Colony Builder: The Stolen Lands (Riot Quest)

@OldShadow

Just did a quick tally to confirm what people were doing, you are aware if you bid -10 tokens you get only 4 tokens for this turn?

Just want to confirm you are intentionally bidding (with no competing bidders) the entire amount basically.

For people bidding 0 tokens:
Yes, this is valid it just puts you at lowest possible priority if you get outbid.
 
Just did a quick tally to confirm what people were doing, you are aware if you bid -10 tokens you get only 4 tokens for this turn?

Just want to confirm you are intentionally bidding (with no competing bidders) the entire amount basically.

For people bidding 0 tokens:
Yes, this is valid it just puts you at lowest possible priority if you get outbid.

I'm unfortunately confused, I was under the impression that nobody got tokens this turn because of the 'you get them at end of turn/start of next turn', would I be able to bid up to -12 for Guardians of Light acquiring a plot of land (and am I allowed to go back and edit my action to bid)?
 
I'm unfortunately confused, I was under the impression that nobody got tokens this turn because of the 'you get them at end of turn/start of next turn', would I be able to bid up to -12 for Guardians of Light acquiring a plot of land (and am I allowed to go back and edit my action to bid)?

Action completes at end of turn but you can bid the action down to 0 tokens of income.

Nobody has tokens right now but you can bid negative tokens against the income you'd get from the action (to a minimum of 0, since you have no banked tokens to bid with).

So if you have an income 12 tokens this turn, you can bid your income this turn "spending it" and gaining a net of 0 from the turn.

This is the only way you can use the income before end of turn because otherwise you'd be unable to bid.

And yes, you can change it but do it soon so people have time to react. Vote closes tomorrow but I need to give people 24 hours or so to react to any edits.
 
Actions, Tokens, and Other Income
Information: Actions

1) You can bid (up to your chosen action's value in tokens + your current stockpile of tokens) in tokens each turn so people aren't blocked from bidding entirely if they are at 0 tokens. That said, you are limited to the guaranteed revenue from said action (i.e. You can't spend stuff you might fail at as part of the bid)

2) Actions have a variety of results:

- Hard Failure: The character is harmed and on cooldown for 2 turns/seasons. (Failing by 4 or more)
- Soft Failure: The character fails but is not harmed and, therefore, not on cooldown. (Below the DC but above the hard failure threshold)
- Success: The character succeeds and receives the appropriate income (Meeting or exceeding the DC. Also the auto-success result for those with sufficiently high modifiers)

3) If the quest grows big enough, I might set up a form for people to fill out their roles since players should (reasonably) be able to estimate what their dice rolls are based on the action. Automation is godly as things grow and I already have a decent roster of characters so this may just be needed later on.

Information: Perk Tokens

1) Passive income is always 10 tokens + faction income + colony income. This is also the income for "autosuccess" level tasks where you do something and post but you don't take any risk of failure. Sources of passive income are claimed land with improvements safely in the colony borders, strategic sites (generic term for owning territory with value beyond basic farmland), trading ships (as well as other forms of trade income), faction or personal artifacts/territory/trade.

2) Quick learner income is locked to a single category but does NOT count against that category's perks. Instead, they count against your token generators in that are category-locked to that category and each additional one reduces the income by 2 for all those in the same category. (i.e. 2 Quick Learners is 16 income instead of 20, 3 is 18 income instead of 30) The reasoning here is to encourage people to branch out into multiple areas rather than hyperspecialize.

3) Success tokens are gained from taking on tasks that you can fail. However, if they affect more than just you, bidding for them might be a selfish act (trying for tokens) at the risk of hurting the colony or faction you are in.

4) You officially gain the new tokens at the end of turn / start of the next turn based on the action decision you made and any roll(s) that resulted from it. Right now, I'm just using a quick script to give very rough roll/odds calculations to estimate these things. This does not affect your ability to bid a task down by spending "negative tokens" against that task's potential revenue.

Information: Other Income
For now, there is no need to worry about other income types but a brief summary is below.

1) Trade good income. This is something you put on a ship and send back to the Empire in exchange for perk tokens to spend. Their market values will shift based on supply and demand as dictated by the QM (and randomized commodity data). This is like playing the stock market without it being grounded in anything other than the QM's imagination, so godspeed if you go this route. Also pirates can be a problem as this goes up in size for the colony. However, it also counts as an export which everyone will appreciate.

2) Buffs. Small bonuses that can be spent to improve a roll as a one-off. You'll want to stockpile these but you'll be getting them in decimal form. (i.e. +.34 or 1 every 3 turns is pretty average for this income source) These will let a broad category (i.e. crafting) or a narrow category (i.e. animating undead servants) in which a faction or player can tap this pool to improve a roll. You'll need to do this as part of your bid if you want to spend this resource before the dice are rolled. You can't just decide after seeing the results.

3) Gold. S-grade gear requires rare trade goods combined with gold inlaid runes (done in wire or grooves in a metal object with the gold attached magically to 'fill' it). This is the currency of the game. This provides you with a handful of options (buying trade goods to make S-grade items, converting trade goods into S-grade items, buying buffs from other player's pools, buying perk tokens, etc). Keep in mind every currency in the game is tradable.

