Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
4. Council Chambers. Gus's anti-assassination trait only works if we're in the same building, and our advisors can't be living in mere tents/bunkhouses either.
I would say Governor Manse would work decently for the time being both for work and living arangments. Unless it is an upgrade in witch case same, honesly. Better hammock in a Manse than a bed in a tent.

Also migrants from old world would not know to move our direction. way to new of a thing for info to spread. From other colonies on continent? that's a mayby. We don't exacly have a merchan navy to swing along our coast. Unless there is one of our neigbours that would swing by befor going on further.

Speaking on Migrants. Are we open to Centoreans hanging at our place long term?
 
There was a mass advertising campaign all over the empire, and Estalia plus the Tilean city-states have known for months. This was not a small nor subtle endeavour.
In general direction? perhaps. Us specifically? not likely. for the average folk we are one of many that tryed and are yet to fail. a succesfull colony is a rare thing amoung fresh ones. Sure advertising helps, but there still is this 'probation period' where people question if it's real and such. will get better with our feedback and continues prove of existence, but fo now we are limited to mose desperate and devoted.
And of course all the rich pushing their manpower our direction...
ok, this is proving more complicated than i thouth.
goodluck to sailors.
 
Seeding. Month 1 - Week 3. 08/6/2395 IC
You are Flynn Ryder, Governor of the new Imperial Colony of Preisdorf and it is up to you to Decide where your people's destiny lies. In fortune, or in death upon this hostile land?

You have already had an odd start to the week between the apparent insanity of your astromancers and the star-maps they have scribbled all over your main street, now made passingly immortal by the addition of pale pebbles to match their stars and spare plaster into the lines.

You deeply appreciate your elven lover's lips, her cuddles, her warmth and comfort in this utterly strange time, even if she keeps trying to talk your ear off about stars or constellations following your astromancer's mania.
You love her enthusiasm nonetheless, what little you understand of astronomy helping you make Rapunzel laugh with ludicrous questions.


+2 Mo this week as Scholarly types pay to take plaster casts and charcoal rubbings of the starmaps, and from the increased market-taxes at the docks.

You have 1.75 Manpower Available.
You have 2 Personal Actions to spend.
You have 5 Advisor Actions available.
You have a treasury of 160.5 Mo
(165.5 -6 Temp Adventurer Payments last week, +2 Mo from the star-maps all over your main street.)

You have 31 Food in Storage (rounding down). Base Spoilage rate of 5%

You have 10 Construction Materials available.

You have 18 Building slots available, 5.5 are Flooded. 12 are Forested. (+.5 dry slot from drainage pumps built last week)
Forested Slots can be made clear by adding 0.5 additional manpower to the Lumberyard, generating an additional +6 Construction Materials.
Cleared and Dried slots are available to be built on on the same week they are cleared.

Additional Slots will open up every 20 slots filled.
You have a trade route with the Centorean Glade-Stewards exchanging 2 Food for 4 Money per week.


[] [Construct]


  • Ambassador's Home:
    Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    Maintenance Cost: 0.25 Manpower units per week, 0.25 Mo per week
    Output: Increases Diplomacy by 5%, allows for the housing of a permanent ambassador to a chosen faction.

  • Celestial Viewing Tower:
    Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.
    Maintenance Cost: 0.25 units per week, 1 Mo per Week
    Output: Allows Johanna to predict the Event for the week ahead, though the choice to reroll will wait until that week's action choices.

  • Colonial Bunkhouse:
    Construction Cost: 2 units of manpower, 4 units of construction materials, 1 Mo.
    Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    Output: 1 Mo per week, Provides better housing for 500 colonists, improving overall morale. Increases the chance of civil unrest decreasing by 10%.

  • Colonial Library:
    Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    Output: Increases Learning by 5%, generates 2 Mo per week. Allows for an additional research slot per week.

  • Council Chambers:
    Construction Cost: 1 unit of manpower, 3 units of construction materials, 5 Mo.
    Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    Output: Provides housing for Advisors, Adjoins the Governor's Manse, Grants a 10% reduction in Advisor Upkeep costs and a 5% success bonus on conjoined actions. Generates 10 Prestige on finishing.

  • Drainage Pump:
    Construction Cost: 1 unit of manpower, 1 units of construction materials, 1 Mo.
    Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    Allows the Flooding or Drying of 0.25 slots per week

  • Farm:
    Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    Output: 5 food per week, only active on Dry land.

