Friendly/Sympathetic Vampires?


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    94
  • Poll closed .
Adventurers earn about twenty-five times as much as farmers. No wonder there's always people ready to take up such a dangerous lifestyle.
 
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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.
I mean, Ranald did lead him to the boats. Since we rejected faith, we now embrace bad luck. :D
If you're going to be desperately hurled at ravening hordes of Norscan Raiders in desperste defence, then damnit you're going to get a little rich before getting shoved out of the gate.
"Yer colony don't need no heroes, ser. What it needs is a pro-fe-sho-nal. Someone, that ain't afraid to get down and dirty, to do what needs to be done. All that Lustrian crap, be it alive or not, ain't gonna shovel itself, y'know. That's where I come in.

Oh, and Klaus too! Nasty little critter his Rufus is, let me tell ya. Saw 'im snuff the life out of a rat the size of a..., well ya get the idea. You'd be surprised how easier it's to shovel a man-sized pest with a wee doggo hanging by its balls. We make a great team, we do."
 
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Man that event roll.

Is it too late to take what money we haven't spent yet and flee to Cathay to live in luxury to the end of our days? Lustria is a silly place.
 
Preview: Colony Upgrades.
  1. Mastiff Kennel (Watchtowers):
    • Construction Cost: 0.5 Manpower 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Reduces the success chance of Landborne surprise attacks and sabotage by an additional 10%.
  2. Storm-watcher (Docks):
    • Construction Cost: 0.25 Manpower, 2 units of construction materials, 1 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: decreases the success chance of seaborne suprise attacks by 15%.
  3. Giant Guard-Ram (Giant Goat Field):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Reduces Food Loss from looting by 15%, Grants 10 Defense Health to one Quadrant during siege.
  4. Dispute Mediator (Colonial Bunkhouses):
    • Construction Cost: 0.25 Manpower, 1 units of construction materials, 1 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the chance of civil unrest decreasing by an additional 10%.
  5. Indish Raised Farm (Farms):
    • Construction Cost: 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases food output by 1 per week. Activatable in Forested slots.
  6. Longbow Militia (Colonial Barracks):
    • Construction Cost: 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases defense rolls by 5%, attack rolls by 5%, and reduces casualties from surprise attacks by 5%.
  7. Dwarven Smelter (Smithy):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the output of the Smithy by 20%. Allows the exploitation of metal ores discovered nearby by quests or expeditions.
  8. Adventurer's Booths (Tavern):
    • Construction Cost: 0.5 Manpower, 1 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the success chance of Quest and Expedition rolls by 5%.
  9. Colonial Pamphleteer (Docks):
    • Construction Cost: 0.25 Manpower, 1 units of construction materials, 1 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Reduces Prestige losses by 25%, increases Prestige Gains by 25%
  10. Explorer's Maproom (Colonial Library):
    • Construction Cost: 0.25 Manpower, 1 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the success chance of Discovery and Retrieval Expeditions by 10%.
  11. Celestial Observatory (Celestial Viewing Tower):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Increases the success chance of rolls during events and Event-caused Quests by 10%
  12. Arcane Study (Governor's Manse):
    • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
    • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
    • Effect: Gives a 15% bonus to researching Expedition Treasures.
 
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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.
I think this should lower unrest like the Colonial Bunkhouse does. They're an important place for entertainment after all, with socialising, music, drinking, food, pit fights, games, and bar brawls.

Governor's Manse:
  • 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 Stewardship by 5%, generates 2 Mo per week.
Something I'd like to suggest is borrowing a bit from the Capitol colony structure from WFRP and making the Governor's Manse a statement of power and success, something that gives Prestige. Cost would go up a lot to reflect that.

Council Chambers:
  • Construction Cost: 1 unit of manpower, 3 units of construction materials, 1 Mo.
  • Maintenance Cost: 0.5 Manpower units per week, 0.5 Mo per week
  • Output: Provides housing for Advisors. Grants a 10% reduction in Advisor Upkeep costs and a 5% success bonus on conjoined actions.
I recommend changing the name to Council Quarters. 'Chambers' in this context implies that it's a place where they hold their meetings. If it's both, as the conjoined action bonus seems to imply, then Chambers if fine but it may work better as an upgrade to the Manse.

