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 .
So does our PMC only have Imperial Guard lvl of gear and weapons?
Your PMC will, barring a moderately bad random event or over hiring, be at [PDF] levels unless you or until you go through the (fairly sizeable) effort of upgrading your PMC. The gangers will be considered [Green] due to lack of training, poor quality gear, and low-ish moral
 
Last edited:
So do you guys want me to call it early?
Adhoc vote count started by Lord Necromancer on Feb 10, 2023 at 4:14 PM, finished with 30 posts and 11 votes.

  • [X] Plan: New start-up
    -[X]Repair the Ruined Warehouses: 3 Dice
    -[X]Repair the Crumbling Workers Quarters: 3 Dice
    -[X]Construct a small maintenance workshop: 2 Dice
    -[X]Set up Spy rings Watch posts: 2 Dice
    -[X]Pay: How much do you pay these workers?
    [X] Plan: New start-up (Spreading the Benefits)
    -[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
    -[X]Construct a small maintenance workshop: 2 Dice
    -[X]Set up Spy rings Watch posts: 2 Dice
    -[X]Pay: How much do you pay these workers?
 
Vote closed
Scheduled vote count started by Lord Necromancer on Feb 9, 2023 at 7:14 PM, finished with 23 posts and 11 votes.

  • [X] Plan: New start-up
    -[X]Repair the Ruined Warehouses: 3 Dice
    -[X]Repair the Crumbling Workers Quarters: 3 Dice
    -[X]Construct a small maintenance workshop: 2 Dice
    -[X]Set up Spy rings Watch posts: 2 Dice
    -[X]Pay: How much do you pay these workers?
    [X] Plan: New start-up (Spreading the Benefits)
    -[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
    -[X]Construct a small maintenance workshop: 2 Dice
    -[X]Set up Spy rings Watch posts: 2 Dice
    -[X]Pay: How much do you pay these workers?
 
Lets hope we can fix the Warehouses and Workers Quarters this turn so next turn we can go fully in repairing Decrepit Production lines
 
I was thinking a 3/3 split on production lines and walls, we only have those tarantula turrets till turn 4, so that leaves 3 turns for 250 progress.
We do get +20 every roll we do because of genius so it's not that bad and we have many industries roll, like if we put 3 dices in productions that you say we get a +60 bonus only on our perk, so 3d100+60 we can complete this is 1 turn if we are lucky
 
Turn 1 Results
You look out the windows of your quarters and see the construction that's ongoing down in the Manufactorum and sigh, as while there has been progress turning it into something other than a rust heap, it's still not much better than you found it. 1 of the workers quarters was finished and another 2/3rds of the way done, allowing you to house all of your important workers. A warehouse was also completed which gives you enough space to store all your remaining materials, but for some reason you just cannot comprehend all the work on the second was completed... except the doors. Like, the menials built every but the door on the building and didn't seem to notice until you ordered unpaid overtime to put them in. You also see the maintenance building slowly being constructed. If you didn't know the cogboys temperament (or, you know, actually cared) the progress would have been basically non existent.

But your head maid has brought you the report on the workers moods and it looks about standard for the peasantry

[Menials]
Revolting-Rebellious-Angry-Dissatisfied-Content-Happy-Ecstatic-Raptourus-Loyal
[Skilled]
Revolting-Rebellious-Angry-Dissatisfied-Content-Happy-Ecstatic-Raptourus-Loyal
[Security]
Revolting-Rebellious-Angry-Dissatisfied-Content-Happy-Ecstatic-Raptourus-Loyal
[Personal]
Revolting-Rebellious-Angry-Dissatisfied-Content-Happy-Ecstatic-Raptourus-Loyal


But now onto the big question for this half year, how much are you paying your workers?

