Amra if nothing else with certainty must be counted as extrodinarily brave and resiliant, he lasted eight years on this death world while actively antagonizing most of it!
 
So I'm currently trying to decide on a major plot point, does anyone want to be a sounding board for this? Ideally someone with awareness of lore stuff but also writing in general. I'm fairly sure I'm going to go one way but opinions would be interesting
 
I think I know the lore pretty darn well after having lost countless hours on the wiki and book of choyer and arch warhammer. That said I too view myself as but a dabbling writer.
If you could persuade @Xantalos to return to this they might be of great help though.
 
@Exmorri How about you? Feel like betaing a decision?

Spoiler: Mephiston city of light
That's interesting. That still doesn't say why it's forbidden though. I assume its because of the whole 'dont muck about with souls' and stuff, but he decides against it because he's worried about backlash.
Thought this would happen Settra is a beast.
Yea and I'm not sure why. He's a mighty kiing sure, and he's got that special premium mummy wraps, but why does he have 5 attacks for example? He's just a dude, he's known as a king, he's not abborash or someone.
we need to develop more specialized methods.
Interested in what you mean by this, yes you certainly do need such things, you have no assassins for example, and less capacity to occupy territory like the Guard do.
However his death will put a dent in their aura of invincibility.

About time for that inevitability, for goodness sake we saw marines killed by spiders and a dreadnaught killed by an ape before we got to this point.
To be fair, some people have been already tracking such things. Notably Aghilies with his coordinating role, but also the Djinncallers and Skaven. The Djinncallers have flown off and I've yet to decide where they've gone, so presumably they'd be able to inform people when they get to whereever they're going.

Consider what the stories are going to be in Tilea, Bretonnia, the Empire, and so on. What sort of information would they actually receive? What conclusions would they reach? I wrote the Chronicle interlude to illurstrate this, the Arabyans are writing about events in the Empire, they mangle the names of Walach-Harkon and so on, and also mangle various events. More importantly, what would the policies of those areas be? Bretonnian and Empire colonies have been seized, Norsca has been decimated (in the technical sense here), and the elf trade has been seriously disrupted and some elves killed. All those polities know a little bit about you but not specifics.
 
@FractiousDay Might I ask what is so amusing about my description of the Forces we have available to us?

EDIT: Also, did we kill any elves besides those that tried to plunder our crashed ship? I thought all the envoys got to leave with a heartbeat still in their chests?
 
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Might I ask what is so amusing about my description of the Forces we have available to us?
I can't actually remember now when I look back over it. Presumably something but I agree it's not overly humerous so not sure?
EDIT: Also, did we kill any elves besides those that tried to plunder our crashed ship? I thought all the envoys got to leave with a heartbeat still in their chests?
You killed some dark elves, then nuked teh ship, prompting an advantageous war for them, which sort of balanced out the destruction of their western coast, but they don't necessarily know it was you. The envoys comparably were high elves, who did indeed leave alive. Some high elves might have gotten kileld as abhumans during teh conquest of araby, and then D'leh's squad blew up a ship leading some embargo-breakers a coupel of chapters ago.



Also, as a general query for everyone, I'm, working on the Great Econemy Rework currently. What would everyone actually find useful in this? What information do you need to make decisions? Do you actually need numbers which go up and up? Currently there's not a specific number on the promethium well expansion project, but do you need some more numbers? Durin had this monstrosity The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up which I must admit I found rather intimidating to look at, so I wondered if anyone would find that useful or something else? How do you want to play the quest?
 
I took a look at Planetary Governor Quest's systems and they do seem overly complicated and overly specialized for our needs.
The material costs mentioned at the end would be sufficient.

All I feel I need to know for our supplies are; how much in terms of tons we need in food (if it becomes strained), metals for building things and promethium for fueling them.
We are not trading with any other planets or polities so we do not need to worry about currency just yet even.
 