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%.
Firstly, I think we needed The Sigmarite Procession to unlock this building, and we chose not to take them along. Secondly, I think this sort of building is too specialised for something that improves Intrigue overall, since witch hunters aren't general-purpose agents. A special tavern might be more appropriate, or upgrading the Governor's Manse with secret tunnels or a hidden room behind a bookcase (plus potentially other appropriate bonuses, like Money or improved escape chance). Alternatively, the +5 to Intrigue could be gained through an action rather than a building to build up a ring of agents.

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: Provides better housing for 500 colonists, improving overall morale. Increases the chance of civil unrest decreasing by 10%.
I think they should also output Money. Nobles traditionally make their money from taxation and rent, and since these bunkhouses are being built with our money and resources, they definitely belong to us.
 
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Firstly, I think we needed The Sigmarite Procession to unlock this building, and we chose not to take them along.
We unlocked it via the sixth sense trait.
Sixth Sense: You possess an uncanny intuition, sensing imminent dangers and penetrating masks and illusions with your gaze. Increases the ability to notice lies, see through disguises or magical illusions, and dodge attacks in combat by 10%. Unlocks the Witchseeker Office blueprint.
 
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I think costs might be too low across the board, or output/maintenance too high. With how much money we're starting out with, even accounting for the lack of mercenaries, it's not that hard to afford building construction. If we want to go on building sprees, I think it might be better if it cost enough that we really want to go on Lustrian adventures to fund it all. Have to be careful not to make colony construction too easy.

Celestial Observatory (Celestial Viewing Tower):
  • Construction Cost: 0.5 Manpower, 2 units of construction materials, 2 Mo
  • Maintenance Cost: 0.25 Manpower per week, 0.25 Mo per week
  • Effect: Increases the success chance of rolls during events and Event-caused Quests by 10%
I have some lore information on the costs of astrologer observatories, but I'm not sure how usable it is given the demands of game balance; can't cost too much for how much benefit it provides, I imagine. Still, might be helpful. Lords of the Lance, pages 16, 220, and 253:
'You're wrong,' her father replied, gesturing to the gilded tower that stood on the highest rock within the castle walls. Domed in translucent crystal and swathed in spindled devices of bronze, gleaming lenses, mirrors, and orbs, Evotarum's Celestial Tower was a place of star-born mysteries.
'Why do we care about stargazing towers?' asked Karolina. 'The one at Kasos Rock was hardly a mighty fortress.'

'Agreed, but who has coin enough to fund the construction of something so esoteric?'

Karolina frowned, before realisation dawned in her eyes. 'Kings and wealthy lords,' she said.
She reached the top chamber of the tower, a compact, circular space beneath a cracked dome of heavy glass. Remembering her father's complaints about the ruinous expense of Evotarum's tower, she could only imagine how much gold the former masters of this castle had paid to ship the huge quantities of crystal and bronze needed to build it.
 
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Preview: Advisor Actions
Flynn's own actions will be more general, with the addition that he can spend an AP attempting one of the advisor's actions, conjoining them if they are doing the same.

Diplomacy Advisor


  1. [] [Diplomacy] Send Diplomatic Offer to Known faction: The Diplomacy advisor spends this week negotiating a trade agreement with a known faction. Alternately may request Expedition leads or Quests. - Base Difficulty 10%. May take multiple weeks depending on faction location.
  2. [] [Diplomacy] Mediate Disputes: The Diplomacy advisor intervenes in local disputes among colonists to maintain peace and order. Successfully mediating disputes can nullify the effects of Colonial Unrest traits and undo the work of agents sowing chaos. - Base Difficulty 5%
  3. [] [Diplomacy] Secure Alliances: The Diplomacy advisor works to secure alliances with factions, upping their relationship with the colony. - Base Difficulty 15%. May take multiple weeks depending on faction location.
Martial Advisor

