Dragon Kings in the 41st Millennia (Exalted/40K Empire)

I think if you get everything on Tokat built up the breeds will each have 6 AP and their will be ~28 generic AP, just from Capital, Breed Capitals, and putting everyone in a city and getting all 150 million of you alive and working at once.
We will really need to figure out a method to make more souls ASAP. Even the Eldar could drown us in bodies with a population that low.
 
Possibilities exist of course. The most dramatic is the Piety Route. Unconquered Sun has a charm that lets him mass produce fertility on epic scale. You just have to work out the geomancy to let somewhere at least briefly count as Creation in terms of the US charms.

Others involve research and alchemical solutions, essence attunements or geomantic blessings.

Roughly speaking you need 10 AP success to breed 1 AP worth of new people (10 million), with the difficulty and infrastructure involved determined by the method.


So any other votes for the City layout? Looks like only three.

Any comments or questions about the quality and capabilities of Merela and the Pyramid of the Sun.
 
Any comments or questions about the quality and capabilities of Merela and the Pyramid of the Sun.

Just to be clear, there's going to be upgrades for each capital we build, right? Also, are the buffs and defences for each capital going to be relatively similar or are they going to have some differences?

Don't have many questions, but these are the ones I have right now. Also, are we going to get a Morale scale/meter for the DKs? Or is Morale a one-off thing.
 
Just to be clear, there's going to be upgrades for each capital we build, right? Also, are the buffs and defences for each capital going to be relatively similar or are they going to have some differences?

Don't have many questions, but these are the ones I have right now. Also, are we going to get a Morale scale/meter for the DKs? Or is Morale a one-off thing.
No, breed city building unlocks only the breed AP and the special facility specific to the breed. They are also a bit easier, especially with the architecture workshop. Projects adding more workshops or dojos are just generically assigning them "somewhere" in your realm.

Not really, especially now with the free Praise the Sun every turn keeping morale up. The issue now is there is an unrest check every turn you lack an arena or a war and gets easier to "succeed" with every turn of no action, but the results are hidden until their not. This isn't morale this is the effect of having a savage bloodthirsty population with members capable enough of swimming 2000 miles of ocean just to get in a fight.
 
Highlighting the big cash items first:

[ ] 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.

Reroll the lowest roll each turn. This helps everything massively.


[ ] 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.

Automatically managed unrest. This is important considering some of our people WILL just fuck off to fight something if they're bored.


[ ] 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.
[ ] 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?"

We need one of these to actually FIGHT the Orks. And we can't build up a fleet until we've built them.


[ ] 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.
[ ] 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?

Considering that build city actions take 10 successes, and we have five Racial Capitals to build, likely at least one Manse each. This saves us quite a lot of AP.



[X] 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.
[X] 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.
[X] 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.
[X] 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?
[X] 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.

So Clinics and Arenas prevent problems.
The Bureaucratic Offices and Architecture workshops stack together to let us crash build the species capitals ASAP, since each capital permanently grants us more AP the faster we manage it the more we're ready to steamroll the orks.

And finally a naval fleet because while air fleet would be great, we need the sheer volume of bote to engage the Orks on land unless we intend to just exterminatus everything(which is a little hard, considering we need to use the place afterwards and didn't bring the soulbreaker orbs)
 
[X] 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.
[X] 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.
[X] 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.
[X] 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?
[X] 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.
 
Getting complicated. I will sum up and call it a night. Hopefully things are more clear when I login again.

Clinic: 5 votes
Architecture: 4 votes
Elemental Complex: 3 Votes
Staran Plantation: 3 Votes
Armory: 3 Votes
Arena: 3 votes
Shipyard: 2 votes
Office: 2 votes
Dojo: 1 vote
Skyway: 1 vote
Shrines: 1 vote
Magitech: 1 vote

Just to stir shit I present this min-max possibility
Architecture
Jade Mine
Exotic Workshop
Bureaucracy Office
(any but elemental complex or shipyard are most fitting)

Such a selection gets four AP discounted on towns from architecture, 1 each from jade and exotics for the Manse, and one down plus reduced difficulty for Bureaucracy. Net effect is each breed town plus manse is 3 sux at reduced difficulty. Of course two of your breed towns are near the Orks so not sure how useful such min-maxing would be.
 
