Parabolan War (Guide)
- all campaigns (particularly details like Red/Black/White Leaning and waging battle against yourself)
- cost-benefit analysis of running your train through an opposing army
Waging War in Parabola entails a significant amount of content, and will take some time to fully explore. To even begin preparations for war, you need to have a reliable way into the Parabola and a Parabolan Base-Camp of your own. See Parabola (Guide) for help on how to achieve this. Being a Person of Some Importance is the first step. This guide will be assuming that you've achieved that reputation.
You will also have more options available to you if you've advanced your railroad, but it's not required to play or win your campaigns.
A Storylet in your Parabolan Base-Camp will instruct you that War is available. You will need to level up your Parabolan Defences to 3 continue. There are many options; see the the Parabola defences section of the Parabola Guide for details.
After your base-camp is suitably defended, you can Establish a Pavilion of War. This will cost you the following:
After the requirements have been paid, the game will direct you to your very own Dolorous Pavilion. From there, you will be guided into a series of Tutorial storylets.
Creating Your Grand Parabolan Company
Inside your Pavilion, you will continue your war efforts by forming a Grand Parabolan Company. It is expensive; however, you only need to assemble your company once, not for each campaign. Your initial company will last as long as you want it to. You may also dissolve it and create a new one whenever you wish.
Armaments and Infrastructure
For your company to be complete, you will need to upgrade Parabolan Armaments and Parabolan Infrastructure three times each. You'll see your options for the first in The Munitions of War storylet, and the second in The Logistics of War. Any option can be used multiple times, or just once.
- Strong-Backed Labourers are available for hire in the Great Downward Engineering Company at 3.50 echoes per person.
- They can also be found in Wilmot's End when you complete a search for a missing woman.
- For the less scrupulous, there is also an option to Recruit Clay Man labour in the Clay Quarters, which will recruit 2 x Strong-Backed Labour. This will cost you 50 x Moon-Pearl, 50 x Piece of Rostygold, 4 x Compromising Document, and 1 x An Identity Uncovered!.
- For another, more efficient clay-men funded way of getting Strong Backed Labour, you can Descend to the Underclay Quarter to gain around 3 x Strong-Backed Labour every 5 actions by sending an Unfinished Man to Spite.
The second cheapest armament in Parabola is The force of law, which will cost you a Legal Document. A document can be found by doing Business in Wilmot's End, or by selling a Cave-Aged Code of Honour (from Hunting Bees in Old Newgate) at the Bazaar. Another option is offices of Baseborn & Fowlingpiece in the Sidestreets. One legal document from the latter will cost you 6 x Aeolian Scream, 30 x Correspondence Plaque, and 300 x Maniac's Prayer.
The business of creating Parabolan Infrastructure is much the same. Any option you have may be used once or multiple times.
- If you are already a professional Author or Mystic, you will receive one cellar with your weekly pay.
- Otherwise, these can be made in the Bridge Without bar in the Bazaar's Sidestreets. Laying down a cellar will cost you 250 x Bottle of Greyfields 1882, 50 x Bottle of Morelways 1872, 5 x Bottle of Strangling Willow Absinthe, and 1 x Bottle of Broken Giant 1844.
Alternatively, if you happen to have a Horned Skull or three laying around from a trip to Bullbone Island during your voyage of scientific discovery, sowing a crop of Flourishing Aurochs is a viable option (if rather macabre in practice).
The easiest option for your infantry is The Wakeful Gentlemen, who are willing to work with you without conditions. Both other choices, the Satrap-Saints and the Pax Homines, have particular requirements: 3 Favours: Fingerkings or 15 Having Recurring Dreams: A Game of Chess, respectively.
The Grand Myriad Company and the Peace Of October, your company's other two options for cavalry, have no cost attached.
The Pale League of Irem is the fastest choice of grenadiers, as hiring them also has no initial hiring cost. If you have built your Glasswork skill up to 7, you have the option to hire The Order Speculorum. The 77th Queen's Own Hussars also become an option if you have 1 x Flask of Waswood Wellspring Water.
The main gameplay effect your choice of units, armaments, and infrastructure has is setting initial values for Parabolan Oneironaut and Parabolan Cultivator, which has a minor impact on starting Morale. Both of these qualities will also advance over time as you complete campaigns. Your choices of units you recruit will change the text of some options on the campaign trail, but not the availability, difficulty, or results.