Vote for 1 Wage type

[][Pay] Minimal Wage: You won't spend a single throne you don't have to on these plebs.
[Menials]: .25 Thrones per shift
[Skilled]: .5 Thrones per shift
[Security]: 1 Throne per shift
[Personal]: 2 Thrones per shift
-1 loyalty level for all shift types

[][Pay] Standard Wage: The standard wage for your workers.
[Menials]: .5 Thrones per shift
[Skilled]: 1 Throne per shift
[Security]: 2 Thrones per shift
[Personal]: 4 Thrones per shift
No change in loyalty level

[][Pay] Good Wage: A wage most workers in the upper hives would never get.
[Menials]: 2 Thrones per shift
[Skilled]: 4 Throne per shift
[Security]: 8 Thrones per shift
[Personal]: 16 Thrones per shift
+1 loyalty level for all shift types
Low possibility of negative Noble reaction

[][Pay] Danger Pay: An unimageable amount of money to spend on mere workers, but they aren't likely to be able to spend it down here for a long time so...
[Menials]: 4 Thrones per shift
[Skilled]: 8 Throne per shift
[Security]: 16 Thrones per shift
[Personal]: 32 Thrones per shift
+3 loyalty level for all shift types
Moderate possibility of negative Noble reaction


[X]Repair the Ruined Warehouses: 3d100+60=197(73->12,70,55)
197/100 -> 97/100 (Autocomplete next turn) 1 Phase done
[Insufficient Storage Space] malady removed

[X]Repair the Crumbling Workers Quarters: 3d100+60=163(84->82,13,8)
163/100 -> 63/100 1 Phase done

[X]Construct a small maintenance workshop: 2d100+60=113(14->47,6)
113/200

[X]Set up Spy rings Watch posts: 2d100+60=137(54->46,31)
Roll:137 DC25 PASSED
 
[X][Pay] Danger Pay: An unimageable amount of money to spend on mere workers, but they aren't likely to be able to spend it down here for a long time so...

Think this is the one we should go with, and later we can set things up so that they have things to spend money on, there by making the money back, also in real terms this is still nothing to a noble
Can I ask you to hold off voting till I post turn 2 and add it to that plan as its own thing?
 
Turn 2
Industry: 2 Dice (Base) + 1 Dice per Unallocated Tech Priest Shift (2) + 1 per 5 unallocated Skilled Worker shifts (10/5=2) = 6 Dice

[]Repair the Decrepit 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]

[]Salvage the Decrepit Production lines (Phase 1/4) You have decided to not bother with bringing these lines up and instead want the salvageable materials
0/75 Progress, 200 Thrones per dice. Reward 300 B-mats per salvaged line

[]Repair the Ruined Warehouses (Phase 2/4): Now that you're here, you might as well fix up those old Warehouses and get some Storage for your goods
97/100 Progress (1 Autocompletes), 100 B-mats per dice. Reward: 1 Restored Warehouse: 5000 Storage Capacity [1 Space]

[]Repair the Crumbling Workers Quarters(Phase 2/2): 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

[]Construct a Vox Tower: You're eventually going to need to restock on menials and materials, so this is a must as it will allow you to talk to the upper hives.
0/200 Progress, 200 B-mats & 10 A-Mats per dice. Reward: 1 Small Vox Tower: Unlocks more stewardship actions, Unlocks Diplomacy, Unlocks more Intrigue actions, allows trading, opens 1 Contact slot (First 1 Reserved by Admech contact due to Tech Enthusiast trait) [1 Space]

[]Construct a new production line: You are in need of more production capacity, so now you need to commission a new line, one benefitting from modern advancements
0/250 Progress, 150 B-mats per dice. Reward 1 Modern Production line: 20 Production Capacity [1 Space]

[]Construct a new Warehouse: You are in need of more storage capacity, so now you need to commission a new warehouse, one better designed
0/150 Progress, 150 B-mats per dice. Reward: 1 Modern Warehouse: 7500 Storage Capacity [1 Space]

[]Construct a new Basic Workers quarters: You are in need of more housing capacity, so now you need to commission a new workers quarter
0/150 Progress, 150 B-mats per dice. Reward: 1 Workers Quarter: 20 Housing capacity [1 Space]

[]Construct a new Comfortable (Insert worker type) quarters: You have decided that some of your workers deserve better accommodations than the rest of the riff raff, and as such have ordered better housing for them.
0/250 Progress, 200 B-mats % 5 A-mats per dice. Reward: 1 Comfortable Quarter: 10 Housing Capacity (Shifts housed here gain +10 to their rolls) [1 Space]

[]Construct a new Luxury (Insert worker type) quarters: You have decided that some of your workers deserve only the best accommodations, so integral to your operations that they are, and as such have ordered only the best (non-noble) housing for them.
0/500 Progress, 300 B-mats & 20 A-Mats per dice. Reward: 1 Luxury Quarter: 5 Housing Capacity (Shifts housed here gain +25 to their rolls) [1 Space]