  1. [] [Martial] Train Militia: The Martial advisor spends this week training the local militia, improving their combat skills and readiness. This action boosts the colony's defense and attack rolls. - Base Difficulty 5%
  2. [] [Martial] Patrol Perimeter: The Martial advisor leads patrols around the colony's perimeter to deter and detect potential threats. Reduces the risk of surprise attacks. - Base Difficulty 10%
  3. [] [Martial] Fortify Defenses: The Martial advisor oversees the construction and reinforcement of defensive structures. Temporarily enhances the colony's defense HP in all quadrants by 3 per Martial Attribute.. - Base Difficulty 10%
Stewardship Advisor

  1. [] [Stewardship] Improve Construction: The Stewardship advisor focuses on improving the colony's work gangs in constructing buildings. This action can provide an extra Manpower in Construction. - Base Difficulty 10%
  2. [] [Stewardship] Optimize Food Management: The Stewardship advisor reviews and optimizes the colony's food storage, reducing spoilage by 2% per Ste point or by 1 per Ste point, whichever is greater. - Base Difficulty 5%
  3. [] [Stewardship] Expand Agriculture: The Stewardship advisor oversees the agricultural and production areas, increasing food and Mo production by 10%+1% per Ste point, per week. - Base Difficulty 10%
  4. [] [Stewardship] Educate Colonists: The Learning advisor spends the week educating the colonists, improving their resistance to outside corruption and assists in preventing infections, decreases the chance of plague spreading by 5%+1% per Ste point. Also reduces the damage from certain plague or weather related events. - Base Difficulty 5%


Intrigue Advisor

  1. [] [Intrigue] Investigate Cults/Agents: The Intrigue advisor gathers intelligence on potential threats and opportunities within and around the colony. Provides up to 4 pieces of information about cults or agents, one of which may be false. - Base Difficulty 5%
  2. [] [Intrigue] Sabotage infiltrators: The Intrigue advisor conducts sabotage operations on two infiltrated agents or groups, potentially hindering their efforts or ousting them. - Base Difficulty 10%, may be an opposed check.
  3. [] [Intrigue] Monitor Corruption: The Intrigue advisor investigates and monitors corruption within the colony, aiming to root out dishonest officials and improve governance. Will potentially highlight important NPCs who have been turned by enemy agents and will return the number and severity of corruptions seeping into the colony. - Base Difficulty 10%, may be an opposed check.
  4. [] [Intrigue] Combat Corruption: The advisor attempts to push back on some forms of corruption before they can further take root. Will halt the spread of corruptions and push back one known group's by 50+5 per Int point, at the cost of 1 population per 10 corrupted population cleansed – Base Difficulty 10%, may be an opposed check
Learning Advisor

  1. [] [Learning] Conduct Research - Blueprints: The Learning advisor conducts research into technology, building structures and potential engineering solutions. Potentially unlocking new blueprints or Upgrades. - Base Difficulty 10%
  2. [] [Learning] Conduct Research - Expeditions: The Learning advisor conducts research into Expedition treasures and the subsequent leads, opening up further quests and Expeditions down the storyline. - Base Difficulty 10%
  3. [] [Learning] Investigate/Combat Plague: The advisor investigates to locate potential plagues or to combat known plagues, may potentially uncover other forms of corruption. – Base Difficulty 10%
  4. [] [Learning] Archive Historical Records: The Learning advisor compiles and preserves records and knowledge on a located Exotic botanical or mineral resource, Increasing the success chances of Discovery and Retrieval Expeditions or Quests within the month by 10%+1% per Lea point. - Base Difficulty 10%

Subject to drastic change with critique.
 
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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%.

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%.

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%
Regarding these 5% stat increases, aren't our stats much to low to gain a meaningful benefit from this? The highest stat anyone has 8 and 8 * 1.05 = 8.4. Even if one were to round up that isn't much improvement.
 
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Could you link to where it explains how stats work, I tried finding it earlier and was unable to do so.

