Parabolan War (Guide)

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Parabolan War Summary
Limited-Length Activity
Setup Progress End
2 A 22+/37+ A 2+ A
Progress

Details

Raise to 24 for each stage of the campaign. 3 stages for short ones, and 5 stages for long ones.

Afterwards clear Ravages.

Items Inputs/Outputs
Inputs

Clearing Ravages

Boosting
Outputs
Raw EPA 5.00 Raw SPA 7.81

The Is-Not is yours to shape as best suits your need. You will be its steward and its shepherd as you enter the Parabolan Wars.

Waging War in Parabola entails a significant amount of content, and will take some time to fully explore.

This guide assumes you've completed the following prerequisites:

You have more options available to you if you've also advanced your railroad, but it's not required to play or win your campaigns.

Getting Started[edit]

Establishing a Parabolan Reputation[edit]

In your Parabolan Base-Camp, the storylet The Drumbeat of War allows you to begin Establishing a Parabolan Reputation.

  • The first choice you will make during this process is your initial , and thus which Tutorial Campaign you will embark on first. Choose the Viscountess to take on the Fingerkings first, or Call on the Ophidian Gentleman to take on the Cats first.
  • Next, raise your to 3; see Build up your Base-Camp for options.
    Non-Fate Route If using only non-Fate options, you will need 1600 Honey, a , a , a , , and a .
    • This is acquired from the Bazaar to the tune of 2077.5 Echoes and 13 actions spent grinding lab honey.
    • Instead of the 11 x  Rookery Passwords, you can use . But this will cost more if purchased from the Bazaar.
    Fate Route:
    • Instead of the s, you can use:
      • FEAST OF THE ROSE
      • HALLOWMAS from the Elections (now available during Hallowmas)
      • HALLOWMAS
    • Instead of using a , which will be consumed, you can make use of:
  • Once reaches 3, you can Establish a Pavilion of War, at a one-time cost of , , and .
  • At the conclusion of the process, choose to act upon Parabola (to start with ), or to allow Parabola to act upon you (to start with ).

After completing these preparations, you can access . From there, you will be guided into a series of tutorial storylets.

Assembling Your Grand Parabolan Company[edit]

To engage in war, you will need a , which consists of:

These can be arranged at the storylet Assembling a Grand Parabolan Company.

The main gameplay effect of your choice of Company is your initial level of Oneironaut and Cultivator, which has a minor impact on Morale at the start of a Campaign. Both qualities will also advance over time as you complete Campaigns. Your choices of units you recruit will also change the text of some options on the campaign trail, but not the availability, difficulty, or results.

Assembling your company is expensive; however, you only need to do this 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. Creating a new Company will reset both Oneironaut and Cultivator, including any gained through Campaigns.

Armaments and Infrastructure[edit]

Your company will need 3 each of and , at the cost of various items. There are multiple options for each, with different costs and different effects on Oneironaut and Cultivator. You can choose the same option multiple times, or combine different ones.

: The Munitions of War
Option Cost Alignment
1 x  Oneironaut
1 x  Oneironaut
1 x  Cultivator
1 x  Oneironaut
1 x  Cultivator
1 x  Cultivator

The cheapest and easiest options for Armaments are (sources) and Legal Documents (sources).

: The Logistics of War
Option Cost Alignment
1 x  Oneironaut
1 x  Cultivator
1 x  Cultivator
1 x  Oneironaut
1 x  Oneironaut
1 x  Cultivator

The most efficient option for Infrastructure is to spend Cellars of Wine (sources).

Recruiting Units[edit]

In the The Mercenary Companies of Parabola, you must select which units to recruit for your Infantry, Cavalry, and Artillery. There are three choices for each. There is no cost to hire any of the units; however, some are only available if you meet certain requirements.

The Infantry of Parabola
Option Requires Alignment
nothing 1 x  Cultivator
1 x  Oneironaut
Dreams: Chess 15

The easiest option for your Infantry is The Wakeful Gentlemen, who are willing to work with you without conditions.

The Cavalry of Parabola
Option Requires Alignment
1 x  Oneironaut
nothing 1 x  Oneironaut
nothing 1 x  Cultivator

For your Cavalry, if you wish to hire The Company of the Exiled Rose, you must possess .

