Friendly/Sympathetic Vampires?


  • Total voters
    94
  • Poll closed .
I'm seeing people want to get the Smithy up to cancel out the maintenance cost, but honestly, we really don't need it this turn. If we build 9 buildings (as in my plan), that's a cost of 2.25 construction materials for a single week, which really isn't something to fuss over. Sure if we go without a Smithy for a few months the costs will add up... but we're not gonna wait that long, we'll build it on the second week. That's the best decision we can make.

-[ ] [Flynn] Hold a Public Forum
-[ ] [Diplomacy] [Flynn] Mediate Disputes
Flynn only has one action. He can Hold a Public Forum or help Mediate Disputes, but not both.

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.
Manpower costs are listed in the Construction Cost. Bunkhouses cost 2 manpower each, everything else costs 1 manpower.

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.
It does indeed miss out on the free construction of the farms, as I noted. It gives up construction materials and money, but other things are more important right now.

Our military consists of like... 9 people, protecting a population of over a thousand. Five defensive buildings really isn't excessive right now. Seaborn attacks are less likely, and I'd like to make them even less likely. The viewing tower is useful immediately, not in a month, and could be the difference between an angry slann and a sleeping slann.

We need some place to put all these murderhobos... er good and honest adventurers, also the morale is nice we it makes money
Actually that's a good point. I'll change my plan to include a tavern so that we can hire new adventurers on the next wave. Our current adventurer list is only supposed to tide us over for the first week.
 
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I'm seeing people want to get the Smithy up to cancel out the maintenance cost, but honestly, we really don't need it this turn. If we build 9 buildings (as in my plan), that's a cost of 2.25 construction materials for a single week, which really isn't something to fuss over. Sure if we go without a Smithy for a few months the costs will add up... but we're not gonna wait that long,
We only have 30 materials. If we follow your outlined plan and use 20, then we will only have 7.75 mats left next week. That will leave a lot of our manpower with nothing to do. I can understand not building a lumberyard or forester's lodge but I would really urge you to at least build a smithy. Your plan is shooting any future expansion in the foot due to it's complete disregard of construction materials.
 
The viewing tower is useful immediately, not in a month, and could be the difference between an angry slann and a sleeping slann.
No it can't we used the reroll, it would tell us there is an angry slan but do nothing about it. Until a month has passed. Also this plan just shoots any future growth in the name of over defensiveness.
 
I took a look at the upgrades, and mastiffs and longbows are cheap upgrades that don't take much MP that give some good defensive bonuses, specially for the longbows there is no MP cost listed, can we just do it for no MP? Because if so we should add that to every plan. Also we have two upgrades to both go on the same building, I know we can only benefit once, so for the bunkhouses we can just build both because we have two bunkhouses, but for the docks ones. Can we stack both or do we have to chose witch one we want?
 
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I took a look at the upgrades, and mastiffs and longbows are cheap upgrades that don't take much MP that give some good defensive bonuses, specially for the longbows there is no MP cost listed, can we just do it for no MP? Because if so we should add that to every plan.
Longbows cost 2 Mo and have a maintenance of 0.25. If I'm not mistaken they also require that we build a barracks, as they are an upgrade to the barracks and can't be built on their own.

EDIT: And... yeah, I didn't read this correctly. Yes they don't have a manpower cost for construction. Only 0.25 for maintenance.
 
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No it can't we used the reroll, it would tell us there is an angry slan but do nothing about it. Until a month has passed. Also this plan just shoots any future growth in the name of over defensiveness.
At base, Johanna gives us a reroll every fortnight, not every month. The viewing tower lets her give us a reroll every week.
 
[] Plan Wall of Heroes
-[] Construction
--[] x2 Jade Rice Paddy
--[] x1 Smithy
--[] x1 Lumber-yard (Improve Construction)
--[] x1 Granary
--[] x1 Tavern
--[] x1 Celestial Viewing Tower
--[] x2 Colonial Bunkhouses
--Total: 11 Manpower, 12 (16) Construction Materials, 8 (9) Money
-[] [Flynn] Send out Quest Bounties (Repel)
-[] [Flynn] [Martial] Patrol Perimeter
-[] [Diplomacy] Send Diplomatic Offer to Known faction (Centorean Glade-Stewards, Quests)
-[] [Martial] Patrol Perimeter x2
-[] [Stewardship] Improve Construction (Lumber-yard, +20 Magic Advisor)
-[] [Intrigue] Investigate Cults/Agents
-[] [Learning] Investigate/Combat Plague

Flynn is a badass and so is Rapunzel. We can trust Rapunzel to deal with any plagues while Flynn and Gus handle martial threats. Our adventurers are as best suited to these conditions as we could get, so together with the Advisors, we'll be able to deal with anything that comes our way even without buildings dedicated towards defence.

This sets us up as best as possible for next turn, trusting in the excellence of our advisors and adventurers to tide us over.
 
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Considering the details of the fall of Sparta that might not be the wisest plan name. Although imo, I mostly like the plan, I would personally swap out the tavern for either a palisade or a barracks with longbows, do we know that building the tower gives us more rerolls because I reread the mage update and the building update and I don't see anything about that. If it doesn't I would swap it out for a forester.
 
