a thing) due to better resource and dragon-power management.
Sperimin: Facilities to support research or education would have gone here but those will instead by built in Sperimin Academy City.
[ ] Workshop-Architecture: This workshop includes dedicated crystal assisted designing boards for designing cities, temples and manses as well as workshops to build the tools needed for on-site construction. It also dedicates a bit of the cities resources to producing the large scale things like stone blocks and quarts glass windows for shipping to the construction site. This facilities lowers the number of successes needed on construction projects by 40% [for every 5 successes you now only need 3] but does not provide free successes every turn. This workshop may enable even greater works of architecture but what is greater than a massive gleaming magitech city that lets millions live in comfort?
[ ] Workshop-Tools: This workshop is dedicated to the mass construction of tools and consumable that enable a higher level of craft to take place. This facility does nothing itself, merely unlock upgrades to the other facilities which will have to be done in further projects. An Advanced Observatory will uncover astrology faster and allow better use, an advanced Workshop armory will be needed for mass production of 2nd rate gear or potential first rate gear.
[ ] Workshop-Armory: This project includes the equipment needed to mass produce weapons and armor and other equipment they need, it also allows greater levels of work to be done. Second rate gear would require more exotic materials and take a lot of work but is possible. This facility provides an single free success every turn in terms of building equipment sets for troops as well as enabling mass production projects for militia grade and third rate gear. With access to exotic components or a Jade mine we can produce second rate gear at great efforts.
[ ] Workshop – Magitech: This workshop is focused on producing delicate powered devices that require hearthstones or hopefully a means to bypass hearthstones. Lowers difficulty on "New Hearths" "Artillery too" and follow up projects that are greater yet. Enables raising War engines and artillery as a background part of building Legions rather than needing separate projects (although one that needs more successes per Legion). One of the things that enables first rate military gear and war engines, warstriders, and skyremes as well as producing alternate powersources for them.
[ ] Workshop – Golems: When even the most average unarmed ork can defeat multiple Staran we cannot depend on them. We need higher quality disposable troops. This workshop enables and supports construction of higher quality golems and automata. It provides a single free success for such construction every turn and enables large scale production.
[ ] Workshop – Exotic Components: We have jury rigged our way making lesser artifacts through using our powerful Paths and the Fact our blood, scales, teeth and claws are potent enough to count as lesser magical components. To work greater wonders we need more in quantity, quality, and diversity. This workshop sets up Alchemical Gardens for plant produced components, crystal growing labs, and teams that work out deals with spirits and elemental to accept either body parts or blessings as useful components. Note that they are not amazing components, but there will be a lot to fill our workshops and we don't have to literally work our hands bloody making our magical tools now. Exotic component workshop reduces the number of success a mass project like magical armories or manse building take by one, this only applies if the project needed at least three originally. This workshop does not provide free successes and there are high level artifacts that these components are not equipped to aid. This facility would enable 2nd rate arms, war engines, or golems along with Advanced versions of their workshops.
[ ] Jade Mine: The Jade Mine needs to be set up to be fully exploited. Setting up this mine enables us to draw out the jade for use in our artifact crafting, any artifact that is applicable has it count as an exotic component. Which means any magitech or manse project that needs at least three success can have one removed thanks to copious jade supplies. This will still benefit and unlock higher level artifact crafting as long as they use jade, some project will not use jade and cannot benefit however 3rd and second rate war gear, war engines and golems will specifically benefit.
[ ] Stables: The breeding, training, and caring for our "lesser" kin requires special facilities. Ox-Dragons, River-Dragons, Claw-Striders, Pestletails, Siege Lizards, Razorbeak Dragons, and Tyrant Lizards are all fearsome beasts that are difficult to train and control at the best of times but long practice and the use of Husbandry based Arts and Sciences has enabled us to use these terrible beasts as Mounts and war engines. Building this facility provides a single free success dedicated to setting up mounts and enables either mass projects, research into improved magical training methods, further mount using projects, and setting up standard army recruitment to include equipping with appropriate beasts.
[ ] Staran Plantation: Facilties for the mass production of the Staran seeds, large scale equipment to support sowing, tending, and harvesting the troops, and "training" facilities for pushing the troops to readiness faster. This facility supports a free success for "Sow Staran" every turn or enables larger scale projects to raise vaster armies of the wooden defenders as well as projects to make wooden "war machines" like Great Cat-trees.