The Artillery of Parabola
Option Requires Alignment
nothing 1 x  Oneironaut
1 x  Cultivator
7 1 x  Cultivator

The Pale League of Irem is the fastest choice of Grenadiers, as hiring them also has no requirement.

[edit]

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. Whom 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, with an additional full-length campaign.

Completing Your Company[edit]

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 . To victory!

Mechanics At a Glance[edit]

War in Parabola is carried out as individual Campaigns, aided by your Company and sometimes a General. During a Campaign, your Company must Advance through Parabola in Stages by passing skill checks or spending items. Finishing a Campaign earns various rewards. Afterwards, you must clear any you've accumulated before embarking on another Campaign.

Campaigns[edit]

Each Campaign finds your Company assisting one of the powers in Parabola against another. In addition to revealing different things about the goings-on in Parabola, your choice of Campaign affects which General can lead your Company, the rewards available at the end, and which power is dominant in Parabola.

Parabolan Campaigns
Campaign Stages Unlock Reward Dominance
3 Viscountess
(no change)
3 Ophidian Gentleman
(no change)
(no change)
5 played first Tutorial
Cats
5 played first Tutorial
Fingerkings
A Dreaming Priest of the Second City 3 played first Tutorial
(no change)
The Chessboard 5 played 3 Tutorials
Chessboard
(no change)
5
(no change)

Your first Campaign will be the 3-stage tutorial Campaign with the Viscountess or the Ophidian Gentleman, depending on which you chose as your . Completing this unlocks additional Campaigns, as well as the option to appoint Generals. Further Campaigns may be unlocked by playing the 5-stage Campaigns with the Cats and Fingerkings, plus additional requirements.

Stages of War[edit]

Campaigns are conducted in Stages, each of which requires your Company to Advance through a region of Parabola by passing skill checks or spending items. You can also call upon your Company's Morale for a burst of progress. Each Stage requires to complete.

Stage of the War
No. Stage Items for faster progress
1 Traversing the Wastes of Want (if a )
2 Through the Hanging Mountains
London theater: The War from Home
3 Along the Writhing River
4 Along the Smoking Shore
London theater: Shadows on the Mirrorpane
5 Within the Castle of Forests

Full-length Campaigns consist of 5 Stages, while short Campaigns only feature the first 3. In full-length Campaigns, the second and fourth Stages may be fought from London instead, with different options. You may shift the campaign to London at any point, and retain , but you may not shift combat back to Parabola until you have concluded the Stage.

Generals[edit]

After completing the first Tutorial, you gain access to Generals, who assist on your Campaigns by lowering the difficulty of certain skill checks. There is a General associated with each of the Powers in Parabola: the Cats, the Fingerkings, and the Chessboard.

Parabolan Generals
General Alignment Benefits
Principle of Heralds Cats
Principle of Hollows Fingerkings
Principle of Horizons Chessboard

At first, Generals may only be used on Campaigns associated with their Power: e.g., the Principle of Heralds can only assist the Cats. Once a General has completed a Campaign—so long as you have 12 (see Guide)—they receive gifts, which raise their effectiveness in lowering challenge difficulties. This also unlocks a Laboratory project to upgrade the General, which makes them even more effective and allows them to participate in any Campaign.

Epilogue and Lasting Effects[edit]

Campaigns have multiple endings, depending on narrative choices you make in between Stages or at the end. Your final value of , representing the ending, determines the epilogue you see. This is reset when you begin your next Campaign.

Some Campaign endings shift to the power you fought for, unlocking certain content in Parabola (and occasionally London). For instance, reflects the current dominant power, with unique options available for each. Other differences can be seen in the and a certain house in .

If you have accumulated any , you will need to clear them in The Aftermath of a Parabolan War before you can begin a new Campaign. Ravages also affect narrative text elsewhere in Parabola, but they also have some mechanical effects, including the difficulty of an option when attending a dreamer in the Viric Jungle.

