Rise of the Immortal King [Cultivation, CK2]

5 votes is the bare minimum for me to close a vote, which we have. So I may close this vote this morning unless people want to see if we get more votes?
 
Voting is closed in that case.
Scheduled vote count started by Abydon on Mar 21, 2023 at 2:52 PM, finished with 41 posts and 4 votes.

  • [X] Plan Knight of Life
    - [X] Hard - +4 Picks. The Empire starts on hard times and things go downhill from there. Will you be an island of tranquility in the chaos? Or will you be dragged under? Imperial Civil War timeline is now starting on Turn/Year 15.
    - [X] Silvertongued (+10 Diplomacy)
    -[X] Student of Business (+10 Stewardship)
    - [X] Genius (+10 Learning)
    - [X] Battle Mage (+10 Personal Prowess, Magical combat orientation.)
    -- [X] Choose a standard element. Gain 20 Affinity with said element. (Air, Earth, Water, Fire, Wood, Metal, Life)
    --- [X] Life
    -[X] Knight (+10 Personal Prowess, Physical combat orientation with a sword.)
    - [X] Alchemist (Gain alchemy skills, increase cultivation speed by 10% without Corruption cost, gain the ability to manage the Alchemy supply chain, gain Alchemy Hall + related supply chain)
    - [X] Mage-Knight Cultivation (Hybridize your cultivation to have all the combat options. Mage, Knight, or neither lock certain options. +10 Personal Prowess.) --- Requires taking both Mage and Knight options.
    - [X] Enhanced Affinities -- Requires taking 1 Affinity.
    -- [X] +40 to one Affinity
    -[X] Legendary Core Manual (A manual that helps with forming a Core, automatic success of Core Formation attempts. Core bonuses doubled when formed, the equivalent of a crit success on the formation attempt.)
    [X] Plan Plant God
    -[X] Student of Business (+10 Stewardship)
    - [X] Battle Mage (+10 Personal Prowess, Magical combat orientation.)
    --- [X] Wood
    -[X] Spirit Grain Farms (Gain farming skills, gain Spirit Grain Farms + related supply chain, increase cultivation speed by 10% without Corruption Cost)
    -[X] Horticulture (33% increased yield of Spirit Herb and Spirit Grain operations) --- Requires taking Spirit Grain Farms or Alchemist options.
    - [X] Enhanced Affinities -- Requires taking 1 Affinity.
    --- [X] +40 to one Affinity
    -[X] Legendary Core Manual (A manual that helps with forming a Core, automatic success of Core Formation attempts. Core bonuses doubled when formed, the equivalent of a crit success on the formation attempt.)
    -[X] Loyal Ninja Team (A 3 person team of Ninja sworn to you personally. Better intelligence/counter-intelligence capabilities.)
    -[X] Normal - +2 Picks. Every few years a threat outside your weight class will appear and need to be managed. (Kami, Kaiju, More Powerful Lord bullies you, etc.) Imperial civil War begins on Turn/Year 25.
 
Character Sheets
Zhang Yufei

Bio Age: 21.8
Chrono Age: 22
Aging Rate: 90%

Strategic Attributes
Diplomacy: +28 (Base 25, +3 from Treasure)
Martial: +15
Stewardship: +25
Intrigue: +15
Learning: +25

Questing: +9 (Base 0, +9 from Treasure)

Personal Skills
Personal Prowess: +45
Mage-Knight: No standard combat options are locked. Ever. Physical and spiritual cultivation are simultaneous and equivalent.
Alchemist: +10 to all Alchemy related rolls

Cultivation
Power: 114 (100 is required for the breakthrough to Core Formation)
Life Affinity: 80%
Dark Affinity: 25% (3% per Turn Risk of Discovery; Only relevant pre-War)
Safe Cultivation Speed: 110%
Corruption: 0%

Legendary Core Manual (A manual that helps with forming a Core, automatic success of Core Formation attempts. Core bonuses doubled when formed, the equivalent of a crit success on the formation attempt.)

