Friendly/Sympathetic Vampires?


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We are preventing duping not doing it. There is a solid argument that learning can do it.
Countering Intrigue uses Intrigue. Every single one of our Intrigue actions are about countering Intrigue. Learning is inappropriate here. Librarians and university professors are not who you want to dismantle smuggling rings or figure out who's taking bribes.
 
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Countering Intrigue uses Intrigue. Every single one of our Intrigue actions are about countering Intrigue. Learning is inappropriate here. Librarians and university professors are not you want to dismantle smuggling rings or figure out who's taking bribes.
Good things I am not say that they do that, and there is no rule that spesifies that you can only use a stat vs the same stat.
 
Good things I am not say that they do that, and there is no rule that spesifies that you can only use a stat vs the same stat.
Martial can counter Intrigue by stepping up patrols and the like, Stewardship by searching the books for evidence of falsified records, Learning for identifying the occult symbols you find in a group's hideout. Other stats can be used to counter certain forms of Intrigue, but only in certain specific ways. This is an unfitting way. One might as well as say Learning can be used to educate them to handle food better or take better care of the defences, when the actually appropriate stats for food preservation and fortification repair are Stewardship and Martial, respectively.
 
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Seeding. Month 1 - Week 1. 25/5/2395 IC
It is hard to truly fathom how strenuous and tiresome sea travel is until one has to engage in it upon vessels containing hundreds of men, women, children and their animals. Such was the life lived by all in the colony fleet travelling from the old world to Lustria, only kept healthy by the grace of Gods and the the random hand of fortune. Soon enough however land was sighted, the isthmus of Lustria guiding the fleet south past the creeping jungle and to a scouted bay north of the piranha swamps and the Amaxon river delta.

Brave Mariners from Marienburg soon leapt into the water, protected by enchanted cloth and the guiding providence of Manaan, to secure the ropes that would guide in and hold the barrel-lofted pontoon docks used for unloading the initial construction supplies. The vessels that held the colonies initial population would remain there for the week as storage and as insurance allowing the first roots to be down without the many hundreds needing to occupy a forest of tents in the Lustrian mud. Already issues were flaring up only to be tamped down as hundreds of hands made work light.

It is Time, My Lord. Rapunzel chirps in your ear with a giggle as she watches your legion of obligations disgorge upon virgin land, to claim your prize... Responsibility.

You are Flynn Ryder, Governor of the new Imperial Colony of -[][Name] Write In-, and it is up to you to Decide where your people's destiny lies. In fortune, or in death upon this hostile land?

You have 10 Manpower Available.

You have 2 Personal Actions to spend.
You have 5 Advisor Actions available
.

You have a treasury of 179 Mo


You have 33 Food in Storage on the ships. Base Spoilage rate of 20%
You have 30 Construction Materials available.


You have 30 Building slots available, 8 are Flooded. 12 are Forested.

For the first week, The first two bunk-houses and first two Farms or Rice Paddies have their materials and Money costs waived.

[] [Construct]

  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: 3 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. Reduces Unrest Chance by 10%, Increases chance of unrest decreasing by 10%
  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%.

  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.

Except where listed, Building benefits -Except for resource outputs- do not stack.

[] [Flynn] Begin planning Expedition: Flynn sets out by himself or with specified advisors to plan a long-ranged and multi-objective Expedition, plotting if it is for Exploratory, Diplomatic, Military or Treasure-Seeking goals.

[] [Flynn] Send out Quest Bounties:
Flynn sets bounties to sicc adventurers on the trail of issues and opportunities, whether it is to Discover resources or areas of interest, Explore areas of interest, Retrieve artefacts located by Research, Exploration or Events, or Repel threats.