[X] 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.
[X] 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.
[X] 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.
[X] 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?
[X] 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.
 
[X] 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.
[X] 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.
[X] 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.
[X] 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?
[X] 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.
No Elemental complex? That thing is basically free AP and free special forces.
 
We can build them later. Hell, using elemental labor we can pay for them in just one or two turns and then it is pure profit.
Clinics give rerolls, the arena heads off some very nasty moral problems, the office lowers large project difficulty, the workshop lowers the amount of AP we need per project and the docks pave the way for an AP project along with giving us more tactical options.

There may be pros and cons but I am happy with this set.
 
Which costs AP we might want to use on other things.
We spend an AP to summon Elementals. We gain at least 3 AP. Possibly more. Elemental Circle is a net benefit. A huge one for AP. Elemental summoning is one of the best problem solving methods of Exalted. Right next to demon summons.

It takes 1 turn to build the arena with elemental labor, then we have pure profit.
 
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Arena could be deferred with minor risk, but we already had one bunch wander off last time with an entire AP category and the breed AP. I'd err on the side of not suddenly losing our martial options because they want to krump ork and don't want to wait.
 
[X] 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.
[X] 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.
[X] 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.
[X] 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?
[X] 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.

Instead of Shipyards went for elemental support because we are taking Arena, which means we do not have to rush the orks and have time to build a shipyard later.
 
Calling Vote:

Clinic: 7 votes
Architecture: 6 votes
Arena: 5 votes
Elemental Complex: 4 Votes
Office: 4 votes

We have our five

Staran Plantation: 3 Votes
Armory: 3 Votes
Shipyard: 3 votes

Looks like these will be the high priority upgrades.

Dojo: 1 vote
Skyway: 1 vote
Shrines: 1 vote
Magitech: 1 vote

Working on turn 4
 
Turn 4
Turn 4

Much has been accomplished and much remains to be done.

You have 6 generic AP

Anklok (1 AP): Zealot priests and barbaric warriors who deal with fire. Anklok inspire and lead, whether troops or religious gatherings. The Anklok elders are very concerned about being deprived of their glorious god. They are content that the future of the Dragon King race is safe behind mighty fortress walls. They are wondering what the glowing thing up in the sky is if the Sun is in another dimension. Many Anklok that are not officially soldiers have informally taken up patrol routes along the wall.

[ ] Glory to the Most High.!: Regular worship of the Sun has been restored and morale of the Dragon Kings has mostly neutralized. Our priests say that during their most fervent prayers they hear the glimmer of a response. The Anklok Elders want permission to take advantage of the Consecrated Geomancy of the city and enact a far more elaborate ritual with the most zealous priests inspiring the most fervent followers over grand sacrifices to call out to the Sun. We need to know he is still there. AP needed: 2. DC: 80. Success needed 1. Reward: Increase in Morale. Response from the Sun unlocks further actions. (Yes you need to commit 2 AP even though only one success is needed. Praying to a god enough to get a response across dimensional boundaries is hard.)

[ ] Hlass: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Hlass, Anklok Capital. Space for 4 million, +1 Anklok Action, Orichalcum Refinery.

[ ] Bribing spirits to do their job. Spirit can exert blessings beyond the simple abilities of Dragon Kings. However they don't work free and need festivals and rites performed in their honor to cooperate. It grates on you to have to resort to things kind of thing though. AP Needed: 1. DC: 25. Success Needed: 1. Reward: You gain +5 to all other rolls which can prevent a botch or cause a critical success.