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Yea and I'm not sure why. He's a mighty king sure, and he's got that special premium mummy wraps, but why does he have 5 attacks for example? He's just a dude, he's known as a king, he's not abborash or someone.
Because he's a loot hoarder just like he's a title hoarder. His long list of titles includes at least 4 weapons and a chariot:
"He Who Holds The Sceptre"
"Bearer of Ptra's Holy Blade"
"Scourge of the Faithless"
"Wielder of the Divine Flame"
"Rider of the Sacred Chariot"

Maybe Settra has extra arms, or is wielding weapons with his feet. Either way, I speculate that Settra Of Many Titles gets 5 attacks because he makes one attack with each of scepter, a blade, a scourge (whip), a flame, and a chariot. :p There's precedent on tabletop for units getting a second attack by equipping more weapons, Settra escalates that to a ludicrous degree like he escalates so much else.
 
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I really like the mental image of Settra the Uber Serious Mummy hopping around on a chariot with a scepter and sword in his hands and a whip being held between his toes.
 
I really like the mental image of Settra the Uber Serious Mummy hopping around on a chariot with a scepter and sword in his hands and a whip being held between his toes.
In the terry pratxhett book about an Egyptian king there's a coronation ceremony and it's all very serious 'oh yes take this the sacred plate of something and this magic hat' and the joke is that the seneschal is finding difficulty actually finding space for all the sacred things so he just starts hookimg stuff wherever he can and so the young Prince falls over with the great weight of his vestments
 
And now I'm imagining Settra looting Amra's body and adding a chainsword to that to get a 6th attack. Shoulder-mounted on his pauldron, maybe, since both his hands and his feet are full. :V Actually, with Settra being such a hoarder, maybe he takes Amra's head and tells the priests "figure out how he spitted acid" and adds that to his panoply too, attaching it to the pauldron on the other shoulder. :V :V

Settra the Imperishable, Great King of Nehekhara, He Who Holds The Sceptre, Bearer of Ptra's Holy Blade, Scourge of the Faithless, Wielder of the Divine Flame, Wearer of the Biting Pauldron, Two-Headed Deathspitter. :lol:
 
Alternate Suggestion: Settra could be so skilled that his chariot pulling horses are wielding some of his panoply.
 
Also, as a general query for everyone, I'm, working on the Great Econemy Rework currently. What would everyone actually find useful in this? What information do you need to make decisions? Do you actually need numbers which go up and up? Currently there's not a specific number on the promethium well expansion project, but do you need some more numbers? Durin had this monstrosity The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up which I must admit I found rather intimidating to look at, so I wondered if anyone would find that useful or something else? How do you want to play the quest?
It's hard to say how I want an unknown system to look, or what numbers I need when I don't know what numbers are going to be relevant. But I would suggest you look over at Ithillid's GDI Planquest for some inspiration, which started with vague +/- resource trackers compared to "enough", measuring production relative to (desired) consumption rather than a stockpiled amount:

Housing: Critical Shortages (-----)
Energy: Severe Shortages (--)
Logistics: Significant shortages (--)
Food: Sufficient production, significant inefficiencies in distribution (+)
Health: Some areas overserviced, other areas critically underserviced, overall sufficient (+)
Labor: Practically unlimited

and as time went on, the administration recovered from a devastating war, bookkeeping improved and more resources became relevant, it gradually turned into this:

Housing:‌ Major ‌Surplus‌ ‌(+30)‌ ‌ (17 population in low quality housing)
Energy:‌ Major Capacity Surpluses ‌(+8)‌ ‌(+4 in reserve)
Logistics:‌ Limited ‌Surpluses‌ ‌(+7)‌ ‌
Food:‌ Major ‌Surpluses‌ ‌(+21)‌ ‌(+8 in reserve)‌ ‌
Health:‌ Steadily Improved ‌(+12)‌ (2 consumed by emergency refugee healthcare) ‌
Capital‌ ‌Goods:‌ Marginal ‌Surplus‌es ‌(+5)‌ ‌
STUs: Massive Surpluses (+13) [Exmorri's note: Stable Trans-Uranics, similar to our Exotic Manufacturing]
Consumer‌ ‌Goods:‌ Significant Surpluses ‌(+43)‌ ‌(+5 from private industry)
Labor:‌ Significant ‌Surpluses‌ ‌(+38)‌ (+3 per turn) ‌
Tiberium‌ ‌Processing‌ ‌Capacity‌ ‌(1770/2370)‌ ‌
Green ‌Zone‌ ‌
Water:‌ Notable ‌Surpluses‌ ‌(+6)‌ ‌