[] [Flynn] Hold a Public Forum: Effect: Engage with the colonists directly to hear their concerns and boost morale, Reduces Unrest. Additionally, gain valuable feedback that may reveal hidden issues or opportunities. Difficulty: 5%

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%
  4. [] [Martial] Call up the Militia: The martial advisor calls in the militia, summoning them to defend the colony from attack. Specify Non-Essential buildings from which to summon manpower.
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%
    - Available Research Avenues: Defense, Land Reclamation, Naval, Industrial, Morale.
  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%


Flynn has 2 social actions to spend this week. Who would you like to talk to, and about anything in particular?
Please have this as a seperate plan-vote, because everyone has their favourites.
Available options this week.

[][Social] The Advisors are always up to counsel.
-[] Write in: Which advisor, and if there is anything in particular you want Flynn to ask about, mention or say.
[][Social] One of the Faction Envoys currently nearby/Staying in the Colony.
-[] Leafspeaker Elenia. Write in if there is anything in particular you want Flynn to ask about, mention or say.
[][Social] Jaeger Polk had an... Interesting week, and it seems he wishes to speak to you about it.
-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.
[][Social] One of the Adventurers.
-[] Write in if there is anything in particular you want Flynn to ask about, mention or say.


Flynn can use his actions to attempt or cojoin with any advisor action.
During cojoined actions both Flynn and the Advisor roll against their attributes, allowing two chances at success.
The Magic advisor can be deployed to give any Advisor's actions a large bonus, equal to 20%, but at a small 1% risk of harming the Magic Advisor
.

Current Event: Amorous Envoy.

Reroll? Already used.

Expeditions and Quests will be decided in a seperate Sub-vote

For this first week, that next threadmark will also contain the vote for the Second Wave's colonists and/or mercenaries.

Please vote by Plan.
Apologies if this seems haphazard, this is my first proper quest.

Suggestions and critique are always welcome
2 Hour Moratorium before voting, for discussion and planning.
 
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For bunkhouses do we get the listed Benifit for every one we build or everyone in use or just once or just once if everyone is housed in them?
 
For bunkhouses do we get the listed Benifit for every one we build or everyone in use or just once or just once if everyone is housed in them?
Building benefits do not stack unless listed (subject to change), so you do get the unrest benefit for having just one built.

However not having enough housing for people will also guarantee a chance for Unrest, so...
 
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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.
This is a must have IMO.
  • 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.
We're going to need to build this quickly to remove the maintenance mallus.
  1. 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.
Very productive but also quite manpower intensive.
  1. [] [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%
This looks like the only one we can do at the moment.
  1. [] [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%
First thing's first we need to know the local enviorment.
  1. [] [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%
Since we don't have any running farms at the moment keeping what we have from spoiling is vital
  1. [] [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.
I doubt we'll get infiltrators in the first week, so this looks like a good choice.
[] [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%
Leaning towards the land reclamation branch, assuming it's general agriculture. Industry will have to wait until we have something to work with.
 
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Absolutely farms and lodgings first thing. We need to get people off the boats.
I'd personally put the Docks in there. It's a very efficient food building per manpower. The Smithy will also be very nice to have as soon as possible given that it's gonna cost us every turn we don't have it.

As I see it, our bare necessities, in rough order are:
1. Docks(1, max of 1) - It's just the best building.
2. Farms(Unsure. Depends on what our food calculations look like) - People can't do anything if they can't eat.
3. Smithy(1, max of 1)) - Everything we build is going to cost us extra until this is built. Best to get it in early.
4. Bunkhouses(2) - People need rooves over their heads.
5. Granary(1) - We want to be able to store our excess food, and free up our ships for other jobs.
6. Lumberyard(1) - We will need more materials to expand.

Everything else follows from those.
 
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Well for our fist turn, we should obviously make two bunkhouses, and two jade paddies, both free, the only downside of the paddies is not an issue here. That is 6/10 manpower used. It seems to be that getting a granary, dock and smithy are all important. Storing food, one of the best building to make us money and food, and getting some materials and reducing upkeep with the smithy.9/10 manpower 10/30 CM that should be a strong opening before we lose manpower to matinence. I have no clue what to do with the advisors, and there are all sorts of options for the last manpower.
 
