Well. First thought, don't swim too deep, Cthulu might get you.
Secondly, if L-space is indeed warp analogue, one begins to wonder just how exotic the effects of 'poking a hole in the deep end' would be, and what that means for the new canon of the Mirande/Ordained One fight.
One also wonders if psychic phenomena are tied to L-space or not...
Well. First thought, don't swim too deep, Cthulu might get you.
Secondly, if L-space is indeed warp analogue, one begins to wonder just how exotic the effects of 'poking a hole in the deep end' would be, and what that means for the new canon of the Mirande/Ordained One fight.
One also wonders if psychic phenomena are tied to L-space or not...
Oh I already expected we'd have to figure out the truth for ourselves. You didn't cover anything that we shouldn't already know from a basic history course (very well done on that btw, I know you get tempted to spill the beans sometimes). It was mostly just a silly joke, followed by guesswork. The description fell pretty well into 'extradimensional ocean', and that led me to the cthulu joke, while the rest was me continuing to passive-aggressively point out that we can't just automatically assume X Y and Z happened in the past, or that A B and C still work in roughly the same manner.
Out of curiosity, why not the -5 Econ to improve relationships? It only pushes our build schedule back a turn at the most and quite possibly not even that much. Thanks to the 20% Hab requirement for buildings and the Culture Requirements on Habs we're always going to have an excess of Econ. The Culture expenditure is the one that's more likely to slow us down if anything.
Out of curiosity, why not the -5 Econ to improve relationships? It only pushes our build schedule back a turn at the most and quite possibly not even that much. Thanks to the 20% Hab requirement for buildings and the Culture Requirements on Habs we're always going to have an excess of Econ. The Culture expenditure is the one that's more likely to slow us down if anything.
Culture is the biggest immediate expense. In the short and medium term, culture is what we need most.
Economy however, will probably be used more in the long-term... But this -5 isn't going to put a dent in our long-term prospects.
More relevant, For a turn 6 hab, we need culture. In fact, we'd need to trade 2 economy for 1 culture as it is, so even the -1 culture option might be too much. For a turn 7 hab, neither of these options matter much.
In summary: yes we can take the -5 economy more easily than we can take any decrease in culture.
More relevant, For a turn 6 hab, we need culture. In fact, we'd need to trade 2 economy for 1 culture as it is, so even the -1 culture option might be too much. For a turn 7 hab, neither of these options matter much.
In summary: yes we can take the -5 economy more easily than we can take any decrease in culture.
I honestly fear the end result of leaving two relatively large groups with social strife alone for two years, especially when we worsened it. IMO, we have to take that hit, at least, much as it pains me to say.
Yeah, and after we get through Hab Block, Reactor Block, Entertainment Block, a network center, lab, factory and barracks, we're probably going to want to start in on Trading Posts right away.
Yeah, and after we get through Hab Block, Reactor Block, Entertainment Block, a network center, lab, factory and barracks, we're probably going to want to start in on Trading Posts right away.
To be fair to veekie (even if I am giggling terribly at how good that was), trading posts do appear to present more profitable, and more varied, influence trading options.
To be fair to veekie (even if I am giggling terribly at how good that was), trading posts do appear to present more profitable, and more varied, influence trading options.
Yep. We've already been informed that we don't really have much avenues for trade actions without one. The current build plan is of course, higher on the passive incomes, but alternate structures have their places.
Since the setting is now more original, which means we could blame more things on humanity:
Given that any other species to develop L-Gate analouges is dead, it's likely that Humanities idea of creating stable tunnels through L-Space has...
Well, to make an anology to a sea. We may have inadvertently caused an artificial tsunami due to "damming up" sections of L-space without allowing any drainage. Or, we caught the attention of something deep underwater.
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
[X] Bring the media alongside in this (-2 Culture, -1 Economy, gives another check to attempt to fix the problem)
[X] Yes (-5 Economy, additional event next turn, improved relations with Indigo Hammer and the South Woods Company)
Retry (Cha+Mang) 63 + 29 = 92
Pulling out a stronger media presence to get out her message more clearly, Ella spends much of the remaining year working to smooth over the damage done by the first attempt and then getting into the actual meat of the problem. It's annoying and tedious and generally not a lot of fun because she get complaints from every direction... but eventually she thinks that she is actually getting through, making the points she needs to make. She had to burn more than a little of her accrued social capital and goodwill, but she thinks that she has managed to smooth over the various problems without making any individual or group come off as the bad guy. She even managed to remind some of the sex industry groups that she was also not a fan of exploitation of Green Owl citizens any more than foreigners, even if the latter were higher profile.
Ugh...
