I have my own set of questions too!
1.) The HC1-E was already Cheap, but the AS-HAC-1 is/was Expensive yet wasn't listed in the revision result. Did you forget to state that the AS-HAC-1 is now Cheap or is this intentional?
2.) The Steam Engine was Expensive, and we got the IDE through a free upgrade to the Steam Engine. So shouldn't the IDE have been Expensive before the revision and should now be Cheap?
3.) I'm assuming "resistive and non-resistive crystal layering" is not retroactive to the designs (Protector + Combat Armor) that tried and failed to apply this technique?
So we may have not gotten anti-magic resistance, but this is still an awesome result. Cheap Crystalclads is
amazing. Now we can just drown our enemies in artillery fire on the sea. Same on land thanks to the Cheap HA1. (Hopefully) Cheap AS-HAC-1s should do wonders for point defense and anti-infantry. The Expensive Restless will ensure that we never run out of shells, that we can transport troops between territory faster, and that train derailments are less of a problem due to how many trains we have.
The Expensive Protector means it'll actually be useful. Not as useful as its potential because of anti-magic, but still useful. Even if it gets hit with anti-magic, it's only immobile as long as anti-magic is applied and the soldiers inside can still stay inside for cover. Worst case scenario we can use them as mobile cannons.
Remember that Moskurg's anti-magic is a
staff. An expensive(?) one, at that. Their wizards are already rare. The portion of wizards carrying the staff is also small. They have to have the staff in advance. They have to consciously target it. Their anti-magic isn't the same as ours. Ours stops all magic constantly and isn't reliant on a mage to function, but is shorter range.
Their anti-magic won't obsolete the Protector at all. It just means the Protector won't
always be able to transport our soldiers straight past their front lines. Just most of the time.
But we have to do AM Resistance next turn. Either as a
main feature of a design or its own revision. It should be easier now given that the Crystalworks Mk. 2 is more capable of that kind of thing. AM Resistance will help us in the Protector and the AS-R1.
We could do the AS-R2 now that we have the protector, and include AM resistance as a primary feature.
Also.
Future Revision: Central Power (Requires Aethergem)
In Arstotzka, the need of the people for magitech is growing. Citizens are beginning to see the use of older steam engines no longer in use by the military. Several
paranoid citizens and some of the more upper-class citizens in Arstotzka have begun placing defenses on their properties.
This all requires magical energy. Power. Up until this point, we've had apprentices during their time at the Academy power devices around the city, but this is obviously quickly becoming unfeasible.
Our construction corp will oversee the construction of a crystalline tower in the middle of Arstotzka. The tower isn't particarly large or tall, but it's just tall enough to qualify as a tower.
In this tower we will place as many Aethergems as we can. Expense is not a concern, as we will only be needing one tower. The Aethergems shall be linked together via crystal wiring. Underground and/or above ground, crystal wiring will extend from the tower to the homes of the citizenry, factories, and government buildings. The citizens will be able to power their magitechnology without requiring the gift of magic, and our institutions and buildings will operate at increased efficiency without a reliance on clumsy human apprentices.
The immediate benefits are clear. First, the Crystalworks will operate at a much greater speed. The removal of apprentices from the equation mean we can pour as much power into the plant as the circuitry allows. Instead of being bottlenecked by the input of power, the Crystalworks will work at maximum capacity.
...
The idea of the above revision is to 1.) WIN THAT CULTURE UPDATE. 2.) Upgrade Crystalworks (if needed; hopefully with the Mk. 2 the Crystalworks bonus should actually start working now.) and 3.) Do more stuff?
The problem is that we don't have that much magitech that would be used in the cities. The Crystalworks is about it at this point, really.
As for "how the hell is that a revision, Chiefwaffles. Why do you try to sneak designs into revisions so much?!"
The answer is simple. We make a building and stick Aethergems into it, then wire those Aethergems to other buildings as needed. There is no design here. The Crystal makes the building part even easier. This isn't "make a schematic for power plants to use everywhere", this is "make a single building, throw some items that we already have into them, then call it a day."
EDIT:
Send Bjorn to the Plains.I'm basing this off of a worst case scenario where Moskurg completely counters our new artillery advantage. So I'm choosing the place where we lost the least two combat phases ago. The plains was stated to only be a loss because of our loss of the sea. Which shouldn't be a problem. The Jungle was stated to be extremely close, but was lost because of the tornado, which the Protector soft counters.
The jungle seems to be said to be a lot closer but I'm much more certain that we beat their advantage at the plains - the sea. That and the Protector should have the greatest effect in the plains, where it'll be able to move a lot more freely and with very infrequent terrain-caused breakdowns.
BJORN
2 - Plains: RAM, Chiefwaffles