[ ] Chosen of the [Insert Name here]: The Anklok guide others through the rites and rituals that prompt a god to choose a Dragon King and how to find a compatible god to try to prompt. Chosen add the power and ability of the Spirit to the Dragon King making a superior being as long as the spirit decides to work with them. AP Needed: 1. DC: 40. Success needed: 10. Reward: You gain enough chosen to gain a generic AP. [You may repeat this project but the DC goes up each time though]

[ ] 2nd​ Legion: With your remaining Legion up to snuff and at least crudely armed and a city partially built you think it may be time to put more of your people under arms. AP needed 1. DC: 25. Success Needed 1/2. Reward: Another Legion up the Remnant Legion standards.

[ ] 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. AP Needed. DC: 35. Success Needed 3. Reward Training Grounds built.

Mosok (1 AP): Amphibious creatures who excel in deception. Martial Arts, Trade, Commerce, sailing, theft, blackmail, sabotage, infiltration, assassination, anything with water. Some call them devious and selfish. They just say they are cunning and Ambitious. They are eager to get to work proving their superiority to this new race.

[ ] Luthe: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to being underwater and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Luthe, Mosok Capital. Space for 4 million, +1 Mosok Action, Tube Tunnel Nexus (much reduces the effort of connecting all cities and manses to a tube network.

[ ] Ork Watchers: Send Mosok and others with sufficient knowledge of water paths into the Greenskin territory to keep an eye on them. If you don't take this action you will not know what happened with the Orks, but how much trouble could they get into half a world away. Sadly this much activity implies a risk of getting caught, although less of one now that you know more about them. AP needed 1. DC: 20/35. Success Needed 1. Reward: Update on what the Orks are doing, which may just be doing the same thing they were.

[ ] Or catch an Ork Napping: They won't be here long, its probably not worth learning that much from them. Lets just take things that would potentially be useful. We won't be much more obvious than the infiltration mission but the stolen goods and eaten Greenskins will be more useful than information. This action wis even more useful now that you know more about them. AP needed 1. DC: 30/50. Success Needed 1. Reward: Gain 3 extra generic AP next turn for basic success weakening Greenskins. Avoid notice with the greater success.

[ ] Gone Fishin': Mosok concentrate on providing sea based food to the rest of the Dragon Kings so they can keep working. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.

[ ] Train martial artists: The mosok concentrate on teaching the arts to new pupils. AP needed 1. DC: 40. Success Needed 1/3. Reward: New unit of Martial Artists created.

[ ] 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. AP Needed 1. DC: 35. Success Needed 3. Reward: Dojos built.

Pterok (1 AP): Flying bureaucrats. Pterok excel in scholarly pursuits, like research in terms of looking up information in a library (or adding info to a library) rather than making a new piece of tech. They are amazing scribes and academics, having knowledge of history, mathematics, geology, geomancy, alchemy, astrology and many other thaumaturgical arts. The also deal with spirits the most, including the native ability many have to summon elementals even without sorcery. They can engage in crafting but focus on fine details like scribing tiny runes on an artifact more than building a temple manse. Between this new world and what they have learned from the Orks there is way too much research to do.

[ ] Tzali: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the high mountains supplies must be brought up and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain Tzali, Pterok Capital. Space for 4 million, +1 Pterok Action, Scriptorium (Allows mass production of Prayer Strips and higher quality prayer strips).

[ ] Aid the Croc-Men: Potions, Geomantic blessings, talismans. You can do a lot to aid the Mosok in not being detected so you should. AP needed 1. DC: 30. Success Needed 1. Reward: Ork Napping based actions done this or next turn have base DC reduced by 5 and unnoticed DC reduced by 15.

[ ] What is that?: A giant ball of light in the sky, we have some concerns. AP needed 1. DC: 50. Success Needed 1. Reward: Confirm that that is indeed not the Daystar Dirigible Fortress.