Tiberium Processing Capacity being the only one that gets a long number because that's the "money" of the quest used to pay for projects. Consumer Goods was so high because they had a political goal to increase production of it by 99 which in-character means the difference between e.g. people having access to public laundries, and people having washing machine+drier in every home. Some of the Consumer Goods production was, well, consumed by other projects such as helping to rebuild an allied nation or retasking telephone infrastructure for military communications.

Given the nature of the Mallus Compliance which has a Mechanicus detachment on a currently-Feudal World, you might also introduce a "tech level" counter which serves to keep scaling in check while unlocking better PDF and such - as tech level in the Imperial holdings goes up, wheelbarrows don't cut it any more, people want tractors, so all the numbers go down to reflect "above-average for a Feudal World" turning into "below-average for an Industrial World", and so on.
 
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Iron Halo
vs
Bling Halo
FIGHT!
Interested in what you mean by this, yes you certainly do need such things, you have no assassins for example, and less capacity to occupy territory like the Guard do.
It was kind of a general statement. Shock and awe's run dry and we're not really clever to make up for it. We've got a wide array of infrastructural advantages from tech knowledge and general population stats, but until we find a way to balance growth with casualties it's going nowhere fast.

Mostly I look forward to seeing if studying the Winds carries any silver linings. Preferably a way to use them to analyze and repair irreplaceable relic gear and ship parts. But even if that's far-away or just not to be, our recruitment pool is filled to bursting and our foundations were laid at the heart of a vast trade network. We can work with this.
 
Great Economy Rework draft
Here is my draft for the long awaited Great Economy Rework.

Having consulted with the finest Magi of the Machine Cult, I've come up with the following, which should give some indication of the systems I'm planning to use to run the production side of the quest, which will be changing at the end of this arc.

Firstly, you have conquered and build several polities. Each produce various resources based on their average size and particulars. For example, a tribal group will produce almost nothing, whereas a forge of the Mechanicus will produce a great deal.
PopTypeBasicAdvancedExoticRelicPromethium
10000​
Tribal Confederation
0.1​
0.001​
20000​
City
10​
1​
0.001​
0.001​
100000​
Forge
2000​
800​
30​
4​
400​
1000000​
Hive
-400​
200​
5​
0.1​
-200​
50000​
Fortress
-500​
1200​
15​
2​
50​

This production is then modified by various factors, for example, a religious centre will convert basic and advanced materials into relic material due to the various sacred functions in such a place.

Modifier TableBasicAdvancedExoticRelicPromethium
Trade
-40%​
30%​
10%​
10%​
Capital
-20%​
10%​
5%​
2%​
Basic
25%​
Advanced
25%​
Exotic
25%​
Relic
25%​
Promethium
25%​
Unrest
-50%​
-75%​
-90%​
-100%​
Religious Centre
-20%​
-30%​
35%​
50%​

The interactions of these production figures and modifiers are shown below, for example, Pharos is a small hive city, with hive city level technology and processes, it consumed a small amount of basic resources like any hive does, converting these into other resources through the starndard work of the hive.