Difficulty: Hard
15 Turns until Civil War; Empire starts in Hard Times
 
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Territory Sheet
Stonehaven
Economic Situation: It is a struggle. (Economic growth reduced by 65%); Net +26.5% Economic Growth
Tax Revenue: 3,475 Imperials (13,475 under average taxes)
Population: 11,250
Household Troops: 500

Per Turn Resource Gains:
Energy Cycling Spirit Stones: +2 (500 Imperials)
Foundation Establishment Spirit Stones: +2 (2000 Imperials)
Core Formation Spirit Stones: +1 (8000 Imperials)
Ascendant Soul Spirit Stones: +1 (32000 Imperials)
Common Foundation Establishment Pills: +5 for personal use (5% Corruption, +5 to any roll)

Reserves
21,000 Imperials
2 Energy Cycling Spirit Stone Unit
2 Core Formation Spirit Stone Unit
2 Ascendant Spirit Stone Unit

Special Features
Spirit Stone Mines: You have easy access up to Ascendant Soul grade spirit stones. These can enhance cultivation or sold for money. (+20% Economic Growth, +1 Spirit Stone Resource of each grade)

Alchemy Hall + Spirit Herb Gardens: You have alchemists and the supply chain to supply them. Common-grade pills up to your cultivation level are basically free except for Corruption. More expensive/valuable pills will consume actions or currency. (+20% Economic Growth, Easy access to Common pills up to your current grade)

Artifice Hall + Related Supply Chain: You have artificers and the supply chain to supply them. You just lack the skills to properly manage it. (Shopping for Core Formation or lower treasures no longer suffers transportation risk or scarcity cost penalties)

Border Forts: These stout fortresses can hold against a force up to 5x their number and can fit up to 200 house troops. They have secure supply lines to the rear that face your valley which enables you to reinforce them and resupply as needed. Their only real vulnerability is a ninja team poisoning the wells that provide water.

Stimulus Program: At the cost of 5,000 Imperials, tax have been lowered for the poor. In addition, free rice and vegetables is now provided to the poorest among us to enable them to have full bellies which subsidizes our farmers with large government purchases for basic food stuffs.

Master Ling Fe: +10% Economic Growth, +5 for Talismans Effects)
 
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Goal: max life affinity, unlock the two tertiary affinities, before doing Legendary Core formation.

Agreed entirely. We probably can't get them above 20 or so, but getting, like, Fire and Soul to that point would be ideal. Also, Life/Fire/Soul sounds awesome thematically...that's got some definite phoenix energy.

Common Foundation Establishment Pills: +5 for personal use (5% Corruption, +5 to any roll)

How does Corruption work? Seems like a very important thing to know and understand.
 
How does Corruption work? Seems like a very important thing to know and understand.

Corruption reduces cultivation speed.

So if you gain 5% Corruption, have 110% cultivation speed, you would be at 105% cultivation speed.

Purification rituals can reduce Corruption by 10% a turn at the cost of 1 personal action.

There are other positive effects of Corruption if you do certain things with certain techniques but you didn't take Reaper so its not really relevant for now.
 
Goal: max life affinity, unlock the two tertiary affinities, before doing Legendary Core formation.
No time. That's a lot of turns of questing before core formation so we'll be nearing the civil war if we do things this way by the time we're finished something that's not particularly acceptable, to be honest even with me going out of my way to allow us to minimize our need to be a strong independent force in the early days of the civil war itself.

The best we can do is well we cultivate our way up to our core formation breakthrough point is do quests to see if can't grab a life affinity buff and a strong secondary affinity which if they're close enough to finished by the time we're ready to breakthrough we can consider delaying the two or three remaining turns needed to grab those before breaking through but if we're still like five turns away from grabbing one of those we should just cut our losses before moving on.

If you want a tertiary affinity in addition to a secondary one we're going to need to drop boosting our life affinity to make room for it as well.
 