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Considering the details of the fall of Sparta that might not be the wisest plan name. Although imo, I mostly like the plan, I would personally swap out the tavern for either a palisade or a barracks with longbows, do we know that building the tower gives us more rerolls because I reread the mage update and the building update and I don't see anything about that. If it doesn't I would swap it out for a forester.
The details of the fall of Sparta was their citizenship laws meant they couldn't recoup major losses in war, leading to a gradual decline in relevance. It doesn't apply here, though I have changed the plan name.

We need the tavern up so we can recruit new adventurers in the next wave.

Here are the rules for Johanna:
Unique Trait: Observer of the Heavens - As a celestial journeyman Johanna can read premonitions of the future events and weather from the sky. Once per fortnight you may choose to reroll the Random Event rolled, based only on the name and a three word description.Unlocks the Celestial Viewing Tower blueprint and Celestial Observatory upgrade for it.
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.
At base it's once per fortnight, and with the tower it's once per week. There's nothing anywhere about her abilities only triggering once a month.
 
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Since its been two hours here's my vote.

[X] Plan: Sensible Construction
-[X] Construction
--[X] Jade Rice Paddy(1)
--[X] Jade Rice Paddy(2)
--[X] Colonial Bunkhouse(1)
--[X] Colonial Bunkhouse(2)
--[X] Lumber-yard
--[X] Granary
--[X] Docks
--[X] Smithy
-[X] [Flynn] Hold a Public Forum
-[X] Advisors
--[X] [Diplomacy] Mediate Disputes
--[X] [Martial] Patrol Perimeter
--[X] [Stewardship] Optimize Food Management
--[X] [Intrigue] Monitor Corruption
--[X] [Learning] Conduct Research - Blueprints: Land Reclamation

[X] Plan: As per my last report.

[X] Plan: Sensible Construction With A Barracks

[X] [Name] Preisdorf
 
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[X] Plan Wall of Heroes
-[X] Construction
--[X] x2 Jade Rice Paddy
--[X] x1 Smithy
--[X] x1 Lumber-yard (Improve Construction)
--[X] x1 Granary
--[X] x1 Tavern
--[X] x1 Celestial Viewing Tower
--[X] x2 Colonial Bunkhouses
--Total: 11 Manpower, 12 (16) Construction Materials, 8 (9) Money
-[X] [Flynn] Send out Quest Bounties (Repel)
-[X] [Flynn] [Martial] Patrol Perimeter
-[X] [Diplomacy] Send Diplomatic Offer to Known faction (Centorean Glade-Stewards, Quests)
-[X] [Martial] Patrol Perimeter x2
-[X] [Stewardship] Improve Construction (Lumber-yard, +20 Magic Advisor)
-[X] [Intrigue] Investigate Cults/Agents
-[X] [Learning] Investigate/Combat Plague
 
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[X] Plan: Sensible Construction With A Barracks
-[X] Construction
--[X] Jade Rice Paddy(1)
--[X] Jade Rice Paddy(2)
--[X] Colonial Bunkhouse(1)
--[X] Colonial Bunkhouse(2)
--[X] Lumber-yard
--[X] Granary
--[X] Docks
--[X] Smithy
--[X] Colonial Barracks
--[X] Longbow Militia (Colonial Barracks)
-[X] [Flynn] Send out Quest Bounties: Discovery
-[X] [Flynn] Train Militia
-[X] Advisors
--[X] [Diplomacy] Send Diplomatic Offer to Known faction: Ceatorian
--[X] [Martial] Patrol Perimeter
--[X] [Stewardship] Improve Construction (Colonial Barracks, +20 Magic Advisor)
--[X] [Intrigue] Monitor Corruption
--[X] [Learning] Conduct Research - Blueprints: Defensive

This swaps out the saving food with trying to build a barracks with longbows for a 15% def and atk. Also, swapped from a
Land Reclamation to defensive blueprint.
 
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I think the name for our colony should be separate from any building/action plan. Not much point in tying the two together.
 
Event: Amorous Envoy (Involves spoilered mature segment)
Sidestory: The Amorous Envoy.

The Lustrian Jungle was a forest like none other on the planet for any human to walk, and that was true even for a woodsman like Jaeger Polk as he stalked the gametrail already broken-in by Drakwaldian hunters and the meandering of giant goats. Lessons had already been learned and taught by the good governor's bevy of experts, advisors and tomes; Polk knew already not to step on the flowers with upturned red needles or the strange almost bear-trap like lilies that hid in tiny ponds between the roots of vast trees. He knew to fox-step quietly around the droning hives of enormous hornets that blanketed the lustrian beech tree, and to duck without touching under the strands of a cat-sized spider's web. Not all threats were beasts either, for occasional goblins had already been sighted meandering by on their own careful hunting -a strange peace observed by the little painted gremlins as they too sought after the vast fecundity of prey that Lustria presented.