Clearing the Ravages of Parabolan Warfare
Choice Actions Cost Cleared E /
1 Bejewel the Dome of Scales 1 2 1
Repair the Dome of Scales 1 2 1.25
Introduce new designs to the Dome 5 10 1.25
2 Purify the Waswood with fresh falsehoods 1 2 1
Dam the Waswood with truths 1 2 1.25
Distract the Waswood 5 10 1.25
3 Regrow the Viric Jungle 1 2 1
Tend the Viric Jungle 1 2 1.25
Flush the Viric Jungle clear 5 10 1.25
4 Bring the Chessboard to heel 1 2 1
Outplay the Chessboard 1 2 1.25
Besiege the Chessboard 5 10 1.25
5 Soothe your Laboratory's Reflection 1 2 1
Instruct your lab's new occupants 1 2 1.25
Devise an experimental device to speed the clearage 5 10 1.25
6 Host a party 1 2 1
Restore your Base-Camp 1 2 1.25
Send for your Advisor 5 10 1.25

Campaign Details[edit]

This guide is incomplete. You can help by expanding it.
What needs work: This section needs information on the minor Campaigns.


Cats[edit]

The Cats wish to regain control of the Lost Palatinate, controlled by the Fingerkings since a long-ago war.

Unlocked with: Completion of initial tutorial Campaign.

The rewards are set by the hidden quality The King of Cats' Petition, which is set by your choice in . This also affects some actions which are available after the campaign.

Rewards:

  • : ,
  • : ,

If you accepted the offer, you will have access to ; if not, .

Palatinate Choice Requirements Cost
Restored Enter the Palatinate alone
Lyon
Enter in the company of a Fingerking

Move to

Enter in the company of a Storm-bird
Plant a rose-garden in the Palatinate Trade it for
Lost Enter the Palatinate alone
Lyon
Enter in the company of a Fingerking

Both choices also allow access to The Dome of Scales, Becoming and the Cub's Education.

Fingerkings[edit]

The Fingerkings wish to recover part of the Catastrophe of Crowns, hidden within the dream of the Final Khatun.

Unlocked with: Completion of initial tutorial Campaign.

For mechanical purposes, the only decision which matters is The Khatun's Dream; do you free part of the Catastrophe, or (temporarily) free the Khatun?

Rewards:

  • : ,
  • : ,

This choice also sets which of two events appears in the :

  • : per action when you
  • : per action when you

Either way, you may also in the jungle, with a variety of actions.

The Chessboard[edit]

Ruby.png

The Appalling Socialite dreamt that her family's stolen jewels could be found in Parabola. Your Company will escort her, and her Aged Governess, in search of the jewels.

Unlocked with: Completion of 3 tutorial Campaigns (your initial tutorial, The Cats, and The Fingerkings all count).

This campaign's ending is determined by the levels of three hidden tracking qualities—, , and —which are affected by choices you make after the second, third, and fourth Stages of the war.

Advising the Appalling Socialite
Storylet Leaning Option
2 A Quiet Moment with the Appalling Socialite Abandon her quest
Continue her quest
Seek vengeance
3 The Rosy Crown Keep the jewels
Wear the jewels
Destroy the jewels
4 Queen of Roses Retain the Aged Governess
Surrender the Aged Governess

Defy the Roseate Queen

Rewards:

  • White, Red, or Black at 4 or higher: ,
  • White, Red, and Black all 3 or less: ,

Currently, the Almanac is available only from this and the Yourself campaign. It is needed in order to Break open the gate at (see Guide). The ending that yields the Almanac does not change ; the others set it to 4 (The Red-Handed Queen Throughout).

If you qualify for the ending, and have the FATE-locked quality (from the Exceptional Story The Fair Unknown), you can choose to Make a sacrifice and exchange Scarlet-Handed for .

Upon departing for your Base Camp, your Leaning qualities will be reset, and you can play the campaign through again to get another ending. However, the ending you reached will influence the rewards available from An Empty House in Wolfstack Docks (see the After a Campaign section below).

Yourself[edit]

Declaim2.png

Something is amiss in the Pavilion. Troops stationed in the marsh have gone missing. Munitions requested are absent without leave. Investigation is required.

Unlocked with: Completion of 4 tutorial Campaigns, (awarded upon completing your Ambition), and .

Upon beginning this Campaign, your goes missing, to be regained only at the Campaign's conclusion, when you confront yourself. At this point, you will be presented with two options: Give your reflection what it wants, or Deny Yourself. The former option has unique text corresponding to the specific ending of your Ambition.

Rewards:

  • Give your reflection what it wants: ,
  • Deny yourself: ,

Neither ending affects .


