Posted January 16, 2021
Please note: This text contains SPOILERS
And it is preliminary - it covers in this version the situation of the Beta 0.5.22.
Comments, corrections, and discussions are highly welcome :-)
Character generation: I assume that it will be revised thoroughly. At the moment, if you don't know what to choose, I recommend an Imperial Adventurer Explorer - 3 additional points of resorcefulness costs a lot of insight otherwise.
According to the perks, there is one that I always choose from Leadership: Encourage. It allows you to call for perseverance in the evenings - very helpful in my opinion.
As I can't shake off being a role player, I then add what I feel right for a vagrus: from Professions Navigation, Persuasion and Evaluate, from Attributes Charismatic and Perceptive. To a mercenary Intimidation, Con, Skulker and Strong-Minded does also fit.
You always start between the Twin Towers and Kernak Waystation, and heading for the waystation is the only reasonable thing to do. The Twin Towers don't provide anything useful at this time.
So, you talk to "the old man" and then move to the Waystation. You will have one beast of burden, one mount, and a couple of workers (including slaves, unmodified numbers are 4 and 5), fighters (unmodified 7) and scouts (unmodified 2). You are also equipped with some supplies and at least 15 units of luxury wine. Other goods that may be picked during character generation are Dried Fruits, Timber, Coffee Beans or Ivory.
Kernak Waystation
In the waystation, you will be pointed to potential tasks, and you should make use of one of them. You're left to some (bad) luck at this point as you can't compare the jobs - you have to take one and then got to know the requirements. The jobs range from escorting 3 to 8 persons and transporting cargo in 1 to 3 slots.
Now what to do if you don't have the necessary free slots? Sell something and / or see that you get an additional slot. If you start with 107 load units you can extend your capacity from 5 to 6 slots by buying another mount (8 units), one or to slaves slave (2 units each) and hiring 1 or 3 workers (1 unit each). If no mount is available, you may consider to rest in the waystation, maybe (but not for sure) there is one offered the next morning. Having started as trader, you have already 6 slots thanks to you workers and the "Extra Storage" equipment. However, slots may also be filled by goods from the generation already. You have to sell some of them then. Otherwise you better don't do so as all of them give better prices at the next stop.
You can also take some additional passengers with you. The necessary crew for nourishing the passengers can be hired, but don't overdo it here. Maybe if you leave you will see an warning in the head bar, telling you that "Guarding your camp effectively puts a strain on your guards". You may ignore this for the moment as for some days you enjoy a "beginners protection" (as far as my experience tells me up to now). Otherwise, go back into the waystation and hire fighters until the sign is gone. The warning is about your camp defense order. You have three options for this nightly defense: no guards, post (some) guards or post (many) guards. The latter is the one called "effectively" by the warning sign while the middle one is referred to by the fighter's tool-tip number. To calculate the necessary number of guards to make the warning disappear, multiply the tool-tip number with 1.5. Often, 1 fighter less is also sufficient. The best defense order has nice benefits so if possible, I advise this, but it's not mandatory.
And - it's no mistake that one third of your slots are filled with supplies. In fact, one fourth to one third is a reasonable contingent for the number of supply-slots. At some times, even filling up half of your slots or more with supplies may be a wise decision (e.g., when setting out from TZS to the Twin Towers with a well-defended comitatus: you can't refill much of your food during the journey of 6 days each, and 300 daily supplies for 12 day need 15 slots).
You can rest for this day or use the last movement points to set out in direction of Tor'Zag's Shelter (TZS). Resting results in faster movement the next day(s) if you don't have the bad luck of a vigor reduction event, so it's not a big difference in the end. You can either take the road or try a wilderness route. The first is faster and usually without problems. The other one allows you to gain first (and - by guess - unfortunately quite disappointing) experiences with foraging and hunting. Without good perk values and some additional bonuses, the results are meagre. So, my recommendation is to take the road. It will lead you to TZS within four or five days, depending on (bad) luck.
