Friendly/Sympathetic Vampires?


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I think with all the thinking I've been doing that 'Colony Morale' will show up as a mechanic abstracted into 'Levels of unrest', which are essentially temporary negative Colony Traits that you'll get for failing events and for failing to secure enough food/gold for the colonists.

As to making their own money, the Mo gains from 'cash crop' fields will essentially be the result of said Tobacco farmers raising their own funds, with your colony's income from them representing the Taxes placed on the sale of their harvest.
 
Will there be pressure on us questers by the population of the colony with regards to how we allocate land? If the farmers realize tobacco is going to rake in big bucks they won't be happy if we try to make them all grow rice instead.
In the case of rice farmers, I don't think that'll be a problem. If we give farmers flooded land, they'll grow rice willingly since that's the only thing that grows on their land. If we need more food from dryer places, we could subsidise food production, or we could simply mandate food production at the cost of unhappiness.
 
One of the things to consider carefully, imo, is the manpower and maintenance cost of upgrades and of more 'passive' buildings like the Walls, which only truly function in case of attack.
 
Colony buildings Preview (Subject to drastic changes.)
  1. Forester's Lodge:
    • Construction Cost: 1 unit of manpower, 4 unit 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%)
  2. 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.
  3. Giant Goat Field:
    • Construction Cost: 1 unit of manpower, 3 unit of construction materials, 2 Mo.
    • Maintenance Cost: 0.5 units per week, Manpower Output: 3 Food + 1 Mo per week
  4. Shallyan Clinic:
    • Construction Cost: 1 unit of manpower, 2 units of construction materials, 3 Mo.
    • Limit of 1
    • Maintenance Cost: 0.25 Manpower units per week, 0.5 Mo per week
    • Reduces the chance of Plagues Spreading by 15%. Increases the success chance of curing plagues by 10%.
  5. Jade Rice Paddy:
    • Construction Cost: 1 unit of manpower, 3 unit 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.
  6. Smithy:
    • Construction Cost: 1 unit of manpower, 4 units of construction materials, 1 Mo.
    • Limit of 1
    • Manpower Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Output: 1 Mo per week, 2 Construction Materials. Until built, all buildings have a maintenance cost of 0.25 Construction materials per week.
  7. Farm:
    • Construction Cost: 1 unit of manpower, 2 unit 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.
  8. 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
  9. 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: 2 construction materials per week, plus 2 for each Forester's Lodge (up to a cap of four lodges).
  10. 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
  11. 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.
  12. 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.
  13. Colonial Barracks:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials
    • Maintenance Cost: 0.5 Manpower per week, 0.5 Mo per week
    • Adds 10% to Defense and Attack rolls.
  14. Docks:
    • Construction Cost: 1 unit of manpower, 3 units of construction materials
    • Limit of 1
    • Maintenance Cost: 1 Manpower units per week
    • Output: 3 Food per week, 4 Mo per week.
  15. Tavern:
    • 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: Generates 2 Mo per week. Functions as a Recruitment Ground for Adventurers.
  16. 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.
  17. Governor's Manse:
    • Construction Cost: 1 units 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%
  18. 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.
  19. 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%.
  20. 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%.
  21. 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.
  22. Colonial Bunkhouse:
    • Construction Cost: 2 unit 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%.
A preview of the basic unlocked colony buildings, likely to change with critique and consideration.
 
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Can we construct multiple of the same building? Per manpower of maintenance, at the moment foresters lodges are just better than smithies. Of course two foresters lodges has a bigger upfront manpower investment but it is worth considering. Maybe some buildings should have a cap on how many we can build based on our size or other projects undertaken? e.g. Dredging the harbour or something might allow more docks to be built?

Docks also seem *incredibly good*. Holy monies batman Manaan. Building docks and lumberyards, along with a granary, shrines, and a farm or two seem like a winning bet to get us started. In the long term foresters lodges are arguably more efficient than lumberyards depending on how much you value money. Each forester lodge has a ratio of 8:1 on mats per manpower, while lumberyards have a 10:1 ratio. Lumberyards also have a -0.5:1 ratio on money to manpower p/wk whilst foresters lodges have a 2:1 money to manpower ratio.

Docks still make a crazy 40:1 money to manpower ratio so nothing much compares to the sheer economic value of BOAT.
EDIT:
They also have a 30:1 food to manpower ratio compared to a 10:1 food to manpower ratio for our farms. This does seem a tad busted, if nothing else. Foresters lodges also seem a little overtuned, or else smithies and lumberyards are a little undertuned. Smithies in particular. At the moment docks are a do everything building, which I assume you don't want.