Creating a new Company will reset both qualities.
A commander, however skilled, cannot run an army alone. In your Pavilion you may manage your advisors. You begin with two choices: The Viscountess of the Viric Jungle, and the Ophidian Gentleman.
Who you choose as your Advisor will decide which Tutorial Campaign is available to you. The Viscountess, naturally, represents the Cats of Parabola. The Ophidian Gentleman is a representative of the Fingerkings. Choosing one will embroil you in a war against the other.
You may freely change Advisors at any point, even while on a campaign. Both Tutorial Campaigns will continue to be available permanently; your choice of initial Advisor determines which content you experience first, but you will not be locked out of anything.
Completing full-length campaigns will eventually unlock a third Advisor, unlocking an additional full-length campaign.
Completing Your Company
When you have assembled your army, their armaments, dreamed your infrastructure, and chosen an advisor, go into the Assembling a Grand Parabolan Company storylet. From there you may officially Form your Grand Parabolan Company. Along with opening the path to war, this will reward you with 1 x Bottle of Fourth City Airag: Year of the Tortoise. To victory!
Mechanics At a Glance
War in Parabola is a series of Campaigns. The initial preparations are to raise a Company, pick a Campaign, and choose a General. The main bulk of the campaign is five stages (three for the Tutorial campaigns), each of which requires substantial progress to complete. Narrative content occurs after each stage, and at the conclusion of all stages are rewards for your Campaign and General (if you have one). After your campaign, you must clear Ravages of Parabolan Warfare before embarking on another.
Your first campaign will be one of the two tutorials, with your company fighting alongside the Cats or the Fingerkings, depending on your current choice of Parabolan Counsel. These campaigns are shorter (three stages instead of five) and simpler (no London theater or General), but still offer proportional rewards to their length. They will continue to be available later.
After completing your first Campaign, you will unlock the first two full-length ones, and the ability to hire Generals. Your generals mature with experience; as you complete full-length campaigns, they will grow stronger.
Your choice of which war to wage will affect the narrative text in-between campaigns, the General, and the rewards and effect on Parabola. Choosing a campaign does not initiate it. It is possible to change your choice before you embark, if you wish to see different options for Generals or Advisors.
There are several Generals, and they can be upgraded over the course of several campaigns. You may collect and upgrade all of the Generals at once, although only one may be leading your troops at any given point. They decrease the difficulties of some checks, and your choice of General can be altered mid-campaign among those available.
You gain access to the Generals by spending 3 Human Arms after completing a tutorial campaign. At first, Generals may only be used on Campaigns associated with their Power, and completing such a campaign you will have the opportunity to level up your General, raising Dangerous Gains provided it is already at least 12 and increasing the effect of the general. The first upgrade for each General unlocks a lab experiment that will allow the General to be used on any Campaign, as well as increasing their effect further.
Each stage of the war requires raising Advance! to 24. All Stages have options which raise this by one point per Action. Different Stages will also allow you to gain Campaign Morale while making progress, or let you spend items or Campaign Morale for faster progress. Some stages may optionally be fought in London instead of Parabola, which has broadly similar mechanics but different specific options. Failing stat challenges raises Ravages of Parabolan Warfare.
Epilogue and Lasting Effects
After concluding your campaign, you will have the qualities Parabolan Dominance reflecting whose side you fought for, Stage of the War reflecting your final choice, and Ravages of Parabolan Warfare as a Menace from failed checks.
Content in Parabola (and London) may be unlocked by the Dominance or Stage of the War qualities. Content unlocked by Dominance will remain until changed by the conclusion of another campaign. This content is mostly located in the Dome of Scales and the Viric Jungle. Content unlocked by Stage of the War will lock out as soon as you begin another campaign. These options are usually an Epilogue representing lasting effects of your choices.
Ravages must be cleared before embarking on another campaign, and has minor gameplay effects in the rest of Parabola.
On the Campaign Trail
There are five Campaign Stages, which are shared by all Campaigns (although the tutorial campaigns and the second city vengeance only use the first three).
