Eh. I understand it shouldn't be easy but I really don't like the idea of simply spending a design action on Magegems, even if it will be useful.
Sure, it'll reduce the amount of apprentices we use, but that'd probably take a design and revision when we could do much better things than that.
And RAM, you're basically suggesting to build a computer using circuits? I mean, it's not the worst idea in the long run (though working up to intelligent life stored in crystals is probably a better idea) but like the other intelligent life thing, that's something that would take a lot of actions to do. It's the kind of thing we indirectly work towards by advancing life/circuit magic in other designs first.
So anyways, it looks like Crystalworks isn't viable until we get Magegems. And Crystalworks probably isn't even worth that - I'd rather just go with a regular "factory" this turn instead.
Future Design: Steam Foundry
I'm not in the mood to do a lengthy write-out, so I'll just do the basics then if I submit this design in the Design phase I'll actually put in some detail.
The Steam Foundry is a large building in Arstotzka next to a river. People standing next to it can hear the roar of the steam engines powering the facility. Apprentices rotated in and out by the nearby Academy are trained in operating steam engines and similar devices here, powering the engines.
Raw metal is shipped here from the mountains, where it is smelted in massive quantities then shaped into needed shapes by simple machinery powered by the steam engines. Worksmen are present in occasional spots on these conveyor "assembly lines" where they perform basic tasks that the new machines cannot.
Modularity allows for new configurations to be added and changed as needed.
From here, we can then develop Magegems, then "upgrade" the Steam Foundry to also include the Crystalworks.
@Ebbor: Yeah, dogwood could work.
@VoidSlayer:
Crystalclads: I still like the idea of making a Crystalclad large enough to fit a HA1 or a large-ish number of HC1-Es.
Fire Staves: Yeah; one of the points of Magegems is to be universal. So instead of having to come up with an energy source or wasting an apprentice on any design we make, we can just say "stick in a magegem" and make it usable by mundane people.
I've typed out about an hour ago what I personally think is the best route for each "endgame" idea. (Said ideas are what I can gather from people semi-recently in the thread) These are of course very basic and assume non-awful rolls, so some revisions would of course have to be used for bug fixing. This is just to help anyone confused with what our long-term plans could be, and to give others ideas building off of this. Because it's not like we design in a void without Moskurg designing things too, this is just a "probably good place to start if we want this cool thing" type thing. So, without further ado...
Magic Rifles
1.) Design: Magegem or similar magic storage device
2.) Design: Magegem-powered "wand" (vulnerable to AM)
3.) Revision: +Cheap "wands" (mass deployment amongst infantry)
4.) Revision: +Power "wands" (now actually make them powerful)
Steam Rifles
1.) Magegem or similar magic storage device
2.) Steam engine miniaturization - multiple revisions or ~1? design.
3.) Steam Rifle (maybe vulnerable to AM? Adding anti-AM would be easier than the magic rifle)
Tank (Note: Should probably avoid ever using words "tank" in design/revisions for this goal to avoid triggering Evicted)
1.) (Maybe) Revision: HC3 (think a HA but with much higher fire rate, only Long range, much lighter, etc. - like a modern day tank cannon versus artillery)
1.) (Temporary) Revision?: Artillery Armoring (e.g. AS-HA1-A)
2.) Design/Revision: Artillery Steam Engines (immediate benefits: greatly increase rate of fire at cost of mobility)
3.) Design/Revision: Artillery Hardening (Tanks useless if they turn off inside AM field)
4.) Design: Artillery Mobilization (Steam engine-powered wheels; doesn't have to be treads since those are probably a design/revision by themselves. Just simple "move without humans pushing/pulling it"
5.) Revision: +Artillery Armoring (More permanent armoring, sights for vision, entry door, etc.)
6.) Revision: +Artillery Mobility (Better steam engines? Better wheels? Wheels->Treads? etc.)
7.) Design: Culmination (We have all the components and a strange "tank". Now take what we learned and make it into an actual competent design with the explicit goal of being something like a tank.)
Crystalclad
1.) Crystalworks (will make crystal part easier, makes it so crystal just won't suddenly disappear)
2.) (Optional) Revision: Crystal Plating (crystal armoring for all ships)
3.) Design: Crystalclad (Easier - it's mostly just a much bigger and armored Fog-O-War)
4.) Revision: +Cheap Crystalclad (Crystalclads would without a doubt be at least Very Expensive. Maybe even National Effort.)
