Are half our villagers going to get murked by a wolf because we're crap at micromanaging???
I think Lustria has more dangerous stuff than wolves in its forests.
Are half our villagers going to get murked by a wolf because we're crap at micromanaging???
just replace wolves with cold ones, and you've got an apt description!I think Lustria has more dangerous stuff than wolves in its forests.
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.
I mean, Ranald did lead him to the boats. Since we rejected faith, we now embrace bad luck.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.
"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.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.
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.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.
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.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.
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.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.
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%.
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.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%.
We unlocked it via the sixth sense trait.Firstly, I think we needed The Sigmarite Procession to unlock this building, and we chose not to take them along.
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.
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: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%
'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.
I'm trying to make a balance between expense and keeping the essentials affordable, but maybe you are right? Agh.
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%.
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.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.
Could you link to where it explains how stats work, I tried finding it earlier and was unable to do so.Each single stat is +5% to the success chance. I do not think that is 5% to the stat, but rather +1 Artificial stat
Could you link to where it explains how stats work, I tried finding it earlier and was unable to do so.
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
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.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.
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.I'm trying to make a balance between expense and keeping the essentials affordable, but maybe you are right? Agh.
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.[] [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%
Should it be improving attack? Militias are ordinarily used for defence to my understanding.[] [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%
Since Train Militia also improves defence, I imagine this would mainly be for defending against sea bombardment?[] [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%
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.[] [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 feel like better education could also help with corruption, it's gonna be a bit harder to dupe people.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
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.I feel like better education could also help with corruption, it's gonna be a bit harder to dupe people.