[ ] What are those?: Stars are supposed to be representations of celestial gods whose interactions are mapped to the heavens. What in the Ignis Divine are those? AP needed 1. DC: 60. Success Needed 1. Reward: What are stars?

[ ] Did the sky fall?: Creation had a giant dome over it and air never got very thin even if you flew a thousand kilometers straight up. We have already proven that is not the case here so more investigation is required. AP needed 1. DC: 40. Success Needed 1. Reward: What is the deal with the sky.

[ ] Elemental Support: Dragon Kings in general and Pteroks in particular are adept at summoning elements which both provide general aid and have particular skills and special powers that Dragon Kings may not. Particularly with the elemental complex that aids in summoning elementals for longer or with greater power. May be taken more than once. AP needed 1. DC: 30. Success Needed 1. Reward: For every success I assign three AP dice to whatever project seems to need it the most, as long as elementals could help.

[ ] Unity of Elemental Advantage: In this action the focus is on longer duration bindings instead of general use summonings. This means the advantage elementals provide is less targeted be we may gain more total use from our elemental support per effort of summoning in the end. AP needed 1. DC: 40. Success Needed 1. Reward: For every success I assign two AP dice to whatever project seems to need it the most, as long as elementals could help to this turn AND next turn.

[ ] Supremacy of Elemental Advantage: This this project we focus on either the most powerful or most specifically chosen Elementals for a given task. When this project is chosen you must choose another project being supported by AP this turn that it is targeting. May not target things inappropriate for elementals like research, may not apply to projects over DC of 50. 1 AP DC: 40. Success Needed 1. Reward: Targeted Project gets two successes applied.

[ ] Thaumaturgical support: Alchemical potions, geomantic blessings, minor enchanted objects. Thaumaturges can find lots of ways to provide help, lacking infrastructure makes it relatively inefficient and unsustainable. AP needed 1. DC: 30. Success Needed 1. Reward: Gain 1 extra generic AP next turn.

[ ] Thaumaturgical Stockpile: Potions enhance healing, senses, reduce pain, reduce the need to sleep, poison enhanced weapons. Garda eggs filled with Ardent Embrace Resin. Enchanted walkaways for protection. Nothing hard if not for needing to provide enough to supply 5000 troops for several days worth of battling. Thaumaturgical stockpiles add 20 to a d100 roll. Note that up to four such stockpiles can be consumed per battle if available. This does not prevent a botch. AP needed 1. DC: 40. Success Needed 1. Reward: Gain 1 Thaumaturgical stockpile.

[ ] Prayer-strip Stockpile: Soldiers are handed prayer strips which can be easily activated to burn away and "automatically" pray to a certain spirit on behalf of the user. Normally the effect is minimal but the Pterok Shamans have pre-arranged things with the spirits in this case. They will apply a useful combat blessing to the soldier. Using Prayer-strip stockpiles cause effected rolls to ignore botches. After losses of effected unit is calculated the number of losses is halved. There is no effect to multiple uses of this stockpile in a single battle. AP needed 1. DC: 50. Success Needed 1. Reward: Gain 1 Prayer-strip Stockpile.

[ ] Waaagh! Theory: The Waaagh is still much of a mystery. This project proposes various theories and tries to test them. Most of which involve testing the various Path abilities and Thaumaturgical Arts to see if something has an interesting effect. AP needed 1. DC: 30. Success Needed 1. Reward: Gain more theories about the Waaagh! May learn of power interactions.

[ ] Color Thaumaturgy: Inside the empowering effect of the Waaagh! items covered in predominately one bright color gain certain attributes, because apparently the Orks believe they do. Honestly we have worked with sketchier bases for mystic arts before. Although our version will probably demand paint and painting methods a bit more involved than the Orks and have some duration rather than simply being true as long as Orks are nearby. Of course being the proper color means that they will also be true when orks are nearby. AP needed 1. DC: 45 Success Needed 1. Reward: Your thaumaturgists may utilize the science and art of color magic.

