Colony Builder: The Stolen Lands (Riot Quest)

Just to clarify how token income works, is it right to say that's it basically separated into six streams?


1. Passive income. You get this if you don't do a task that turn or fail at whatever task you do try. This is always 10.
2. Colony income. You get this every turn, regardless of all other factors. This is affected by upgrades that benefit the entire colony. It is currently at 4 due to a +3 from three trading ships and a +1 from one export good.
3. Faction income. You get this every turn, regardless of all other factors. Including being currently wounded or not. This starts at 0 and is affected by faction artifacts and strategic sites. Currently it is at 3 for all NPC factions, and will probably be at 3 for the Guardians of Light as well given that faction artifacts always give +3.
4. Personal income. You get this from personal strategic sites and personal artifacts. You get it every turn regardless of what you do.
5. Quick Learner income. You get this from quick learner perks. You get it every turn but it can only be applied to the relevant perk. Can it also be used to upgrade itself? E.g. could income from Quick Learner (Fabrication Magic) be used to upgrade to Quick Learner II (Fabrication Magic)?
6. Success tokens. These are gained from succeeding at a risky task.

In regards to income, is that received at the start of a turn or after? E.g. Does Sofia already have 10 tokens from Quick Learner(Fabrication Magic) or will she get those after this turn. Currently I'm assuming that most income is received at the start of a turn, except for passive income and Success tokens. Please answer at your convenience.

EDIT: I don't mean to be presumptuous but it might be helpful to list the faction income on the faction sheets. Additionally your answers to my questions might make for a good informational thread mark. I say this only because it will help to minimize how many questions people ask you about how tokens work.
 
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[X] Erich Faust
-[X] (Non-Mandatory, Personal) Claim Land (First Turn Autosuccess)
--[X] Bid -10 Tokens

I plan to build a workshop here that would produce potions, and refine raw materials since I am a alchemist and transmutationist.
 
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[X][Lamprecht Fruhjahrsmudigkeit] (Non-Mandatory, Personal) Claim Land Bid: -0 Tokens. (or -1 if that's the minimum bet)
 
I wonder if I'm doing anything wrong with this character proposal

Ahh, I see, Quick Learner needs to be a particular kind of skill... Is 'crafting' too broad?

If you want to lock all your crafting skills into diminishing returns, no.

If you want something narrower where I'm not going to treat all crafting skills as one unit in terms of Perk Token cost, then yes.

Let me know which you'd prefer.
 
I think so.

Followup questions:

First, so the basic differences between 'Strategic Site' and 'Claimable Land' are that Strategic Sites offer higher risk for higher immediate reward, while claimed land offers low risk and requires more investment for the same kind of payoff and claimed land can be more freely molded to meet our personal tastes and needs?
Yes.

Second, is it just claiming land up front but I don't have to decide what I'm actually building on it right away?
Correct, its multiple actions. First you claim, then you build.

Third, other than missing out on obvious bonuses, what negative impacts are we looking at by not having a strategic site or claimed land?
Nothing. They are meant to be a passive source of buffs and/or income mechanically.

Just to clarify how token income works, is it right to say that's it basically separated into six streams?


1. Passive income. You get this if you don't do a task that turn or fail at whatever task you do try. This is always 10.
2. Colony income. You get this every turn, regardless of all other factors. This is affected by upgrades that benefit the entire colony. It is currently at 4 due to a +3 from three trading ships and a +1 from one export good.
3. Faction income. You get this every turn, regardless of all other factors. Including being currently wounded or not. This starts at 0 and is affected by faction artifacts and strategic sites. Currently it is at 3 for all NPC factions, and will probably be at 3 for the Guardians of Light as well given that faction artifacts always give +3.
4. Personal income. You get this from personal strategic sites and personal artifacts. You get it every turn regardless of what you do.
5. Quick Learner income. You get this from quick learner perks. You get it every turn but it can only be applied to the relevant perk. Can it also be used to upgrade itself? E.g. could income from Quick Learner (Fabrication Magic) be used to upgrade to Quick Learner II (Fabrication Magic)?
6. Success tokens. These are gained from succeeding at a risky task.
Yes that is correct.

