Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
[][Ste] Pieter Azimov steps into your office next as a broad monolith of a man, bedecked in a long coat and and sturdy gloves, his fur lined hat hides a shock of wild short red hair. You stand to greet the man to find he is a deceptively giant individual, easily meeting 7' 3" Rapunzel eye to eye as he exchanges a slight nod with both you and the elf. Pieter's chair creaks as he sits after disrobing his coat, revealing a fine musculature with alabaster skin so pale that it resembles ice shifting like flesh. He introduces himself as the norscan-blooded son of a boyar from the far north of Kislev, trained to make the most of the worst conditions even under the insidious plotting of the dark powers. The man assures you that the warmth of Lustria will not be an issue despite his pale appearance.
Ste: 8
Unique Trait: Reject Corruption -
Pieter passively reduces the chance of Plagues and Corruption spreading by 10%.
Hiring Cost: 20 Mo
Plagues and Chaos are the top nastiest things that can hit our colony, and the advisors who we'll grow close to. Someone who straight reduces them would be excellent. We won't make as much money, but that's fine, we'll still end up making a bunch. What we need most of all from our Stewardship advisor is someone who can blunt disasters rather than make the good times a little gooder.

[][Mar] Gus 'Rockchewer' Stonegut emerges into your office like an oncoming wall of body heat with a suprisingly mild scent, a towering ogre whose steel plated boots make the floor shake with every ponderous and careful step. Though the dtrangley masked body odour is overshadowed by her gender. You weren't actually sure of female ogres existing, let alone imperial ones with a feathered militia cap and a gut-plate made from what looks like steel banded stone. Her name suits her incredibly strong jawline, and her voice is like an avalanche of gravel wrapped in satin. Gus speaks well in said tone, laying out with slow but clear and intelligent words that she has recently retired from life in the hochland military as an officer's bodyguard, and is looking to put her absorbed command skills to use. She is a powerful force, though brash.
Mar: 6
Unique Trait: An Ogress, milord -
Requires an additional 1 Mo as upkeep, Assassination attempts against Gus and other Advisors sleeping in the same building take a 20% Penalty. Gus adds a 10% success chance to the 'Personal Challenge' action, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
Hiring Cost: 20 Mo
Cannot sleep on Gus. Our advisors are our most precious resource and she keeps them alive. For a place as dangerous as Lustria, that's crucial, a lot more important than if we were playing in the Border Princes or something. We're gonna have to deal with Dark Elves, Chaos cultists, vampires, and rival colonists, and all of them are good at sliding knives into backs. Gus will make sure we'll never have to replace our advisors, including Rapunzel, and I cannot stress enough how beneficial that is.
 
Cannot sleep on Gus. Our advisors are our most precious resource and she keeps them alive. For a place as dangerous as Lustria, that's crucial, a lot more important than if we were playing in the Border Princes or something. We're gonna have to deal with Dark Elves, Chaos cultists, vampires, and rival colonists, and all of them are good at sliding knives into backs. Gus will make sure we'll never have to replace our advisors, including Rapunzel, and I cannot stress enough how beneficial that is.

It's probably worth noting that there are likely defensive buildings to do that as well, so Klaus's bonuses may do something similar in the long term. Of course, that's in the long term...
 
Botanical specialist sounds pretty good actually. It was said that our immediate money making opportunities would be limited, so this goes two ways to helping us out with that. The first being food, less food needing to be delivered the less we need to spend on it.

The second being exotic plants being probably the most common and consistent money makers when we set them up. Getting that extra harvest would be good for a very long time.
 
Are we intended to spend all of our budget or is there a specific amount that is a good idea to spend?
You guys have absolutely no space to hire any mercenaries, and the only other expense will be on Adventurers (max of 10, at maybe 5 Money each), Exotic Treasures (maybe 50 Money if you buy literally everything) for Expedition Leads, and maybe mercenaries on the second wave ships, which shouldn't cost more than 60, considering the space on that smaller wave.

So honestly you could fill every advisor slot. They are in-effect additional actions per-turn, so that's powerful shit. You'd just have to keep Upkeeps in mind.
Though that said I do need to make a note about Mercenaries and their cost. Because they do not precisely have an 'upkeep'
 
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A note on Mercenaries, Manpower, Militias & Defense
So, to Solidify my ideas on Settlement Defense, Mercenaries, and Militias, there are a few key points and a few key mechanics that I feel is important to let you guys know about Now so that they can be critiqued, fed back on and honed as we truly get into the mechanical importance of Advisors.

And that will start, a bit counter-intuitively, with Manpower.