In terms of suggestions: the simplest would be up the manpower cost of docks to at least 0.25. That brings it line with the percentages most other buildings are also using. I really like it's identity as "The money building" but I understand wanting to represent fishing potential as well. Maybe there could be an upgrade or add-on to decide which element a given "docks" building is focusing on, or else two different buildings with different focuses?
 
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Docks are a necessity regardless, but probably shouldnt produce much on their own besides fish.

You need harbor facilities to facilitate trade, but the piers themselves do not produce value. Especially since a developing colony won't have much in the way of goods to haul back to the Old World.

Also, I would say at minimum double the values and costs of everything that involves manpower. Minimize fractions in favor of whole numbers wherever possible to keep things simple.
 
An alternative/possible companion to that is to increase how much manpower you get per 100 people in the same ratio, or else decrease how many people are needed to form " a manpower". I personally think that fractions are workable, but are generally less preferable to whole numbers and are a lot easier if you tend to work in simple fractions. 0.25, 0.5 etc.

EDIT: I think it makes sense for docks to generate at least a little money as there will "naturally" be trading vessels that stop in at the colony to sell and buy some products to our population, and possibly to resupply and repair.

Don't forget other adventurers might be launching their ill-fated expeditions, even without our organisation. At least if QM says so
 
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Repair at the least would likely require building additional facilities. A rope walk, drydocks, sailmakers, etc. Wood ships are easier to fix in the field than those of steel, but you still need proper facilities for anything more than minor damage.

A ropewalk in particular would have additional uses as well, ropes good for all sorts of things.
 
A relatively simple way to model this could be two statistics: "Trade demand" and "Trade Supply". Demand rises with population and population wealth, and falls with domestic production of desired goods. It represents how much traders want to visit us to sell things to us. Trade supply rises to a much lesser extent with population, and mostly with the production of valuable and portable goods like cash crops. It represents how much traders want to visit us to buy things from us and sell them elsewhere. Alternatively maybe just one statistic that is "Trade" or "Trade Desire", something like that. Options like sailmakers could maybe have their income be affected by our high your trade desire is, or possibly other factors, to reflect how much traffic is going through the area for them to profit off of. Up to a maximum ofc.

EDIT: Probably simplest to roll things like sailmakers and drydocks into their own building "Shipyard" or else into upgrades onto the docks.
 
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I think there should be Money costs for building and maintaining buildings. We do need to pay our workers after all, the downside of no slaves. It also gives us greater incentive to let things slowly fall into disrepair, since even in the milder conditions of the Old World there's roads, buildings, walls etc. that are ill-maintained.
 
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Quality of our port is also going to matter. We will get a lot more traffic if we have a natural bay or inlet where ships can shelter from storms than if we have to build out earthworks to keep the heavy waves out.
 
As a fun little thing, here is what a nat 1 roll on the random event table for WFRP 4e: Lustria would've been:
01: Ruination of Cities
Your colony is marked as an affront to the Great Plan and assailed with devastating spellcraft. The GM chooses and destroys 2 Colony Structures. This is only the beginning — the next time you roll on the Events Table, the Slann will destroy the settlement entirely, killing all its residents. You can avert this fate by spending the next adventure devising formidable magical defences, bargaining with the Slann, or killing the Mage-Priest responsible.
 
No
This is fair.
Trade value and Trade desire would be fair but I'm not sure how to calculate them.

The Docks will be what includes things like Drydocks, shipwrights and Ropemaking, etc. Via researched upgrades. For now they're piers made to unload/load supplies and people, perhaps launching small fishing skiffs.
I was making the Docks on the assumption that you would only get One (there are very very very few naturally viable harbours on the lustrian coast) at least to start.
The smithy is a bit undertuned and aye, a few things are, though I'd be assuming that you'd all want a smithy. Metal things are nice to have and keep repaired.

Maybe add an additional Mo maintenance ccost to some things without a smithy built? To represent the colonists having to repurchase tools, nails and things.
 
I had a thought that we could build a shrine to Ranald to help us with our luck, and then I realised that the guy to help us with that was Sylvester, who we passed up. And then we got a nat 1 followed by a nat 69.

Ranald is real.
 
Another resource worth tracking imo is going to be tools/worked iron. Until we can get a mine and processing set up, any metal tools are going to have to come either from the old world or through trade with nearby settlements.

Depends on how in depth you want to go, but anything not made of wood is going to be difficult to come by until we can make it ourselves.
 
Not gonna lie, the list of buildings and resources they need is bringing up my AOE2 nostalgia. Do we need to plop down a TC and arrange the farms around it? Can we send out a scout to find the Amazon and Slann bases? Are half our villagers going to get murked by a wolf because we're crap at micromanaging??? (speaking from personal experience on that last one)
 
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