I’m not certain if this is intended or not since I’m not entirely certain how the algorithms work for the opportunity deck, but when you complete the short roulette at the finishing school it refreshes your opportunity deck to max. I presume its the same reason why the deck refreshes when you come back from sea. Your deck at sea and at the finishing school is infinite so coming back to London resets it to the maximum. In regards to the Undersea it’s not that important, but the finishing school can be done in about a dozen actions before returning you to London. Getting your full deck back after only 12 or so actions seems like it could be exploitable. Is this something that should be looked at or is not of any real consequence?
Shhh! Don’t tell them! :)
Apparently it actually is intended this time, since you need to spend a bunch of actions to leave.
I hate it when good-natured honest people mess up my exploits. :Ꮖ
The same thing has been happening with Flash Lays since those were introduced, and no one has bothered to change that either, so I think it’s safe. It might be different if teaching students was actually profitable, but the pay is poor enough that it’s probably not worth doing unless you’re hunting for a particular card.
Teaching students seems to be a low-key way to farm favors,too
I thought Flash Lays took more actions… I’m an Exceptional Friend, and got through the school three times this morning- no favours from the zailor, d— it, but three Criminal favours from the refreshed deck. I’m torn between thinking the Empress’ Shadow story might be worth buying by Exceptional Friends just for favour farming, and feeling that this is really unfair on people who can’t afford Fate.
(I love that I am getting to send a steady stream of Urchins and zailors out into the world, though!)
If I’m counting right, each class takes ten actions minimum. Four actions to begin a class and find students, at least five to teach, and one to cash in. Generating favours and cards is certainly useful for increasing renown, but it’s not very profitable, so it balances out in my view.
One whole loop took me 14 actions from end to end, including one auto-fire menace card, so a "perfect" run takes 13. If I’m remembering right, the three actions you missed are exiting the Flash Lay area, putting your class to work after you exit, and selecting the reward from putting them to work.
Ah right, I forgot that leaving takes one action (was thinking of no-action saying goodbye) and cashing in takes two. That only makes 12 actions though.
You can also, if you feel like just bolting, leave without finishing the curriculum.
This takes 5 actions and gives you a hit of scandal and suspicion.
You can also, if you feel like just bolting, leave without finishing the curriculum.
This takes 5 actions and gives you a hit of scandal and suspicion.