- Traversing the Wastes of Want
- Through the Hanging Mountains
- London theater: The War from Home
- Along the Writhing River
- Along the Smoking Shore
- London theater: Shadows on the Mirrorpane
- Within the Castle of Forests
The second and fourth stages can optionally be fought from London instead of Parabola. You may shift the campaign to London at any point, and retain Advance! if you do. You may not shift combat back to Parabola until you have concluded that Stage.
During each Stage, the Advance! progress quality begins at 0, and must be brought to 24 to complete the Stage. You may also accumulate or spend Campaign Morale, which carries between Stages. Failures usually generate Ravages of Parabolan Warfare, which is a Menace. It does not affect your current campaign, but must be cleared before starting a new one, and has some effects elsewhere in Parabola.
Each stage has a unique set of actions available. Most actions fall into a number of common categories, although the variations are still considerable and there are exceptions. These categorizations are an attempt to map Parabola, with all of the attending caveats.
- Progress Safely
- These options are the slowest, but the least-risky and usually the least-costly. They are characterized by having easy skill checks (150 or lower), and generating Advance! even on failure.
- In the first two Stages, they have no cost above the action and produce 1 x Advance!. In later stages, they cost a 2.50 item and produce 2 x Advance!.
- Progress Quickly
- These actions can potentially produce faster progress, but are more risky and costly. They have higher skill checks of 250 (reducible with Generals), and cost items worth 3 or more, which are often lost even on failure. Success produces 3 x Advance!, while failure produces 2 x Ravages.
- Some actions in this group produce Ravages on success instead of costing items. Actions in the final Stage cost items worth 4 and produce 4 x Advance! on success.
- Airs Options
- As their name implies, these options depend on Airs of the Parabolan War and each of them is only available 30% of the time. These actions share several features: A base difficulty of 250 (reduced by Generals), successes giving 4 x Advance!, and failures giving 3 x Ravages.
- Skills Options
- These options are characterized by testing against Advanced Skills instead of the Primary Skills. They are somewhat expensive, but do **not** generate Ravages on failure. In general, the challenges have a difficulty of 6, generate 2 x Advance! on success, and cost items worth 1.50 on both success and failure.
- Morale Options
- There is less variability among these options. Options that generate Morale are usually a Dangerous challenge with difficulty of 175 which produce 1 x Advance! and 1 x Campaign Morale on success and 2 x Ravages on failure. Options that use morale exchange 5 x Campaign Morale for 5 x Advance! with a trivial challenge.
Action Type Comparisons
This is a high-level summary of the different action types. Actions that cost items will be compared based on their echo cost, for convenience and easier comparison. A grinding guide should go into more detail about sourcing those items, but this is merely meant to compare whether the faster or slower approach is generally preferable.
Ravages of Parabolan Warfare can be cleared at a rate of 2 levels for 1 action and an item costing 2.50. For simplicity we shall approximate that 1 Ravages = 1 Action. When calculating the Advance! per action, Ravages will be counted as increasing the Action cost, i.e. they will increase the denominator.
Early Safe Progress options gain Advance! reliably at 1 x Advance! per action, with negligible chance of failure. Later options gain 2 Advance! at the cost of 1 action and 2.50 of items. Assuming the items can be obtained at 1 per action, this gives the same rate of 1 per action. Better sources might improve this, but not significantly--if items can be obtained at an unrealistic 5.00 EPA, that would improve to 1.5 Advance per action.
Actions that use Campaign Morale also have negligible chance of failure (except in London without an appropriate General). Options that Gain Morale universally spend 1 action to gain 1 x Advance! and 1 x Morale, while options that Spend Morale generally spend 1 action and 5 x Morale to gain 5 x Advance!. Give gain actions and one spend action will therefore generate 1.67 x Advance! per action, a significant improvement over Safe Progress.
Before the last stage, Fast Progress options spend items to gain 3 x Advance! on success, while accruing 1 x Ravages and a smaller item cost on failure (1/3 to 1/2). The item cost can be incorporated as the number of actions it takes to obtain the items in question. For an item cost of c actions and a success rate of s, the Advance! per action is given by the formula below. The numerator is simply the average Advance per attempt. The denominator is the sum of the actions required: 1 action for the attempt, plus a c-term for actions for the items consumed, plus an s-term term for the actions required to clear Ravages afterwards.