Training Results -> +2 Willpower
Officer II -> Officer III
By the end of the year though, she was just feeling exhausted and worn out, but in a good sort of way. She had already been brushing up on her officer skills before the shitstorm that hit started up, but the extra activity and exposure to the influx of other officers during the dragon spurred her on towards further in-depth study. A huge amount of the material just clicked, especially as she compared it to her past managerial experiences in doing her part to organize the patrols. While she would need more years of actual experience and seniority, she was now fairly certain that she would be able to make the rank of major and probably even lieutenant colonel without problem.
Her dreams continued to be stressful under the influence of the cube, but she was coping well enough, and some of the stress was just weird. Like, she had a dream about getting up in the morning and going to the bathroom, only to wake up mortified that she had actually wet the bed, only to discover that that had been a dream and thus she rushed to the bathroom only to wake up... She wasn't sure how many times that cycled until she had actually woken up, thankfully having not actually soiled herself, even if she had inwardly been mortified. Mostly it was just that every night she ended up having to play out some anxiety or another from the day or her life in general. There was definite stress, but she was soldiering on.
Patrol Rewards (Int+Mang) 96 + 26 + 5 Multi-patrol + 10 Multi-year = 137
+1 Culture, +1 Economy, +1 Military
Kicker for repeated excellence (Maxed out for this level of commitment)
+2 Culture, +2 Economy, +2 Military
Output Updated
Culture +7
Economy +5
Science +3
Military +1
Looking over the end of year analyses though, you are somewhat shocked to discover that tourism actually went up, as it appears that despite all of your trouble, the fact that you have kept it well away from the settlement is actually encouraging confidence. Yeah, you've got reavers and dragons, but you have caught them out in the forest, and the railway lines are consistently free of trouble. The only guest to suffer any misfortune under your care was Messermass, and while there is some grumbling, there is also an undertone of "going down in a fistfight with a dragon was probably the most fitting way for him to die" to much of the discussions on the network, plus a lot of "he was kind of an idiot with his safety, he totally blindsided local management". Which is nice and lets Ella preen a bit, but the fact of the matter is that she still failed, and it is still galling for her. Still, the extra money is nice, although it pales in comparison to the eventual flood of cash from the office of the Duchess with regards to the haul of dragon bones and parts. The destruction of the nest yielded an enormous amount of high quality material, which brought prestige alongside the money, and her donation to the Grand Temple also brought further recognition.
Running the numbers, Ella wondered if maybe the past year wasn't quite as bad of a disaster as her initial estimates suggested.
Personal Reactors UNLOCKED!
Personal Reactors 113/300
Random Events and Opportunities
67
Elsewhere things were mostly quiet, with word circulating of a new prototype power source being tested for use with the new laser weapons going into production, with some suggestion that it might go into widespread usage within the next five years. Had you the facilities you might have actually been given some field test opportunities, but alas you had nowhere to do anything like that. Maybe next time.
You have five settlement actions available to you. Available options are...
[] Advertise for business - Spend Culture influence to attempt to produce additional Economy influence
[] Recruitment drive - Spend Culture influence to attempt to produce additional Military influence
[] Promote the arts - Spend Economy influence to attempt to produce additional Culture influence
[] Promote innovation - Spend Economy influence to attempt to produce additional Science influence
[] Additional military spending - Spend Economy influence to attempt to produce additional Military influence
[] Construct building
(5/20 slots occupied)
(4/4 population occupied)
Hab (+1 Culture, +1 Economy, +1 Science, +1 Military) [Cost: 25 culture, 5 economy] [Note: new buildings cannot be constructed unless Habs compose at least ⅕ the active buildings]
Entertainment Complex (+3 Culture) [Cost: 20 culture]
4 buildings of the same type can be combined for the cost of one of that building type into a block, giving a 50% bonus to the total output (some advanced buildings give different benefits when upgraded to a block)
4 blocks of the same type can be combined for twice the cost of the building type into a district, giving a 100% bonus to the total output (replacing the 50% bonus from the blocks)
Foundry (allows production of light mechs and aircraft) [Cost: 25 economy, 5 science; requires at least 1 Factory)
Foundry Block (allows production of medium and heavy mechs and aircraft) [Cost: 25 economy, 5 science; requires 4 Foundries + 1 Factory Block]
Mech Tilting Grounds (+3 Culture, +2 Military, improved mech forces) [Cost: 20 culture, 20 military, 5 economy; requires at least 1 Entertainment Complex + 1 Barracks]
Network Center (up to four buildings per centre that produces +1 <Influence> produces +2 so long as the +3 producing version is also in the settlement) [Cost: 30 science, 20 economy; requires at least 1 +3 generating building and 1 +1 generating building]