No time. That's a lot of turns of questing before core formation so we'll be nearing the civil war if we do things this way by the time we're finished something that's not particularly acceptable, to be honest even with me going out of my way to allow us to minimize our need to be a strong independent force in the early days of the civil war itself.

The best we can do is well we cultivate our way up to our core formation breakthrough point is do quests to see if can't grab a life affinity buff and a strong secondary affinity which if they're close enough to finished by the time we're ready to breakthrough we can consider delaying the two or three remaining turns needed to grab those before breaking through but if we're still like five turns away from grabbing one of those we should just cut our losses before moving on.

If you want a tertiary affinity in addition to a secondary one we're going to need to drop boosting our life affinity to make room for it as well.
Ok makes sense. So just Life/Soul then.
 
Ok makes sense. So just Life/Soul then.
I... maybe? Soul doesn't provide a way for us to overcome our weakness to death but it would boost our performance when using life I'm pretty sure which further boosts our already kind of insane natural combat abilities in that regard. It's a trade-off I'd have to seriously consider but I'm presently leaning towards a much more standard element as our secondary affinity due to the fact we won't be leaving any real potential weaknesses exposed if we take one of those over soul.
 
I... maybe? Soul doesn't provide a way for us to overcome our weakness to death but it would boost our performance when using life I'm pretty sure which further boosts our already kind of insane natural combat abilities in that regard. It's a trade-off I'd have to seriously consider but I'm presently leaning towards a much more standard element as our secondary affinity due to the fact we won't be leaving any real potential weaknesses exposed if we take one of those over soul.
You ignored a keypoint. Every Affinity is a pseudo-counter against Death except for life. That would include soul.
 
No time. That's a lot of turns of questing before core formation so we'll be nearing the civil war if we do things this way by the time we're finished something that's not particularly acceptable, to be honest even with me going out of my way to allow us to minimize our need to be a strong independent force in the early days of the civil war itself.

The best we can do is well we cultivate our way up to our core formation breakthrough point is do quests to see if can't grab a life affinity buff and a strong secondary affinity which if they're close enough to finished by the time we're ready to breakthrough we can consider delaying the two or three remaining turns needed to grab those before breaking through but if we're still like five turns away from grabbing one of those we should just cut our losses before moving on.

If you want a tertiary affinity in addition to a secondary one we're going to need to drop boosting our life affinity to make room for it as well.

I think we need to see the possible actions in question before we know this for sure. Trying for three quests would definitely delay things at least a bit, but we get three personal actions per turn. If it's 5 actions per 'quest' we could theoretically accomplish three 'quests' and the three actions to advance our core all within 6 turns (since that's 18 actions). Comparatively, doing only two such five action projects plus advancing is definitely at least 5 rounds (since that's 13 actions), so the difference may not be all that huge. Even adding a turn for padding out potential failures, and we're still only talking Turn 7 (and would likely need to do that on the 'two quest' plan as well, making it Turn 6). That's a delay, but potentially a worthwhile one.

Now, that may not be logistically viable depending on the other demands on our time (and our chances of success on the quests...if they use Learning we're in a much better place than if they use something like Martial), but I wouldn't dismiss it out of hand before we even see the actions available.

You ignored a keypoint. Every Affinity is a pseudo-counter against Death except for life. That would include soul.

Soul doesn't have any normal combat applications...I suspect it actually doesn't counter Death very well. It's tempting but I think Sir LagsAlot is right and we may need to go Fire if we have to pick only one of the two.
 
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My only real goal is getting soul.

You can try to do other plans, but that's the only single thing i care about.
 
