The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
@Enjou
I like your plan and will probably just ditch my preliminary one. That said, a few comments:
  1. Economic Focus: Thrones is fairly iffy this turn, as it boosts the whole-turn production and our anti-cult measures are going to tank production in Dis, one of our largest population centers. Part of the reason I went with the Educational Review. Yes, it doubles down on the Review fairly hard, but the low-ish bass success chance means that's not much of a waste.
  2. Double Down on Cheating is almost only more valuable if success is impossible (or nearly that) on the current attempt. For the Roskilde decode, 2d20 from the Sphinx and 1/5 of the Cheating expected success gives us an expected +49 to that roll this turn, giving it a *base* success chance of 40%. With DD and rerolls that's actually substantially more likely to pass than not. That and the DD on Cheating only gives us an extra +4% to future actions.
  3. Finally, I would argue for Xavier researching the Hellflame Coral Power over the Temple Cats simply due to his own specialization. Yes, Ridcully actions are worth more and Xavier does have a generic research bonus, but the action is only a year long and the specialization bonus on that sort of thing is quite sizeable.

1. The vast majority of our Thrones are still produced elsewhere, and we'd still get a large amount of Thrones out of it at a time when we're in the red.
2. Noted. Change made. Also note that we have a +10 there from completing the Cathedral of the Machine God at Mag-Mell that isn't accounted for in the action's success chances.
3. This is just researching the preliminary "what powers does it have" step, and Xavier is perfectly capable of that. He's even got a research trait, IIRC. Not to mention he'll likely pull diviners in for the project - it's not like the project leaders do the entire thing alone.


I don't think we should examine the void abaci now. Our success odds are just so bad that.. we should leave it to later.

We're pretty much maxed on on the bonuses we can get at this point, at least for a loooong time. We've got an extra +10 that's not noted, and Tranth does think after multiple turns (which will improve the success chances) that he'll be able to finish it. I also suspect that we might find some more of them at Roskilde, if push comes to shove.
 
So here is the actual plan (as if a plan other than Enjous can win). I went through and added up the costs and we can pay for everything. The only thing our reserves lower in are Thrones to about ~30.000.000.000

[X] Plan Portec T105

Munitorum
Slot A (3 years)
Year 1- Lessons Learned: Siege
Year 2- Specialist Grenadiers (Rangers Avernus Spine):
Year 3- Recruit
These regiments specialise in Avernus wilds (specialized in mountainous regions/AVernus Spine)-both to fight it and to use it. Set up as Avernus-only regiments their usefullness off planet is low but on planet they are the go to choice for operations away from the city walls. This means that they handle in peacetime worrisome wildlife while in wartime use their knowledge of the terrain and the wildlifes behavior to engage enemy armies in prolonged harrassing attacks.
Quest mechanics wise they should end with an addtinional bonus to fighting wildlife, an additional bonus to engage in harrassing, an additional/consistent bonus to homeground advantage and the ability to use wildlife in their harrassing attacks either as an additional bonus or as an additional attack (like the bombartment cacti had during the ork ground invasion). On the downside they can not really (as in at all) perform offworld (or outside their homeground) because they are to focused on their terrain and the dangers and probaly get mali in any engagement not beeing harrassing or screening against it. Positively they really stack all possible boni in their area of expertise and would perform really well.
I choose Lessons Learned: Siege because in most cases it will be us defending a position. Wheter against orks or something else. I beliefe that by the point we attack an ork planet the waargh will already be over and the fighting will be a lot easier. The Grenadier Write-In is mainly to fill the year before recruting can start and I am open to other possible choices.
Recruting is mandatory because we need our army for the comming invasion of Valinor.

Void
Slot A (3 years - Construct)
Year 1- Construct: Repairs: First Step
Slot B (3 years)
Year 1- Lessons Learned: Abomination Fleets
Year 2- Rebuild Orbitals
Slot C (3 years)
Year 1- Alter Fleet Composition
Year 2- Expand Shipyards: Small
Starting the repair and rebuild. The 5 small shipyards will lower ship upkeep more than a single large one. As most of our loses are in the smaller sizes it will even speed up rebuilding after space battles faster.

Administratum
Slot A (3 years)
Year 1- REPEAT: Economic Focus (Thrones)
Slot B (3 years)
Year 1- Remove Battleships: Administratum
Slot C (3 years)
Year 1- Quarantine: Dis and the Lonely Citadel
Starting anti cult messaures and repair. Anything else can be ignored for now. I put no action in for in case the Quarantine is finished soon because experience tells that combating cults will take around two turns (or 10 years). Cleansing of Dis will take 10 years so the cults might be a problem for that long at least.
The Rebuild is done by Thaddeus freeing up one slot. I am against Shake up because it has only a chance of 25% compared to the 50% of Focus.

