Ummm... I was seriously just going to bow out here. We've said our pieces, but, umm, everything you just said was wrong. It is kind of unfathomable and I am trying to figure it out.
Again, we don't need to rely on magical equipment.
The problem with flying units is armament. As we lack any ranged weapons which will be effective on the plane of fire, we need to work on that. However, in order to do so, we need the forge being capable of creating said armaments. As the forge is non-magical, we need a workforce that is magical in order to mass produce magical equipment.
See, here is a thing. So we do or don't need magical equipment? We need a magical worker to work a magical forge?
(I am pretty sure there are other ways, but workers are a decent one. of course, we could focus on forge efficiency and make magical items ourselves, or even make a different forge, there are lots of options...) This is relevant because we need the forge to make magical equipment(we don't). This in turn is necessary in order to get ranged weapons which are required for functional aerial forces(nope and nope...).
This is a long line of reasoning saying we need these forgebound in order to make magical equipment(I see no direct reference to magical crafting in the forgebound description.) while just next thing you say that we don't need magical equipment. One of these statements is disingenuous or a change of policy. I don't care about magical equipment, the ravens can scratch and distract and mess up fragile wings and that is enough for now. I am likely to be interested in magical gear later, but right now the only advocates for magical gear are the ones saying that the forge needs this upgrade in order to get it, but magical gear doesn't matter?
Great! We don't rely upon it, so no need for magical forgeworkers! So let's just ignore the tiny chance that the forgebound might pull it off as some obscure interpretation of a single word on and overshoot success!
The forge and it's workers are the horse, everything else is the cart.
Saying that doesn't make it true. The cart is the factory that is producing things that we don't need and can build anyway for a not-terrible price. The horse is the things that the factory might produce that it can't because they don't exist yet. A cart is a container that requires a horse in order to push it. The factory requires designs to produce and workers to use them or it is worthless. A horse can carry rider and cargo without a cart. Weapons and soldiers can be produced without a manufactory. The forge is the big lug of overhead costs that would make us more efficient if we are hauling in bulk, a cart. The units and equipment are the things that work just fine as they are, but if we are hauling in bulk, some sort of large cargo space on wheels would be really nice: horses. Yo udo not put the thing that is dependent before its dependency. The forge is cart, most else is horse, you are trying to massively overinflate the importance of the forge and it just isn't right.
We can't expect to field something if we can't afford to actually get it onto the field.
The forge is a discount. Discounts are very nice, but not required. We are looking at our forces being dropped to a fifth in effectiveness because the plane of fire is terrible for infantry. The forge is, like, a one-third discount on imps and a one-fifth discount on 'scales, as a favourable estimate. It would be better to let the forge idle then to waste a design revising it to be a little cheaper, the value just isn't there, not that we would need to idle it as is.
More to the point, you think it possible to integrate those two planes into our plans. But the best we're going to get out of those plains is raw materials for the forge.
Do you have a source on this? I have a source on the polar opposite:
The power to materials ratio is basically static. Don't try to improve this, as it's based on the fact that creating metal bars is easier than creating armor. It's less mental effort for the gods.
Granted, the wording isn't perfectly clear. Scavenging free materials is an edge-case, but it can certainly be interpreted to "don't even bother getter cheaper materials, it is the only thing balancing this design" which is toxic to the prospect of "we will probably get free materials from the plane".
What we will most likely get from the planes is nothing... directly... What we would get is living flames that we could capture with a design and use to perfectly control the furnace just by talking to it,not to mention that "living flames" sound crazy-good for magical crafts. Then again, we might find a community of fire-immune beasties who like building metal flying machines, however could we benefit from recruiting them? And what if we find a ferrokinetic in the earth plane? Could we not dissect some of them and implant their magic into imps for a vastly superior version of what the forgebound would be without that example to learn from? We haven't even seen battle in the planes, and already you dictate exactly what the reward will be? Citation needed!
And further to the point, could you please point out where exactly in the design that intends to integrate the other plains? Because none of the forge design was intended to require those plains to function.
I think there is a typo. If you mean "where is" then it will be made(or not, depending upon priorities when we know more) when we actually have anything to gain from it. It would be asking for a count of chickens when we didn't see what laid the eggs, but there seem to be a lot of it about...
If, on the other hand, you are just saying that the forge don't need no stupid planes because it was designed better than that. Then, umm, no? Just no? Why would the forge be hostile to improvement based upon new information? I would have set the forge back until seeing the planes and their denizens, which we have yet to do enough to glean the necessary data. But we have the forge, and tragically it makes no use at all of the planes. Hopefully that error can be rectified.
Moreover, as I said, I do intend to introduce a ranged weapon design that'll work on both plains after the forgebound are put into service. One that can take advantage of the forge and doesn't require magical ability to use. We do have a third action this turn after all.
We HAVE a ranged weapon. Let's all look forward to burning a design on a cheaper, less magical redundancy to our current option. Granted, the flamecaster is not the greatest thing. I would want it replaced or revised in time, but at present a new design would be almost solely useful against the fire plain, and just a minor upgrade everywhere else. We are going to get through the fire plane(or not at this rate) and at that time burning an action to make the threat we pose more uniform won't be a boon. A long-range siege weapon might help. Dedicated air defence would fill a potentially relevant niche for a while, but replacing a design we already have when there are so many things we need is folly. A plan that relies upon rendering the FLame-caster obsolete, before a single battle has passed, when we have nothing that flies, nothing resistant to arrow bombardment, no crowd control or medicine, nothing to fortify, scout, or raid? Is a very bad plan. Flame-caster might not be good, but it is better than nothing, which is what you are choosing if you spend a design replacing it while there is a massive heap of nothingness all around it.
But... Yeah... I guess I have said as much as I should. So Imma just leave it to the fates now... You and all your kin are welcome to the last word if you want it.
Ravens: 1 RAM
Grue: (0)
Worker: (0)
Seeker v1:
Forging Darkness:
Daemons:
Ballistae:
Dark caster:
(Design) Forgebound (2): Taricus, DGR