Meteor Design
1 - Spire of Frost: Chiefwaffles
1 - Tower of Heresy: FallacyofUrist
1 - Staff of Forever Frost: Andres
0 - Catgirl Assassins(Hilarious):
0 - Maxim Gun(Improbable):
1 - Aetheric Staff(Practical): FallacyofUrist
1 - Beacon of Magic: helmacon
1 - Demon Wolf From The Dark Heavens: VoidSlayer
0 - Crown of Ash:
1 - Gilded Guardian Gilda: RAM
0? - Orb of Divination: Andrea?
0? - Orb of Anti-Divination: Andrea?
0 - Large Ice Lizard With Wings:
0 - Fair-Day Cage:
I added the links from those that already had links in the quote.
Anyways. I've redone Crystalworks to be concise and ready for next-turn.
Future Design: CrystalworksCrystal is an amazing material sadly of little use to us currently, but we can fix that. The Crystalworks uses new techniques to mass produce cheap crystal invulnerable to the pathetic anti-magic utilized by Moskurg "wizards".
The Crystalworks is a large building - somewhat like a warehouse - with a high roof and wide while quite long.
At the center of the Crystalworks lies the "power room" where extreme amounts of A-size Magegems are connected in series. This room provides powers for the many power-hungry circuits across the Crystalworks. Thanks to the discoveries from our
failed delayed Crystal circuitry revision, we have crystal wiring from the power room connecting it to the many circuits, providing a quick and efficient way to transport large amounts of magic power across the building.
We realized early on that having one circuit summoning precise crystal designs is inefficient and wasteful. Instead, we use "conveyor belts" of a some kind of fabric or cloth-like material strong enough to hold the contents on top being artificially moved by a steam engine.
In the first part of the Crystalworks, we have large amounts of circuits constantly summoning new unformed slabs of crystal. These hunks of crystal are split across other conveyor belts moving across the rest of the factory where other circuits gradually reform the crystal into different shapes, like sections of armor plating for ships or people, axes, wiring, and more!
New lines of circuits and conveyor belts can be added to the factory as needed as we design more crystal-based items.
Perhaps the most important aspect of the Crystalworks is the nature of the crystal. It turns out that when a human summons crystal, they "spend" a bit of their total magic potential and put it into the crystal. This magical energy can't stay outside of its natural host (the summoning wizard) for too long, and thus eventually returns, dispelling the crystal. Maintaining it simply resets the timer by replacing the "old" energy with "new" energy. The method of production using circuits simply creates the energy without forcing it to rely on "borrowed" magic, meaning the crystal lasts forever. This means that the crystal also can't be dispelled by Moskurg anti-magic because there's no magic to dispel in the new crystal.
It turns out this "assembly line" method of creating crystal items is much more energy-efficient than spending effort and time summoning one perfect item at a time. This plus the decline in required personnel means we can produce crystal at a
much greater rate than before. Things such as crystal axes almost pour out of the Crystalworks and into crates designated for shipping onto the battlefield, to replace the old dispellable crystal!
TL;DR Mass produce anchored crystal. Allows us to more easily manage expense in future crystal designs and not worry about dispelling.
How?Just expense is something that could be done in a revision; the point of the Crystalworks is crystal expense, infrastructure (so we can get bonuses to expense of crystal-using designs), and most importantly, crystal permanence. In other words, this design just makes cheap anchored crystals. That shouldn't be impossible in a design. It's not like we're trying to antimagic-proof our mages. We're just making permanent crystal.
Also,
Evicted, about how big are the A-size magegems?