Forrester could have narrative benefits. Get a lay of the jungle early, get started figuring out what trees are good for lumber, discover edible or useful plants.
 
reviewing the options, we have a bunch of good opinions: walls, watch tower, viewing tower, clinic or witch finders. All seem like useful defensive picks. I think the celestial tower is out of the running due to the immediate use of the reroll reducing our ability to do anything with the knowledge.
 
This looks like the only one we can do at the moment.
Wait shit haha, I forgot to give you guys the benefits of the event: aka one of the nearby factions has immediately made contact.

Via Skin-to-Skin contact with a colonist.

Or should that contact come at the end of the week of initial building (Aka with the 1st week's results)? Nvm I'm just eager and snickering at who made contact.
 
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[] Plan Landfall Construction only
[] [Construct] Smithy
[] [Construct] Jade Rice Paddy x4
[] [Construct] Colonial Bunkhouse x2
[] [Construct] Palisade Wall
[] [Construct] Granary
[] [Construct] Tavern
[] [Construct] Governor's Manse

Construction Cost: 7 unit of manpower, 22 unit of construction materials, 10 Mo.
Maintenance Cost: 5 Manpower per week, 5 Mo per week.

Output:
  • 8 Mo per week, 2 Construction Materials.
  • No Construction materials Maintenance Cost
  • 20 food per week
  • Provides better housing for 1000 colonists, improving overall morale.
  • Increases the chance of civil unrest decreasing by 10%
  • Adds 60 Defense Health to each quadrant (atop a base of 10)
  • Adds +20% to Defense rolls, 5% to Attack Rolls.
  • Can hold 60 units of Food, will spoil a base 5% per week
  • Functions as a Recruitment Ground for Adventurers.
  • Reduces Unrest Chance by 10%, Increases chance of unrest decreasing by 10%
  • Increases Stewardship by 5%
  • Generates 15 Prestige upon finishing,
  • Increases prestige gains from other sources by 5%
Reasoning
  1. We cannot afford to have that standing 0.25 construction materials cost for each building, that thing adds up
  2. This will not only cover our food needs, but also allow us to stock up a bit which is a good idea since we have more people on the way
  3. Construction costs are waved and just like with the farms we have more people coming
  4. We need basic defense, this is Lustria
  5. We cannot keep the good on the ships
  6. We need some place to put all these murderhobos... er good and honest adventurers, also the morale is nice we it makes money
  7. Flynn and all the other people with him also need to live somewhere
 
[] Plan Landfall Construction only
[] [Construct] Smithy
[] [Construct] Jade Rice Paddy x4
[] [Construct] Colonial Bunkhouse x2
[] [Construct] Palisade Wall
[] [Construct] Granary
[] [Construct] Tavern
[] [Construct] Governor's Manse

Construction Cost: 7 unit of manpower, 22 unit of construction materials, 10 Mo.
Maintenance Cost: 5 Manpower per week, 5 Mo per week.
That's not valid, bunkhouses are 2 MP to build. Also just IMO I feel like we don't need 4 farms, we have a bunch of other building that we will want to build that also give food, two seems like plenty for now.
 
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-[ ] Plan Foundations for the Future
-[ ] Colony Name: Gelegenheit
-[ ] Construct:
--[ ] Colonial Bunkhouse
--[ ] Colonial Bunkhouse
--[ ] Jade Rice Paddy
-
-[ ] Jade Rice Paddy
--[ ] Docks
--[ ] Granary
--[ ] Smithy
--[ ] Governor's Manse
-[ ] [Flynn] Hold a Public Forum
-[ ] [Diplomacy] [Flynn] Mediate Disputes
-[ ] [Martial] Patrol Perimeter
-[ ] [Stewardship] Improve Construction
-[ ] [Intrigue] Monitor Corruption
-[ ] [Learning] Conduct Research - Expeditions


Okay, this is a rough idea for my Plan. I am unsure abaout how many buildings we can construct in one turn, but since we have 10 manpower i selected 10 buildings.

