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Let's go with Internal Affairs in the morning, and Strategy in the afternoon.
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# ? Feb 10, 2014 00:11 |
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# ? Jun 9, 2024 19:11 |
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What are the numbers atop the 4 broad categories, like "Physical +0.05"? They don't seem to be factored into skill growth bonuses like with the smaller categories, so what do they represent?
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# ? Feb 10, 2014 00:28 |
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Welp. I was wrong. Misremembered, I guess. GrizzlyCow fucked around with this message at 01:30 on Feb 10, 2014 |
# ? Feb 10, 2014 00:46 |
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Internal Affairs and some more Internal Affairs. Keep an eye on the filth.
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# ? Feb 10, 2014 00:49 |
Agnostalgia posted:What are the numbers atop the 4 broad categories, like "Physical +0.05"? They don't seem to be factored into skill growth bonuses like with the smaller categories, so what do they represent? They are how much extra points you get for a category. So all physical category classes get .05 times 5 days each week, or .25 extra points. Each extra week increases the category bonus by .01 and the set bonus by .1. MegaZeroX fucked around with this message at 01:14 on Feb 10, 2014 |
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# ? Feb 10, 2014 01:07 |
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Internal Affairs in the AM and Reflexes in the PM.
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# ? Feb 10, 2014 01:09 |
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GrizzlyCow posted:Completion of skill category. Note that we have one skill in the Physical skills tree at 50%. We have one skill out of 12 at 50%. That's about 5% or 0.05 (actually 4.2% but whatever). It looks like a different formula, given that in every skill category the category bonus is just our total skillpoints in that category divided by 1000. In social, we have 20 points, and receive a +0.02 skillpoints/day bonus to training, and so forth for the other categories. Now that the puppy has been initiated in the ways of internal affairs, we should prepare it for ventures beyond our borders. It will need to learn the arts of seduction and genetic warfare, so train Falcons to build rapport with the great storks that shall deliver countless litters to the enemy kennels, sired by our secret agent. Then, train ciphering so that we may develop a common language for all of these newborn canine infiltrators to report with, from all corners of the world.
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# ? Feb 10, 2014 01:30 |
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Logistics AM and Battlefield Medicine PM. Amateurs study tactics, professionals study logistics!
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# ? Feb 10, 2014 01:45 |
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Internal Affairs, Foreign Intelligence ((spoiler removed)) (USER WAS PUT ON PROBATION FOR THIS POST)
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# ? Feb 10, 2014 02:13 |
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Taran_Wanderer posted:Internal Affairs and Public Speaking I vote for these as well.
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# ? Feb 10, 2014 02:42 |
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PurpleXVI posted:Internal Affairs, Foreign Intelligence This. Having a good understanding of whats going on in your country as well as whats going on outside it is important to a good ruler. Somebody fucked around with this message at 04:17 on Feb 10, 2014 |
# ? Feb 10, 2014 02:43 |
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Haifisch posted:Ciphering AM, Internal Affairs PM. Let's get this spy queen train rolling. Sounds good to me. Knowing everything about the people around you is an important skill.
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# ? Feb 10, 2014 03:24 |
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So, are we trying to actually win our first playthrough and voting for the Best Possible Options every week according to whatever gamefaqs said?
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# ? Feb 10, 2014 03:27 |
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I don't know about anyone else, but I've been going full from the beginning, to no avail.
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# ? Feb 10, 2014 03:38 |
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Super Jay Mann posted:I don't know about anyone else, but I've been going full from the beginning, to no avail. I just got in on this gig but I want a little military genius. gently caress alliances and poo poo, we'll take what we want by force!
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# ? Feb 10, 2014 03:47 |
Rabidredneck posted:This. Having a good understanding of whats going on in your country as well as whats going on outside it is important to a good ruler. What are you talking about? The only requirement for a good ruler is dogs.
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# ? Feb 10, 2014 03:47 |
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I like Swords They're comfy and easy to stab people with!
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# ? Feb 10, 2014 03:48 |
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Put me down for Swords too. Manure plots can only get you so far before you need to sword someone in the face in person.
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# ? Feb 10, 2014 03:54 |
Internal Affairs and Foreign Intelligence After that, whatever activities we need to change over to a mood where Royal Demeanor and Conversation have some bonuses, because even more important than knowing what you're doing is knowing how to look and sound like you know what you're doing.