  • Forester's Lodge:
    Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.
    Maintenance Cost: 0.5 Manpower units per week
    Output: 1 Mo per Week and 3 food per Week (Forested). 3 Mo per week and 1 food per week (Jungle)
    Only Active in Forested and Jungle slots.
    Reduce the chance of landborne surprise attacks succeeding by 5% (up to a cap of +15%).

  • Giant Goat Field:
    Construction Cost: 1 unit of manpower, 3 units of construction materials, 2 Mo.
    Maintenance Cost: 0.5 units per week, Manpower
    Output: 3 Food + 2 Mo per week.

  • Governor's Manse:
    Construction Cost: 1 unit of manpower, 5 units of construction materials, 5 Mo.
    Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
    Output: Increases Stewardship by 5%, generates 2 Mo per week. Generates 15 Prestige upon finishing, Increases prestige gains from other sources by 5%.

  • Granary:
    Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Can hold 60 units of Food, will spoil a base 5% per week.

  • Jade Rice Paddy:
    Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.
    Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    Output: 5 food per week, only active on Flooded land.

  • Lumber-yard:
    Construction Cost: 1 unit of manpower, 4 units of construction materials, 1 Mo.
    Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    Output: 3 construction materials per week, plus 2 for each Forester's Lodge (up to a cap of four lodges).
    May devote 0.5 Manpower extra to clear a Forested Slot, adding a flat +6 Construction Materials for that week.

  • Palisade Wall:
    Construction Cost: 1 unit of manpower, 3 units of construction materials
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Adds 60 Defense Health to each quadrant (atop a base of 10)
    Adds +20% to Defense rolls, 5% to Attack Rolls.

  • Shrine of Manaan:
    Construction Cost: 1 unit of manpower, 4 units of construction materials, 3 Mo.
    Limit of 1
    Maintenance Cost: 0.25 Manpower units per week, 0.5 Mo per week
    Decreases the damage of seaborne attacks by 20%, Increases the food output of the Docks by 2.

  • Watchtowers:
    Construction Cost: 1 unit of manpower, 2 units of construction materials
    Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    Reduces casualties from Surprise Attacks and Sabotage by 25%
    Adds 10% to Attack and Defense Rolls.

  • Witchseeker Office:
    Construction Cost: 1 unit of manpower, 2 units of construction materials, 1 Mo.
    Maintenance Cost: 0.25 Manpower units per week, 0.25 Mo per week
    Output: Increases Intrigue by 5%


  • Arcane Study (Governor's Manse):
    Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Gives a 15% bonus to researching Expedition Treasures.

  • Celestial Observatory (Celestial Viewing Tower):
    Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Increases the success chance of rolls during events and Event-caused Quests by 10%.

  • Chilli Vines (Farms, Indish Raised Farms)
    Construction Cost: 1 Manpower, 1 unit of construction material. 1 Mo
    Maintenance Cost: 0.25 Manpower per week.
    Reduces the Food Output by 3, adds 4 Mo per week.

  • Colonial Pamphleteer (Docks):
    Construction Cost: 0.25 Manpower, 1 units of construction materials, 1 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Reduces Prestige losses by 25%, increases Prestige Gains by 25%.

  • Dispute Mediator (Colonial Bunkhouses):
    Construction Cost: 0.25 Manpower, 1 units of construction materials, 1 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Increases the chance of civil unrest decreasing by an additional 10%.

  • Explorer's Maproom (Colonial Library):
    Construction Cost: 0.25 Manpower, 1 units of construction materials, 2 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Increases the success chance of Discovery and Retrieval Expeditions by 10%.

  • Giant Guard-Ram (Giant Goat Field):
    Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Reduces Food Loss from looting by 15%, Grants 10 Defense Health to one Quadrant during siege.

  • Indish Raised Farm (Farms):
    Construction Cost: 2 units of construction materials, 2 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Increases food output by 2 per week. Activatable in Forested slots.

  • Mastiff Kennel (Watchtowers):
    Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Reduces the success chance of Landborne surprise attacks and sabotage by an additional 10%.

  • Shelters (Colonial Bunkhouses):
    Construction cost: 0.25 Manpower, 2 Units of construction materials, 3 Mo
    Maintenance Cost: Nil
    Effect: Reduces Population Losses from Looting and Raiding by 10%, or 25% if all Colonial Bunkhouses are upgraded.

