Let the fires of industry BURN! a WH40K manufactorum administrator quest

How to use perk point

  • 1) Use that spare perk point on your Planet generation

    Votes: 12 85.7%
  • 2) Use that point to pick a new perk from the perk list

    Votes: 0 0.0%
  • 3) Use the point to evolve one of your current perks (Pos. or Neg.)

    Votes: 2 14.3%

  • Total voters
    14
  • Poll closed .
As much as I care for the well being of our work force this is 40k where menials are expendable so I say repair the defenses or repair the production lines.
 
[] Plan: <insert name>

Industry: 6 Dice
-[]Repair the Ruined Warehouses: Now that you're here, you might as well fix up those old Warehouses and get some Storage for your goods
0/100 Progress, 100 B-mats per dice. Reward: 1 Restored Warehouse: 5000 Storage Capacity [1 Space] 3 Dice

-[]Repair the Crumbling Workers Quarters: Now that you're here, you might as well fix up those Workers Quarters and get some housing for your workers
0/100 Progress, 100 B-mats per dice. Reward: 1 Workers quarter: 20 Housing Capacity [1 Space] 3 Dice
Stewardship
: 2 Dice (Base)
-[]Construct a small maintenance workshop: You would rather not have your Manufactorum collapse back into its original state, so you'll set aside some resources and cog boys to do basic maintenance.
0/200 Progress, 100 B-mats per dice. Reward: 1 small maintenance workshop: -100 B-mats a turn, 1 Allocated Tech-Priest shift, 5 [Space] worth of maintenance per turn 2 Dice
Diplomacy
: LOCKED

Learning: LOCKED

Intrigue: 2 Dice
-[]Set up Spy rings Watch posts: You need to make sure that your workers aren't going to do something stupid like strike, or rebel
DC 25 Reward: A general gauge on the mood of your workers 2 Dice

Policy
: Choose up to 1 (one)
-[]Pay: How much do you pay these workers?

Resources:
-Thrones: 10,000,000
-Basic Materials: 5,000 units -800 for this plan
-Advanced Materials: 500 units
-Exotic Materials: 0 units

So this is what I'm thinking, fix the storage and housing and then next turn start on the wall and old production lines.
I was tempted to go with the luxury housing to counter the malus but repairing what we already have won out.
Small maintenance workshop because the other one uses 3 tech priest shifts and we only have 2.
Intrigue only has the one option atm.
And then on the Policy, I think doing 'danger pay' would at-least delay the inevitable rebellion. hopefully.
edit: fixed
 
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As much as I care for the well being of our work force this is 40k where menials are expendable so I say repair the defenses or repair the production lines.
Same but at least get the house cap up because of this [Insufficient Housing]- (10% chance to lose 1 unhoused Security shift a turn.) like to have a 10% every turn to lose 1 security kinda shit, we only have 5 military personal for now and 40k everyone suffer so i really don't want to turn to luck in the dice for our armed boys
 
Same but at least get the house cap up because of this [Insufficient Housing]- (10% chance to lose 1 unhoused Security shift a turn.) like to have a 10% every turn to lose 1 security kinda shit, we only have 5 military personal for now and 40k everyone suffer so i really don't want to turn to luck in the dice for our armed boys

we just have to make money faster than we lose it to attrition
 
Production lines (Phase 1/4): Now that you're here, you might as well fix up those old lines and get some production up and running
0/150 Progress, 100 B-mats per dice. Reward: 1 Restored Production line: 10 Production Capacity [1 Space]
[]Repair the Ruined Warehouses: Now that you're here, you might as well fix up those old Warehouses and get some Storage for your goods
0/100 Progress, 100 B-mats per dice. Reward: 1 Restored Warehouse: 5000 Storage Capacity [1 Space]
[]Repair the Crumbling Workers Quarters: Now that you're here, you might as well fix up those Workers Quarters and get some housing for your workers
0/100 Progress, 100 B-mats per dice. Reward: 1 Workers quarter: 20 Housing Capacity [1 Space]
[]Repair The Wall: You're really going to need to fix that wall before the Cog boys come take their turrets back
0/250 Progress, 200 B-mats per dice. Reward: Refurbished Wall: -10 to all hostile attacks

