Powder, Gears, and Blessed Steam - A WHF Engineering Quest

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[X] Plan Inspired Money Bags

Oh right, completely forgot about Inspiration. Yea, using it on finding a workshop is an excellent idea.

Like I said earlier, I'd like to go nearly all in on doing stuff for the Walkers to hopefully improve our relationship with them enough that we can ask for help learning about the city and maybe finding a workshop if we don't roll well on finding it this turn. And 3 AP on Arming should give us good chances of critting on it, giving us even better results.

-[X] A Steady Supply of Powder x2
Read the action again. This requires gunpowder, which we can't make until we have a workshop, and it's an action we can only use one AP on.
 
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[X] Plan Covering bases with Inspiration
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Getting to know Wolfenburg
-[X] Arming the Road Walkers x2
-[X] Eureka (Looking for a Workshop)
 
[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)

We need money and places to work, so it should be good to get those immediately. Hopefully, the Eureka should help us get a decent workshop, like some abandoned dwarven craftsmen's workshop or something, nothing too big but not some hole in the ground either, but a proper workshop for one.
 
[X] Plan Inspired Money Bags

I have a bad habit of never using consumables in games and I try to correct it when I notice it. Inspiration is basically the consumable equivalent of this game. Makes sense to use it in an action on which all of our future research will be based. (plus we have a deadline to start steam research, we don't have time to fail a second time)
Good thing someone thought of Inspiration.
I initially thought the Money Bags plan was the best possible version and would have voted for it.
 
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[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)
 
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[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)
 
[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)
 
[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)
 
[X] Plan Inspired Money Bags
-[X] Looking for a Workshop + Inspiration die
-[X] Proper Firearms Maintenance
-[X] Arming the Road Walkers x3
-[X] Eureka (Looking for a Workshop)
 
[X] Plan Inspired Money Bags

Well, I had honestly been saving the Eureka for something else (like inventing etc) but this makes sense.
 
Scheduled vote count started by adwarf on Dec 2, 2023 at 5:33 AM, finished with 25 posts and 21 votes.
 
Yeah, focusing first on getting a workshop will be great, we can get to know Wolfenburg after this turn.
Though I can see knowing Wolfenburg better would open up new actions/opportunities. It's not something we should ignore but yeah, getting cash and a base of operations (where we can conduct our mad science) is first priority.
 
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