The value of A in this formula is very sensitive to c, and somewhat sensitive to s. With unrealistically optimistic values of c = 0.5 and s = 1.00 (which requires modified stats over 340), the maximum is 2.00 x Advance! per action. More realistically, an endgame-equipped player with 300 stats would have a success rate s = 72% against a base difficulty of 250, improved to s = 87% with a max-level general, giving 1.75 to 1.88 Advance per action, a slight improvement over Morale-based options. At these same success rates, if c is estimated at 1.00, these options give 1.40 to 1.45 Advance per Action, not as good as Morale-options. Overall, the efficiency of these options strongly depends on how you obtain the items they consume.
Airs-Dependent Options give 4 x Advance! on success, and 1 x Ravages of Parabolan Warfare on failure. For a success chance of s, the expected Advance per attempt is 4s, and the expected actions is the sum of 1 action for the attempt plus 1-s from Ravages. The formula for Advance per Action is given below:
Our hypothetical endgame-equipped character with a stat of 300 would gain 2.25 x Advance! per action taking actions with the base difficulty of 250, and 3.08 Advance! per action taking actions where a General has reduced the difficulty to 205, a substantial improvement over Morale options. This calculation is extremely sensitive to s, as it appears in both the numerator and denominator.
Options using Advanced Skills do not accrue Ravages on failure, but merely cost 1.50 of materials on success or failure. As before, these items can be accounted for by the number of actions to acquire them. Treating these as worth half of an action each, they have an expected result of . Even with a 100% chance of success (which is fairly accessible), this caps out at only 1.33 x Advance! per action, a poor return compared to Morale-based options.
In summary, Morale Options are usually superior to other forms of making progress. Situationally, Airs-Dependent options can be better, for exceptionally well-geared players and when using a matching General.
- Because fewer items are consumed on failure, this term is more accurately represented by the expression below. Replacing this whole expression with c is pessimistic, but gets more accurate as s approaches 1. The expression assumes item costs are reduced by half on failure.
- Silverer only
- Gains Ravages of Parabolan Warfare on success in lieu of costing items. Easier challenge than usual (Broad, 150).
- Harder than other Gain Morale options (Broad 200).
- Cheaper than usual.
- Harder than other Safe Progress options.
- Also gains Ravages of Parabolan Warfare on success.
- Compared to other Gain Morale options, has a higher base difficulty of 200, and tests against Persuasive instead of Dangerous.
- Compared to other Fast Progress options, this costs materials worth 4 and grants 4 x Advance! on success.
Morale is gained at the beginning of each campaign based on your level of Parabolan Commander, with a maximum of 9 Morale, plus 1 if your ethos is aligned with who you're campaigning for - i.e. if you have Parabolan Cultivator> Parabolan Oneironaut for Cats, Parabolan Oneironaut> Parabolan Cultivator for Fingerkings or the two qualities equal for the Chessboard. It is also gained, along with one Advance!, on certain options (e.g. Host a hunt, Hold a feast), but it is not possible to have more than 16 at any time. It can be traded with various options at a rate of 5 morale (and one action on a relatively easy stat roll) for 5 Advance! (except when Along the Writhing River, where it is 5 morale for 6 advance). Effectively, this means that with the morale options, you are spending 6 actions for 10 (or 11) Advance!, assuming no failures. These options also don't cost items. However, failing them will add 2 Ravages of Parabolan Warfare, which have to be removed by either spending actions and items, or waiting for Time, the Healer.
If your probability of succeeding at a morale option is p, then on average doing it will net you p Advance!, p Morale and 2(1-p) Ravages, requiring 1-p actions and materials worth 2(1-p) to clear. So accumulating 5 Morale and then spending it will on average take 5(2-p)+1 actions and 10(1-p) of materials to gain 10 (or 11) Advance!. For example, if your chance of success is 100%, you'll use 6 actions for 10 (or 11) Advance!, whereas a 50% chance will take about 8.5 actions and 5 for 10 (or 11) Advance!.
If you are in the middle of a campaign when you convene a Board Meeting of the Great Hellbound Railway, you may have an option to use your trains for war. This requires having built track to Balmoral, and potentially building a Spur Line depending on your choices there. This board action will automatically complete the Stage you are on (sets Advance! to 24) and gives 8 x Ravages of Parabolan Warfare.