SettlementsCategoryPopulationPopulation ModifierType ModifierBasicBasic ModifierPop+BasicAdvancedAdvanced ModifierAdvancedExoticExotic ModifierPop+ExoticRelicRelic ModifierPop+RelicPromethiumPromethium ModiferPop+Promethium
Imperial holdingsPharosHive
150000​
0.15​
Capital
-60​
-20%​
-48​
30​
10%​
33​
0.75​
5%​
0.7875​
0.015​
2%​
0.0153​
-30​
0​
-30​
Arx AcheronForge
70000​
0.7​
Basic
1400​
25%​
1750​
560​
0%​
560​
21​
0%​
21​
2.8​
0%​
2.8​
280​
0​
280​
AtakoraFortress
30000​
0.6​
Relic
-300​
0%​
-300​
720​
0%​
720​
9​
0%​
9​
1.2​
25%​
1.5​
30​
0​
30​
Totals
250000​
1402​
1313​
30.7875​
4.3153​
280​
MedesEl-KalabadCity
50000​
2.5​
Religious Centre
25​
-20%​
20​
2.5​
-30%​
1.75​
0.0025​
35%​
0.003375​
0.0025​
50%​
0.00375​
0​
0​
0​
SudenburgCity
30000​
1.5​
Trade
15​
-40%​
9​
1.5​
30%​
1.95​
0.0015​
10%​
0.00165​
0.0015​
10%​
0.00165​
0​
0​
0​
AntochCity
40000​
2​
Trade
20​
-40%​
12​
2​
30%​
2.6​
0.002​
10%​
0.0022​
0.002​
10%​
0.0022​
0​
0​
0​
Ka-SahabCity
10000​
0.5​
Advanced
5​
0%​
5​
0.5​
25%​
0.625​
0.0005​
0%​
0.0005​
0.0005​
0%​
0.0005​
0​
0​
0​
ArabyLashiekCity
12000​
0.6​
Basic
6​
25%​
7.5​
0.6​
0%​
0.6​
0.0006​
0%​
0.0006​
0.0006​
0%​
0.0006​
0​
0​
0​
CopherCity
60000​
3​
Trade
30​
-40%​
18​
3​
30%​
3.9​
0.003​
10%​
0.0033​
0.003​
10%​
0.0033​
0​
0​
0​
Eye of the PantherCity
3000​
0.15​
Advanced
1.5​
0%​
1.5​
0.15​
25%​
0.1875​
0.00015​
0%​
0.00015​
0.00015​
0%​
0.00015​
0​
0​
0​
Al-HaikkCity
70000​
3.5​
Capital
35​
-20%​
28​
3.5​
10%​
3.85​
0.0035​
5%​
0.003675​
0.0035​
2%​
0.00357​
0​
0​
0​
FryusCity
8000​
0.4​
Unrest
4​
-50%​
2​
0.4​
-75%​
0.1​
0.0004​
-90%​
0.00004​
0.0004​
-100%​
0​
0​
0​
0​
Bel-AliadCity
14000​
0.7​
Unrest
7​
-50%​
3.5​
0.7​
-75%​
0.175​
0.0007​
-90%​
0.00007​
0.0007​
-100%​
0​
0​
0​
0​
Totals
297000​
106.5​
15.7375​
0.01556​
0.01572​
0​
TribeJungle tribesTribal Confederation
200000​
20​
Exotic
2​
0%​
2​
0​
0%​
0​
0.02​
0%​
0.02​
0​
0%​
0​
0​
0%​
0​
Desert tribesTribal Confederation
10000​
1​
Trade
0.1​
-40%​
0.06​
0​
-40%​
0​
0.001​
-40%​
0.0006​
0​
-40%​
0​
0​
-40%​
0​
Plains tribesTribal Confederation
5000​
0.5​
0.05​
0%​
0.05​
0​
0%​
0​
0.0005​
0%​
0.0005​
0​
0%​
0​
0​
0%​
0​
Totals
215000​
2.11​
0​
0.0211​
0​


You can see above that the actual Imperial holdings produce far more than the tributary states you've set up. This is fairly obvious because the cities of Araby are very primitive. If you built a certain thing, you would get '+X' in a particular resource. You then consume your resources through spending.

