In Warhammer 40k: Rogue Trader you will be able to grow and expand your dynasty by managing different colonies and planetary expeditions, in this page you will learn about how said management works, the different resources that can be obtained and the start and completion of projects in your main worlds.
Colony Management
Long-term Investments
Burden of the Trader
In many ways, a trade protectorate is built on the Rogue Trader's pursuit of profit in the Koronus Expanse. They seek out planets rich in certain resources and absorb them into their trade infrastructure by making use of extractiums. An extractium is a machinery complex that includes everything one needs to exploit natural resources in any corner of the Expanse. You can acquire extractiums by reclaiming colonies, completing projects, fulfilling contracts, and trading with merchants.
Resources mined by extractiums can be used to fulfil contracts — special quests listed on a separate tab of your journal. Contracts reward additional resources and other means to further develop your protectorate.
A substantial part of a Rogue Trader's fortune depends on the efficiency and welfare of their colonies. House von Valancius has already established four colonies, which its new heir must now reclaim: Janus, Kiava Gamma, Dargonus, and Vheabos VI. As you progress through the story, you will also have an opportunity to add a new colony to your domain — Foulstone.
Developing colonies requires completing projects that predominantly involve constructing improvements or assisting various factions. These projects grant unique rewards, faction reputation, or conviction points. They are also the primary method of increasing your profit factor. Completing projects takes time, so the colonies will notify the Rogue Trader when a project is complete and deliver the rewards to your ship. You can claim these rewards in the colony management menu.
Each colony has its own unfolding story — a chronicle that significantly impacts the colony's development and offers special rewards or effects. Chronicles are updated during important milestones in a colony's growth. Unique events can also occur in colonies, which will either offer bonuses or demand the Rogue Trader's direct intervention in order to deal with the threats facing the populace.
Colonies
Once your resources are arrayed and your prospects have returned with a positive result, you can begin delving into the prolonged process of colonising a new world and expanding your dynastic coffers. Each one will vary in both purpose and structure. Whereas one world might serve as the industrial backbone and thus require great sprawling urban centers to output the products you need, another might be the spiritual soul of your territory and thus need grand macro-statues and labyrinthine reliquaries to safeguard the martyrs made in the God-Emperor’s name.
A colony, however, does not come fully fleshed out as a bastion of Imperial might. It often takes many years, projects and an inconceivable quantity of funds to eventually turn a profit on your endeavor. Often this means you will see each colony progress through five stages of development, each one demarcated by a unique choice that will forever shape the future of said colony. Whether that means cracking through the crust of a planet to cause a localized eruption to pull deep-seated minerals to the surface or enlisting the aid of an escort through the Koronus Expanse via privateer or naval contacts. Each one can bring about great and lasting change to a planet, so choosing and supporting the right project is paramount.
For when you have made your choice, you cannot go back on it.
All Rogue Trader Colonies Projects
Foulstone
You can search by Name, Reward or Prerequisite. Just type into the search box what you are looking for.
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Janus
You can search by Name, Reward or Prerequisite. Just type into the search box what you are looking for.
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Kiava Gamma
You can search by Name, Reward or Prerequisite. Just type into the search box what you are looking for.
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Vheabos VI
You can search by Name, Reward or Prerequisite. Just type into the search box what you are looking for.
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Dargonus
You can search by Name, Reward or Prerequisite. Just type into the search box what you are looking for.
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Rogue Trader Resources
In order to grow and expand the size of your colonial holdings, you must be able to garner sufficient resources and materials needed to fund civic projects. Each possible project on a world requires a certain quantity of specific resources that you can garner from trade deals, harvesters deployed on other planets, or whatever you might happen upon in your travels. Regardless of how you find them, though, you cannot have a colony thrive without them.
These resources are many but can be broken down into several categories.
Adamantium
Few substances can rival adamantium when it comes to toughness. It is used in creating armour for the divine Titans, hull plating for voidships, and really for everything that needs to be extremely durable and strong.
Chemicals
Numerous substances contain remarkable powers. Magi Alchemys know how to awaken such powers, and the fruits of this labour are highly sought after by skilled artisans, wise healers, and harsh purgers of corruption.
Provisions
Whether made from corpse starch, plant matter, or fermented fungal mould, these rations provide colonists with sustenance needed to work for the good of the Imperium.
Mechanisms
For every problem Humankind faces, it has a tool granted it by the Omnissiah. His sacred gifts are vested in the flesh of lathes and mechanisms, spare parts and augmetics, devices and modes of transport — the forms that Knowledge can take are innumerable.
People
The foundation of any rule are workers and soldiers, a faceless and nameless mass of the rank and file. In the eyes of the Imperium, they are merely a resource, easily procurable and renewable.
Plasteel
The framework of the Imperium was forged in plasteel. Buildings, machines, armour, and weapons — they all require plasteel.
Flogiston
Rare and priceless crystals born within flaming magma under immense pressure. Their energy potential is tremendous and fully justifies the cost of harvesting them, measured in the lives of miners killed by irradiation.
Promethium
Highly flammable promethium can be used not only as a fuel, but is also the main ingredient in the Inquisition's purifying fire.
Weapons
Autopistols, lasguns, chainswords, and stubbers are all instruments of the Emperor's fury. Blessed are the weaponsmiths, for without them there is no Imperium.
Xenotech
Creations of the ungodly xenos — forbidden, yet tempting treasures. The twisted minds of non-humans can create wonders that are fascinating in their mysteriousness and effectiveness.
- Anonymous
these reputation Threshholds are sometimes wrong THE LOST needs 50k+ reputation with fellowship of the void
I believe in new update they added new buildings that unlocks after reaching level 2 of your chosen path
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