Ice Age
1.) Design?/Revision?: Frost Tower Counter Counter (Restore our frost towers to the effectiveness they were at before Moskurg's counter)
2.) Revision: +Range Frost Towers (Preferably enabling us to have influence over seas)
3.) Design?: (New?) ++Range Frost Tower (One frost tower in Arstotzka allowing influence over as much continent as possible)
4.) Revision: +++Range Frost Tower (upgrade #3's new frost tower to cover the deserts if it doesn't already)
5.) Revision: +Power Frost Tower (now that we have continent-wide influence, upgrade power)
6.) Revision: Selective Frost (Let us selectively avoid frosting our own crops)
Long-Range Artillery
1.) Revision: Flare (Fireball w/ ----power, +brightness, +cheap, and different colors - allows for easy communications + Extra-LOS artillery spotting)
2.) Flameshrieker? Or other damaging shell.
3.) Design: Long-range View (No actual design idea for this one yet - something to cut the middleman and let our artillery directly spot enemies)
Factories
1.) Design: Steam Foundry (Helps with metal manufacturing, pushes automation in general)
2.) Magegems (Needed for next step)
3.) Design(/Revision?): Steam Foundry - Crystalworks (Addition to steam foundry; incorporates crystalworking elements from Crystalworks and drastically reduces the manpower load on the factory by introducing magegems to operate the Steam Engines and Crystal Circuits)
Note - Factories is different since different "types" of factories (crystalworks vs steam foundry, etc.) aren't necessarily required or necessary for other factories; it's just that once we make a factory we can more easily do more infrastructure stuff by adding onto the existing factory.
Intelligence
1.) Magegem? (Can potentially help as stepping stone for lifegems)
2.) Design: Growing Crystal (AS-DF1 "Gallant" Crystal Barrier is the design I believe. This design incorporates very basic elements of life in it as its "innovation", and in addition to being helpful on its own advances life magics)
3.) Revision: +Intelligence growing crystal
4.) Design: Lifegem (Modified magegem that also incorporates recent life magic advancements to put the most intelligent magic life possible in a magegem)
5.) ??? (Lifegem possibilities: Artillery automation, factories, reactive crystal armor [RAM suggested this], etc.)
EDIT:
Growth Magic
1.) Revision: +Power Dogwood Wands (Make them actually useful for combat situations - changing landscape, thick jungle-like growths, etc.)
2.) Revision: ++Power Dogwood Wands (The more power, the better. We want to be able to change the landscape overnight to our advantage all while keeping Moskurg confused and lacking their formation bonus. This can't be achieved yet, but we can work towards it.)
3.) Design: Tower of Growth (Dogwood power revisions should help drastically; Tower of Growth is kind of like the Tower of Frost; it's used in theatres to actually begin rapidly changing and growing up the landscape.)
4.) Revision: +Range Tower of Growth (We want the Tower of Growth to be able to affect as many theatres as possible for general advantage.)
5.) Design: Lethal Plant Life (Helps to have life magic prepared for this. Makes it so we can influence our created plant life to "help" us by intentional concealment while actually attacking Moskurg. Could probably come before Tower of Growth.)
EDIT:
Combat Lifeforms
1.) Design: Beasts (Some kind of new design giving us roughly dog-sized animals for fighting. Provides a step up in intelligence and size from wasps.)
2.) Design: Beastmen (Based off of an idea much earlier in the thread - larger humanoid beasts with limited intelligences to follow orders, basic battle tactics, and to differentiate us vs them. The "humanoid beast" expertise gained here is crucial.)
3.) Revise: +Intelligence Beastmen (Only if they're too stupid; otherwise skip. This is used as a stepping stone towards wraiths)
4.) Design: Wraiths (Skirmish-oriented; use mist expertise; fast, stealthy, and lethal! Based off of mist, beastmen, and primarily improve in intelligence. Probably not as smart as humans by a notable degree, though.)
5.) Revise: +Intelligence Wraiths (Just makes Wraiths better in general and prepares us for future more-intelligent creations.)
6.) Design: Enhanced Soldiers (Based off of beastmen; use our expertise in genetics life to "upgrade" our soldiers with almost superhuman characteristics.)
7.) Revise: +Cheap Enhanced Soldiers (Sure, having 3 superhumans is nice, but what about an army of them?)
8.) Design: Lifegems (If we haven't already done it. Can be done at any point after #3, really.)