Onto your spending.

I'm going to be removing the actions and converting them to a 'build capacity'. Some things won't have a capacity, for example training troops doesn't need anyone actually building much, so it would just consume the resources you extract from your cities.

Each officer below represents a level of certain skill and technical ability, which goes toward your total build capacity.

OrganisationOfficerNumberBuild CapacityTotal Build Capacity
ArmouryMaster of the Forge
1​
20​
20​
Techmarine Suprema
2​
13​
26​
Techmarine
6​
8​
48​
LibrariumChief Librarian
1​
6​
6​
Epistolary
1​
3​
3​
Codicier
2​
0​
Lexicanium
1​
0​
ApocethariumChief Apothecary
1​
8​
8​
Apothecary
2​
4​
8​
Initiate Apothecary
3​
1​
3​
Divisio ExploratorMagos Explorator
1​
10​
10​
Astra-Magos
8​
5​
40​
Divisio FabricatorEngineseer Prime
1​
24​
24​
Engineseer
8​
10​
80​
Divisio ArtisanForge Lord
1​
30​
30​
Cybersmith
5​
14​
70​
Divisio GenetorGenetor
1​
10​
10​
Metasurgeon
6​
6​
36​
Divisio ElectromagneticusElectro-Avatar
1​
8​
8​
Electro-Priest
18​
2​
36​
Total
67​
466​

Each 10 (or possibly 5) turns, you will create a 10 (or 5) year plan, detailing what you want built in the next few years. I may move the whole quest to 5 year turn times, or I may not, I've yet to really decide.

During the 'production turn' as we'll call it, you can select the things you want to build over the next X period. These have been reached by asking how much a single engineseer could produce in a year of particular goods, or how long it owuld take them to build one if they had the resources, then extrapolating from there. For example, a single engineseer has a production capacity of 10, and they can build a lasgun in a week, therefore a lasgun has a cost of 10/52, 0.19. Therefore, if you devoted 10% of your almost 500 build capacity to just building lasguns, you could make 242 of them a year. Items exponentially increase in cost as they increase in complexity and rarity. Similarly, if your 67 technical people cooperated, they could make 1 land raider in a year.

Production per year
ItemEngineseer production time (10 production)Produced per yearBuild Cost
10%​
25%​
50%​
100%​
Autogun1 day
365.00​
0.03​
1725.93​
4314.81​
8629.63​
17259.26​
Lasgun1 week
52.00​
0.19​
242.32​
605.80​
1211.60​
2423.20​
Bolter2 months
12.00​
1.67​
27.96​
69.90​
139.80​
279.60​
Plasmagun8 months
1.30​
6.67​
6.99​
17.48​
34.95​
69.90​
Autocannon1 year
1.00​
10.00​
4.66​
11.65​
23.30​
46.60​
Earthshaker18 months
0.70​
15.00​
3.11​
7.77​
15.53​
31.07​
Flak Armour2 months
6.00​
1.67​
27.96​
69.90​
139.80​
279.60​
Power Armour8 years
0.13​
80.00​
0.58​
1.46​
2.91​
5.83​
Terminator Armour30 years
0.03​
300.00​
0.16​
0.39​
0.78​
1.55​
Tauros2 years
0.50​
20.00​
2.33​
5.83​
11.65​
23.30​
Leman Russ10 years
0.10​
100.00​
0.47​
1.17​
2.33​
4.66​
Land Raider45 years
0.02​
450.00​
0.10​
0.26​
0.52​
1.04​
Valkyrie30 years
0.03​
300.00​
0.16​
0.39​
0.78​
1.55​
Thunderhawk80 years
0.01​
800.00​
0.06​
0.15​
0.29​
0.58​

For complex projects, I've separated it out, here we have various things, for example, if 10% of your total build capacity was devoted to building a regional project, they could complete 9% of the project in a year.

