jwolfe_beta
Semi Genre-Savvy Overlord
- Location
- Canada
Not really. We have diplomacy 1 and no skills when it comes to selling things at all.
Not really. We have diplomacy 1 and no skills when it comes to selling things at all.
They've had steamships for awhile now, but their only coastal hold, Barak Varr, is waaaaaaaaaaaaay on the opposite side of the Empire in the Border Princes.So that means we see the steam ships at least once to get inspiration. So maybe some dwarf coastline if steam exist yet.
There are also airships.They've had steamships for awhile now, but their only coastal hold, Barak Varr, is waaaaaaaaaaaaay on the opposite side of the Empire in the Border Princes.
Unfortunately he all ready exists, and died a few centuries ago. He's the one that invented the Empire's Steam Tanks.I want Margy to be the Warhammer-Leonardo Da Vinci, and with all the experience we're gaining with firearms maybe we can recreate one of Da Vinci's feats by creating the first machine gun!!!
For selling stuff we'll need connections, stock and skills in said departments.Good positioning has been proven to increase customer count by a significant margin, we'll probably get bonuses to sales made from this location. I want Margy to be the Warhammer-Leonardo Da Vinci, and with all the experience we're gaining with firearms maybe we can recreate one of Da Vinci's feats by creating the first machine gun!!!
Believer of Steam - Gain two bonus dice on any project involving the creation or use of steam power. Lose two dice when working with alternative power sources for what could compare to the marvel of a boiler? You are deeply unsettled by the absence of steam powered machinery and have a desire to explain to anyone who will listen the greatness of steam.
Nor necessarily, I remember a Mythbuster episode way back when about a Steam Machine gun. It is just a spinning tube that flings ball bearings at speed at it works.
She'd agree so yeah, I'll include it as an action with the next turn if you all don't take the place.So for the various workshop options. @adwarf for the Alchemist shop, can we offer to just buy the alchemist tools. The baker get a clean basement for more normal tennants and we get Alchemist tools.
[X] 3 Underwall Road
Lots of space for steam experiments and a smelter to make better metals. If the woodsmen want to play we can hire some of the Road Walkers. Or introduce them to Gromdottir and castle doctrine.
[X] 23 Miller Street
Alchemy workshop. Enough said. Trying to get that anywhere else is going to be a pain.
The more I think about the dice system, the more certain I am that accidents will happen regularly.
I see two options if we don't want to get into problems.
1. (Semi-) Permanent Option
[X] 3 Underwall Road - A former warehouse involved in some form of ore smelting being put up for sell by a Dwarf. It is a rather sizable place that will come only with an old smelter in the back and some wooden crates, but it should be proof against any larger scale projects you want to take up. Of course, there is a rather concerning catch now that you know the lay of the land: It is right on the edge of Red Woodsmen turf.
Our own property that we can blow up at will.
2. Temporary Option
[X] The Rickety House - One of several buildings surrounding the Rickety Wagon that Ori seems to own being offered up to you at a fairly reasonable price that can act not only as a house, but a small workshop for yourself. It would be perhaps the safest and most stable place you could choose in return for tying yourself even more tightly to the Road Walkers.
Cheap, with some furniture and from a faction that will tolerate us for longer and where we can definitely unlock a lot through relationship improvements. No big loss if we have to move on.
I do simple majority votes not approval voting unless explicitly stated, so these are not valid. If you want votes to count please correct to a single option you're supporting.[X] The Rickety House
[X] 3 Underwall Road
I don't think there will be that much walk in gun business in Warhammer, at least not compared to supplying military outfits.
Underwall is a risk but is cheaper over time with buying and has the fun of tangling with a gang.
I like the Road Walkers so getting closer to them seems dandy to me.