I think those are the fundamental buildings we must have from the beginning, everything else we can start building next turn.

Regarding cojoined actions, i just put Flynn name beside the action i wanted him to do togheter with an advisor.

All the actions are basic stuff to take stock of our situation and start searching potential dangers or opportunities.

By the way, the Colony Name i suggested means Opportunity in German. It seemed like a fitting name for a newly founded settlement in the New World.
 
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[] Plan Fort Up
-[] [Construct]
--x1 Shrine of Manaan (Improve Construction)
--x1 Shallyan Clinic
--x1 Granary
--x1 Palisade Wall
--x1 Watchtowers
--x1 Docks
--x1 Celestial Viewing Tower
--x2 Colonial Bunkhouses
--Total: 10 (11) manpower, 16 (20) construction materials, 9 (12) money
-[] [Flynn] Send out Quest Bounties (Repel)
-[] [Diplomacy] Mediate Disputes
-[] [Martial] Patrol Perimeter
-[] [Stewardship] Improve Construction (Shrine of Manaan, +20 Magic Advisor)
-[] [Intrigue] Investigate Cults/Agents
-[] [Learning] Investigate/Combat Plague

Our colony has just gotten set up and has no mercenaries to defend it, so it's in a very vulnerable place. For the first week, all we need to do is make sure we're as safe as possible, then we'll be in a good position when the second wave shows up with new colonists and mercenaries.

Our food and money situation is pretty good right now, so we can afford to waive the waive in favour of things that'll help us survive in the immediate term. The clinic for disease; the palisade, watchtower, and shrine to deal with threats, the Celestial Viewing Tower because we get random events every week and we just saw how bad that can go (and soon we'll see how it can go good). The granary is because we don't want our food to spoil, the docks because some food production is prudent and it combos with the Shrine of Manaan.

The advisor actions are all about playing defence for this first week. I'll probably change the Diplomacy action once we find out who we met.

The downside to this plan is that it eats up a bunch of our construction materials without building any lumber-yards. We'll be in a crunch next turn, but not the kind of crunch that'll hurt us, just slow us a bit. What might hurt us is everything this plan is intended to ward off.
 
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[] Plan Fort Up
-[] [Construct]
--x1 Shrine of Manaan (Improve Construction)
--x1 Shallyan Clinic
--x1 Granary
--x1 Palisade Wall
--x1 Watchtowers
--x1 Docks
--x1 Celestial Viewing Tower
--x2 Colonial Bunkhouses
--Total: 10 (11) manpower, 16 (20) construction materials, 9 (12) money
-[] [Flynn] Send out Quest Bounties (Repel)
-[] [Diplomacy] Mediate Disputes
-[] [Martial] Patrol Perimeter
-[] [Stewardship] Improve Construction (Shrine of Manaan, +20 Magic Advisor)
-[] [Intrigue] Investigate Cults/Agents
-[] [Learning] Investigate/Combat Plague

Our colony has just gotten set up and has no mercenaries to defend it, so it's in a very vulnerable place. For the first week, all we need to do is make sure we're as safe as possible, then we'll be in a good position when the second wave shows up with new colonists and mercenaries.

Our food and money situation is pretty good right now, so we can afford to waive the waive in favour of things that'll help us survive in the immediate term. The clinic for disease; the palisade, watchtower, and shrine to deal with threats, the Celestial Viewing Tower because we get random events every week and we just saw how bad that can go (and soon we'll see how it can go good). The granary is because we don't want our food to spoil, the docks because some food production is prudent and it combos with the Shrine of Manaan.

The advisor actions are all about playing defence for this first week. I'll probably change the Diplomacy action once we find out who we met.

