I think this sentence might have gotten mangled somewhere.All of that would seem to most like all that a shipyard complex would be able to do
Central Government Complex - Japan
(+2 Diplomacy, +2 Practice)
War Office
Advisor: Minister Lina Sharpe - Martial 26
State Department
Advisor: Minister Kazuki Honoka - Diplomacy 23
Home Office
Advisor: Minister Adriana Thera - Stewardship 24
-Orbital Integration Design Pad: +5 on orbital construction projects
-Ministerial VI: +5 to Military construction projects, free Stewardship dice
Ministry for Security
Advisor: Minister Marcus Romero - Intrigue 32
-Network Supremacy: +d10 to Network based Intrigue actions
-System Sensor Array: +5 to orbital Intrigue actions
Ministry for Science
Advisor: Minister Mary D'reve - Learning 27
Ministry for Practice
Advisor: Minister Vega Cant - Practice 19
+5 to orbital construction Stewardship actions [Steel Wombs, Year 1]
+5 to Skylark Stewardship actions [Return to Red Sand, Year 3]
+5 to Void Secret actions [Tower of Babylon, Year 3]
+5 to Engineering Corps actions [Stairway to Heaven, Year 3]
+5 to orbital Intrigue actions [Eyes to See, Year 4]
+5 to military construction actions [Overwhelming support, Year 4]
+5 to The Blade action [The Haft, Year 4] (only applies to single action)
+5 to Watching The Stars action [Watching the Stars, Year 5] (only applies to single action)
Yup. One for diplomacy (which is good, cause we do diplomacy well but the options are all pretty meh) and a bunch for learning about Practice (which is decent, albeit somewhat overwealming given how many options on the subject we already have. Hopefully we get something we can use immediately).Also, holy shit at all the 'actions unlocked' we got this turn
In particular, the following aren't listed:
+5 to Skylark Stewardship actions [Return to Red Sand, Year 3]
+5 to Void Secret actions [Tower of Babylon, Year 3]
+5 to Engineering Corps actions [Stairway to Heaven, Year 3]
Were those just applied directly to the actions involved, increasing their proc chance as shown in the action?
Actually, do you also do the same thing for the other bonuses, or are they applied to the roll instead of the DC? Because I'm looking at the +5 to Military construction projects from the VI which we got in turn 4, and I didn't see it help our roll or affect our DC on the The Hilt.
Good rolls all around, goddamn. Except for that one slim failure, but hey, we got bonuses for days.![]()
Oof. There is our second action failure this year.Look the Centre has been added, I forgot to paste it back in in the right place whilst I was moving everything about.
Fixed. I tend to copy & paste the line I need and then change it. This time I didn't quite nail the second step.@PrimalShadow Found an error. Practiced Leaders gives +1 Military Action Die, not Stewardship.
No. We have no reason to believe that the last roll is somehow more important than the previous ones, so I see no reason to prioritize using a second die there. I wouldn't mind the practice die, I suppose.Also, does everyone think it's a good idea to put at least 2 Dice and probably a Pratice Die on Small is Beautiful next turn? As it is ending, and the better the result, the better the Secret...
@Snowfire - What are the rules on these practice rolls? It look like they don't get our practice bonus, but the DC is 0 - is that right, or is there more to it?Practice Roll: 85. Margin of over 80! Practice Trance roll: 71. Practice Trance!
Nice. And we've only been sitting on this action since Turn 4, so I don't even have to feel too bad about not having done it sooner.
...
Awesome. I guess our GM saw that Phoning home wasn't getting the love it needed and decided to help out.(Shiplord jamming effectiveness will be severely reduced, -1 year to Phoning Home)
Now that is a nifty roll. And looking at the opinion tables below, we've pushed Earth and the Administration to Serene, which is new. And Mars + Space were pushed from Supportive to United, which is probably cap.[Roll: 99 + 47 =146. Margin of over a hundred! Overwhelming Success!]
I'm surprised that this got folded in without even a roll.
I'm kind of sad that all of our learning only unlocked more actions. I was hoping for stuff rather than new avenues of research.
After three years, we've finally cleared the two personal projects we were working on, and simultaneously unlocked the mystery-box that has been hinted at since literally turn one:(Amanda Hawk loses trait Drained, Amanda Hawks gains trait Speaker of Practice, new options unlocked, Vega Cant gains +1 Practice)
You find something strange in the midst of the events however; the taste of Practice on your fingertips, and a feeling of...something.
@Snowfire - What are the rules on these practice rolls? It look like they don't get our practice bonus, but the DC is 0 - is that right, or is there more to it?