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You ignored a keypoint. Every Affinity is a pseudo-counter against Death except for life. That would include soul.
I didn't miss that. The problem with soul is that it doesn't provide combat techniques due to it being a sensory-based affinity so it being stronger overall than death at the same affinity level is rather meh since it seems to be an affinity primarily about supporting your other affinities as they do their thing, and as a key tool for information gathering rather than as something able to stand independently on its own.
I think we need to see the possible actions in question before we know this for sure. Trying for three quests would definitely delay things at least a bit, but we get three personal actions per turn. If it's 5 actions per 'quest' we could theoretically accomplish three 'quests' and the three actions to advance our core all within 6 turns (since that's 18 actions). Comparatively, doing only two such five action projects plus advancing is definitely at least 5 rounds (since that's 13 actions), so the difference may not be all that huge. Even adding a turn for padding out potential failures, and we're still only talking Turn 7 (and would likely need to do that on the 'two quest' plan as well, making it Turn 6). That's a delay, but potentially a worthwhile one.

Now, that may not be logistically viable depending on the other demands on our time (and our chances of success on the quests...if they use Learning we're in a much better place than if they use something like Martial), but I wouldn't dismiss it out of hand before we even see the actions available.
The problem is that all quests, and cultivation are sequential actions so if we take the average of seven or eight turns for the third quest then add the three turns from cultivation on top of that since it would have filled that slot for a few turns before we started that quest then we stack on top of that the one turn for a breakthrough we get it taking us on average eleven to twelve turns out of the fifteen we have to prepare for the civil war just to complete that second quest.

Meanwhile, a core formation rush takes four turns, and a two-quest breakthrough takes on average seven or eight.
 
I didn't miss that. The problem with soul is that it doesn't provide combat techniques due to it being a sensory-based affinity so it being stronger overall than death at the same affinity level is rather meh since it seems to be an affinity primarily about supporting your other affinities as they do their thing, and as a key tool for information gathering rather than as something able to stand independently on its own.

The problem is that all quests, and cultivation are sequential actions so if we take the average of seven or eight turns for the third quest then add the three turns from cultivation on top of that since it would have filled that slot for a few turns before we started that quest then we stack on top of that the one turn for a breakthrough we get it taking us on average eleven to twelve turns out of the fifteen we have to prepare for the civil war just to complete that second quest.

Meanwhile, a core formation rush takes four turns, and a two-quest breakthrough takes on average seven or eight.
You're missing a key point even if it is sequential it's the difference between using the 3 personal on cultivation versus 2 personal on cultivation. No real time difference just personal action cost.
 
I didn't miss that. The problem with soul is that it doesn't provide combat techniques due to it being a sensory-based affinity so it being stronger overall than death at the same affinity level is rather meh since it seems to be an affinity primarily about supporting your other affinities as they do their thing, and as a key tool for information gathering rather than as something able to stand independently on its own.

That'd definitely be my concern going Life/Soul alone, yeah.

The problem is that all quests, and cultivation are sequential actions so if we take the average of seven or eight turns for the third quest then add the three turns from cultivation on top of that since it would have filled that slot for a few turns before we started that quest then we stack on top of that the one turn for a breakthrough we get it taking us on average eleven to twelve turns out of the fifteen we have to prepare for the civil war just to complete that second quest.

Meanwhile, a core formation rush takes four turns, and a two-quest breakthrough takes on average seven or eight.

Do they need to be accomplished sequentially like that with absolutely zero breaks, though? Like, does taking one year off break the chain? Because if we can take an occasional year off on specific quests, we could do something like this:

Turn 1: Quest #1, Quest #2, Quest #3,
Turn 2: Quest #1, Quest #2, Cultivation
Turn 3: Quest #1, Quest #2, Quest #3,
Turn 4: Quest #1, Quest #3, Cultivation
Turn 5: Quest #1, Quest #2, Quest #3,
Turn 6: Quest #2, Quest #3, Cultivation

That obviously doesn't count the inevitable failures, but the principle stands, that just tacks on some years. Will it take longer than the two quest plan? Sure. But I think we're talking maybe two turns longer if that, not a huge amount of time. This is, as I said, also more viable if we can use one of our stats at 25 on the Quests to up their odds of success, but that honestly seems decently likely to me (Learning would seem the most likely stat to be involved).
 
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That'd definitely be my concern going Life/Soul alone, yeah.