Manpower
in this quest is something of an abstracted number, effectively meaning ' the effort-value of working people per 100 population.' Not everyone in that 100 is working, necessarily, as it includes children, the elderly and the infirm, but that's hard to represent without going into fractions, so instead I'm going by the abstract. For every 100 people, you get 1 manpower.
As buildings are constructed and the colony is developed, Manpower will be effectively 'Locked Up' into various buildings like the Lumber Yard, Farms and Docks, meaning you will have less effective Manpower to keep constructing buildings unless you choose to 'shut down' said buildings and pull back the Manpower to spend on construction. This is also why population growth (through births and immigration) are vital, because that growing population will hopefully keep adding Free Manpower to the pool as the initial pool is sunk into the actual running of buildings.

This brings us to the Militia.
As an action, the Martial Advisor or the MC will be able to 'Raise the Militia' in the Colony's defence, though it will happen automatically (and less effectively) if an attack is allowed to hit or if an attack hits without warning.
Raising the Militia will effectively lock up the town's Manpower in the same manner as putting them to work, and automatically shut down non-essential buildings (like those outside of the walls) to increase the Manpower in the Militia.

The amount of buildings deemed 'non essential' in such a scenario will be down to a vote. Are you pulling every last man and woman capable of work into a desperate defense against a siege? Or are you taking only volunteers in off the farms to handle a few skirmishing norscans?

The amount of Manpower devoted to the Militia will raise a bonus to the colony's defense and attack rolls, up to a cap. Adding Manpower past the cap will provide no additional bonus, but it will keep the bonus at maximum for longer, with the additional Manpower acting as a 'buffer' before the bonuses start falling off.

Colonial Defense will work like any other fight in an RPG, though with 'Quadrants' of the colony's walls acting in place of party members, rolling Defense to blunt the damage of attackers while rolling attack -with the option to risk Sallying out- to reduce the number of attackers outside. Once a Quadrant loses past a certain level of health (50% and then 25%) it will be considered that attackers are slipping past and into the colony proper, with buildings in town taking damage or even being lit on fire or looted. Defenders can of course be pulled from quadrant to quadrant to refill the Manpower committed, and the defenses can even be patched up somewhat.

Mercenaries are Powerful but Expensive forces that will also give a passive bonus or active ability to use during defense scenarios, whether that is the crushing charge of Ogre Man-eaters multiplying the damage to attackers or the wall-reinforcing bulwark of Tilean Crossbows and their iron pavise, making defense rolls reduce damage that gets through by a fixed amount.
Mercenaries do not have traditional upkeep. They have expensive contracts that lock them in for a predetermined amount of months (Usually 1, 3, or 6) before you can choose to re-hire them (potentially negotiating for a lower rate) or let them go off to find greener pastures.

You can also pay a small amount more for some Mercenaries to accompany your Expeditions, granting a big bonus to marital rolls, though this will reduce the bonuses or effect of their abilities during a defense.


Addendum:
'Personal Challenges' are something the MC or Martial Advisors can take as a special action during attacks, wherein instead of commiting to the larger fight they will instead call out enemy champions and hero units, either by siccing Adventurers on them or taking to the duel themselves.
 
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[][Ste] Pieter Azimov steps into your office next as a broad monolith of a man, bedecked in a long coat and and sturdy gloves, his fur lined hat hides a shock of wild short red hair. You stand to greet the man to find he is a deceptively giant individual, easily meeting 7' 3" Rapunzel eye to eye as he exchanges a slight nod with both you and the elf. Pieter's chair creaks as he sits after disrobing his coat, revealing a fine musculature with alabaster skin so pale that it resembles ice shifting like flesh. He introduces himself as the norscan-blooded son of a boyar from the far north of Kislev, trained to make the most of the worst conditions even under the insidious plotting of the dark powers. The man assures you that the warmth of Lustria will not be an issue despite his pale appearance.
Ste: 8
Unique Trait: Reject Corruption -
Pieter passively reduces the chance of Plagues and Corruption spreading by 10%.
Hiring Cost: 20 Mo

I am very divided between him and the botanist, but i think the ability to resist Plagues and Corruption is too important to pass up.

[][Mar] Gus 'Rockchewer' Stonegut emerges into your office like an oncoming wall of body heat with a suprisingly mild scent, a towering ogre whose steel plated boots make the floor shake with every ponderous and careful step. Though the strangley masked body odour is overshadowed by her gender. You weren't actually sure of female ogres existing, let alone imperial ones with a feathered militia cap and a gut-plate made from what looks like steel banded stone. Her name suits her incredibly strong jawline, and her voice is like an avalanche of gravel wrapped in satin. Gus speaks well in said tone, laying out with slow but clear and intelligent words that she has recently retired from life in the hochland military as an officer's bodyguard, and is looking to put her absorbed command skills to use. She is a powerful force, though brash.
Mar: 6
Unique Trait: An Ogress, milord -
Requires an additional 1 Mo as upkeep, Assassination attempts against Gus and other Advisors sleeping in the same building take a 20% Penalty. Gus adds a 10% success chance to the 'Personal Challenge' action, and gives a 10% discount to hiring ogre Mercenaries. However Gus reduces prestige from military victories by 5%,
Hiring Cost: 20 Mo

While i also really like the layered defense guy, i think her Trait is too good not to take her.