On one of the evenings, I suggest to set the crew payment from "pay later" to "pay now", and to mark this as "keep setting". This allows you to have a better overview of your current financial state.
Tor'Zag's Shelter (TZS)
At the first arrival, you'll be paid off outside the gates of TZS - that's uncommon later-on. You got some reputation (50) for the faction your passengers belong to, supplies (150) and coins (26 Lyrg).
In TZS you can sell your trading goods - not so much for some extra coins as for emptying cargo slots. The slots will be one of your central concerns during the next time: you will either have too few to put in all the interesting cargo or too much to gain a profitable outcome for the slot-related costs...
Take some time to check the current offers. Profit can be made by the tasks that you have been already proposed in the Waystation: escorting people and taking cargo jobs, plus own trading. (I did not try a villains life in Vagrus up to now, so I can't say whether plundering other beings' goods would be another viable approach.)
Be cautious with quests in the first in-game months. I think that initially I tried them too early, without having the necessary savings. Even if Vagrus is not meant as a trading or stagecoach simulation, in the beginning you should focus on it to build up a strong base for later actions.
That is, you have to decide where to go next. It should be a destination
- to which you can bring goods for someone who pays good,
- that maybe is the destination for some passengers
- and your tasks give you reputation, too.
In the early game, own trading is only helpful as fill-in for empty slots. The errand jobs are usually better, not at least if they offer reputation, too. Actually, there are not so many profitable goods - it boils down to pottery from TZS and marble from Arken.
If there are runs for Archerus Quarry and Vigilus Tower, you can combine them with going to Lumen. A trip to Fort Viridium should be well-considered as it takes around three additional days and you can't refill your supplies there. But if you're there, a visit in the Drusian Quarry extends the list of trading goods by obsidian, and the Quarry often has a better stock of supplies than the Fort.
Even if it's a bit annoying, circle some time only in this area, building up a financial cushion and learn how to best handle the random events.
And it is preliminary - it covers in this version the situation of the Beta 0.5.22.
Comments, corrections, and discussions are highly welcome :-)
Character generation: I assume that it will be revised thoroughly. At the moment, if you don't know what to choose, I recommend an Imperial Adventurer Explorer - 3 additional points of resorcefulness costs a lot of insight otherwise.
According to the perks, there is one that I always choose from Leadership: Encourage. It allows you to call for perseverance in the evenings - very helpful in my opinion.
As I can't shake off being a role player, I then add what I feel right for a vagrus: from Professions Navigation, Persuasion and Evaluate, from Attributes Charismatic and Perceptive. To a mercenary Intimidation, Con, Skulker and Strong-Minded does also fit.
You always start between the Twin Towers and Kernak Waystation, and heading for the waystation is the only reasonable thing to do. The Twin Towers don't provide anything useful at this time.
So, you talk to "the old man" and then move to the Waystation. You will have one beast of burden, one mount, and a couple of workers (including slaves, unmodified numbers are 4 and 5), fighters (unmodified 7) and scouts (unmodified 2). You are also equipped with some supplies and at least 15 units of luxury wine. Other goods that may be picked during character generation are Dried Fruits, Timber, Coffee Beans or Ivory.
Kernak Waystation
In the waystation, you will be pointed to potential tasks, and you should make use of one of them. You're left to some (bad) luck at this point as you can't compare the jobs - you have to take one and then got to know the requirements. The jobs range from escorting 3 to 8 persons and transporting cargo in 1 to 3 slots.
Now what to do if you don't have the necessary free slots? Sell something and / or see that you get an additional slot. If you start with 107 load units you can extend your capacity from 5 to 6 slots by buying another mount (8 units), one or to slaves slave (2 units each) and hiring 1 or 3 workers (1 unit each). If no mount is available, you may consider to rest in the waystation, maybe (but not for sure) there is one offered the next morning. Having started as trader, you have already 6 slots thanks to you workers and the "Extra Storage" equipment. However, slots may also be filled by goods from the generation already. You have to sell some of them then. Otherwise you better don't do so as all of them give better prices at the next stop.