Do they need to be accomplished sequentially like that with absolutely zero breaks, though? Like, does taking one year off break the chain? Because if we can take an occasional year off on specific quests, we could do something like this:

Turn 1: Quest #1, Quest #2, Quest #3,
Turn 2: Quest #1, Quest #2, Cultivation
Turn 3: Quest #1, Quest #2, Quest #3,
Turn 4: Quest #1, Quest #3, Cultivation
Turn 5: Quest #1, Quest #2, Quest #3,
Turn 6: Quest #2, Quest #3, Cultivation

That obviously doesn't count the inevitable failures, but the principle stands, that just tacks on some years. Will it take longer than the two quest plan? Sure. But I think we're talking maybe two turns longer if that, not a huge amount of time. This is, as I said, also more viable if we can use one of our stats at 25 on the Quests to up their odds of success, but that honestly seems decently likely to me (Learning would seem the most likely stat to be involved).
Just a note on that overreaching goal, quest 3 shouldn't be the one consistently skipped it would be best to pick the quest that is the furthest ahead.
 
Just a note on that overreaching goal, quest 3 shouldn't be the one consistently skipped it would be best to pick the quest that is the furthest ahead.

The purely demonstrative plan I list actually skips all three Quests exactly once each (well, okay, it 'skips' #1 because it's complete). But yeah, for the actual plan, you're quite correct, what would get skipped would vary a lot depending on what we were doing well at right at the moment. Realistically, we'd never do the final cultivation action the same turn as there were any remaining plans still to complete, either.
 
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You're missing a key point even if it is sequential it's the difference between using the 3 personal on cultivation versus 2 personal on cultivation. No real time difference just personal action cost.
What? Alright, you've misunderstood something so we have three personal actions, and we're only allowed to cultivate a singular time every turn which we need to do so three times in order to reach the point where can breakthrough. Quests work similarly we can only dedicate one action to a particular quest every turn so that means the maximum amount of progress any personal action can is one per turn meaning on average this is what you're proposing looks like.

Turn 1
Personal Action 1: Cultivation (1/3)
Personal Action 2: Quest 1 (1/5)
Personal Action 3: Quest 2 (1/5)

Turn 2
Personal Action 1: Cultivation (2/3)
Personal Action 2: Quest 1 (2/5)
Personal Action 3: Quest 2 (1/5)

Turn 3 (Breakthrough Rush)
Personal Action 1: Cultivation (3/3)
Personal Action 2: Quest 1 (3/5)
Personal Action 3: Quest 2 (2/5)

Turn 4
Personal Action 1: Quest 3 (1/5)
Personal Action 2: Quest 1 (3/5)
Personal Action 3: Quest 2 (3/5)

Turn 5
Personal Action 1: Quest 3 (1/5)
Personal Action 2: Quest 1 (3/5)
Personal Action 3: Quest 2 (4/5)

Turn 6
Personal Action 1: Quest 3 (1/5)
Personal Action 2: Quest 1 (4/5)
Personal Action 3: Quest 2 (4/5)

Turn 7
Personal Action 1: Quest 3 (2/5)
Personal Action 2: Quest 1 (5/5)
Personal Action 3: Quest 2 (5/5)

Turn 8 (Two Quest Breakthrough)
Personal Action 1: Quest 3 (3/5)
Personal Action 2: ???
Personal Action 3: ???

Turn 9
Personal Action 1: Quest 3 (4/5)
Personal Action 2: ???
Personal Action 3: ???

Turn 10
Personal Action 1: Quest 3 (5/5)
Personal Action 2: ???
Personal Action 3: ???

Turn 11 (Three Quest Breakthrough)
Personal Action 1: Breakthrough
Personal Action 2: ???
Personal Action 3: ???