Depending on the number of Board members you have, deploying a train can provide Advance! far more efficiently than any other option, if you discount the Ravages of Parabolan Warfare. Time, the Healer reduces the latter by 10 each week and allows you to send another train, so the following strategy can be used to maximize the benefit:
- Prosecute the war using non-train methods until you possess at least 2 x Ravages of Parabolan Warfare (or exactly 2 if you are on the final stage) and exactly 0 x Advance!.
- Begin a Board meeting (after any other Board-related preparation) and deploy a train before concluding.
- Await Time, the Healer.
This may be repeated indefinitely for maximum value.
Access the calculator page on its own at Parabolan War (Guide)/Warplan.
This calculator will guide you through a Campaign of Parabolan Warfare by deciding the correct options to play at each Stage and values of Advance! and Campaign Morale, based on your character's stats and your own valuation of the different items that might be consumed.
By using this calculator, you are making the decision that you would rather let a spreadsheet play the game for you. You should only use this tool if you already find grinds to be joyless, or a higher EPA is better motivation than gameplay.
This calculator is considered Beta-quality. As far as I can tell it probably works right, but if something seems odd, then send questions or bugs to my Talk page. It also makes the hamster-wheel in the server spin really fast. Know Beta things:
- The tables are not collapsible in this page. They will be collapsible if you output as Wikitext and save to your user page.
- Options that use Advanced Skills are not implemented.
Using this Calculator
The first set of inputs is straightforward: your character's stats, and your choice of Campaign and General. The choice of campaign only affects the number of actions spent on narrative after each stage.
The second set of inputs is the Action costs for the various items that can be spent (or gained) via the various actions on the campaign trial. This calculator works by converting all resources into an "action cost" equivalent, so items are valued based on the number of actions to replenish those spent. Ravages of Parabolan Warfare are valued based on the actions to clear them after the campaign. The default values assume all resources can be obtained at 2.5 EPA, and that Ravages take 1 action to clear.
The results of the calculator will show tables of the expected actions to complete the Parabolan Campaign from any given campaign state, as well as the optimal choice at each state. If Airs-dependent actions are worth playing, then the tables will list the best non-Airs choice, as well as all Airs-dependent choices that should be played if available.
In some cases, multiple choices are equally-optimally. Ties are broken by arbitrary implementation details.
By default, the calculator will display your Battle-Plan on this page. Save your Battle-Plan to your own user pages by selecting the output format of "WikiCode" and copy-pasting the resulting Wiki mark-up into your own page.
Get My Personalized Battle-Plan
template = :Parabolan War (Guide)/Saver form = parameters result = warplan param = Campaign|Campaign|Yourself|select|Viscountess,Ophidian Gentleman,Second City Priest,The Cats,The Fingerkings,The Chessboard,Yourself|The Cats,The Fingerkings,The Chessboard=General,General_Level param = General|Chosen General|None|buttonselect|None,Cat,Snake,Chess param = General_Level|General Level|3|buttonselect|1,2,3 param = selects|Character Stats||group|Watchful,Shadowy,Dangerous,Persuasive,Glasswork,Toxicology,Mithridacy,Chess,Silverer param = Watchful|Watchful|300|int|0-400 param = Shadowy|Shadowy|300|int|0-400 param = Dangerous|Dangerous|300|int|0-400 param = Persuasive|Persuasive|300|int|0-400 param = Glasswork|Glasswork|7|int|0-20 param = Toxicology|Kataleptic Toxicology|7|int|0-20 param = Mithridacy|Mithridacy|7|int|0-20 param = Chess|A Player of Chess|7|int|0-20 param = Silverer|Silverer?