After a Campaign[edit]

Certain Campaign endings alter the availability of content in Parabola, London, or elsewhere. This is mainly controlled by:

  • : The final value of this quality reflects the specific ending achieved. It remains set until you begin a new Campaign.
  • : Some endings shift this quality to the side you fought for. This remains set until you complete another Campaign that alters Dominance.
Parabolan Dominance
Power Set by
1 Fingerkings Completing the Fingerkings 5-stage Campaign
2 Cats in the Viric Jungle Request a demonstration when Dominance is 1
3 Cats Throughout Completing the Cats 5-stage Campaign
4 The Red-Handed Queen Black, White or Red endings of the Chessboard Campaign

Fingerkings[edit]

Completing the 5-stage Campaign for the Fingerkings sets to 1.

Fingerkings Dominance unlocks . It remains available even if Dominance is shifted to Cats in the Viric Jungle. At this version of the Dome, you can gain:

Depending on your ending choice during the Campaign, you can obtain the following in the :

Cats[edit]

The 5-stage Cats Campaign sets to 3: Cats Throughout.

Cats Dominance unlocks . It provides opportunities to gain the following:

This also unlocks , where you can gain:

Elsewhere, you can gain:

is unlocked if you rejected the offer of the King of Cats during the Campaign. Here you can gain:

is available if you accepted the King of Cats' offer. Here you can gain:

The Chessboard[edit]

Winning the Chessboard Campaign sets to 4, unlocking . Here, you can gain:

All endings to the Chessboard Campaign unlock the storylet An Empty House in . Here, you can find out a bit more about what happened to your companions on the Campaign, and receive a small but repeatable item gift.

  • , with ending 300 (White Leaning)
  • , with ending 325 (Tied)
  • , with ending 350 (Red Leaning)
  • , with leaning 375 (Black Leaning).

Attribute Gains[edit]

A player-created Guide is available for this content: Raising Attribute Caps (Guide)

determines which options are available to raise and (increasing the stat cap for these skills to 230) and (raising the cap for Glasswork to 7).

Dangerous: With 12, winning a full-length Campaign with its General (e.g., the Cats with the Principle of Heralds) awards an additional 6 Gains. At the same time, your General will receive their gifts, and the Laboratory project to upgrade them will be unlocked. You may only do this once for each General, requiring all three to be used to raise the cap to 230.

Shadowy: With 12 and Base 212, contains options to raise Gains to 18, 24, and finally 30. The cost in items or Favours depends on .

Raising Shadowy Gains
Option Cost
18 1–2 Observe what the Fingerkings do at Mahogany Hall
3 Join the Cats in support of the Shroud
4 Observe the Red-Handed Queen at work in Mahogany Hall
24 1–2 Observe what the Fingerkings do in Varchas
3 Join the Cats behind the mirrors of Varchas
4 Observe the Red-Handed Queen behind the mirrors of Varchas
30 1–2 Visit the Fingerkings amid the roses of Caduceus
3 Join the Cats in the gardens of Caduceus
4 Observe the Red-Handed Queen moving among the rose-garden of Caduceus

Glasswork: can also be raised at the Dome of Scales, with different options depending on Dominance.

Raising Glass Studies
Option Cost
1 1–2 Be introduced to the enormous snake*
3 Be instructed in the traversal of mirrors
4 Procure a patron in matters of Glasswork
2 1–2 Purchase a greater freedom of the place
3 Be instructed further in the traversal of mirrors
4 Flatter your patron in matters of Glasswork
* unless you have either Fingerwork 15 or (FATE-locked) Promises Made to an Ophidian Gentleman, which have no-cost options

Campaign Strategy[edit]

To effeciently pursue Campaigns, it helps to understand the action types available at each Stage, and when it is best to use each one.

Action Types[edit]

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 categorisations 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 characterised by having easy skill checks (150 or lower), and generating even on failure.

In the first two Stages, they have no cost above the action and produce . In later stages, they cost a E 2.50 item and produce

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 E 3 or more, which are often lost even on failure. Success produces , 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 E 4 and produce on success.

Airs Options

As their name implies, these options depend on 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 , and failures giving 3 x  Ravages.