  • Storm-watcher (Docks):
    Construction Cost: 0.25 Manpower, 2 units of construction materials, 1 Mo
    Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    Effect: Decreases the success chance of seaborne surprise attacks by 15%.

Use

-[][Manpower] if you want to take manpower out of any buildings for this week. Table Below Shows Manpower Maintenance per Building

Constructed BuildingsConstructed UpgradesManpow Maint
--[X] Jade Rice Paddy(1)
0.5​
--[X] Jade Rice Paddy(2)
0.5​
--[X] Colonial Bunkhouse(1)
0.5​
--[X] Colonial Bunkhouse(2)
0.5​
--[X] Lumber-yard
0.5​
--[X] Granary
0.25​
--[X] Docks
1​
--[X] SmithyDwarven Smelter
1.5​
--[X] Colonial BarracksLongbow Militia (Colonial Barracks)
0.75​
Drainage Pump (1)
0.5​
Drainage Pump (2)
0.5​
Forester's Lodge (Jungle)
0.5​
Shallyan Clinic
0.25​
TavernAdventurer's Booths (Tavern)
0.5​
Total
8.25​

Except where listed, Building benefits -Except for resource outputs- do not stack.

[] [Flynn] Begin planning Expedition: Flynn sets out by himself or with specified advisors to plan a long-ranged and multi-objective Expedition, plotting if it is for Exploratory, Diplomatic, Military or Treasure-Seeking goals.
Current Expedition Lead previews.
Diplomatic: Anacoa Snakemen, Skinks of Itza, Centorean Glade-Stewards.
Military: Jungle Goblin Rock'n'Roll. (Planned for 1 week. WIll be available to send.)
Military: Purge the Coves.

[] [Flynn] Send out Quest Bounties: Flynn sets bounties to sicc adventurers on the trail of issues and opportunities, whether it is to Discover resources or areas of interest, Explore areas of interest, Retrieve artefacts located by Research, Exploration or Events, or Repel threats.
Current Quest Lead previews. (There will be a second vote to determine quests and assigned adventurers)
Explore: 'Follow the Asrai: Explore the Deepwood'
Retrieval: 'The Glint of a Gromril-Locked Chest.'
Retrieval: 'Amazonian Grave-Trees. All that Gold left Fallow'
Retrieval: 'The Relic-Bones of a fallen Behemoth'
Retrieval: 'Unctious Sweet-fruits and their Flaming Guardians'
Repel: 'Rescue Colonists from the Swamp Mega-Boa.'
Repel: 'Guard the Coves.'
Explore: 'Hints of the Eternity Spring.'

Quest and Expedition choices will be in a follow-up vote.

[] [Flynn] Hold a Public Forum: Effect: Engage with the colonists directly to hear their concerns and boost morale, Reduces Unrest. Additionally, gain valuable feedback that may reveal hidden issues or opportunities. Difficulty: 5%

Diplomacy Advisor

1. [] [Diplomacy] Send Diplomatic Offer to Known faction: The Diplomacy advisor spends this week negotiating a trade agreement with a known faction. Alternately may request Expedition leads or Quests. - Base Difficulty 10%. Reply may take multiple weeks depending on faction location.
2. [] [Diplomacy] Mediate Disputes: The Diplomacy advisor intervenes in local disputes among colonists to maintain peace and order. Successfully mediating disputes can nullify the effects of Colonial Unrest traits and undo the work of agents sowing chaos. - Base Difficulty 5%
3. [] [Diplomacy] Secure Alliances: The Diplomacy advisor works to secure alliances with factions, upping their relationship with the colony. - Base Difficulty 15%. Reply may take multiple weeks depending on faction location.

Current Diplomatic Options Known:
Centorean Glade-Stewards (Contact time: N/A)
Anacoa Snakemen (Contact delay: 1 week [reduced by Imilar]
Skinks of Itza: (Contact delay 3 weeks.)
Amazons of the Sacred Isle (Contact Delay, NA)
The Awakened -Vampiric Pirates- (Contact Delay 2 weeks)

Martial Advisor

1. [] [Martial] Train Militia: The Martial advisor spends this week training the local militia, improving their combat skills and readiness. This action boosts the colony's defense and attack rolls. - Base Difficulty 5%
2. [] [Martial] Patrol Perimeter: The Martial advisor leads patrols around the colony's perimeter to deter and detect potential threats. Reduces the risk of surprise attacks. - Base Difficulty 10%
3. [] [Martial] Fortify Defenses: The Martial advisor oversees the construction and reinforcement of defensive structures. Temporarily enhances the colony's defense HP in all quadrants by 3 per Martial Attribute.. - Base Difficulty 10%
4. [] [Martial] Call up the Militia: The martial advisor calls in the militia, summoning them to defend the colony from attack. Specify Non-Essential buildings from which to summon manpower.

