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*[[Intercept a cablegram|Intercepting Cablegrams]] in Khanate allows one to grind a [[Vital Intelligence]] in 4 actions (assuming that one can 100% every check), therefore giving a '''6.25 SPA''' when done in bulk (so that the actions spent on travel can be disregarded).
 
*[[Intercept a cablegram|Intercepting Cablegrams]] in Khanate allows one to grind a [[Vital Intelligence]] in 4 actions (assuming that one can 100% every check), therefore giving a '''6.25 SPA''' when done in bulk (so that the actions spent on travel can be disregarded).
  
*[[Reach Out to the Mind of London|Reaching out to London's Mind]] after the [[The_City_of_the_Tracklayers|City in Silver]] has reached [[Exploration_of_a_Hinterland_City|Exploration]] 70 allows one to grind a [[Stalemate]] in 13 actions (assuming that one can 100% every check) at the cost of 5 Nightmare CP. Assuming [[Drop_of_Prisoner%27s_Honey|Honey]] is acquired at 2 actions per 100 and [[Parabolan_Defences|Parabolan Defences]] 3), 92 actions for 6 Stalemates gives '''8.15 SPA'''  when done in bulk (so that the Honey actions spent on travel can be disregarded). A Silverer can reduce the Honey actions to 1, and adding [[Aurochs-Fur_Coat|Aurochs'-Fur Coat]], or [[The_Final_Resting_Place_of_an_Old_Friend|Final Resting Place of an Old Friend]], or other Nightmare-reducer, the Nightmares dip to 4CP/Stalemate; three cycles of 8 Communes with [[Parabolan_Defences|Defences]] 3 gives '''8.50 SPA'''. If you picked the specific [[Ambition:_Bag_a_Legend!|Bag a Legend]] option to get [[Parabolan_Defences|Defences]] 4, the Nightmares drop faster, and the grind is '''8.70SPA'''. It is more efficient to acquire Stalemates gradually to make use of "free" Nightmares reduction: if the Nightmares can be amortised (via [[Time, the Healer]], the [[Cave of the Nadir (Guide)#Leaving the Cave of the Nadir|Nadir]], or [[Play with your hellworm|another action]] that incidentally reduces nightmares), the rate improves to '''9.62SPA'''.
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*[[Reach Out to the Mind of London|Reaching out to London's Mind]] after the [[The_City_of_the_Tracklayers|City in Silver]] has reached [[Exploration_of_a_Hinterland_City|Exploration]] 70 allows one to grind a [[Stalemate]] in 13 actions (assuming that one can 100% every check) at the cost of 5 Nightmare CP. Assuming [[Drop_of_Prisoner%27s_Honey|Honey]] is acquired at 2 actions per 100 and [[Parabolan_Defences|Parabolan Defences]] 3), 92 actions for 6 Stalemates gives '''8.15 SPA'''  when done in bulk (so that the Honey actions spent on travel can be disregarded). A Silverer can reduce the Honey actions to 1, and adding [[Aurochs-Fur_Coat|Aurochs'-Fur Coat]], or [[The_Final_Resting_Place_of_an_Old_Friend|Final Resting Place of an Old Friend]], or other Nightmare-reducer, the Nightmares dip to 4CP/Stalemate; three cycles of 8 Communes with [[Parabolan_Defences|Defences]] 3 gives '''8.50 SPA'''. If you picked the specific [[Ambition:_Bag_a_Legend!|Bag a Legend]] option to get [[Parabolan_Defences|Defences]] 4, the Nightmares drop faster, and the grind is '''8.70SPA'''. It is more efficient to acquire Stalemates gradually to make use of "free" Nightmares reduction: if the Nightmares can be amortized (via [[Time, the Healer]], the [[Cave of the Nadir (Guide)#Leaving the Cave of the Nadir|Nadir]], or [[Play with your hellworm|another action]] that incidentally reduces nightmares), the rate improves to '''9.62SPA'''.
  
 
*Several "epilogues" to end-game activities allow you to grind items depending on the choice made. These include: [[Manoeuvre the Counter-Church]] after establishing the Counter-Church (Chess 5 Challenge), [[Take tea in the vestry]] for Church In The Wild, [[Perform Outreach for the Church]] for Anglican Diocese, [[Speak with the Khatun]] for liberating the Khatun in the Fingerkings campaign, [[Enter the Palatinate alone]] without cat title after refusing King's deal in the Cats campaign and [[Enter the house (Red)]] for siding with the Red in the Chess campaign. Each of these actions gives you items that can be sold at Upper River, resulting in flat '''5 SPA''', not counting the travel actions.
 
*Several "epilogues" to end-game activities allow you to grind items depending on the choice made. These include: [[Manoeuvre the Counter-Church]] after establishing the Counter-Church (Chess 5 Challenge), [[Take tea in the vestry]] for Church In The Wild, [[Perform Outreach for the Church]] for Anglican Diocese, [[Speak with the Khatun]] for liberating the Khatun in the Fingerkings campaign, [[Enter the Palatinate alone]] without cat title after refusing King's deal in the Cats campaign and [[Enter the house (Red)]] for siding with the Red in the Chess campaign. Each of these actions gives you items that can be sold at Upper River, resulting in flat '''5 SPA''', not counting the travel actions.
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=== International Intrigues===
 
=== International Intrigues===
{{Wiki Note|The maths here should still be correct. However, Khaganian Opportunities should be more profitable these days. Also keep in mind that the below guide was written before the Rat Market existed, which may also impact the optimal strategy.}}
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{{Wiki Note|The math here should still be correct. However, Khaganian Opportunities should be more profitable these days. Also keep in mind that the below guide was written before the Rat Market existed, which may also impact the optimal strategy.}}
  
 
This grind mostly revolves around [[Cover Identities (Guide)|Cover Identities]] and [[Khaganian Intrigue (Guide)|Khaganian Intrigues]]. Thematically, all of the core components of the cycle involve sneaking or subterfuge. Mechanically, it makes use of high values of {{IL|A Player of Chess}}, {{IL|Shadowy}}, and the BDR qualities, and to a lesser extent {{IL|Glasswork}}.
 
This grind mostly revolves around [[Cover Identities (Guide)|Cover Identities]] and [[Khaganian Intrigue (Guide)|Khaganian Intrigues]]. Thematically, all of the core components of the cycle involve sneaking or subterfuge. Mechanically, it makes use of high values of {{IL|A Player of Chess}}, {{IL|Shadowy}}, and the BDR qualities, and to a lesser extent {{IL|Glasswork}}.
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====The Grind====
 
====The Grind====
Most progress can be accrued indefinitely, so travel costs can be amortised, and are ignored in these calculations. The exception is entering and leaving the Clay Highwayman's camp, as the Cover Identity is consumed on completing the larceny. Travel to the Khanate is time-consuming, so this grind should only be considered for the long terms.
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Most progress can be accrued indefinitely, so travel costs can be amortized, and are ignored in these calculations. The except is entering and leaving the Clay Highwayman's camp, as the Cover Identity is consumed on completing the larceny. Travel to the Khanate is time-consuming, so this grind should only be considered for the long terms.
  
 
'''Step 1: Khanate'''
 
'''Step 1: Khanate'''

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