4) Favor. Political favors owed by a faction. You can call these in (based on QM's view of what a favor is worth) in exchange for things they might not otherwise do for you but since they want to be a known and reliable friend they will do them to repay you. Be reasonable. If you ask them to slit another friend's throat, they won't do it. An enemy's though? Almost certainly.
 
I think I am starting to get it. The first turn being sort of pro-forma in order to get people used to the system is a good idea.
 
And yes, you can change it but do it soon so people have time to react. Vote closes tomorrow but I need to give people 24 hours or so to react to any edits.

Admittedly, I actually edited my vote right after I asked the question but before you answered just to be on the safe side.

[X] Tyrah Green-Ears
-[X] (Non-Mandatory, Personal) Claim Land (First Turn Autosuccess)
--[X] Bid -12 Tokens
 
Turn actions are locked, you may only adjust bids competitively for about another 15 hours or so if anyone wants to adjust their bids.
 
I think we don't need to, since there are 5 claim land spots, and 5 people claimed land...?
 
That'd be the next phase but essentially, you pick something that qualifies as autosuccess as you need to do something easy due to lack of planning time.
I thought we could only make one bet. Also does that mean you only do passive training if you don't have any autosuccess tasks available?
 
I thought we could only make one bet. Also does that mean you only do passive training if you don't have any autosuccess tasks available?
Well everyone would wait until the end to bet if you could only make one.

But I also don't want a ton of changes so trying to balance it.

Yeah you just passive train if you have no task options. Or just are afk.
 
Should probably ask about this:

Pops: 150 Colonial Pops (2 Strategic actions per turn, same diminishing returns mechanic of 50 + 100 + 150 as perk tokens)

Are the Strategic Actions something that will also be figured out after bidding is locked in?

Also, as the only player that is currently the leader of a player-led faction, what is the significance of this beyond being responsible for ensuring that there's a general faction boost?
 
@OldShadow

Just did a quick tally to confirm what people were doing, you are aware if you bid -10 tokens you get only 4 tokens for this turn?

Just want to confirm you are intentionally bidding (with no competing bidders) the entire amount basically.

For people bidding 0 tokens:
Yes, this is valid it just puts you at lowest possible priority if you get outbid.
Hmmm right, thank you, I am going to change that for 4 Tokens.

[X][Octavius Tarvich] (Non-Mandatory, Orcus Faction Exclusive, -4 Tokens) Establish Mausoleum and Graveyard
 
Are the Strategic Actions something that will also be figured out after bidding is locked in?

It is the next (and final) phase of the turn.

Basically process of a turn is:

Start of turn post -> Votes -> Action Post -> Bids -> Strategic Actions / Players post bidded omakes -> New turn + Income

Also, as the only player that is currently the leader of a player-led faction, what is the significance of this beyond being responsible for ensuring that there's a general faction boost?

You'll see in the strategic turn phase but essentially you get to decide on your faction's strategic action instead of voting. At least until more players join your faction.
 
Vote is closing in 5 hours and then I'll be working on the strategic action post while y'all start posting your own posts (if desired).
 
I feel like the soul of a colony like this is going to be interaction between characters- But I don't want to take someone else's character and be too OOC, you know?

Anyway, if anyone wishes to talk to Nicodemus Fain as part of their post I will be happy to write together in PM, and the finished product can be put out here.

I think he might get along okay with Sofia Rossa, among others. Thod son of Thod or Amidis Volkar might be interesting too!
 
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I feel like the soul of a colony like this is going to be interaction between characters- But I don't want to take someone else's character and be too OOC, you know?

Anyway, if anyone wishes to talk to Nicodemus Fain as part of their post I will be happy to write together in PM, and the finished product can be put out here.

I think he might get along okay with Sofia Rossa, among others. Thod son of Thod or Amidis Volkar might be interesting too!

Non-mechanics affecting omakes can be posted at any time :)

You can also group on doing tasks to add your mods together if you want (although rewards are also split but its probably worth considering for the super important tasks like scouting an invading army or pirate fleet).
 
I think there are potentially two main ways of making direct character interactions work -

first, the two players work out a joint post;

second, that one player takes lead, pitches an idea, the second player goes over general reaction, then the first player writes up the post, and then finally the second player cleans it up or gives it approval to make sure the second character isn't OOC.

But yeah, I'd also be interested in potential character interactions.
 
Would be interesting since Amidis is more aristocratic/fuedalistic in her beliefs on how things should be run while Fain is I wanna say anti-authoritarian with a mix of anti-anarchism. Don't really have time to discuss things today but I will keep the offer in mind.
"Oh... I'm just being bitter, as anyone who's seen the lowest rungs of society has a right to. I know that a game is being played, at least, even if I'm not familiar with the rules. You want things and are going to try to get them. So do I, so am I. And I know that the structure of nobility is better than lawlessness, this way people acting in their own interests can be... Competition, not murder. And who's to declare that all must work for the common good? Who's to say I have any better idea how things ought to work? I don't. Slavery to someone else's idea of perfection, if I try to argue it, that would be. I'm just... Keenly aware of just how imperfect this world can be, let's say. Well, sorry for the ramble. Enough moralizing, I've a plot to survey."

Just a short ramble that popped into my head...
 
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