In theory numbers could go up and down for various reasons. It's implied in various places that the Imperium produces things in less than 'modern' ways, for example the benedictions necessary, the lack of complex computing and AI methods, the relatively artisanal production methods and so on. However, you could build a lasgun factory and have more menial people producing stuff much more cheaply (in terms of buidl capacity) rather than tasking your techpriests to do it.

% completed per year
Type of projectYears of production for a team of 10 engineseersBuild Cost
10%​
25%​
50%​
100%​
Single
1​
100​
46.60%​
116.50%​
233.00%​
466.00%​
Local
3​
300​
15.53%​
38.83%​
77.67%​
155.33%​
Regional
5​
500​
9.32%​
23.30%​
46.60%​
93.20%​
National
10​
1000​
4.66%​
11.65%​
23.30%​
46.60%​
International
30​
3000​
1.55%​
3.88%​
7.77%​
15.53%​
Global
50​
5000​
0.93%​
2.33%​
4.66%​
9.32%​

Lots of these numbers are abstractions, but I'd be interested in everyone's views. I'm trying to set it up so it's internally logical, but also so you don't have to learn a whole new system for the quest. In theory, you could ignore the system entirely and just direct me as the GM in the production turns. For example, I would have some in character remarks that you have no airforce, you could decide to build one, and decide what else you wanted to build out of projects, which would be the previous stewardship actions.

I'm open to any changes to numbers here, it's all in excel so I can change small parts and I won't have to change the rest of it. Keep in mind as well that this is all part of my exploration of the CK2 format. In CK2 itself you have game calculating all this, taking into account the various stewardship bonuses of the characters ,the price of materials in versions like vicy2, or trade good modifiers and terrain stuff in eu4.

As questions,

Is the broad impetus of this logical and understandable?
Are ther parts you would change or which need more thought?
Would you employ such a system? How much do you want to do with it? (personally I don't see why people want to micromanage weapon loadouts etc in chaptermaster quests but sure if you want go for it)
What might need changing generally? Could more be done to make it accessible for example?
 
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Nitpick: I think Carapace Armor is missing, it fills a useful role between Flak Armor and Power Armor.

Lemme try to go through this with an example. We might have 466 total yearly Build Capacity under this system. (I figure it would be rude to put it all into one thing since it's supposed to represent different kinds of worker.)

If all of that goes into Lasguns, it would produce 2400 lasguns, which is a lot, but less than equipping all our forces, which seems intuitively reasonable for our state size. (Less reasonable is putting every guy on lasguns.)

If I put 100 of that into Lasguns, it produces 520 lasguns, which is still a major threat on Mallus.
100 BC into Flak Armor produces 60 armors.
100 BC into a "Single project" might be repairing one of our broken aircraft, or expanding a resource production?
The last 166 BC to making 2 Power Armor (and a few decimals) per year, this is perhaps what our Techmarines will be occupied with for a while, in anticipation of the graduating norscan aspirants.
If it seems more of them will survive, we can divert BC up to nearly 6 Power Armor a year.
Have I understood that right?

Numbers feel maybe a little off, but the broad impetus is reasonable. I'm not sure whether it needs changes - to what extent is this system "spare" capacity? Since previously you mentioned a lost Stewardship action for years because of how much time our best engineers will have to spend preparing gear for the previously mentioned aspirants, does that translate to the aspirants getting equipped offscreen with lost BC, or will they need power armor bought from this 466 BC?

The system looks more complicated than what I'd want to run, but if you're willing to run it, I guess I can use it.

What tier would something like "Expand Promethium Production" be? A Regional project? If this goes into use, more examples of project tiers would be nice, but that's not a hurry.
Is this system also expected to cover actions/projects like tooling up Arabyan cities for higher productivity and better standards of living, or will that be abstracted into the background?
 