Stewardship Advisor


1. [] [Stewardship] Improve Construction: The Stewardship advisor focuses on improving the colony's work gangs in constructing buildings. This action can provide an extra Manpower in Construction. - Base Difficulty 10%
2. [] [Stewardship] Optimize Food Management: The Stewardship advisor reviews and optimizes the colony's food storage, reducing spoilage by 2% per Ste point or by 1 per Ste point, whichever is greater. - Base Difficulty 5%
3. [] [Stewardship] Expand Agriculture: The Stewardship advisor oversees the agricultural and production areas, increasing food and Mo production by 10%+1% per Ste point, per week. - Base Difficulty 10%
4. [] [Stewardship] Educate Colonists: The Learning advisor spends the week educating the colonists, improving their resistance to outside corruption and assists in preventing infections, decreases the chance of plague spreading by 5%+1% per Ste point. Also reduces the damage from certain plague or weather related events. - Base Difficulty 5%

Intrigue Advisor


1. [] [Intrigue] Investigate Cults/Agents: The Intrigue advisor gathers intelligence on potential threats and opportunities within and around the colony. Provides up to 4 pieces of information about cults or agents, one of which may be false. - Base Difficulty 5%
2. [] [Intrigue] Sabotage infiltrators: The Intrigue advisor conducts sabotage operations on two infiltrated agents or groups, potentially hindering their efforts or ousting them. - Base Difficulty 10%, may be an opposed check.
3. [] [Intrigue] Monitor Corruption: The Intrigue advisor investigates and monitors corruption within the colony, aiming to root out dishonest officials and improve governance. Will potentially highlight important NPCs who have been turned by enemy agents and will return the number and severity of corruptions seeping into the colony. - Base Difficulty 10%, may be an opposed check.
4. [] [Intrigue] Combat Corruption: The advisor attempts to push back on some forms of corruption before they can further take root. Will halt the spread of corruptions and push back one known group's by 50+5 per Int point, at the cost of 1 population per 10 corrupted population cleansed – Base Difficulty 10%, may be an opposed check

Learning Advisor


1. [] [Learning] Conduct Research - Blueprints: The Learning advisor conducts research into technology, building structures and potential engineering solutions. Potentially unlocking new blueprints or Upgrades. - Base Difficulty 10%
- Available Research Avenues: Defense, Land Reclamation, Naval, Industrial, Morale.

2. [] [Learning] Conduct Research - Expeditions: The Learning advisor conducts research into Expedition treasures and the subsequent leads, opening up further quests and Expeditions down the storyline. - Base Difficulty 10%
3. [] [Learning] Investigate/Combat Plague: The advisor investigates to locate potential plagues or to combat known plagues, may potentially uncover other forms of corruption. – Base Difficulty 10%
4. [] [Learning] Archive Historical Records: The Learning advisor compiles and preserves records and knowledge on a located Exotic botanical or mineral resource, Increasing the success chances of Discovery and Retrieval Expeditions or Quests within the month by 10%+1% per Lea point. - Base Difficulty 10%

Flynn has 2 social actions to spend this week. Who would you like to talk to, and about anything in particular?

Please have this as a seperate plan-vote, because everyone has their favourites.

Available options this week.

[][Social] The Advisors are always up to counsel.
-[] Write in: Which advisor, and if there is anything in particular you want Flynn to ask about, mention or say.

[][Social] One of the Faction Envoys currently nearby/Staying in the Colony.
-[] Leafspeaker Elenia. Write in if there is anything in particular you want Flynn to ask about, mention or say. (She will be returning to her home glades in 2 weeks.)
--[] Write in if there is anything in particular you want Flynn to ask about, mention or say.

[][Social] One of the Adventurers.
-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.

Flynn can use his actions to attempt or cojoin with any advisor action.

During cojoined actions both Flynn and the Advisor roll against their attributes, allowing two chances at success.

The Magic advisor can be deployed to give any Advisor's actions a large bonus, equal to 20%, but at a small 1% risk of harming the Magic Advisor.
Johanna has been taken by Mania. She will be undertaking her Special Action 'Translating the Star Message' unless ordered elsewhere, and there is a 25% chance she will disobey. Current success chance = 12%

Current Event: Lustrian Judgment
Reroll? Unused.