The downside to this plan is that it eats up a bunch of our construction materials without building any lumber-yards. We'll be in a crunch next turn, but not the kind of crunch that'll hurt us, just slow us a bit. What might hurt us is everything this plan is intended to ward off.
This plan loses out on the free construction of the farms. Also the maintenance cost of not having a smithy is SEVERE it's really a necessity. 5 defensive building feels excessive, the shrine and the viewing tower aren't going to be the most useful only only helps with see born attacks somthing that seems less likely than land. And the other is less useful for a month.
 
A report is produced from amongst the people of the colony, and delivered to Governor Ryder for the consideration of himself and his council.

Construction Plan:

  1. Jade Rice Paddy(1):
    • 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.
  2. Jade Rice Paddy(2):
    • Construction Cost: 1 unit of manpower, 3 unit of construction materials, 1 Mo
  3. Colonial Bunkhouse(1):
    • 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%.
  4. Colonial Bunkhouse(2):
    • Construction Cost: 2 unit of manpower, 4 units of construction materials, 1 Mo.
  5. 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).
  6. 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
  7. Docks(1 of max 1):
    • 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.
  8. Smithy(1 of max 1):
    • Construction Cost: 1 unit of manpower, 4 units of construction materials, 1 Mo.
    • 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.
  9. Additional Building - Forester's Lodge(Forested):
    • 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%)
Construction Effects and Costs:
  • Manpower: 11/10. All free manpower used, plus one from Stewardship.
  • Construction Materials: 18/30 Materials consumed. 12 Mats left.
  • Money: 6/179 Money spent. 173 Mo left
  • Tiles: 9/30 Total tiles filled. 2/8 Flooded Tiles filled. 1/12 Forested Tiles filled. 7/20 Plains Tiles filled.
  • Food Capacity: Increased by 60 units, at a base spoilage rate of 5%.
  • Civil Unrest: Chance of civil unrest decreasing, increased by 10%.
Projected Costs and Incomes :
(from Buildings and Population, to the exclusion of Advisors, Adventurers, and Mercenaries)
  • Manpower:
    • 10 total manpower.
    • 4.75 manpower tied up in buildings, or 4.25 busy manpower without additional workforce this turn.
    • 5.25 manpower free.
  • Money:
    • Cost: 3.25 Mo p/wk
    • Income: 8 Mo p/wk, 7 p/wk without additional workforce this turn.
    • Surplus: 4.75 Mo p/wk
    • Total: 177.75 Mo
  • Construction Materials:
    • Cost: None
    • Income: 6 Mats p/wk, or 4 Mats p/wk without additional workforce this turn.
    • Total: 18 Mats.
  • Food:
    • Population consumption: 10 Food p/wk, 23 Food remaining.
    • Spoilage: 4.6. 20% of current food, after 10 is consumed to feed people. Will leave 18.4 food before production.
    • Production: 16 Food p/wk, 13 p/wk without additional workforce this turn.
    • Total: 16 + 18.4 = 34.4 Food
I'm going to focus in on construction efforts for now. I will just say that I think:
[] [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%

May be the best choice for the Stewardship advisor. I'd also like to start training the militia immediately.

The goal here is to use all of our manpower, with a provision for using 11.


OOC Notes:
The lumberyard has been significantly nerfed. Obtaining construction materials will be something of an effort. We will need to build foresters if we want to maximise it's efficiency. Hopefully we only need 4 foresters to have any future lumberyards also be working at full output. The Docks have also been nerfed, massively, but they still create half of our money income on their own. Pretty good building. Hopefully the manpower cost gets lowered a bit to 0.5 or something. I think building two bunkhouses and two farms for free this first week is too good of an opportunity to pass up, and the rest are laying the groundwork for a functioning economy that can sustain itself and expand. Plus the docks because I really think our isolated port-town should have a docks ASAP. I reckon Safety should be our priority next week. Shrines, watchtowers, etc.
 
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