Even split on these I think? See how the rolls do
 
[X] Plan: New start-up

Industry: 6 Dice
-[X]Repair the Ruined Warehouses: 3 Dice
-[X]Repair the Crumbling Workers Quarters: 3 Dice
Stewardship
: 2 Dice (Base)
-[X]Construct a small maintenance workshop: 2 Dice
Diplomacy
: LOCKED
Learning: LOCKED
Intrigue: 2 Dice
-[X]Set up Spy rings Watch posts: 2 Dice
Policy
: Choose up to 1 (one)
-[X]Pay: How much do you pay these workers?

Resources:
-Thrones: 10,000,000
-Basic Materials: 5,000 units -800 for this plan
-Advanced Materials: 500 units
-Exotic Materials: 0 units
 
[X] Plan: New start-up

I do think that 3 dice in housing and warehouse are more than enough but the other option arent so cheap so is ok
 
Might as well add up the modifiers for the Plan: New start-up

(Let me know if i missed a modifier, i think only Genius applies for these rolls)

Both industry actions get a +60
60/150 +3d for refurbish line
60/100 +3d for refurbish quarters

Maintenance workshop gets +40
40/200 +2d for maintenance

Watch posts gets +40
40/25 dc +2d for watchposts
 
[X] Plan: New start-up

Also Lord Necromancer Congratulations! I recommend you to post the link of this in Wulfen's discord server. This seems promising
 
It's looking like this is going to be a landslide victory
Adhoc vote count started by Lord Necromancer on Feb 10, 2023 at 10:22 AM, finished with 20 posts and 9 votes.
 
Might as well add up the modifiers for the Plan: New start-up

(Let me know if i missed a modifier, i think only Genius applies for these rolls)

Both industry actions get a +60
60/150 +3d for refurbish line
60/100 +3d for refurbish quarters

Maintenance workshop gets +40
40/200 +2d for maintenance

Watch posts gets +40
40/25 dc +2d for watchposts

based on this wouldn't we want to drop one die on production lines to lock in the +60 progress? maybe take it from warehouses since id prefer spoilage to loosing some shifts.
 
[X] Plan: New start-up (Spreading the Benefits)

Industry: 6 Dice
-[X]Repair the Ruined Warehouses: 2 Dice
-[X]Repair the Crumbling Workers Quarters: 2 Dice
-[X]Repair the Decrepit Production lines (Phase 1/4): 1 Die
-[X]Repair The Wall: 1 Die
Stewardship
: 2 Dice (Base)
-[X]Construct a small maintenance workshop: 2 Dice
Diplomacy
: LOCKED
Learning: LOCKED
Intrigue: 2 Dice
-[X]Set up Spy rings Watch posts: 2 Dice
Policy
: Choose up to 1 (one)
-[X]Pay: How much do you pay these workers?

Throwing this out there since it seems more optimal.
 
So once we start getting some income, could we maybe hire some gangers from the other lvls to hunt some mutants for us?
 
Hmm... Looking at the possible actions for the industrial dice i say 2 to fixing the Decrepit Production lines, 1 to repair a warehouse, another 1 to fix a ruined workers quarters, and the last two industrial dice to fixing the walls. We get the walls fixed if we are lucky and that may decrease attrition among the menials i think? For the 2 Steward dice i am leaning towards starting work on the small maintenance workshop. It'll be a good start on everything and if we are lucky it'll finish the first phase or two of the repaired production line, the walls will be useful, and if the two steward dice are nice maybe even the small maintenance workshop as well. The same is possible for the warehouse and the worker quarters but they'll probably be fine waiting a turn... Hopefully. Enough of them will be anyways.
 
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