Expeditions and Quests will be decided in a seperate Sub-vote
Please vote by Plan.

Apologies if this seems haphazard, this is my first proper quest.
Suggestions and critique are always welcome

6 Hour Moratorium before voting, for discussion and planning.
 
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THIS TIME I WILL REMEMBER THERE'S A MORATORIUM.

(165.5 - 19 Advisor Upkeep - 8 Adventurer Upkeep - 6 Temp Adventurer Payments last week, +2 Mo from the star-maps all over your main street.)
Darn it, I forgot about the temp adventurer payments. However, I don't believe we're due to pay advisor and adventurer upkeep this week. That's once per month, so I believe it's due week 4.

You have 18 Building slots available, 5 are Flooded. 12 are Forested. (+1 dry slot from drainage pumps built last week)
We should've only gotten 0.5 dry slots, since each drainage pump only gets us 0.25 and we have two.

[][Social] The Advisors are always up to counsel.


-[] Write in: Which advisor, and if there is anything in particular you want Flynn to ask about, mention or say.


[][Social] One of the Faction Envoys currently nearby/Staying in the Colony.


-[] Leafspeaker Elenia. Write in if there is anything in particular you want Flynn to ask about, mention or say. (She will be returning to her home glades in 2 weeks.)

-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.

[][Social] One of the Adventurers.

-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.
The spacing here seems to have gotten messed up.

The Adventurer's Booths and Dwarven Smelter are due to be taken out of the list.
 
@Pillowsperky

1. Guard the Coves and Purge the Caves are missing.
2. How do we actually launch our jungle goblin expedition?
3. Can we target Spirits of the Forest with a diplomacy action? What's our relationship with them?
4. Since Rapunzel has Student of Magic and she's our Learning advisor, can she help out with the star message translation?
 
@Pillowsperky

1. Guard the Coves and Purge the Caves are missing.
2. How do we actually launch our jungle goblin expedition?
3. Can we target Spirits of the Forest with a diplomacy action? What's our relationship with them?
4. Since Rapunzel has Student of Magic and she's our Learning advisor, can she help out with the star message translation?

1. Woops!
2. On the Expedition & Questing threadmark you'll be able to vote on Launching vs Holding Off. Upon launching all of your committed resources will be absorbed into the pool, and any committed advisors/adventurers will be made unavailable for the duration.
3. The Spirits of the Forest are not currently targetable with diplomatic actions. This may change as you explore the deepwoods.
4. Hmm. Sure! I'll accept it as a write-in action on a plan.
 
[] Plan: Life Upon This Hostile Land
-[] [Construct]
--[] Forester's Lodge (Forested) (Improve Construction)
--[] Palisade Wall
--[] Colonial Pamphleteer (Docks)
--[] Storm-watcher (Docks)
--Total cost: 2.5 Manpower, 10 Construction Materials, 5 Mo

This plan is named for the defensive benefits it gives us. With it, we're basically finished with improving our colony's defensibility, at least in the foreseeable future.

We've recently had a run-in with pirates, so a storm-watcher would be a good idea now. The palisade is our best defensive building by a lot, so it's good to get that in general. The Forester's Lodge doesn't take up a Dry slot, guards us against landborne surprise attacks, and gives us a bunch of resources; I'm choosing Forested to improve food variety and because our Food income is leaner than our Money income. Finally, the Colonial Pamphleteer because it's cheap in Manpower and CM to build, and because it's what makes Flynn's Nose trait a positive one.

Next week, we want to build the Governor's Manse and Colonial Bunkhouse in order to house Flynn and the new colonists. We don't need to worry about manpower to build them thanks to those colonists.

-[] [Flynn] Send out Quest Bounties
-[] [Flynn] Hold a Public Forum
-[] [Diplomacy] Secure Alliances (Anacoa Snakemen)
-[] [Martial] Patrol Perimeter
-[] [Stewardship] Improve Construction (Forester's Lodge (Forested))
-[] [Intrigue] Investigate Cults/Agents
-[] [Learning] Conduct Research - Blueprints (Land Reclamation)

I don't want to do Itza until we've translated the star message, since it looks like we'll be talking to lizardmen anyway. I don't want to continue Imilar's questline just yet as the expedition will take away a number of our adventurers and we have several Martial quests demanding our attention.