Nitpick: I think Carapace Armor is missing, it fills a useful role between Flak Armor and Power Armor.
It's demonstrative so doesn't cover everything. For example it establishes a broad principle that a plasmagun is four times as comlicated to make as a bolter. Then I can fiddle with the numbers in particular circumstances, so lets say a meltagun is 25% more complicated than a plasmagun, I can just do the plasmagun cost*1.25 calculation to get the new number.
(I figure it would be rude to put it all into one thing since it's supposed to represent different kinds of worker.)
I thought about including or not including certain people but decided to keep them in. Yes it's true that the apothecaries wouldn't be building stuff, but they could be doing medical things or fabricating hospital equipment, that sort of thing.
100 BC into a "Single project" might be repairing one of our broken aircraft, or expanding a resource production?
Depends on the specifics. It could be yes, but it's anything that's 'not local', so maybe a single building, a single large object, a single facility, that sort of thing.
Since previously you mentioned a lost Stewardship action for years because of how much time our best engineers will have to spend preparing gear for the previously mentioned aspirants, does that translate to the aspirants getting equipped offscreen with lost BC, or will they need power armor bought from this 466 BC?
Depends on the circumstance, in this instance there's a choice to be made by players, so in a bit you'll decide in the thread about what to do about that particular issue. You don't have enough armour to fit them all, but for exampel you could make mk5 armour which is cruder, and get them equipped sooner.

The system looks more complicated than what I'd want to run, but if you're willing to run it, I guess I can use it.
It's partly for me ot explore the system in general and how to run a ck2 style quest so yes aware, but good to have that feedback anyway
What tier would something like "Expand Promethium Production" be? A Regional project? If this goes into use, more examples of project tiers would be nice, but that's not a hurry.
Is this system also expected to cover actions/projects like tooling up Arabyan cities for higher productivity and better standards of living, or will that be abstracted into the background?
Some stuff will be discounted or free for various reasons. Because you purchased the manufacturing capacities earlier the admech can get a certain amount of stuff out of boxes. They don't have to build a pipe making machine or something, they've got a lot of machines where they are. They don't have all the machines and some they only have a few of, but they have the tools to make the tools, so something like that could potentially be discounted significantly because they're just setting such a thing up.

As for the projects around araby, again that depends. For example you could say 'build a hospital in each city' which would be number of cities*local project for each+ ongoing resource cost to supply medicine etc. Comparably, you could do it in regions, say 'establish health system for araby' or something similar might bea regional project.
 
I have changed the title and altered the tags of the quest, feedback welcome. I would also be interested generally in how people found this quest in the first place. Suggestions welcome on the whole search engine (forum engine?) optimisation to attract more players.

As one point, this isn't actually a chapter master quest, there are what like 200 marines currently and 200k other people? But people identify with that tag more I think.
 
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It's sort of a chapter master quest in that we are meant to identify with the chapter master I suppose.
I think I can follow the basics of this economy stuff* but there are a few confusing bits here and there. I don't understand the -40 percent promethium modifier attached to tribes , are they just using large quantities of it for....hinge lubrication or something?
...Or is it a malus regarding them starting production because they not only lack refinery but lack chemists or even the knowledge of what the stuff is?
I do not understand why the exotic modifier modifies the quantity of relic materials produced rather than exotic goods.

I think I found this story out of searching through all the Warhammer stories I could find weather fantasy 40k or AOS....admittedly I have yet to see an Age Of Sigmar story on this site because they do have some interesting unique factions in that setting.

I don't feel like I would be able to confidently tell even how many resources would need to go into creating one lasgun in pharos during a good year with this I sadly admit. I will try though. I get one could one becuase be made there because he standard given and conditions there are standard though.
I get by default it takes a hundred somethings for this class of items but is that per individual one or per batch? I'm guessing it would be easier to do at Arc Acheron because of the bonuses there but that is where my understanding stops.

*I am especially bad at math because monotonous sequences are very hard for me to remember. I may be less skilled at a task like this than the average player.
EDIT: I think I found this story through it's initial tags. I also hope I am not being annoying by wondering if turn nine might reach us by the start of January?
 
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