Skills Options

These options are characterised 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 5, generate on success, and cost items worth E 1.50 on both success and failure.

Morale Options

There is less variability among these options. Options that generate Morale are usually a challenge with difficulty of 175 which produce and on success and 2 x  Ravages on failure. Options that use morale exchange for with a trivial challenge.

Action Type Comparisons[edit]

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.

can be cleared at a rate of 2 levels for 1 action and an item costing E 2.50. For simplicity we shall approximate that 1 Ravages = 1 Action. When calculating the per action, Ravages will be counted as increasing the Action cost, i.e. they will increase the denominator.

Early Safe Progress options gain reliably at per action, with negligible chance of failure. Later options gain 2 at the cost of 1 action and E 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 also have negligible chance of failure (except in London without an appropriate General). Options that Gain Morale universally spend 1 action to gain and 1 x  Morale, while options that Spend Morale generally spend 1 action and 5 x  Morale to gain . Five gain actions and one spend action will therefore generate per action, a significant improvement over Safe Progress.

Before the last stage, Fast Progress options spend items to gain 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 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[1], 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 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 on success, and 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 per action taking actions with the base difficulty of 250, and 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 E 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 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.

  1. 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.

Stages[edit]

Stage Safe Progress Fast Progress Airs Skill Morale
1: Wastes of Want Rally your army
(, Snake)
Scout the way
(, Cat)
Phantasies
(, Chess)
Forgotten trenches
(, -)
Glasswhispery [stages 1]
Host a hunt
(, Gain Morale)
2: Hanging Mountains Raid from the sky
(, Cat)
Gather Flowers [stages 2]
(, Snake)
False fruit
(, Chess)
Deploy allegiances
()
Toxify the waters
()
Hold a feast
(, Gain Morale)
2: War from Home ( London) Deploy reinforcements
(, -)
Provide a distraction
(, Cat)
Boost the spirits
(, Snake)
Bathtub experiment
()
Spy on cats
(, Gain Morale, Cat) [stages 3]
Artistic support
(, Spend Morale, Snake)
3: Writhing River Safe options now cost supplies
Delegate to yourself
(, Snake)
Poisoned Oracle
(, Cat)
Grow Mounts
(, Chess)
Ancient passages
(, -)[stages 4]
Naval assault
(, Gain Morale)
The Wanting-Way
(, Spend Morale, 1 extra advance)
4: Smoking Shore Petition Cats
(, Snake) [stages 5]
Siege a Spinney
(, -)
Dream your way past
(, Chess)
Column of Ash
(, Snake)[stages 6]
Disseminate Falsehood
()
Enjoy a respite
(, Gain Morale)
Cavalry charge
(, Spend Morale)
4: Mirrorpane ( London) Night watch
(, Chess)
Crime-spree
(, Cat)
Dr Schlomo
(, Snake)
Infiltrate dreams
()
Public health
(, Gain Morale, Snake) [stages 7]
Summon your Company
(, Spend Morale)
5: Castle of Forests Pray
(, Snake)
Terror-Bird [stages 8]
(, Chess)
Ignite the Forests [stages 8]
(, -)
Sear the Castle
()
Liberate the dungeous
(, Gain Morale)
Assault the Citadel
(, Spend Morale)
  1. only
  2. Gains on success in lieu of costing items. Easier challenge than usual (Broad, 150).
  3. Harder than other Gain Morale options (Broad 200).
  4. Cheaper than usual.
  5. Harder than other Safe Progress options.
  6. Also gains on success.
  7. Compared to other Gain Morale options, has a higher base difficulty of 200, and tests against instead of .
  8. 8.0 8.1 Compared to other Fast Progress options, this costs materials worth E 4 and grants on success.