Since we'll likely cut down a Forested Slot next turn, I want to do Land Reclamation first. After that, I think we can have Rapunzel help out with the star message no problem.

[] Plan: Intriguing People
-[] [Social] The Advisors are always up to counsel.
--[] Else von Stein. With the jungle goblin expedition coming up, what's her deal and what's with the rocks?
-[] [Social] One of the Adventurers.
--[] Klaus Steinberger. Provide sympathy and care to the traumatised former prisoner of an evil witch.
 
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Here's my social plan.

[] Plan: Exotics
-[][Social] The Advisors are always up to counsel.
--[]Porito De Lucci. Xocolatl?
-[] [Social] One of the Adventurers.
--[] Klaus Steinberger. Provide sympathy and care to the traumatised former prisoner of an evil witch.
 
[] Plan: Life Upon This Hostile Land

This looks pretty good.

-[] [Diplomacy] Secure Alliances (Anacoa Snakemen)

We should be talking to the Lizardman imo, that earlier write-up has me worried about them.

[] Plan: Intriguing People
-[] [Social] The Advisors are always up to counsel.
--[] Else von Stein. With the jungle goblin expedition coming up, what's her deal and what's with the rocks?
-[] [Social] One of the Adventurers.
--[] Klaus Steinberger. Provide sympathy and care to the traumatised former prisoner of an evil witch.

Not planning on speaking to Leafspeaker?
She is only around for 2 more weeks.
 
@Pillowsperky

1. Can you threadmark this post? It contains story-relevant information that isn't available in current threadmarked posts.
2. My intention is to ship Gus and Else off on the expedition this turn, so should I abstain from having them do a Martial and Intrigue action?

You have already had an odd start to the week between the apparent insanity of your astromancers and the star-maps they have scribbled all over your main street, now made passingly immortal by the addition of pale pebbles to match their stars and spare plaster into the lines.

+2 Mo this week as Scholarly types pay to take plaster casts and charcoal rubbings of the starmaps, and from the increased market-taxes at the docks.

You deeply appreciate your elfven lover's lips, her cuddles, her warmth and comfort in this utterly strange time, even if she keeps trying to talk your ear off about this star or that constellation.
I think this is meant to be unbolded.

We should be talking to the Lizardman imo, that earlier write-up has me worried about them.
In my plan, Johanna is translating the star message, which will lead to diplomacy with Tlaxtlan, who are closer and friendlier to warmbloods than Itza. Since we're already doing lizardman diplomacy in a way, might as well have Imilar talk to the second of the jungle tripartate.

Not planning on speaking to Leafspeaker?
She is only around for 2 more weeks.
I'm planning to do so next week actually! :) But this week we have a freshly traumatised rat catcher and an advisor about to head off on her own questline expedition, so they're even more time sensitive.

But rest assured, the drug trip IS coming.
 
[X] Plan: Life Upon This Hostile Land
-[X] [Manpower] 2x Jade Rice Paddy, Longbow Militia. Total manpower: 1.25
-[X] [Construct]
--[X] Clear 1 Forested slot
--[X] Forester's Lodge (Forested) (Improve Construction)
--[X] Governor's Manse
--[X] Palisade Wall
--[X] Colonial Pamphleteer (Docks)
--[X] Storm-watcher (Docks)
--Total cost: 4 Manpower, 15 Construction Materials, 10 Mo. Total income: 6 Construction Materials
-[X] [Flynn] Send out Quest Bounties
-[X] [Flynn] Hold a Public Forum
-[X] [Diplomacy] Secure Alliances (Anacoa Snakemen)
-[X] [Martial] Patrol Perimeter
-[X] [Stewardship] Improve Construction (Forester's Lodge (Forested))
-[X] [Intrigue] Investigate Cults/Agents
-[X] [Learning] Conduct Research - Blueprints (Land Reclamation)

[X] Plan: Swirling Patterns
-[X] [Social] The Advisors are always up to counsel.
--[X] Else von Stein. With the jungle goblin expedition coming up, what's her deal and what's with the rocks?
-[X] [Social] One of the Faction Envoys currently nearby/Staying in the Colony.
--[X] Leafspeaker Elenia. Grab some of that smoke you heard about, with Rapunzel if she wants.

I've ultimately decided against the Klaus talk. When it comes to being there for Klaus, that's the job for a Shallyan or someone close to him, not his boss. It's just inappropriate and awkward to insert ourselves there, even if we absolutely have sympathy for the man.