|no|check|yes,no param = selects|Item Costs, in Actions to Acquire||group|Cost_Ravage,Cost_Psalm,Cost_Sign,Cost_Self,Cost_Glass,Cost_Wing,Cost_Plaque,Cost_Light,Cost_Solacefruit,Cost_Viric,Cost_Feather,Cost_Claw,Cost_Address,Cost_Palim,Cost_Pawn,Cost_Move,Cost_Nightmare,Cost_Catch param = Cost_Ravage|Curing Ravages of Parabolan Warfare|1|number|0-10 param = Cost_Nightmare|Curing 1 CP of Nightmares|0.5|number|0-10 param = Cost_Psalm|Apostate's Pslam|1|number|0-10 param = Cost_Sign|London Street Sign|1|number|0-10 param = Cost_Self|Memory of a Much Lesser Self|1|number|0-10 param = Cost_Glass|Glass Gazette|1|number|0-10 param = Cost_Wing|Wing of a Young Terror Bird|1|number|0-10 param = Cost_Plaque|Correspondence Plaque|0.2|number|0-10 param = Cost_Catch|Deep-Zee Catch|0.2|number|0-10 param = Cost_Light|Memory of Light|0.2|number|0-10 param = Cost_Move|Moves in the Great Game|0.2|number|0-10 param = Cost_Palim|Palimpsest Scrap|0.2|number|0-10 param = Cost_Address|Secluded Address|0.2|number|0-10 param = Cost_Solacefruit|Solacefruit|0.2|number|0-10 param = Cost_Viric|Trace of Viric|0.2|number|0-10 param = Cost_Feather|Royal-Blue Feather|0.2|number|0-10 param = Cost_Claw|Silvered Cat's Claw|0.04|number|0-10 param = Cost_Pawn|Well-Placed Pawns|0.04|number|0-10 param = Format|Output Format|Tables|buttonselect|Tables,WikiCode
How it Works
As an example, consider the table below, showing results for the Writhing River, calculated with default values. Results in the table are computed beginning from the bottom of the table going upwards, and from left to right. The cell highlighted in purple represents the campaign state of 0 x Advance! & 5 x Campaign Morale, and the other highlighted cells indicate the outcome of all the possible actions that a player could choose from that point. The total Actions-to-Complete from each of those states in the Campaign have already been calculated. We can then compute the expected Actions-to-Complete of each of the available options by taking into account its outcomes, success probability, and resource cost. The option with the lowest expected Actions-to-Complete is recommended as the best option, and its Actions-to-Complete is stored as the value for that cell, which will be referenced by other actions that result in that game state.
From these data points, the values of each of the options available can be calculated as in the table below. Based on these, the best option available is to Gain Morale (Launch a naval assault), with an expected Actions-to-Complete of 36.82 from this point forward.
|Option||Cost to Move||Result of Move||Total Actions-to-Complete|
|Spend Morale||1 Action||36.82 on success (100%)||37.82|
|40.67 on failure (0%)|
|Gain Morale||1 Action||35.82||36.82|
|Safe Progress||1 Action
Item worth 1 Action
|Fast Progress||1.39 Actions
Items worth 0.88 Actions
Ravages worth 0.39 Actions
Some actions (like most Safe Progress options) always produce the same amount of Advance! on success or failure, but have different resource costs. For a given Advance! a and Morale m, the Actions-to-Goal value A(a, m) can be computed as
where p is the probability of success, and cs and cf are the resource costs of success and failure. The constant 1 is the action spent on playing the option. The value A(a+1, m) is the Actions-to-Goal for one more Advance! and the same Morale; some actions may add more Advance!.
Spending Morale is a slightly different situation, where success & failure both always spend Morale but one only gives Advance!. For this situation, the formula is modified slightly. Note that no Morale options cost resources, so the c terms are ignored.
Most other options work slightly differently, where costs are accrued on failure but neither Advance! nor Morale is modified. If such an option is the best choice, then it should be attempted repeatedly until successful. In these cases, the formula can be derived by observing that with a success probability p, one success will require 1/p attempts and incur ( 1/p - 1) failures.
As before, the a + 3 term is an example for early-stage Fast Progress options, but other options modify Advance! and Morale in different ways.
The impact of Airs-dependent options are tricky to account for. They cannot always be attempted, which is straightforward to accommodate. The more difficult issue is that on failure, sometimes the option can be re-attempted and sometimes it cannot.