Network Block (up to four blocks produce an additional 50% Influence so long as they each have a paired building (or potentially a paired block), i.e. a Trading Post Block would produce 100% of its total normal influence with 1 Factory building present. Special: A District and its paired Block both receive the benefits, i.e. A Reactor District would produce 150% Influence and its paired Research Block would produce 100% Influence. Special: Habs can only be paired if they are the larger of the pair and their pair has to be a +3 type building [Cost: 30 science, 20 economy; requires at least 1 Block and 1 Building that can be paired with it]
College Campus (Research Labs produce +1 Culture) [Cost: 50 culture, 20 science; requires at least 1 Research Lab block and 1 Entertainment complex)
Rail line caravan (+2 Economy, do not occupy building slots but are more vulnerable to attack) [Cost: 15 economy; requires at least 1 Factory and each caravan also requires a Trading Post (extra caravans can be supported by blocks and districts using the same bonus multipliers)]
[] Initiate research project
[] Donate science - Send Science influence to the duchy level, generating goodwill
[] Build new military unit (3/3 currently supported)
Jaeger company [Cost: 5 economy, 3 military, 2 culture]
[] Requisition new military unit (3/3 currently supported)
Jaeger company [Cost: 20 military]
Artillery company [Cost: 50 military]
Light mech squadron [Cost: 50 military]
Medium mech [Cost: 60 military]
Heavy mech [Cost: 100 military]
CAS fighter-bomber [Cost: 80 military]
[] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[] Mercenary work - Assign a unit to mercenary work, spending Military Influence to gain Economy Influence. Requires Min. Military Influence of 10
[] Hold a major festival - Hold a major cultural event, with the potential to generate Economy and regain Culture spent. Requires Min. Culture Influence of 20, Costs a min. of 5 Culture Influence
[] Initiate Sociology research - Because of buildings and skills possessed, you may spend Culture influence as Science on Sociology projects
[] Nomad diplomacy - The nomads are currently camped outside your settlement and things are currently pretty good. Still, you can check up on them if you want.
Due to an influx of personal resources, you also have the time for two personal actions this year...
[] Study war - Chance to advance Officer education
[] Study politics - Chance to advance Politician education
[] Study <stat> - Chance to advance selected skill. Specialty stats are easier than secondary stats are easier than primary stats
[] Throw a party - Hold a major social gathering
[] Seek allies - Look for people among the community and in the wider polity
[] Seek a husband - Among the nobility one's spouse(s) is of importance for establishing allies and pedigree
[] Hunting - On Dandriss hunting animals with war machines is considered fair to all parties involved
Nightmare Cube training is currently active. It is not an action to start or stop using it for the turn.
[X] Study politics - Chance to advance Politician education
[X] Study Willpower - Chance to advance selected skill. Specialty stats are easier than secondary stats are easier than primary stats
Aka the sign that you should Rest and Recover, before diving back in.
Or you'd have the same thing happen to your mind as people who keep exercising past exhaustion. They do more harm than help.
[X] Promote the arts - Spend Economy influence to attempt to produce additional Culture influence
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and things are currently pretty good. Still, you can check up on them if you want.
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH x2
Can't build anything until the Culture cashes in(as we don't have the population to crew them), so maintain patrols, convert Economy slowly over to Culture so the hab comes faster. Leverage the Nomad Diplomacy action with the Nomad Diplomacy event that carries over from last turn.
[X] Study war - Chance to advance Officer education
[X] Throw a party - Hold a major social gathering
Continue to progress on officer school(as we get more benefits from continuing the same action for multiple years than switching around), and a party should work as stress relief if we pick the more relaxed versions.
[X] Promote the arts - Spend Economy influence to attempt to produce additional Culture influence
[X] Nomad diplomacy - The nomads are currently camped outside your settlement and things are currently pretty good. Still, you can check up on them if you want.
[X] Patrol rail lines - Assign a unit to ensure the security of travellers in the rail lines. Current chance of encounter: LOW
[X] Patrol forest - Assign a unit to patrol the forests, seeking to eliminate dangerous wildlife or alien reavers before they become a problem. Current chance of encounter: MODERATE-HIGH
[X] Hold a major festival - Hold a major cultural event, with the potential to generate Economy and regain Culture spent. Requires Min. Culture Influence of 20, Costs a min. of 5 Culture Influence
[X] Throw a party - Hold a major social gathering
[X] Study Willpower - Chance to advance selected skill. Specialty stats are easier than secondary stats are easier than primary stats
[X] Continue using Nightmare Cube this turn.
We should continue using the cube for this year and stop using it next year for a year or two.