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I'm not going to weigh in on the logic of either side's arguments, but I will ask that everyone read over what they write and really consider if the words they used are polite and won't be inflammatory intentionally or not. You cant account for people's tolerances perfectly but at least try to say your piece without saying things that can be easily construed as overly dismissive of the other side of the argument, thank you.

Please endeavour to be cordial. :^)
 
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And yes, that does mean I want Snorri to invent chainaxes. Rune of Animation, Rune of Might, and Rune of Fury could make a nice combination.

I was thinking Master Rune of Breaking for chainaxes, if the Master Rune of Breaking works every time the blade hit something and you have thousand hits a second you could break things really really well. Soulcake did not really give me a straight answer about it though
 
We should build something sort of superweapon for our hold to make it so siegies have a deadline on them. Runes collecting light and sound over time and releasing it all at once seems like a good method to go about it.

Edit: Just put it on the huge and growing pile of things we should do.
Crit. Crit! Crit! CRIT!
Ehem! Dont mind me. So next turn all in on the Underway or finish trollheart and trickle a bit in?
The latter feels better for me.
 
Crit. Crit! Crit! CRIT!
Ehem! Dont mind me. So next turn all in on the Underway or finish trollheart and trickle a bit in?
Going all in on the Underway is what I want to do, one so we can see what that's like and two so we can have a choice on turn 14 on whether to do it or not as it would finish that turn regardless.
 
Go all in twice so the overflow takes care of the defense action before it even comes up?
Depends if we need to do that, if we do then yeah, but if one turn of all in will do it then there's not much reason to except for pushing Snerra to gain Productivity-like memes.
 
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Going all in on the Underway is what I want to do, one so we can see what that's like and two so we can have a choice on turn 14 on whether to do it or not as it would finish that turn regardless.
Past this point if we put any actions into the Underway it makes sense to at least put in two to activate our trait.
 
Past this point if we put any actions into the Underway it makes sense to at least put in two to activate our trait.
Yeah, it'd take too bloody long otherwise.

E: Snerra getting the experience of watching her Uncle go ham into a megaproject would also be very interesting to see if that goes anywhere. No way to tell what it might do, because it is just an interesting bit of personal history, but it might do something.
 
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I think unless there's a big change doing 4 actions next turn makes sense, as opposed to some other distribution of actions across more turns which seems more inefficient.
 
Yeah, it'd take too bloody long otherwise.
So assuming we put in the minimum of 2 actions + apprentice (also assuming the normal bit of apprentices not being able to put in more then half of a job)
Productivity Like No Other will proc. 2 Progress per action, 1 progress per apprentice action. 10 out of (25 +15[Delayed South]) =40 Progress. 5 progress a turn regardless of input.
At turn 13 it will be 17 of 40 (23 left) due to our 2 apprentice actions.
7 points from our 2+PLNO (making 6) and 1 apprentice + 5 = 12.

So if my quick and distracted math is right, we can get this done by the end of turn 14 as long as we put in 2 actions and 1 apprentice per turn. And while I haven't checked all the numbers I don't think putting more in can get it done sooner.
 
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Going all in on the Underway is what I want to do, one so we can see what that's like and two so we can have a choice on turn 14 on whether to do it or not as it would finish that turn regardless.

Going all in on the tunnel next turn (turn-el?) would also make it possible to hit a metal/odd research breakpoint the turn after that, if the thread decides not to overflow the highway project. Spreading the tunnel actions out over two turns would leave two leftover actions on each of those turns, meaning you couldn't trigger a research trait on either turn.

Also, and I realise this isn't how it would actually go down, the mental image of Snorri rolling up his shirtsleeves, walking into the dig site pickaxe in hand and doing more excavatin' than all the hold's miners put together just tickles me in general.
 
Snerra getting the experience of watching her Uncle go ham into a megaproject would also be very interesting to see if that goes anywhere. No way to tell what it might do, because it is just an interesting bit of personal history, but it might do something.
Our other apprentices saw Snorri make a legendary axe, with his legendary productivityness. They were there for that; for when that happened.

Snerra on the other hand, will see Snorri give it his all to help connect the Underway.
I think unless there's a big change doing 4 actions next turn makes sense, as opposed to some other distribution of actions across more turns which seems more inefficient.
I really really really wish we could have 5 free actions to make our turn plans with...

With just 5 freed up, every turn we could both hit a 3-action Odd Stuff bonus, and a Productivity bonus. Or we could do 2 Productivity activations, and still find time to research odds-and-ends here and there.

Just one more action. Just one more! Having only 4 is painful.

We would be able to both do very productive stuff, and research a topic of interest to us...
 
I guess I'm okay with going all in on the underway next turn, since it means we can do proper research the turn after.
 
Ooooo you ninjaed meeeee *shakes fist* :V

Weeeee. I am super excited to see how we cooked that up.
Wait a minute. What are we supposed to do with that? You cant resmith or add Runes to Adamant after you've made it right? So is it just a proof of concept or can we actually still smith it into something?

Also a bit sad there isnt a third epic deed. Means we didntbfind something else insane did we? Sad.
Got a question.
 
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Depends if we need to do that, if we do then yeah, but if one turn of all in will do it then there's not much reason to except for pushing Snerra to gain Productivity-like memes.
I would like to start the banner process, or are we waiting on other research to get that done? It seems like the thing that would help in the background the same way getting rune weapons and armor out to most of the throng has done. That would still be 2 or 3 actions on underway.