With this caution in mind Polk paused as if frozen when the sounds of a flute touched his ear, wooden and haunting in smooth winded beauty, dancing a melody into his spine accompanied by the pok-pok-bump of a drum and the strumming of an unknown stringed instrument. Polk nocked an arrow before investigating, mindful of his distance from the colony's burgeoning foothold and the likelyhood of his own death if this turned out to be some fey trick or fel lure. The sight that came before the young scarred man, however, made him swallow nervously in confusion.
Centigors?
No... No, not quite... For Polk knew -as well or even far more- as many middenlanders did the sight and scent of the chaos kin, and these were not they, their deeply bronzed skin painted with harmonious colours and a perfume of wildflowers carrying no tainted tint of copper or sulfurous blood. These were centaurs, certainly, though their undercarriages seemed a consistent mix of deer and horse more than any shaggy claw-footed amalgam of chaos. The strange sense of purity they gave off, and the clean entrancing music of their little jam-session, prompted Polk to step out. Though his bow was kept nocked and his manner exuded nervous paranoia.

The Centoreans -as Polk would come to know them- welcomed his appearance with the ease of a group who knew of his approach long before he made it, and one of the mares gave a grin as she stopped her fluting to step closer to the young man in their grove. A shimmer of grey magic flowed from a gesture, and then the mare spoke in a tongue that hit Polk's ears as fluent reikspiel.
"Be unafraid, young stallion. The spirits whispered of the coming of you, and your ilk. We come in peace, so long as you offer peace in turn, I am Leaftalker Elenia. May we exchange smoke?"

Polk was no diplomat and had no training of etiquette, so the mare's quite brazenly displayed breasts and easy smile hit his hormones like a velvet brick, and before long he found himself seated upon a mossy log as the centaurs chattered among themselves and Elenia offered him puffs on a richly flavoured smoking pipe... Thinking beyond that grew a little hazy.
After exchanging smoke and drink, after eating their hunted snake and stewed swamp-clover, Polk found himself engaging in another sating of appetites with Elenia within a cleverly made tent raised above the muddy earth on stout poles, a bed of soft wooden fibres wicking away sweat as Polk was pressed beneath a bestial haunch and its oddly shaped meaty cleft.
His tongue quested to please the strange woman in a fog of narcotic slow-thoughts, his mind focused on task as his hand stroked her barrel and her thick labia made every attempt to swallow his delving muscle, her bulbous clit winking out now and then to boop Polk on his chin.
Soon enough Polk mounted the hussy's horse-butt, and he panted away his dignity enjoying the muscular rippling of her inner walls and the whinnying moans she let out, especially as his nuts slapped against the hood and button at her slit's nadir. From there snuggling, cuddling and kissing ensued, with a lot of paint-smudging gropes and suckles to mark each other's necks.
Polk did not consider any implications of his lechery until the morning, and by then his head was far too occupied by the boobs he was using for a pillow to do much thinking.

You are Flynn Rider, and one of your men has missed roll-call. The scarred drakwaldian Jaeger, Polk, has been one of your most reliable young men in the jungle for the last few days and for him to vanish has troubling implications.
With a call to arms that brings Gus, Rapunzel and a small pack of adventurers to follow in your wake, you follow the trail of Jaeger Polk into the underbrush with a sword in hand and a worry in your breast.

A worry that transitions into confusion as following his game-trail -pointed out by others in his band of hunters- soon leads to a glade with unfamiliar tents, almost three quarters of a mile from the Colony's clearing. Rapunzel goes wide-eyed at the sight of the centauric inhabitants, and she -plus the Eonir elf- fall over themselves to slap hands away from weapons as she hisses into your ear "Uncorrupted centaurs! Friends of the Asrai, I think? Ulthuan thinks them extinct beyond a single sighting two centuries hence."

The creatures certainly seem uncorrupted, burnished skin untouched by disfigurement or markings of the fel gods, yet their resemblance to centigors puts you on edge, especially as the four or five visible meet your entrance and display of force with a few gestures with their own spears or bows.
Then Polk emerges from the glade's central raised tent, a deep blush of sheepish shame and lustful regret on his face as he stands beside a centaur mare almost twice his height. The glaze of sweat on both their skins and the smudges of ochre lip-paint on Polk's neck and face tell all the tales you need, as do the faint handprints marring the skin-paint decorating the centaur woman's incredibly pretty tits.

Polk is taunted all the way back to the Colony and his lover of the moment leaves you with a carved wooden token of greeting from her people, the Centorean Glade-Stewards.
For some reason your Diplomacy advisor Imilar gets a faintly sour look on her face when told of the encounter, though only for a blink-and-miss-it moment before she smiles and chuckles, naming them to be likely Close-knit with the local forest spirits. Something to investigate later?

You have made contact with a new Faction, the Centorean Glade-Stewards, Represented by Envoy Leafspeaker Elesian. Their settlements are currently Unknown. Contacting them has no delay, as Elesian's glade is only a few minutes from the colony. Their current relationship with you is Friendly.

As for the Vote, Vote by Plan and be polite! The vote will be up for the next 24 Hours, to be followed by Expedition and research voting, along with voting for the Mercenaries and Colonists of the second wave.
 
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