Instead, let's just get high with Rapunzel and Elenia. Fynn's been under a bunch of stress since he set foot on Lustria and zonking out on Lustrian narcotics should help with that until we build the manse.

Social votes are pretty low stakes, so just vote for whoever you'd enjoy seeing more of on-screen.

EDIT: Clearing a slot and building the manse this turn.
 
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[] Plan: Life Upon This Hostile Land
I would add celestial observatory, since a lot of people want to solve the astro riddle.
-[] [Diplomacy] Secure Alliances (Anacoa Snakemen)
could we send some help on that one? seems high priority to work out.

[X] Plan: Swirling Patterns

huh, one resource we seem to be most hurting for appears to be Manpower.
With colonist arraving at week 4 and migrations being slow to pick up, we could consider upgrades that reduce manpower up-keep?
Then again, it is way to early to consider automatization.

Actually. Do we have any intel on our 'human' neigbours?
 
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[X] Plan: Life Upon This Hostile Land

[X] Plan: Intriguing People
-[X] [Social] The Advisors are always up to counsel.
--[X] Else von Stein. With the jungle goblin expedition coming up, what's her deal and what's with the rocks?
-[X] [Social] One of the Adventurers.
--[X] Klaus Steinberger. Provide sympathy and care to the traumatised former prisoner of an evil witch.
 
[X] Plan: Life Upon This Hostile Land

[X] Plan: Exotics
-[X][Social] The Advisors are always up to counsel.
--[X]Porito De Lucci. Xocolatl?
-[X] [Social] One of the Adventurers.
--[X] Klaus Steinberger. Provide sympathy and care to the traumatised former prisoner of an evil witch.
 
@Pillowsperky I forgot to factor in that we'll have 1 more Food thanks to Porito boosting plant production by 10% (or 2 if it's per plant building).

I would add celestial observatory, since a lot of people want to solve the astro riddle.
We'd need to build the Celestial Viewing Tower alongside it, but we only have one Dry slot available, so it'd mean a major restructuring of the plan in one way or another. Here's our options:
1. Build the Palisade Wall and Storm-watcher another week. Next week, we'll be low enough on slots and manpower that building a Palisade Wall, Colonial Bunkhouse, and Governor's Manse will be a real challenge.
2. Take manpower off a Jade Rice Paddy to clearcut a Forested slot. This would mean no Forester's Lodge, no Storm-watcher, less Food from farming (though we DO have a massive stockpile), and would be cutting down a Forested slot before Rapunzel comes up with a Land Reclamation blueprint.

I don't think it's worth going for it this week. The ONLY benefit is the +10 to that star message action because we'll have a reroll anyway, and we'd need to sacrifice a lot to get it.

-[] [Diplomacy] Secure Alliances (Anacoa Snakemen)
could we send some help on that one? seems high priority to work out.
Since it's an advisor action rather than an expedition, only Johanna can help, and she's busy with the star message. EDIT: Flynn can help too, but he's got other things to do at the moment.

Actually. Do we have any intel on our 'human' neigbours?
Our only human neighbours are the Amazons, and the only intel we have on them is knowing where their sacred isle is. Turns out there's no other human factions on our local coast, going by the maps we looted from Peony.
 
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Our only human neighbours are the Amazons, and the only intel we have on them is knowing where their sacred isle is. Turns out there's no other human factions on our local coast, going by the maps we looted from Peony.
Well, this is sad. Hopefully least we can achive is being a spot at major trade route at some point.
Since we 're at north coast (somewhere) and biggest human colony is all the way close to Hexoatl in north-west.
mhmm.
 
to factor in that we'll have 1 more Food thanks to Porito boosting plant production by 10%
Fair nuff. I shall edit.


As to human neighbours this is relatively true. You would know that Santa Magritta is somewhere south-east of you, and that Breonny is further south still. You'd also know that there is a Tilean colony _somewhere_, and Swamptown far north past the Creeping Jungle.
 
[X] Plan: Life Upon This Hostile Land

[X] Plan: Intriguing People
-[X] [Social] The Advisors are always up to counsel.
--[X] Else von Stein. With the jungle goblin expedition coming up, what's her deal and what's with the rocks?
-[X] [Social] One of the Adventurers.
--[X] Klaus Steinberger. Provide sympathy and care to the traumatised former prisoner of an evil witch.
 
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