The Actions-to-complete value for an Airs option Aa(a, m) depends in part on the value for the best deterministic option available, Ad(a, m). With a success probability s, and assuming Airs options are available exactly 1/3 of the time, the value Aa(a, m) can be calculated as:
This equation defines Aa in terms of itself, which represents re-attempting on failure. The term that does not contain Aa encapsulates the fact that the option is not always available to re-attempt. Solving this recurrence relationship for a closed-form value of Aa yields the following:
The Airs-dependent option should be taken if it has a better Action-to-Goal value than the determenistic options available, when , i.e. when . By substituting terms, we found Airs-dependent actions should be played when the following is true:
The fraction on the right describes how much better the success result of the Airs option needs to be compared to the best deterministic option in order to be worth playing.
When there are multiple Airs-dependent options available, the same analysis will produce equations which have more terms but are not significantly more complicated. This analysis will slightly under-value Airs-dependent options when the best deterministic option can be re-attempted on failure, because it does not account for the possibility that failures of the deterministic option might allow the Airs option to become available again.
What To Do After A Campaign
|This article is incomplete. You can help the Fallen London Wiki by expanding it.
Reason: The section "What To Do After A Campaign" needs an expansion, listing all (mechanically sensible) options in London, Parabola and elsewhere
Each campaign/war that you win sets Parabolan Dominance to a certain value, This opens up some options, and closes others. Some of these options have long-term effects, like unlocking a room in Helicon House, so it's a very good idea to play them (if accessible).
After winning a 5-stage campaign with Cats, Fingerkings or the Chessboard, you can raise your Shadowy Gains (for increased max Shadowy) in The Dome of Scales. The exact costs and methods depend on the Parabolan Dominance.
Playing through each of Cats, Fingerkings, and Chessboard are necessary to level up their respective generals and raise the Dangerous cap.
Raising Glass Studies can also be achieved at the Dome of Scales, with varying requirements.
See Raising Attribute Caps (Guide) for more.
After winning a Cats campaign, you can access The Dome of Scales, Becoming.
Notable options there include:
- Introducing your various cats and cat-like companions to the cats there. Depending on the number of different cats you have introduced, you get access to one-per-action grinds for either Extraordinary Implication or Glass Gazette.
- Raising Shadowy Gains at Feline Expeditions into Shadow, which requires 1 x Blackmail Material and 20 x Whisper-Satin Scrap for each tier.
Notable options there include:
- Obtaining Favours: Fingerkings, which you need for:
- Discover where illusions are being staged, which unlocks The Mirrored Salon, a place in Helicon House (Guide) where you can grind Making Waves.
- Raising Connected: Fingerkings, which you need at 4+ for Plant a mirror in Khan's Heart
- Raising Glass Studies, which lets you increase your Glasswork beyond 5 while the Fingerkings are ascendant. Note that while the Cats are ascendant, you can raise Glass Studies with other materials.
- Raising Shadowy Gains, which also requires 7 x Favours: Fingerkings and 2 x Memory of a Much Lesser Self, along with one other nominal item depending on your current cap.
After winning a Chessboard campaign, you can access The Dome of Scales, Adorned with Rubies.
|This article is incomplete. You can help the Fallen London Wiki by expanding it.
Composing a Grand Parabolan Company
|Parabolan Campaign||Stages||Decision||Rewards||Leaning||Other effects|
|Cats||5||Reject the King's offer||1 x Parabolan Parable||3 x||Dominance 3, unlocks The Dome of Scales, Becoming|
|Accept the King's offer||1 x Ray-Drenched Cinder||3 x|
|Fingerkings||Recover the Khatun||1 x Parabolan Parable||3 x||Dominance 1|
|Recover the Crown||1 x Edicts of the First City||3 x|
|The Chessboard||Do not get a Tie||1 x Parabolan Parable||1 x||Dominance 4|
|Get a Tie||1 x Waswood Almanac||1 x|
|Yourself||Give your reflection what it wants||1 x Concentrate of Self||3 x|
|Deny Yourself||1 x Waswood Almanac||3 x|
|The Viscountess||3||Break the Glass||3 x Night-Whisper||1 x|
|Walk away (The Entanglement of Glass)||3 x Stalemate||1 x|
|The Ophidian Gentleman||Follow the Gentleman||3 x Night-Whisper||1 x|
|Wait for the Ophidian Gentleman||3 x False Hagiotoponym||1 x|
|A Second City Vengeance||Enforce your demands||3 x Mortification of a Great Power||1 x|
|Suggest she join you||3 x Oneiromantic Revelation||1 x|