[]Construct a small/medium/large Forge Temple: Sooner or later you are going to need somewhere to house all the Tech Priests and store any tech you find, otherwise they might just leave or have your discoveries destroyed.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward 1 small/medium/large Forge Temple: Houses 5/15/30 Tech-Priest Shifts, houses 20/60/120 artifacts, has 1/3/5 slots, gives a 2/5/10 % chance to unlock bonuses from slotted Artifacts, unlocks Learning, [1/2/4 space]

[]Construct a small/medium/large Estate/Fortress: You are a Nobleborn, stuck down here as you are, and you deserve a home befitting this reality.
0/[200/600/1200] Progress, 400 B-mats & 20 A-mats per dice. Reward: 1 small/medium/large Estate/Fortress: +5/10/15 to all dice, -10/20/30 to attacks targeting your Citadel or you, 0/0/1 reroll on Diplo projects, 0/1/2 Housing [Shifts here are immune to attrition, gain +40 to rolls, chance of Shifts housed here taking the damage of plots against you. [1/2/4 space]

Stewardship: 2 Dice (Base)

[]Send out scavenger parties: There is an untold number of resources out there, you (or more accurately, you workers) just need to go out there and bring them back.
Assign Shifts to this action and choose 1/2/3 turns for the expedition. Longer expeditions roll more for rewards but roll more for dangers

[]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.
132/200 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

[]Construct a large maintenance workshop: You would REALLY rather not have your Manufactorum collapse back into its original state, so you'll set aside a lot of resources and cog boys to do intensive maintenance.
0/500 Progress, 100 B-mats per dice. Reward 1 large maintenance workshop: -200 B-mats per turn & -20 A-mats per turn, 3 Allocated Tech-Priest shifts, 20 [Space] of maintenance per turn

Diplomacy: LOCKED

Learning: LOCKED

Intrigue: 1 Dice + 1 Dice per unallocated Personal Servant Shift (1) = 2 Dice

[]Send out covert scouts: You need to make sure that nothing is lurking close to you factory
DC 50/100/200 500 Thrones per dice. Reward: A general view on any nasty gribblies nearby, possibility of a rare find

Policy: Choose up to 1 (one)

[]Work-day: How long are the peasants working everyday?

[]Worker safety: How many times are they stopping work because of accidents?
 
Last edited:
[X][Pay] Danger Pay: An unimageable amount of money to spend on mere workers, but they aren't likely to be able to spend it down here for a long time so...

Think this is the one we should go with, and later we can set things up so that they have things to spend money on, there by making the money back, also in real terms this is still nothing to a noble

[X] Plan: lets make money
-[X]Repair the Decrepit Production lines (Phase 1/4) 4 die
-[X]Repair the Crumbling Workers Quarters(Phase 2/2) 2 die
-[X]Construct a small maintenance workshop 2 die
-[X]Worker safety: How many times are they stopping work because of accidents?

Seems like a good idea to do Production lines and Worker safety at the same time, and we need some Production lines to start making things to sell or do we need Vox Tower to sell the things we make?
 
Last edited:
Seem that we can go two path either keep throwing low pay menials at the problem until we resolve said problem or get high paid menials that are very effective. Just for the role play aspects of 40k I'm going with quantity over quality
 
Seem that we can go two path either keep throwing low pay menials at the problem until we resolve said problem or get high paid menials that are very effective. Just for the role play aspects of 40k I'm going with quantity over quality
For me, it would be best to pay them a lot as there are gonna need a way to use that money, and we can set up a few business to take care of that need, or might lure someone to set up those business as they hear how much those menials are getting paid, and we can tax them
 
Plan: lets make money dice breakdown

Industry (+20 per die)
Decrepit Lines
4d + 80/150
-400 bmats
Crumbling Workers Quarters
2d + 40/100
-200 bmats

Stewardship (+20 per die)
Small Maintenance Workshop
2d + 172(132+40)/200
-200 bmats
-100 bmats per turn if complete

Things to note:
2 unused Intrigue dice

Let me know if i missed anything or if something needs to be added.
 
Just asking how much thrones do we have?

I am fine with good wage but I am not sure about the danger pay cause I dont want to accidentally get bankrupt early on, there is a moderate chance for nobles hating us if we pick danger pay, and our family might put on profit quota's or something which might make it hard to accomplish.
 
Back
Top