Under way math:
Turn 12: 10 start +5 passive + 2 apprentice -> 17
Turn 13: 17 start + 5 passive +1 apprentice (I think we lose one action to the older two going on a journey) + 6 Snorri (from 2 actions plus proc) = 29
Turn 14: 29 start + 5 passive +1 apprentince +6 Snorri =41

That would let us do the banner and one action elsewhere turn 13 (maybe a bit more trickle into troll heart) and than turn 14 we could put 2 actions into crafting the banner to proc the trait for that as well as two into underway.

Please use spoilers for this topic:
Hype. Also this is a big step if we can reproduce it
edit- rune post was updated as well but not sure what changed there
 
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Our other apprentices saw Snorri make a legendary axe, with his legendary productivityness. They were there for that; for when that happened.

Snerra on the other hand, will see Snorri give it his all to help connect the Underway.

I really really really wish we could have 5 free actions to make our turn plans with...

With just 5 freed up, every turn we could both hit a 3-action Odd Stuff bonus, and a Productivity bonus. Or we could do 2 Productivity activations, and still find time to research odds-and-ends here and there.

Just one more action. Just one more! Having only 4 is painful.

We would be able to both do very productive stuff, and research a topic of interest to us...

A five-action budget will soon be in your grasp... provided you can convince the thread not to take on any new apprentices for a while after Snerra graduates. Good luck lol
 
I think it's more effective to concentrate Snorri's efforts in one turn rather than spread them out over two because of the potential compounding and cultural effects of having him so visibly focus on the challenge, rather than spreading his efforts.
 
I think it's more effective to concentrate Snorri's efforts in one turn rather than spread them out over two because of the potential compounding and cultural effects of having him so visibly focus on the challenge, rather than spreading his efforts.
The difference though is by splitting it over turn 13 and 14 we can also get the banner up and running to improve the throngs capability.
 
I think it's more effective to concentrate Snorri's efforts in one turn rather than spread them out over two because of the potential compounding and cultural effects of having him so visibly focus on the challenge, rather than spreading his efforts.
Nah, the plan is to go all in for two turns. To finish and overflow the thing. Hopefully taking care of defenses as an automatic action. Like if we are building it anyway build it in Depth without having to add it later.
 
So assuming we put in the minimum of 2 actions + apprentice (also assuming the normal bit of apprentices not being able to put in more then half of a job)

At turn 13 it will be 17 of 40 (23 left) due to our 2 apprentice actions.
7 points from our 2+PLNO (making 6) and 1 apprentice + 5 = 12.

So if my quick and distracted math is right, we can get this done by the end of turn 14 as long as we put in 2 actions and 1 apprentice. And while I haven't checked all the numbers I don't think putting more in can get it done sooner.
Hmm, I want to check something.

On Turn 13 it is 23 progress remaining. 2 of our actions is 3 with Productivity for six progress, plus 1 Progress from Snerra (because we can assume Fjolla and Dolgi are leaving turn 13) for 7 progress plus 5 native, leaving it at 11 Progress. We could finish that on turn 14 with another 7 progress plus 5 native for 1 overflow. So yeah it'd complete on turn 14.

Personally I don't want to do that because I think the defense project would still be there in our project list and frankly I want to autocomplete the thing so we can focus our action list on research.

I guess I'm okay with going all in on the underway next turn, since it means we can do proper research the turn after.
If we go all in and the defense project isn't autocompleted, which seems likely since the Underway proper wouldn't be finished until turn 14, then we would have to go basically all in again on turn 14 to not see the defense project and save project space. Which will be important for actually getting Research done, because the less Requests fighting with Research projects the more Research is likely to win by sheer dint of having nothing else to do.

I really really really wish we could have 5 free actions to make our turn plans with...

With just 5 freed up, every turn we could both hit a 3-action Odd Stuff bonus, and a Productivity bonus. Or we could do 2 Productivity activations, and still find time to research odds-and-ends here and there.

Just one more action. Just one more! Having only 4 is painful.

We would be able to both do very productive stuff, and research a topic of interest to us...
Personally I don't find five actions all that likely to actually evolve into two actions on requests and three on research. From my experience in questing it would just be the same dynamic we have right now of flopping between the two and thus still painful. At best it might be intermittent, but I don't believe you can get more than a 100 people to act consistently in a quest thread.

This also relates to my conclusions about getting more AP in an attempt to fix our action crunch woes.

I would like to start the banner process, or are we waiting on other research to get that done? It seems like the thing that would help in the background the same way getting rune weapons and armor out to most of the throng has done. That would still be 2 or 3 actions on underway.

Under way math:
Turn 12: 10 start +5 passive + 2 apprentice -> 17
Turn 13: 17 start + 5 passive +1 apprentice (I think we lose one action to the older two going on a journey) + 6 Snorri (from 2 actions plus proc) = 29
Turn 14: 29 start + 5 passive +1 apprentince +6 Snorri =41

That would let us do the banner and one action elsewhere turn 13 (maybe a bit more trickle into troll heart) and than turn 14 we could put 2 actions into crafting the banner to proc the trait for that as well as two into underway.


Hype. Also this is a big step if we can reproduce it
edit- rune post was updated as well but not sure what changed there
I think waiting on the Silver Wutroth research tree is also a good idea, because while the gromril might not go into the Banner unless we specify designs with hanging Gromril plates the Wutroth will be used as a banner pole.

Wait a minute. What are we supposed to do with that? You cant resmith or add Runes to Adamant matter you've made it right? So is it just a proof of concept or can we actually still smith it into something?

Also a bit sad there isnt a third epic deed. Means we didntbfind something else insane did we? Sad.
Got a question.
I'm not sure. Rune Metal part 4 might be figuring out how to put runes on it.
 
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