You can also take some additional passengers with you. The necessary crew for nourishing the passengers can be hired, but don't overdo it here. Maybe if you leave you will see an warning in the head bar, telling you that "Guarding your camp effectively puts a strain on your guards". You may ignore this for the moment as for some days you enjoy a "beginners protection" (as far as my experience tells me up to now). Otherwise, go back into the waystation and hire fighters until the sign is gone. The warning is about your camp defense order. You have three options for this nightly defense: no guards, post (some) guards or post (many) guards. The latter is the one called "effectively" by the warning sign while the middle one is referred to by the fighter's tool-tip number. To calculate the necessary number of guards to make the warning disappear, multiply the tool-tip number with 1.5. Often, 1 fighter less is also sufficient. The best defense order has nice benefits so if possible, I advise this, but it's not mandatory.
And - it's no mistake that one third of your slots are filled with supplies. In fact, one fourth to one third is a reasonable contingent for the number of supply-slots. At some times, even filling up half of your slots or more with supplies may be a wise decision (e.g., when setting out from TZS to the Twin Towers with a well-defended comitatus: you can't refill much of your food during the journey of 6 days each, and 300 daily supplies for 12 day need 15 slots).
You can rest for this day or use the last movement points to set out in direction of Tor'Zag's Shelter (TZS). Resting results in faster movement the next day(s) if you don't have the bad luck of a vigor reduction event, so it's not a big difference in the end. You can either take the road or try a wilderness route. The first is faster and usually without problems. The other one allows you to gain first (and - by guess - unfortunately quite disappointing) experiences with foraging and hunting. Without good perk values and some additional bonuses, the results are meagre. So, my recommendation is to take the road. It will lead you to TZS within four or five days, depending on (bad) luck.
On one of the evenings, I suggest to set the crew payment from "pay later" to "pay now", and to mark this as "keep setting". This allows you to have a better overview of your current financial state.
Tor'Zag's Shelter (TZS)
At the first arrival, you'll be paid off outside the gates of TZS - that's uncommon later-on. You got some reputation (50) for the faction your passengers belong to, supplies (150) and coins (26 Lyrg).
In TZS you can sell your trading goods - not so much for some extra coins as for emptying cargo slots. The slots will be one of your central concerns during the next time: you will either have too few to put in all the interesting cargo or too much to gain a profitable outcome for the slot-related costs...
Take some time to check the current offers. Profit can be made by the tasks that you have been already proposed in the Waystation: escorting people and taking cargo jobs, plus own trading. (I did not try a villains life in Vagrus up to now, so I can't say whether plundering other beings' goods would be another viable approach.)
Be cautious with quests in the first in-game months. I think that initially I tried them too early, without having the necessary savings. Even if Vagrus is not meant as a trading or stagecoach simulation, in the beginning you should focus on it to build up a strong base for later actions.
That is, you have to decide where to go next. It should be a destination
- to which you can bring goods for someone who pays good,
- that maybe is the destination for some passengers
- and your tasks give you reputation, too.
In the early game, own trading is only helpful as fill-in for empty slots. The errand jobs are usually better, not at least if they offer reputation, too. Actually, there are not so many profitable goods - it boils down to pottery from TZS and marble from Arken.
If there are runs for Archerus Quarry and Vigilus Tower, you can combine them with going to Lumen. A trip to Fort Viridium should be well-considered as it takes around three additional days and you can't refill your supplies there. But if you're there, a visit in the Drusian Quarry extends the list of trading goods by obsidian, and the Quarry often has a better stock of supplies than the Fort.
Even if it's a bit annoying, circle some time only in this area, building up a financial cushion and learn how to best handle the random events.
Post edited January 16, 2021 by GMzH