Thread '[Warhammer Fantasy: Colony Quest] Your Prize is Responsibility.' [Warhammer Fantasy: Colony Quest] Your Prize is Responsibility. Mature - Fantasy

Base Attributes: Decided via point-buy from a pool of 21 pts. Maximum starting value is 8 in any given attribute.
The attributes are: Diplomacy, Martial, Stewardship, Intrigue, Learning
Example Attribute Array [][Attributes] Dip: 4, Mar: 5, Ste: 4, Int: 4, Lea: 4

The system of Attribute Rolls will be a simple Roll-under d100, with each point in an attribute contributing 4% to a base 40% to succeed (before difficulty & maluses)
This system is subject to change based on suggestions or discovered difficulty

The very first post in the thread.
 
Huh. Looking that over again it both says 4% per point in a stat and max 40% with a cap of 8...should that be 5% per point, or is the 40% intended to be at a stat of 10 (which would presumably be available later on)?
It's 4% intentionally, and the cap of 8 for starting attributes is intentional too. It's to preserve the chance of failure, and to ensure bonuses like a +5% to success chance are still kept valuable.
 
Closing up the vote
The Rerolls have it!

The first proper Colony vote will prolly be tomorrow, early-ish, after I refine the choices and buildings/upgrades more.
Scheduled vote count started by Pillowsperky on May 19, 2024 at 1:20 PM, finished with 96 posts and 24 votes.
 
I'm trying to make a balance between expense and keeping the essentials affordable, but maybe you are right? Agh.
I think all you need to make everything work is a turn 1 grace period. On turn 1, there's no money or construction material costs for food production buildings and bunkhouses, up to the amount needed to cover the first wave of colonists. I think that should be enough to make the game start survivable without making the rest of the game too easy.

[] [Diplomacy] Mediate Disputes: The Diplomacy advisor intervenes in local disputes among colonists to maintain peace and order. Successfully mediating disputes can nullify the effects of Colonial Unrest traits and undo the work of agents sowing chaos. - Base Difficulty 5%
For the flavour description, I'd like to suggest changing the name to Soothe Tempers and making it so it's addressing issues in various ways, rather than specifically dispute mediation. Sometimes they mediate disputes, other times they address concerns with the leadership, buy a few rounds on the house for a dissatisfied group, punish a local troublemaker, and so on. Unrest comes from many places and takes on multiple forms, so the flavour should be flexible to match.

[] [Martial] Train Militia: The Martial advisor spends this week training the local militia, improving their combat skills and readiness. This action boosts the colony's defense and attack rolls. - Base Difficulty 5%
Should it be improving attack? Militias are ordinarily used for defence to my understanding.

[] [Martial] Fortify Defenses: The Martial advisor oversees the construction and reinforcement of defensive structures. Temporarily enhances the colony's defense HP in all quadrants by 3 per Martial Attribute.. - Base Difficulty 10%
Since Train Militia also improves defence, I imagine this would mainly be for defending against sea bombardment?

[] [Learning] Educate Colonists: The Learning advisor spends the week educating the colonists, improving their resistance to outside corruption and assists in preventing infections, decreases the chance of corruption or plague spreading by 5%+1% per Lea point. - Base Difficulty 5%
I think this action would work better by leaning into the environmental protection, rather than branching out into Intrigue territory. The advisor teaches the population how to prevent infection and deal with the usual problems of Lustrian living. Mechanically, it's decreased chance of plague spreading and reducing the impact of some negative events.
 
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I think this action would work better by leaning into the environmental protection, rather than branching out into Intrigue territory. The advisor teaches the population how to prevent infection and deal with the usual problems of Lustrian living. Mechanically, it's decreased chance of plague spreading and reducing the impact of some negative events
I feel like better education could also help with corruption, it's gonna be a bit harder to dupe people.
 
I feel like better education could also help with corruption, it's gonna be a bit harder to dupe people.
That is solidly Intrigue. Intrigue is the stat relevant for duping, not Learning. Telling people to look out for suspicious behaviour and report it is what I imagine could be a part of Monitor Corruption.
 
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