Awesome. I guess our GM saw that Phoning home wasn't getting the love it needed and decided to help out.And it makes perfect sense here, too.
I guess we are going to be finding out just what was meant by "It isn't a vital project, but could be an important one."
Now that is a nifty roll. And looking at the opinion tables below, we've pushed Earth and the Administration to Serene, which is new. And Mars + Space were pushed from Supportive to United, which is probably cap.
Looks like our diplomancer just pretty-much won the population morale game.![]()
I'm surprised that this got folded in without even a roll.
Honestly, between this, completing The Middle Way, the bonus from Suspicious Offices, and the promised Miracle, this is going to be a big deal.
I'm kind of sad that all of our learning only unlocked more actions. I was hoping for stuff rather than new avenues of research.
Come to think of it, something like two thirds of all Learning actions we've done just unlocked more actions. Though that makes sense, given that it is Learning. I'm not sure why I expected something different.
More seriously though, I think we should try shifting our priorities on the learning actions from the easier stuff to whatever was unlocked by the longest chain. Since things get more and more difficult as we progress up the tech tree, I feel like we have been trying to grab the low hanging fruit and grabbing the pre-preprequisites for new technologies instead of actual actionable items.
After three years, we've finally cleared the two personal projects we were working on, and simultaneously unlocked the mystery-box that has been hinted at since literally turn one:
I'm excited to see how it works in practice.
Though the descriptive text for the trait on the front page is missing an "as", @Snowfire.
I've updated my compendium to account for stuff that happened this turn.
------------------------------------------------------------
Earth
- Cities of Light (Earth population moved to Practiced Cities)
- Infrastructure Net + Hi-def Holographic Broadcasting Capacity
- Factories
- Space Elevator
Space
- Mining Stations and Smelters/Refiners/etc
- Orbital Shipyard Complex
- Sensor Platform Network
Mars
- City of Skylark + Colonists
- Red Tower
- limited atmospheric conversion
Sizeable amount of Practiced combat gear
Auxiliary Fleet Prototype Run + 2 Task Groups
Tower Class Prototype Run
Dauntless Class Prototype Run
Planetary Shield Network & Ground to Orbit Batteries
Marshaled the Troops
- SDC
- Potentials
- Experimental/Auxiliary Formations
Practiced Officers trained
Anti-shiplord Tactical guide written
Civilian Network configured to support coordinating the defence of Sol
Published Practice guide for new potentials
Shape of Miracle unlocked + streamlined
New investigation options unlocked
- Origin and mechanics of Practice
- Void Secrets
- Curious Words / Touching the Void
- Potential alien allies
- Whatever A Gift of Blood and Soul unlocks [Note: rename when more info is available]
- Whatever Writing on the Soul unlocks [Note: rename when more info is available]
- Whatever Be Harmonious unlocks [Note: rename when more info is available]
Investigated our Governemnt
- Administration
- Congress
- Cabinet
Shiplord subnet encountered
- Compromised Congressional Deligates identified
- Compromised Administration personnel identified
- Compromised Cabinet Aide removed
- Compromised entities linked to shiplord subnet
- Subnet access to Earth Infonet identified, traced, and largely curbed
Gave Speeches
- Presidential Address
- Honour in Sacrifice
- The Heart Remembers
Social events with the Government
- Congress
- Bureaucracy
- Administration Holdouts
Reached out to Those of the Circles
Sang for The People
- On Earth
- Across the scattered Habitats
Project Insight accessed
Ministry of Science expanded
Ministerial VI created
Potential construction force organized and expanded
Shipyard Design Center built
Military Leadership unified
------------------------------------------------------------
------------------------------------------------------------+1 Action Die [Presidential Address, Year 1]
+1 Action Die [The Bureaucracy, Year 1]
+1 Action Die [Those of the Circles, Year 1]
+1 Action Die [The People Sing, Year 1]
+1 Action Die [Full Rebuild, Year 1]
+1 Action Die [Starlit Allegro, Year 2]
+1 Stewardship Action Die [Overwhelming support, Year 4]
+1 Military Action Die [Practiced Leaders, Year 6]
+1 Practice Die [Extend the Department, Year 5]
+5 to orbital construction Stewardship actions [Steel Wombs, Year 1]
+5 to Skylark Stewardship actions [Return to Red Sand, Year 3]
+5 to Void Secret actions [Tower of Babylon, Year 3]
+5 to Engineering Corps actions [Stairway to Heaven, Year 3]
+5 to orbital Intrigue actions [Eyes to See, Year 4]
+5 to military construction actions [Overwhelming support, Year 4]
+5 to Watching The Stars action [Watching the Stars, Year 5] (only applies to single action)
-1 year to Phoning Home action [Swords from Ploughshares, Year 6] (only applies to single action)
+5 to next attempt at the From the Other Side action [From the Other Side, Year 6] (only applies to single action)
+5 to next attempt at the Look to the Centre action [Look to the Centre, Year 6] (only applies to single action)
+1d10 bonus to network Intrigue actions [Watching the Stars, Year 3]
+10 to Design and Prototyping actions [Design Centre, Year 6]
Subnet access to Earth's infonet heavily reduced [Search Function, Year 5]
Shiplord jamming effectiveness severely reduced [Swords from Ploughshares, Year 6]
Unspecified bonus to combat rolls against Shiplords [Visions of the Lost, Year 5]
Unspecified Preparation bonuses applied to Eldest Legacy [The Elder's Wall, Year 6]
As a side note. @Snowfire - if you wouldn't mind indulging my curiosity for a moment, could you tell me what the Construct Prototyping Centre action would have done without the practice trance on the auxiliaries roll? Cause it looks like the latter gave the +10 bonus, but I'm not sure what the former does...