Quick Learner can upgrade itself but it will have diminishing returns in terms of income and cost. (i.e. 50 for +10 points is as efficient as it ever will be)

Guardians of Light went with a support ship so they start at +1 instead of +3 but it also opens up other options by having a ship.

In regards to income, is that received at the start of a turn or after? E.g. Does Sofia already have 10 tokens from Quick Learner(Fabrication Magic) or will she get those after this turn. Currently I'm assuming that most income is received at the start of a turn, except for passive income and Success tokens. Please answer at your convenience.
Income is at end of turn/start of next turn.

So the initial turn it'll be 0.

EDIT: I don't mean to be presumptuous but it might be helpful to list the faction income on the faction sheets. Additionally your answers to my questions might make for a good informational thread mark. I say this only because it will help to minimize how many questions people ask you about how tokens work.
I understand but why there instead of the settlement where I list all the income? Just curious
 
If you want to lock all your crafting skills into diminishing returns, no.

If you want something narrower where I'm not going to treat all crafting skills as one unit in terms of Perk Token cost, then yes.

Let me know which you'd prefer.
I think carpentry specifically... or I might drop the quick learner entirely... I will think a out it for a while.
 
The moment the ships arrived at the island and Tyrah Green-Ears was free to do so, she wasted no time identifying one of the newly founded "Fairhaven"'s open plots of land and claiming it on behalf of the Guardians of Light.

Among her lead charges was to establish a foothold in The Stolen Lands on the Guardians behalf. Not just means for the Guardians to ensure a reliable place to operate from. More importantly, it showed dedication to the Kaiser's goal of freeing the Stolen Lands from the evil that currently haunted it.

In this task, Tyrah would not fail.



[X] Tyrah Green-Ears
-[X] (Non-Mandatory, Personal) Claim Land (First Turn Autosuccess)
--[X] Bid -12 Tokens
 
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For the tutorial turn, there are no rolls, so it is only the items listed in the task and the default income.
I'm sorry for another token question but does this mean that everyone will get the "passive" income of 10 tokens this turn? In addition to the colony income and their faction income?
 
I'm sorry for another token question but does this mean that everyone will get the "passive" income of 10 tokens this turn? In addition to the colony income and their faction income?

Yes. Everyone is getting passive income of 14 tokens (except Guardians of Light which is 12).

Then the ships from the Graf will start applying once the port is setup so it'll go to 17 vs. 15.
 
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I'll put in for Scout the Island, if nobody else has?

Edit: Nevermind
 
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I'll put in for Scout the Island, if nobody else has?

[x] (Mandatory) Scout the Island
We just figured we'd leave it for the Jarl NPC to do. Since there are only two mandatory jobs and Sofia is doing the other, people are taking the opportunity to secure a plot for themselves.

EDIT: On that note what would the Jarl normally do if all the mandatory jobs are taken? Just take passive training income? On a related note what would he do this turn? Secure an export good or something?
 
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Guardians of Light: +12 Tokens per Season (Total), Access to naval tasks [Base 10 + 1 Ship + 1 Export]
Guardians of Light went with a support ship so they start at +1 instead of +3 but it also opens up other options by having a ship.
Yes. Everyone is getting passive income of 14 tokens (except Guardians of Light which is 12).

The funny part is I was mostly just looking at trying to have a team benefit that didn't carry the 'can be stolen' label. :V
 
I think it's kind of... In character to not claim a plot. Wanderer type, and all... Idk... Maybe I can [] Start building the Church of Odin, since the faction leader is claiming land?

...Thinking about it more, 'claim land' sounds reasonable to me. The wanderer, finally having a spot of his own, which was gotten by joining a dangerous expedition.


[X] Nicodemus Fain
-[X] (Non-Mandatory, Personal) Claim Land
 
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I think it's kind of... In character to not claim a plot. Wanderer type, and all... Idk... Maybe I can [] Start building the Church of Odin, since the faction leader is claiming land?