[ ] Fungal Sterilization: To prevent new orks from being "born" from their fungal origins we have to destroy the spores. Luckily we have abundant ways to apply fire. This project researches the best ways of applying it, as well as develop thaumaturgical procedures to decontaminate troops and equipment after battle to prevent a victorious return from spreading the spores. AP needed 1. DC: 25 Success Needed 1. Reward: Ork Sterilization protocol established.

[ ] Orks are Loud!: Orks are so loud and smelly that it can be a bit distracting for the keen senses of the Dragon king. Develop some tool or potion or something to help you keep from being deafened while still being able to use your senses in the battle: Develop ork oriented sensory overload Procedures.

[ ] 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 a single free success every turn for Thaumaturgical 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. AP Needed 1. DC 35. AP needed 3. Reward: Thaumaturgical Workshop built.

Raptok (1 AP): The most civilized of all Dragon kings. Diplomats and socializers. Best at getting along with other races. City builders and masters of vegetative and crystal technology that is the hallmark of the Dragon King mastery. Inquisitive natures allow them to explore unknown technologies and debate philosophy with aliens. There are still Dragon Kings at heart though, even if they may sip wine and discuss great literary works while polishing and adorning the skulls of their enemies with elaborate crystals to display in a battle shrine. Raptoks are also sized to be the only Dragon King able to comfortably use Human sized tools and workshops. This combined with their social skills and love of technology makes them the most likely to meet other races, and some races may think Raptoks are it when talking about Dragon Kings. Raptok have a lot to do since they need to rebuild all the infrastructure of an entire civilization.

[ ] New Rathess: Well we know where to build cities and the Capital for our Breed is needed. Let's build it. This project includes the manse allowing all the support features the capital has. It will be especially difficult due to the nearness of Orks and the distance from our supply area. AP needed 2. DC: 40. Success Needed 5. Reward: Gain New Rathess, Raptok Capital. Space for 4 million, +1 Raptok Action, Biothaumaturgy labs.

[ ] Sperimin: Now that our capital is finished lets build up the Academy city properly, includes 12 academies around the central library. A city of a million, basic defenses, and a tube tunnel to Merela. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Academy City Sperimin to discount and unlock research actions.

[ ] Port Abalone: While we could build a shipyard and Navy in Merela building a city on the southern Isle as a huge and dedicated port with Tunnel Tube connections to Merela would possibly be more efficient, especially when staging attacks on or defending from the Orks or supporting construction of the Breed Capitals. AP needed 2. DC: 25. Success needed: 4. Reward. Complete the Port City Abalone to discount and unlock Naval actions. Naval actions lower difficulty on most actions outside the Isle.

[ ] Isle Cities: While the populating breed cities, Merela, Sperimin, and various manses and fortresses would do for the current 30 million population… there are 120 million eggs waiting to be born. Bang out cities appropriate for the Isle assuming the whole world would be built up. You will have to build them eventually and it will give your current population a place to be productive while waiting for the Breed Capitals and other things to get built. Cities will not be quite as amazing as the Capitals but they should have all the basic comforts and still be fairly useful. AP needed 1. DC: 20. Success Needed 5. Reward: Gain Isle Cities, room for 30 million population on Isle in civilized manner. Defense of Isle in depth. +2 generic Actions.

[ ] Fungicide: A project to develop a poison or fungicide based enchantment that can be used to increase effectiveness versus Orks and possibly limit the spread of their spores after death. AP needed 1. DC: 30 Success Needed 1. Reward: Fungicidal poisons or Enchantments.

[ ] Waaagh!tech: While we have no real interest in making and using this technology, a more thorough study may provide insights into our own magitechnology, inspiration for magitech versions of Ork devices, or at least tell us if our armor is strong enough to resist their weapons and vice versa. AP needed 1. DC: ?? Success Needed 1. Reward: May be repeated. Rolling well produces a better result.