As you can see we're on average delayed until turn eleven or turn twelve by a third quest. Now if we're lucky, and never fail an action a third quest could be completed at the same time as two quests complete their average length but that's not the average so don't get your hopes up. And, all of this is presuming that these quests are all boosted by relevant stats by the way otherwise our average breakthrough is pushed back to turn thirteen on average from a three-quest breakthrough.
There's a three-turn minimum on how much it can delay things pretty much due to cultivation taking that many turns in the slot unless we get fantastically unlucky with our other quests at least well getting lucky with quest three. Regardless, your proposed action order is inefficient for no reason as it raises risk for no reward by spreading out actions which can be completed in a sequential manner delaying their rewards, and lowering the amount of power we'll have at our disposal on average as a result.
The purely demonstrative plan I list actually skips all three Quests exactly once each. But yeah, for the actual plan, you're quite correct, what would get skipped would vary a lot depending on what we were doing well at right at the moment. Realistically, we'd never do the final cultivation action the same turn as there were any remaining plans still to complete, either.
That makes literally zero logical sense we'll want to rush the cultivation actions as soon as possible regardless of our plan so that we always have the safety net of an emergency core formation button if need be, and not taking it denies us the extra power provided by that cultivation session regardless even if you don't want that.
 
Year 1.1 / Turn 1: Establishing Ourselves
Zhang Yufei arrived in Stone Haven safely but that was to be expected. While the Empire struggled, few would dare to attack a cultivator and those that did often regretted it. The seat of power in Stonehaven was aptly named Mountainhome and it provided the walls and population to both work and protect the spirit stone mines. The main reason for the provinces existence and its primary source of income.

A secondary source, and part of why Yufei suspected he had been sent, was the Alchemy Hall and the spirit herb garden that fed it. A valuable source of alchemy products that would feed the House's needs for alchemy products despite the distance.

The fief itself was in good shape despite the decline in spirit stone production. Morale was good, crime was low, and tax revenue flowed into the coffers on time. The household troops were happy with their lot in life, a purely defensive force against the dangers of the Wilds.

The only problem was the lack of information. You did know much about your neighbors, your people, or the Wilds. All things worth of investigation.

Actions
Any action may be taken once per turn. You have 3 strategic and 3 personal actions per turn. Long term projects require sequential actions so they cannot be completed in 1 turn even if you throw 3 actions at them.

Strategic Actions

Diplomacy: +25

[] Meet with a Neighbor
--- [] Which Neighbor?

Come to understand their needs, their concerns, and a way to make a positive relationship moving forward.

[] Trade Negotiations

You have a valuable resource in Ascendant Soul spirit stones. 30,000 Imperials a year can buy alot. Find stuff to buy and negotiate the exchange. Treasures, rare alchemy ingredients, whatever you want is possible with such a resource.

[] Town Hall

Meet with the people. Find out their concerns, their needs, and so forth.

Martial: +15

[] Increase Household Troops

Exact increase depends on roll but ranges from 1 to 100% increase in Household Troops. Cost is 10 Imperials/Turn/Troop.

[] Fortifications

Establish border forts to watch the major entrances/exits to the valley. There are only 3 and station troops there.

+10 Martial when defending against Wilds or other incursions/invasions.

[] Establish Mage-Knight Sect

Mage-Knight is a valuable secret technique and one that can be taught to cultivators to build a following. This reduces your personal actions by 1 per turn for 5 turns while you train people. Once that payment is complete, the cycle becomes self-sustaining. In return, you gain a source of combat trained cultivators in your fief that are nominally loyal to you.

Stewardship: +25

[] Establish Artifice Hall (Step 1)

This is a 3 step process to establish an Artifice Hall and the related supply chain to produce Treasures. Without Artifice Skills, this activity is substantially less effective as you can be swindled on the prices of materials and labor.

+20% Economic Growth (with Artifice Skills); Easy access to Treasures up to your tier through the Artifice Hall and local markets; +1 Treasure per tier into the fief's coffers from taxes that can be used/sold. Roughly 5,000 Imperials/Turn in tax revenue if all are sold.