Wastes of Want Type Challenge Success Failure [Expand]
Rally your army onward Safe Progress 150

1 x  Ravages
Scout the way ahead Safe Progress 150

1 x  Ravages
Deploy Counter-Factual Phantasies Airs 250
1 x  Ravages
Lead your army through forgotten trenches Airs 250 1 x  Ravages
Host a hunt Gain Morale 175
1 x  Morale
2 x  Ravages
Employ the arts of Glasswhispery
( only)
Advanced Skill 5

The Hanging Mountains Type Challenge Success Failure [Expand]
Lead a raid from the sky Safe Progress 150

1 x  Ravages
Gather the Flowers of Nevermore Fast Progress 150

2 x  Ravages
2 x  Ravages
Lure the (enemies) with false fruit Fast Progress 250

1 x  Ravages
Deploy a whirlwind of allegiances Advanced Skill 5

Toxify the waters of the (enemies) Advanced Skill 5
Hold a feast Gain Morale 175
1 x  Morale
2 x  Ravages
The War from Home Type Challenge Success Failure [Expand]
Deploy reinforcements Safe Progress 150
1 x  Ravages
Provide a distraction Safe Progress 150

1 x  Ravages
Boost the spirits of your Company Airs 250
1 x  Ravages
Conduct an experiment from within your tub Advanced Skill 5
Spy on the movement of cats Gain Morale 200

1 x  Morale
2 x  Ravages
Inspire artistic support Spend Morale 90
-5 x  Morale
-3 x  Morale
The Writhing River Type Challenge Success Failure [Expand]
Delegate to yourself Safe Progress 150




1 x  Ravages
Consult a Poisoned Oracle Safe Progress 150



1 x  Ravages
Grow mounts to speed your passage Fast Progress 250

1 x  Ravages
Illuminate ancient passages Fast Progress 250
1 x  Ravages
Launch a naval assault Gain Morale 175
1 x  Morale
2 x  Ravages
Sail the Wanting-Way Spend Morale 90
-5 x  Morale
-3 x  Morale
The Smoking Shore Type Challenge Success Failure [Expand]
Petition Long-Dead Cats Safe Progress 250



1 x  Ravages
Consult a Column of Searing Ash Airs 250

1 x  Ravages
2 x  Ravages
Siege an Insidious Spinney Airs 250 1 x  Ravages
Dream your way past the (enemies) Airs 250
1 x  Ravages
Disseminate Falsehood Advanced Skill 5
Enjoy a respite Gain Morale 175
1 x  Morale
2 x  Ravages
Mount a cavalry charge Spend Morale 90
-5 x  Morale
-3 x  Morale
Shadows on the Mirrorpane Type Challenge Success Failure [Expand]
Establish a night watch Safe Progress 150



1 x  Ravages
Embark upon a crime-spree Airs 250
3 x  Ravages
Call on Dr Schlomo's assistance Airs 250
1 x  Ravages
Infiltrate disordered dreams Advanced Skill 5
Initiate a campaign of public health Gain Morale 200

1 x  Morale
3 x  Ravages
Summon your Company for aid Spend Morale 90
-5 x  Morale
-5 x  Morale
The Castle of Forests Type Challenge Success Failure [Expand]
Pray Safe Progress 150


1 x  Ravages
Summon a Terror-Bird Fast Progress 250


1 x  Ravages

Ignite the Chorus of Forests Fast Progress 250

1 x  Ravages

Sear the Castle with Viric Advanced Skill 5
Liberate the dungeons of the Castle Gain Morale 175
1 x  Morale
2 x  Ravages
Assault the Citadel of Vineyards Spend Morale 90
-5 x  Morale
-3 x  Morale

Morale[edit]

Morale is gained at the beginning of each campaign based on your level of , with a maximum of 9 Morale, plus 1 if your ethos is aligned with whom you're campaigning for - i.e. if you have > for Cats, > for Fingerkings or the two qualities equal for the Chessboard. The formula for starting Morale is unknown; see the embedded table below for what's been collected. It is also gained, along with one , 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 (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) , assuming no failures. These options also don't cost items. However, failing them will add 2 , 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 , p Morale and 2(1-p) Ravages, requiring 1-p actions and materials worth 2(1-p)E to clear. So accumulating 5 Morale and then spending it will on average take 5(2-p)+1 actions and 10(1-p)E of materials to gain 10 (or 11) . For example, if your chance of success is 100%, you'll use 6 actions for 10 (or 11) , whereas a 50% chance will take about 8.5 actions and 5E for 10 (or 11) .