[ ] Fishing Boats: Mosok built boats are very… inelegant. Lets help them out so they can help us out with fresh food. AP needed 1. DC: 35. Success Needed 1. Reward: Lowers difficulty of "Gone Fishin' and Catch an Ork Napping" by 5 until replaced with better.

[ ] Manse Builder: These will not be elaborate geomantic power-wells driving cities or factory cathedrals. At least not yet. This project gets them capped and twenty hearthstones available for other magitech projects as fast as possible. AP needed 2. DC: 30. Success Needed 3. Reward: Gain 20 hearthstones to power magitech gear.

[ ] New Hearths: Much of our most powerful equipment needs continual power transmitted from Geomantic power-wells like Dragon Nests and Manses via hearthstones. It seems we would be too lucky to have this new world be as rich in Dragon Nests as Creation was and even if it is we will need to build those Manses to channel the geomantic power. So we may want to consider developing alternatives. AP Needed 1. DC 60. Success Needed 2. Reward: Options for modifying some magitech designs to use non-hearthstone based power sources. Further research unlocked.

[ ] Militia Gear: There is a reason that the Dragon King armory has more sets of militia gear than Dragon Kings exist. Its easy enough to make on its own, with proper infrastructure even a single AP can produce a million sets. You though struggle to equip 5000 warriors but its not impossible. AP needed 1. DC: 35. Success Needed 1. Reward: Remnant Legion is armed with Militia Grade gear.

[ ] We ain't no scrubs: You don't want your people to settle for suck. Raptok craftsmen work hard to forge third rate gear for the remnant legion. Although it is difficult without any workshops or feed stock. This is probably the best you can do until you set up. Ironwood Sheaths (shit tier power armor), Breath Vines, Essence Visors, Echo Jewels, Shock Pikes (magic spear that shoots force bolts), essence pulse grenades, some use thunderbolt shields and others equip Fuel Bolt Launchers for anti-vehicle work. AP needed 2. DC: 55. Success Needed 4. Rewards: Remnant legion equipped with third rate Dragon King gear.

[ ] Artillery too: Light Implosion Bows mounted on golem drawn ironwood chariots for some degree of mobility. Implosion bows shoot spheres of spatially twisted essence and cause vortices of disintegrating light on impact. This project makes enough Light Implosion Bows to supply mobile artillery support for a single Dragon King Legion. AP needed 2. DC: 55. Success Needed 3. Reward: Add mobile artillery support to Remnant Legion.

[ ] 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 a 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. AP Needed 1. DC 35. AP needed 3. Reward: Armory Workshop built.

[ ] 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. AP Needed 1. DC 35. AP needed 3. Reward: Tool Workshop built.

[ ] 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. AP Needed 1. DC 35. AP needed 3. Reward: Golem Workshop built.

[ ] 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. AP Needed 1. DC 35. AP needed 3. Reward: Exotic Component Workshop built.

[ ] Staran Plantation: AP needed 1. DC: 35. Success Needed 3. Reward: Build Staran Plantation

General Action: Actions that you can attempt which are not focused on a given breed need generic AP to use. To confirm, generic AP can also be used on Breed specific actions.

[ ] Resource Expedition: Various Dragon Kings can effectively magic up useful equipment from rocks and trees. But that doesn't mean its not easier if they have higher quality materials to work from. Use what you learned from the Mosok Exploration last season to go on expeditions to various places across Tokat to bring back more useful raw materials, if you are lucky maybe even something with enough potency to allow more powerful artifact creation. AP Needed 1. DC: 20/80. Success Needed 1. Reward: Every base success provide TWO AP next turn, every greater success provides a free AP success that can be applied to a magitech project of at least three total successes, such as "We Ain't No Scrubs or Manse Builder"

[ ] 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. AP Needed 1. DC 35. AP needed 3. Reward: Mine Built.