...Thinking about it more, 'claim land' sounds reasonable to me. The wanderer, finally having a spot of his own, which was gotten by joining a dangerous expedition.


[X] Nicodemus Fain
-[X] (Non-Mandatory, Personal) Claim Land
If Abydon is willing to give leeway you could also go out and work on a strategic site. Then your characters personal land will be kinda isolated from the rest of the colony. It will also be harder to defend of course.
 
EDIT: On that note what would the Jarl normally do if all the mandatory jobs are taken? Just take passive training income? On a related note what would he do this turn? Secure an export good or something?

He'll create mastercrafted weapons since he is a weaponsmith.

If Abydon is willing to give leeway you could also go out and work on a strategic site. Then your characters personal land will be kinda isolated from the rest of the colony. It will also be harder to defend of course.
Yeah he can start shopping for a spot on the mainland if he'd like. I just didn't list it as an option because the island would be safer.
 
That might be nice. Go to the mainland and look for a strategic site. I'm just not sure, and can't afford to spend more time on this right this second XD
 
I think I'm going to build a forestry and lumber yard on my character's land. Step 1, humble log cabin. Step 2, forestry/carpentry hut to store tools and supplies. Step 3 and possibly 4, water wheel sawmill or magic-powered sawmill. Seems on theme, and a burgeoning town can probably use a lotta wood.
 
As I said before I'm making my vampire manor with a library for magic, servants' quarters, a personal crypt, and so on.

Not sure if I should make it dark and foreboding to stick with the theme, or bright and cheerful to throw everybody off.
 
lol. I was betting there'd still be land to claim turn 2, but it's not looking like it. Oh well, it's still probably worth it to get a secure dungeon for my faction on the safe island, and that's basically a land claim bonus after it's been built up anyway.
 
Yes, nothing stops you from buying a faction-token generator and forming one. You just start behind in token generation.


Yes, you just need some kind of "faction benefit". So the ship works.



Strategic sites are something that generates value for your faction. For instance, Perk Tokens, a way to farm extra tokens (such as Dungeons) through active action, a fortress (to hold territory), a town/mine/village/farm/etc (to generate income of the non-perk variety), a cemetery to gain access to enough bodies to raise your undead servants (Orcus for instance), and so forth.



Land claims allow you to setup a site of strategic value of your own design. So you get to pick the bonuses and build it and it takes multiple actions.

So you could setup a dungeon for people to farm (secret dungeon core you brought over eh?) for bonus tokens per action, you could find a spot for a mine, and so forth.

The claimable land is basically "strategic sites you don't have to fight anyone for" so they are a much faster process and safer since they are in a protected area so the burden of defending them will be less and less as the colony expands.

So, in this case, claiming a plot of land means you are defended by the town garrison and can basically ignore any need to defend it once the island is secured. Since this is basically a "tutorial island" of sorts, I'm not going to trigger any attacks on your land claims unless the colony legitimately goes to war (or the Kaiser and it spills over to the Stolen Lands) when such protections cease to be reliable.

So anything you could reasonably do with a magical bond to a piece of land to build upon it would work. The reason for the generic terms is I'm trying to minimize bookkeeping so everything mechanically will be similar but you can do whatever you want fluff wise.

Does that make sense?

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Fourth, you mentioned faction leaders securing their land claims and there being 5 plots that can be claimed, do those leader claims count against the 5 available or are those 5 in addition to the ones the leaders are claiming?
In addition, the NPCs are claiming plots that aren't available in that 5 number. So its technically 8.
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Basically, I plan to use it in the bullet time way. Manipulating environment is in higher levels
 
In addition, the NPCs are claiming plots that aren't available in that 5 number. So its technically 8.
Basically, I plan to use it in the bullet time way. Manipulating environment is in higher levels
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Minor speedster powers would be fine.

General time manipulation (i.e. environmental) is never going to be in this quest, sorry. Its too timey-wimey-bs power to balance properly.
 
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