Starting Morale
Campaign & Alignment Preferred? 0 1 2 3 4 5 6 7 8 9+
Cats: Greater Cultivator 7 7 7 8 9 9 9 10 10
Cats: Equal or Lesser Cultivator 6 6 6 7 8 8 8 9 9
Chessboard: Balanced; C= O 7 8 9 9 9 10 10
Chessboard: Cultivator/ Oneironaut Mismatched 6 7 8 8 8 9 9
Fingerkings: Greater Oneironaut 7 7 7 8 9 9 9 10 10
Fingerkings: Equal or Lesser Oneironaut 6 6 6 7 8 8 8 9 9
Short campaigns (Viscountess/Gentleman/ Second City): 3 4 4 4 5 6 6
Yourself 6
The Starting Morale formula is unknown. It is believed to be based on the Parabolan Commander value with a bonus if your alignment matches the campaign's preferred value, and may vary with campaign length. ✗s denote impossible situations because some campaigns do not unlock until other campaigns are complete. Please update this table if you find a new result or one which doesn't match.

Choo choo![edit]

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 to 24) and gives .

Depending on the number of Board members you have, deploying a train can provide far more efficiently than any other option, if you discount the . 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 maximise the benefit:

  1. Prosecute the war using non-train methods until you possess at least (or exactly 2 if you are on the final stage) and exactly .
  2. Begin a Board meeting (after any other Board-related preparation) and deploy a train before concluding.
  3. Await Time, the Healer.

This may be repeated indefinitely for maximum value.

Warplan Calculator[edit]

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 and , 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[edit]

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. 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-optimal. 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[edit]

 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 Psalm|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
Fingerkings loading...
 

How it Works[edit]

This calculator is based on a classical optimization technique called Dynamic Programming. (Despite the similar name, this bears no relation to "dynamic programming languages" like JavaScript or Lua.) The core concept is that results are computed starting from the end of the campaign working backwards rather than from the beginning, calculating actions-to-goal rather than actions-spent. Going in this order means that when considering any given campaign state, the outcomes of the all of the options available from that state have already been calculated, so the arithmetic to choose which is best becomes very simple.

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 & , 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.

Dynamic programming example.png

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
35.82 37.82
Fast Progress 1.39 Actions
Items worth 0.88 Actions
Ravages worth 0.39 Actions
35.82 38.48

Calculations[edit]

Some actions (like most Safe Progress options) always produce the same amount of 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.

Airs[edit]

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.

Reference Material[edit]

Campaigns[edit]

This guide is incomplete. You can help by expanding it.


Composing a [edit]

Name Cost Cultivator/Oneironaut
Infantry (1)
Tigerstripes.png The Wakeful Gentlemen -
Snakehead2.png The Satrap-Saints
Chesspiece apocyan.png The Pax Homines
Cavalry (1)
Rose TC.png The Company of the Exiled Rose
Varchas port.png The Grand Myriad Company -
Moonparliament.png The Peace of October -
Grenadiers/Bombard (1)
Irem port.png The Pale League of Irem -
Cannon.png The 77th Queen's Own Hussars
Hauntedmagician.png The Order Speculorum 7
Munitions (3)
Snowflake.png Words, Broken
Lawfurnace.png The force of law
Skullmoth.png The Spectre of Decay
Cross.png An Antiphonal of Doubter's Hymns
Scintillack.png A Vision of Peace
Wolfstackdocks port.png Muster the Workers' Dreams
Logistics (3)
Auroch minotaur.png Sow a crop of Flourishing Aurochs
Parabola.png Reorient Parabola
Irrigo.png Summon dreams past , +1 x
Sausage.png Kindle a dream of pigs
Knife3.png Draw upon Parabola's bounty 3 x  Crate of Biscuits

Riverofblood.png Build a Parabolan waterway

Rewards[edit]

Stages Decision Rewards Leaning Other effects
Cats 5 Reject the King's offer Dominance 3, unlocks The Dome of Scales, Becoming, Encounter the Viscountess
Accept the King's offer
Fingerkings Recover the Khatun Dominance 1, unlocks The Dome of Scales, Occupied, Encounter the Ophidian Gentleman
Recover the Crown
The Chessboard Do not get a Tie Dominance 4, unlocks The Dome of Scales, Adorned with Rubies, An Empty House
Get a Tie unlocks An Empty House
Give your reflection what it wants
Deny Yourself
3 Break the Glass
Walk away (The Entanglement of Glass)
Follow the Gentleman
Wait for the Ophidian Gentleman
Enforce your demands
Suggest she join you