Well, now that we know it is at a 50% discount, we'd be fools not to pick it.
Ah. That makes more sense. In that case, it might be a good idea to put in "??? + 44 + 5 (Eyes to See) = ???". This keeps things in the same format as what you've got already, and (perhaps more importantly) is extremely thrilling to see - that kind of stuff immediately tells you that something interesting is going to happen. Or maybe it is just me, I guess.I have actually rolled for this, but I've been hiding it as it's important for the opening of Shadows of Sorrow.
Yeah; I know they aren't trap options. It is basic research - we need to do it to open more powerful branches of the tech tree later on. I'm thinking of it roughly as digging up a chdst of fun stuff that we can try to unlock later on. Only, right now, we've got a pretty nice row of chests ready to go, so in the short-term, keys are more useful than locks.Most of what you've done has basically been what you're thinking it is. To be clear, these aren't trap options, I don't like the idea of those.
You do still need an "as" there.
Good to know. At this point, it is still a Mystery Box to us. We can Practice in a way other people can't. Great! But what does it mean?
Admittedly, with the way shipyard practice was set up, we get 81+ exactly 20% of the time, and we put two dice in it, so there was a good 36% chance of this happening.All of the results of note have been clumped together at the end of the written section. So the +10 out of +20 came from the Prototyping Centre action, which was going to be a +15 max but then you rolled a Greater Success on the Practice dice![]()
Fixed, thanks.Also, something I noticed in your compendium. The Aegis only supplied shields and planetary defences to Earth. It didn't extend to Mars. This may be why the population of Mars is currently Uneasy![]()
Ah. That makes more sense. In that case, it might be a good idea to put in "??? + 44 + 5 (Eyes to See) = ???". This keeps things in the same format as what you've got already, and (perhaps more importantly) is extremely thrilling to see - that kind of stuff immediately tells you that something interesting is going to happen. Or maybe it is just me, I guess.
Yeah; I know they aren't trap options. It is basic research - we need to do it to open more powerful branches of the tech tree later on. I'm thinking of it roughly as digging up a chdst of fun stuff that we can try to unlock later on. Only, right now, we've got a pretty nice row of chests ready to go, so in the short-term, keys are more useful than locks.![]()
Admittedly, with the way shipyard practice was set up, we get 81+ exactly 20% of the time, and we put two dice in it, so there was a good 36% chance of this happening.
As far of the +15 max goes... didn't Yard Work in the turn 6 write up list it as +20?![]()
@Snowfire The Practiced Trance for our Auxiliary Task Forces... does this mean that from now on, all Auxiliary Task Forces will have improved shields, reverse engineered into the design from those the trance gave us, or is it only those two Task Forces that benefit?
Uhh... I was suggesting that the actual die roll and final result be hidden...
Uhh... I was suggesting that the actual die roll and final result be hidden...
@Snowfire That's going to be annoying for you once the combat starts, isn't it? Because everything's going to have a bunch of different stats even within the same so called 'class'...
Also, with adding extra die to the Shipbuilding action... does this mean we have two parallel ship runs, or is it a case of two tries for the same result? What I mean is, if we assign multiple standard die to a Ship Construction action, does that do multiple actions of that action, or does it do the normal 'roll two dice, pick highest roll as result'?
Because that sort of thing would be very useful to know for planning our turns...
Does anyone know how one goes about using the Internal Ad System here on SV? I was thinking that this thread could use some more attention.