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# ? Feb 10, 2014 04:01 |
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Ciphering, Foreign Intelligence, and:The Sandman posted:After that, whatever activities we need to change over to a mood where Royal Demeanor and Conversation have some bonuses, because even more important than knowing what you're doing is knowing how to look and sound like you know what you're doing.
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# ? Feb 10, 2014 04:21 |
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Swording AM Foreign Intelligence PM
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# ? Feb 10, 2014 04:52 |
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The Sandman posted:Internal Affairs and Foreign Intelligence Yes.
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# ? Feb 10, 2014 09:05 |
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Pittsburgh Lambic posted:So, are we trying to actually win our first playthrough and voting for the Best Possible Options every week according to whatever gamefaqs said?
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# ? Feb 10, 2014 12:35 |
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Logistics and Swords. Maybe Angry would give her positive weapons modifiers...
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# ? Feb 10, 2014 14:20 |
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What's the policy on discussing alternate scenarios for things that have already passed?
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# ? Feb 10, 2014 16:34 |
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Seyser Koze posted:What's the policy on discussing alternate scenarios for things that have already passed? Since this lp will have multiple playthroughs, that probably counts as spoilers.
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# ? Feb 10, 2014 17:41 |
Seyser Koze posted:What's the policy on discussing alternate scenarios for things that have already passed? They can't be discussed unless I've talked about them or give the OK. I'll drop this rule on the last playthrough.
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# ? Feb 10, 2014 19:20 |
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I'll vote for doubling down on Faith.
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# ? Feb 10, 2014 19:50 |
Voting is Closed.
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# ? Feb 10, 2014 22:00 |
It's the same deal as last week's classes. The winners are obvious, so I'm not going to bother calculating the points. AM Classes Internal Affairs: 10 Swords: 5 Ciphering: 4 Falcons: 2 Logistics: 2 Intrigue: 1 Faith: 1 PM Classes Foreign Intelligence: 6 Internal Affairs: 4 Swords: 4 Public Speaking: 3 Running: 1 Logistics: 1 Animals: 1 Strategy: 1 Reflexes: 1 Battlefield Medicine: 1 Faith: 1
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# ? Feb 10, 2014 22:03 |
It's a short update today. Learning intrigue throws a lot of currently meaningless names at us, but it should be useful for Elodie (and by extension, us) to actually know what the gently caress is going on. (It's the Duchess of Ursul! Maybe I should go and say hello.) Then you notice that seated beside her is a woman in the robes of a priestess. They are very close together, their hands gently touching as they speak. (Looks like she's busy!) You turn and walk in a different direction, so as not to disturb them. At that moment, you notice something unusual. It looks like someone just left the palace grounds by going over the hedge. Was that a servant? A thief? Or... an assassin? What should we do? Also, what classes should we take next week? Elodie's strongest emotion should still be willful.
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# ? Feb 10, 2014 22:31 |
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Climb to look over the hedge, nothing could go wrong! I'm still voting for double faith on the classes.
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# ? Feb 10, 2014 22:35 |
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Climb and look! Logistics x2! We'll need to go to war eventually!
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# ? Feb 10, 2014 22:39 |
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Clmb the hedge. Also train Strategy and Swords.
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# ? Feb 10, 2014 22:57 |
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This no time for unnecessary risk call the guards and show this would be assassin no mercy. Also let's train our swords and agility because before long we will need to kill somebody.
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# ? Feb 10, 2014 23:03 |
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It's just a hedge, I'm sure even a sheltered 14-year-old with zero climbing skill could do it. Assuming we don't get assassinated today, Foreign Intelligence and Naval Strategy.
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# ? Feb 10, 2014 23:10 |
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Climb. Also swords and swords because why not.
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# ? Feb 10, 2014 23:11 |
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Guards! Guards And Cipheringx2 for the classes. Spy queen is go.
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# ? Feb 10, 2014 23:32 |
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Call Guards And Accounting x2
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# ? Feb 10, 2014 23:49 |
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# ? Jun 9, 2024 19:11 |
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Intriguing in the morning, Falconry in the eve. Climb up. It'll probably kill us, or at least, hurt us.
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# ? Feb 11, 2014 00:02 |