Diplomacy
SLOT A (3 years)
Year 1: Trade Talks (Midgard)
Year 2: Sphinx Decoding
Year 3: Contact the Ancient Wanderer
What interest many. Because the contact can take 1 to 3 years a filler is needed for when it is less than 2.

Arbites
Slot A (1 years)
Year 3- Targeted Cultist Hunt (Dis)
This is premilary and as such I have not put in delaying training the master psyker hunters. They are still needed to deal with the stronger rough psykers. The three year turn will work in our favor this time because Janes hunting will mechanically work as if she was at it all three years somewhat.

Mechanicus
Explorator Slot (2 years)
Year 2- Unknown Metal
-Double Down Year 2
Year 3- Grav-Shear Weapons
-Double Down Year 3
Biologis Slot (full)
Fabricator Slot - (full)
Free Slot (3 years)
Year 1- Preliminary Examination (Avernus native purifying)
Year 2 & 3- Decode: Roskilde Star Chart
We bought a relic sword from Svartalheim but its delivery is delayed until the grav-sheer technology has been decoded. As an added bonus the sword Jacob used inside the tunnels can be reforged.
Our local deacon (I beliefe it was already Lin before he became a saint) noticed that someone has been purifying chaos after the last attack of an chaos warband (before turn 50 or even 30). Now we have the chance to look into what creature did that. And starting to decode the starchart

Ministorum
Slot A (3 yeras)
Year 1- Purify Military
Slot B (3 years)
Year 1- Cleanse Dis
Both needs doing to reduce the effect of cults. Next turn he can start preaching if nessecary but as long as Dis is not cleansed the cults will just keep comming.

Astra Telepahtica
Ridculy Slot (3 years)
Year 1- Wellspring of Power?
-Double Down Year 1
Year 2- Cheating
Year 3- Fanning the Flames
Jameson Slot (2 years)
Year 2- Research: Power Melody Composition
Xavier Slot (3 years)
Year 1- Research (Temple Cats)
Year 2- Psychic Materials: Hellflame Coral
Year 3- Pyschic Materials: Dragon-Turtles
Aria Slot (3 years) <= OUR FOURTH!
Year 1- Remove Battleships: Telepathica
I am for keeping an eye on Tugozak former domain. We (or Dragons Nest) do not need another Waargh in our direction. That does not mean we can not try to find out what the Wellspring of power means or helping with Roskilde.
But please aplaud for Aria! Her first action is not that glorious but everything helps.

Personal
Slot A (Attention- 3 years)
Year 1-Repeat: Targeted Cultist Hunt (Dis)
Slot B (Thaddeus- 3 years)
Year 1- Thaddeus Expertise: Rebuild
Slot A (Other - 3 year)
Year 1- Chain of Command OR IF IT IS NOT AVAIABLE Speak to the People
Year 2- Spent time with (Jane)
Year 3- Spent time with (Jacob)
Second year next turn the fourth slot will open up. Till than it is Cultist hunt. I am against Curfew for now because we can not yet tell how bad it will be and the reduction in production may even throw us into negative reserves
Because one of our generals died I put Chain of Command in (despite it not beeing avaiable) and Speak to the People as an alternative in case Durin decides that it can not yet be done.

Expedite:
Year 1- Expedite:
Year 2- Expedite:
Year 3- Expedite:

Double Down:
Year 1- Double Down: Wellspring of Power?
Year 2- Double Down: Unknown Metal
Year 3- Double Down: Grav-Shear Weapons
 
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@Enjou is there a reason you are not doing a fanning the flame action?

I would have to drop something else. Probably Wellspring of Power, given the AdMech actions being taken. I would be fine with this if it is something people want, but I am not sure how much good it will do at this point since IIRC Ridcully doesn't think that he can keep things going for much longer.
 
I would have to drop something else. Probably Wellspring of Power, given the AdMech actions being taken. I would be fine with this if it is something people want, but I am not sure how much good it will do at this point since IIRC Ridcully doesn't think that he can keep things going for much longer.
If it keeps them busy for a few years it be worth it. Since it will take Avernus ten years to get back at what we were and the rest of the Trust even longer. Not counting wether we invade Valinor or not. We don't want to be in a invasion and have a Waagh coming from the thier side.
 
Honestly I doubt any waagh emerging from Tugozaks is going to be anything close to comparable to the Crumpa's. Based on that, I doubt they'd want to throw down with us, the biggest kid on the block, over taking a potshot at one of the chaos realms first to build up there strength.
 
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Honestly I doubt any waagh emerging from Tugozaks is going to be anything close to comparable to the Crumpa's. Based on that, I doubt they'd want to throw down with us, the biggest kid on the block, over taking a potshot at one of the chaos realms first to build up there strength.
Waarg have usually seek out the biggest fight they can, which is the trust. So I would rather keep it from forming for as long as possible especially if we invade Valinor.
 
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