[] Establish Beast Ranch (Step 1)

This is a 3 step process to establish a Beast Ranch and the related supply chain to produce Bondable Beasts. Without Beast Taming skills, this activity is substantially less effective as you can be swindled on the price of beasts and labor.

+20% Economic Growth (With Beast Taming Skills); Easy access to beasts to bond. +3 Foundation Establishment Beasts / Turn worth 2,000 Imperials each go into your coffers. Does not upgrade with you but will grow the number of beasts per time.

[] Establish Spirit Grain Farms (Step 1)

This is a 3 step process to establish a series of Spirit Grain Farms to supply you with foodstuffs that speed up cultivation by 10%. Without farming skills, this activity is substantially less effective as you can be swindled on the price of seed and labor.

+20% Economic Growth (with Farming Skills); +10% Cultivation Speed w/o Corruption; +6,000 Imperials of spirit grain a turn. Revenue grows as time passes.

[] Financial Stimulus

Lower taxes on the poor, increase subsidies to the poor. They are going to spend that money buying essentials of life and more spending speeds up economic growth.

Can only be taken once.

Reduces Imperials income by 5000.
Improve economic conditions 1 step. (-75% -> -65% Reduced Economic Growth)

[] Raise Taxes

The opposite of stimulus, if you need more cash and need it now? This is the way.

Can only be taken once.

Increases Imperials income by 5000.
Worses economic conditions 1 step. (-75% -> -85% Reduced Economic Growth)

Intrigue: +15

[] Spy on Neighbor
--- [] Which Neighbor?

Find out the target's secrets if they are easily accessible. Discover information about them as if you met with them. Chance of annoying them with your spies.

[] Establish Spy Network
Gain access to a 4 item Rumor Mill.

[] Spy on your People

Find out what makes the locals tick. Their questions, their concerns. Ferrets out secrets at the risk of offending people.

Learning: +25

[] Create Technique (Genius Unlock)
--- [] Write in what you want and how many successful actions you want it to cost. Effectiveness will be determined by quantity of actions and the rolls. You will not know ahead of time what the results will be as this is basically random technique R&D with some guidance.

[] Acquire Technique
--- [] Write in what you are looking to buy. These will not be secret techniques but even "common" techniques are expensive to gain and to filter through all the subpar stuff.

5000 Imperials is the rough cost expectation here.

[] Study the Wilds

Reduces the risks and increases the rewards of the next Adventure! attempt. Provides a +30 to the roll, basically.

Also uncovers a random piece of information about the Wilds unrelated to the roll bonus.

Personal Actions

[] Cultivate: Gain +11 Power (110% Cultivation Speed)
--- [] Use Foundation Establishment Spirit Stone Supply for +30% Cultivation Speed (+3 Power)
--- [] Use Common Grade Pill for +10 to Cultivation Roll for 5% Corruption

[] Purification Ritual: Reduce Corruption by 10%

[] Produce High Quality Pills (Produces 5 pills, 1 consumed per action, 0% Corruption)
---[] Write in what you want to boost. +5 to any Strategic Area. +10 if limited to a specific activity (i.e. Cultivation or Personal Combat) within that area.

[] Produce High Quality Breakthrough Pill (Produces 1 pill for Core Formation Breakthrough)

Cost: 5000 Imperials in supplies.
Result: 10% increased Breakthrough Bonuses (i.e. You go from +200% to +210% for core formation, rounded up)

[] Adventure!

Go into the wilds and see what you get. Ranges from technique manuals to ancient treasures. If bad result, lose all other personal actions that turn while you recover.

[] Go Shopping!

Find and purchase valuable item(s) with your supply of Imperials. Also, allows you to sell your Spirit Stone production which is more valuable than your tax income.

[] Quest: Improve Affinity by 20%
---[] Write in which Element

[] Quest: Gain Artifice Skills

[] Quest: Gain Beast Taming Skills

[] Quest: Gain Farming Skills

[] Quest: Gain Horticulture Secret Technique (Boosts economy due to increased spirit herb production)

[] Quest: Write In
 
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