Revision: Refined steam engines.
Just refine everything. Get the turbines better fitted, get the transmission well-secured and reliable, perfect the fog-summoning technique to supply water(preferably with a more condensed fog spell but that is
probably too much to ask for...), clean up the boiler to manage the pressure and cleaning access better(although if it runs wholly on conjuration it shouldn't need much more than a small pressure whistle to tell people to reduce the fuelless flame or pure water...)... Just get the thing operating well with what we have so it is ready for a ship design on the morrow.
Revision: Summon water.
Concentrate the summoned fog into a water spell, to reduce logistics, control fires, make camps more self-reliant and bring water to the desert. And, umm, try to avoid it disappearing after someone has drunk it... Just, y'know, watch out for that, but it should still work fine for the steam engine...
Ooooh oooh!!! Idea! Sacrifices for permanent conjurings! We sacrifice something and the conjuration replaces it! Conjure permanent water by sacrificing sand! Permanent crystals by sacrificing metal! Permanent annoying biting stinging wasps by sacrificing unwanted Moskurger pests... It could be the final key to making our crystal stuff last forever. I would want this to be added as an addendum to the summon water revision, but it is a lot to ask from a revision as it sort of covers new ground. On the other hand, the effect is just to make the summoned fog spell permanent, arg, so many designs we need...
revision
3 - (Chiefwaffles)Revise Large-scale Plant Growth: Chiefwaffles, Roboson, RAM
0 - (RAM)Refined Steam Engines:
0 - (RAM)Summon water:
Credit
2 - (Chiefwaffles)Expense credit for Anti-magic bombs: Chiefwaffles, Roboson
Orders
Trees mean Favourable campsites, healthy jungle, and minor additional cover against sky-spears. Also it is one step closer to Yggdrasil and the end of the world as Midgard becomes but a footnote to a glorious root-system...
I am fine with the expense credit there, but I just don't feel inspired by the thing.
I really don't like that this happened.
I feel that, but I always expected that to be the case. It is the logical outcome that something that absorbs magic won't work when magic is sucked out of the environment. I am a little dubious as to whether all anti-magic fields would be like this. Ours work by draining all the magic from an area, something that works more like a jamming field should still be throwing magic around and be just as vulnerable as any other magic. Something that forcefully nullifies magic would be tricky. It probably works by pushing magic into an area and then creating an effect that insists on magical absence(basically a form of wishing magic where the wish is for no magic), in which case they will still be hit with magic and have something to use as fuel, but maybe their magical nature gets cancelled. I somewhat dislike the antimagic transparency here because our antimagic creates a magical void, which really ought to be one of the most reliable and powerful antimagic effects, but is very difficult to project over a distance or aim at a target. The antimagic bombs are a good example of this, they are not beams, they are not invoked onto a target, they are not conjured in thin-air, they are just an ordinary sphere of magic vacuum that is thrown using very mundane means.. Their thing seems pretty easy to project over a distance and capable of spontaneously zapping a fireball spell in progress and seems to function just fine when wielded by their own mages. So I would like to think that it has some limitations in terms of raw power or metamagic foundations in terms of what trumps what when they meet. And it seems extremely odd to me that our own antimagic ignores our crystals weapons when they suck magic out of the environment, indicating that the crystals are, at least, impermeable to their own magic leaving them through raw suction, yet instantly vanish under enemy scrutiny, as though the underpinnings of their existence were exposed to all the world...
But still, I walways expected that an antimagic spell would turn them off. It still means shooting their own mages with antimagic, which presumably takes out the mage that is busy antimagicking and the mage that is being antimagicked, unless they can antimagic themselves while antimagicking themselves, which should be difficult because they are being antimagicked... And if they can antimagic themselves, they still aren't casting anything else unless they learn double-casting... !doublecasting!