I also really like Ogre mercenaries and having a discount with them would be great.
 
A 24 hour vote: Wizards as a Seperate Advisor Slot?
What it says on the tin.

In coming up with the members of the Diplomacy and Intrigue Slots I've found myself writing in jpurneymen Grey and a Celestial Wizards and paused to look at the options and just think... What do the others bring that could compare with a Wizard.
A wizard -even a journeyman- is going to be Expensive, yes. Perhaps expensive enough to put people off from picking them? I simply couldn't see it. Magic is simply too big of a force multiplier.

So I'll put it to this, a 24 hour vote on whether Wizards should be a seperate slot in the advisors. An expensive but powerful option.

Obviously Rapunzel can stay where she is.
Until you guys beg a Slann/Hoethian Life Mage to fix her magic.

This is a simple vote

[] Yes, Wizards should have a seperate advisor slot
[] No, Wizards should be put a normal advisor slot.
[] No, Wizards should not be advisors at all. They should be like Mercenaries, as suggested by
DeadmanwalkingXI.
 
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I have a few questions before I make my analysis.
1st, Xiao Yun's Harmony trait. Does it have to be actions with other advisors or can it activate on actions that have multiple cultures, like Cathay and Ind fusion farms?
2nd, what are conjoined Advisor Actions and do they happen frequently?
3rd, what does Diego's raising the expedition's attribute by 1 mean?
 
This is a simple Yes/No vote

[] Yes, Wizards should have a seperate advisor slot
[] No, Wizards should be put a normal advisor slot.

Honestly, it feels like Wizards should not be an Advisor thing at all. They should work more like mercenaries, where we can hire them on top of advisors and they provide additional benefits. Otherwise you get a weird situation where either, as you say, the wizard is just always the best pick, or (with a single Wizard Slot) we're prohibited from having more than one for fairly arbitrary reasons.

If there was a Wizard who would only come if given an advisor position, then they should cost for both and provide a benefit other than their magic like the other advisors, and would use the normal advisor slot.
 
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I have a few questions before I make my analysis.
1st, Xiao Yun's Harmony trait. Does it have to be actions with other advisors or can it activate on actions that have multiple cultures, like Cathay and Ind fusion farms?
2nd, what are conjoined Advisor Actions and do they happen frequently?
3rd, what does Diego's raising the expedition's attribute by 1 mean?

1: A conjoined advisor action means an action has multiple stages with a different advisor for each, or if they are actions with multiple advisors present. Or it can mean an action wherein your colony is working with another on a given action.
2: Examples would include special advistor actions from events, large tasks (like hosting a large trade delegation) or planning expeditions.
3: Diego's raised attribute means higher bonuses on rolls made by the expedition and better chance of making it past Checks of the Expedition member's Martial attribute.
 
Honestly, it feels like Wizards should not be an Advisor thing at all. They should work more like mercenaries, where we can hire them on top of advisors and they provide additional benefits. Otherwise you get a weird situation where either, as you say, the wizard is just always the best pick, or (with a single Wizard Slot) we're prohibited from having more than one for fairly arbitrary reasons.
This is perhaps fair.. I'll add it in as an option on the vote, it seems sensible.
 
[][Ste] Pieter Azimov
[] Yes, Wizards should have a seperate advisor slot
[X] No, Wizards should be put a normal advisor slot.


You hade me at « wizard ». Let's have some cool mage to interact with.
 
[X] Yes, Wizards should have a seperate advisor slot

Court wizards are a thing for good reason, and with Lustria as it is, we should have a go-to expert on matters magical.
 
go-to expert on matters magical.
tbh half the appeal, narratively, of having multiple 'jargonese' speakers like Engineers and magic-capable people on the team, is the ability to just have this fun nonsense flying completely over Flynn's head.

Like I'm picturing Flynn one day just sitting and trying to sip this new 'Cacao' drink he's been handed, meanwhile Rapunzel and the local mage are having an animated conversation that is legally and definitionally in riekspiel, but might as well be in an abstract dialect of Cathayan for all the sense it's making.

All Flynn cares about is Rapunzel sometimes pausing to give him an affirming little smooch, often when he tries to understand some arcane thing via hopeless analogy.
Fly: 'So this.. Eh... Wind is not truly gas, but the idea of gas given energetic form? The Memory of Air in Motion, perhaps?'
Rap: 'It's more.. Uhm, Oh it's similar enough, honey.' Smooch.
 
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