Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
I think we should ask for quests from the Glade-Stewards. We'll want to get started on adventuring next turn and that means we need quests. It also means that if there's any problems around that they want us to get rid of, that's problems that we won't have to encounter later on.
 
Last edited:
[X] [Name] Preisdorf
[X] [Name] Saelig
[X] [Name] Corona
The last one is the name of the city/kingdom in the movie. Like everyone else I associate the word with something else but I think it is a nice name - those connotations aside.

[X] Plan: As per my last report.
-[X] Construction
--[X] Jade Rice Paddy(1)
--[X] Jade Rice Paddy(2)
--[X] Colonial Bunkhouse(1)
--[X] Colonial Bunkhouse(2)
--[X] Lumber-yard
--[X] Granary
--[X] Docks
--[X] Smithy
--[X] Forester's Lodge (Improve Construction)
-[X] [Flynn] Begin planning Expedition (Exploratory)
-[X] [Flynn] [Martial] Train Militia

-[X] Advisors
--[X] [Diplomacy] Send Diplomatic Offer to Known faction (Glade Stewards)
--[X] [Martial] Patrol Perimeter
--[X] [Stewardship] Improve Construction:
(Forester's Lodge, +20 Magical Advisor)
--[X] [Intrigue] Monitor Corruption
--[X] [Learning] Conduct Research - Blueprints: Naval
 
Last edited:
@Pillowsperky some suggestions/critiques.

Firstly, I think it would be good if the blueprints and upgrades had a different order than their current one, either alphabetically or by type. Right now it takes some scrolling to find what I'm looking for.

Secondly, I think the new sidestory should go in the Threadmarks proper, or at least a summary of its events should be in a Threadmark update. This is a mainline story thing, not a sidestory. It informs plans and anyone reading this in story mode will miss out on important information if they only read the Threadmarks updates.
 
Last edited:
@Pillowsperky two things.
First when thread marks are viewed as a list the centaur thing is the third from the top, right after character creation.
Second I feel that the land reclamation research branch is somewhat ambiguously worded. I'm running on the assumption that it covers both agriculture and forestry but I'm not entirely sure.
 
Letss goooo!

ELF LOVINS IN NUMENOR SKINLANDIA!

I'll be rootin for ya Flynn.

Getting to be a progenitor of halfus is gonna be a long, tiring- yet fulfilling work alongside your duties as a colony leader.

[X] Plan: Sensible Construction With A Barracks

We need em longbows and we need em now!

[X] [Name] Schatzland

SCHATZLAND FOREVER!


View: https://youtu.be/-BD1vHgYRgg?si=XK8dsMSrI17X-0eQ
 
Last edited:
Thank you for pointing that out, I am thinking
[] [Flynn] Begin planning Expedition exploration. But I am not at all attached to that, does anyone have any opinions?

Getting a quick look what's a round your colony is a great way to earn some loot and info at the same time to be honest. Though you could offload that to your adventurers- you lose the loot but you dont carry the burden of risk either.
 
Plan updated with training militia added. Is the bonus temporary or permanent? it seems like most advisor actions are temporary bonuses, but this one doesn't specify.
 
So... does anyone have any idea what the centaurs are? On the one hand this is Lustria, land of the weird, I am not surprised to find them, but it is strange that they are allies of the spirits and also not friends to our wood elf diplomat in ways he does not want to make obvious to us humans.

This could be personal of course, but either way I think it had to do with why there is a wood elf out here to begin with, they are not what one would call the most diplomatic even in their own name, nevermind offering to work with a human for money. What would a wood elf even spend money on? I think he has his own reasons for being here
 
A note on the research categories.
I meant which one of these five research categories.
Oh shit sorry
Those would all be Industrial, for the farming industry.
Bar the Fish Farming, which is Naval.

Land reclamation is ways to expand the colony's reach via terraforming, outposts, and potential synthesis with the forest/going underground/extending out into the water.

Industrial covers techs to do with exploiting the existing slots and resources. If it is a way to get or store more Money, Food or Resources then it is likely Industrial (unless it it is sea-based)

Naval covers sea-trade, river & coast exploitation and the growth of your Docks into an eventual Harbour. If it goes into the water then it will likely be Naval.

Defense covers things like siege preparation, your colony's armed forces, and the eventual transition from a militia and mercenaries into actual troops. Also intrigue advancements against saboteurs and assassins.

Morale covers preventing unrest, expanding your prestige growth, managing prestige losses, and some Intrigue advancements to prevent hostile cults/corruption slipping in.
 
Adding Social Actions for Flynn.
I think he has his own reasons for being here

Dragon has brought up a point that reminds me of my own advise, that Advisors are more than just numbers on a page.

In that vein I shall be adding a seperate number of weekly 'Social Actions' for Flynn.

So that he can talk to his advisors and potentially other NPCs (like the unchosen advisor candidates who will be arriving once the tavern and docks are built for trade to begin flowing through your colony) to begin opening up their personal quest-lines.

Please adjust your plans accordingly.

Flynn's social actions have been added to be a seperate vote, like the name. because everyone will have their favourites.
 
Last edited:
Back
Top