[ ] 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. AP Needed 1. DC 35. AP needed 3. Reward: Stables built

[ ] Siege Lizards: Not!Stegosaurus herds were sent along with us when we came here. Should we be offended we are considered equal to herd animals in the eyes of Primordials? Either way, Siege Lizards are not very bright and ferociously independent but we have long experience domesticating them. And they are very very tough. We want to train some, armor them, and use firing platforms along their sides that will allow our people to use their spiny plates as cover, effectively mobile bunkers. Most of the artifact work in this project will be used to speed up the ponderous beasts so that our armies are not slowed down tactically or strategically. AP needed 2. DC: 30. Success Needed 2. Reward: Remnant Legion is equipped with a dozen Armored Siege Lizards, enough to meaningfully impact combat.

[ ] Ox-Dragons: Not!Triceratops are normally used as beasts of burden by Dragon Kings. These 12 ton monsters are surprisingly fast over the long haul and dangerously fast on a charge. We plan to take some, train them, armor them up, maybe put magical material filigree into their horns. And mount a warstrider scale Fire Lance on top. AHAHAHAHA!. Fire Lances can empower the tip during a charge, shoot streams of fire at single targets within 250 meters, or throw massive curtains of fire burning everything within a 7 meter wide and 175 meter long area. Now don't get me wrong, there are better weapons we could mount, Implosion bows, Essence cannons for anti-armor work, or larger numbers of smaller weapons for anti-infantry weaponry. But A) a fire lance can do both almost as well as dedicated weaponry and B) When you are riding a monster that will inevitably charge the enemy, a huge magical lance seems appropriate. AP needed 2. DC: 35. Success Needed 3. Reward: Remnant Legion is equipped with a dozen Fire Ox-Dragons, enough to meaningfully impact combat.

[ ] Razor-Beaks: not!Quetzalcoatlus are normally ridden by Pteroks the way humans rode horses. We can equip trained Razor-Beaks with leaf armor and self reloading fuel bolt launchers that the riders can control. The beasts can fly faster and further than Pteroks alone can, if not by a massive amount and the anti-vehicle weapons allow them to be dangerous when opposing any air craft. In situations where there is no enemy air support they can carry large fire bombs and garda eggs or other alchemical grenades (fungicides maybe?) to drop on foes. AP needed 2. DC: 35. Success Needed 3. Reward: Gain Air Force.
 
[X] Plan Getting Stuff Done
-[X] [Anklok] 2nd​ Legion
-[X] [Mosok] Train martial artists
-[X] [Pterok] Elemental Support
-[X] [Raptok] Fungicide
-[X] [Generic] Train martial artists
-[X] [Generic] Workshop-Armory
-[X] [Generic] Workshop-Armory
-[X] [Generic] Workshop-Armory
-[X] [Generic] Bribing spirits to do their job
-[X] [Generic] Fungal Sterilization

First plan. Probably will get dumped. Does training, gets Elementals, tries to get more martial artists, tries to get the armoury workshop, arms DKS, and does a bunch of Ork related side stuff.
 
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[X] Plan Balanced As All Things Should Be
-[X][Anklok] Bribing spirits to do their job
-[X][Mosok] Ork Watchers
-[X][Pterok] Did the sky fall?
-[X][Raptok] Fungicide
-[X][Generic] 2nd Legion
-[X][Generic] Train martial artists
-[X][Generic] Fungal Sterilization
-[X][Generic] Sperimin
-[X][Generic] Isle Cities

Spreading our focus to simple for DC, and low AP actions. Aiming to easily pass as well as gain more generic AP. Bribe Spirits is to help everything else pass as well as give them work so chaos doesn't poach them for work. Finishing 2nd legion and Martial Artist training, Also, hoping fungicide and fungal sterilization will be synergistic, and Raptors are city building.
 
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