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
[X] Plan Vulkan, Herbs and Shipyards T132

Departmento Munitorum
All actions Locked

Void Command
Slot 1 (5 Years)
- Year 1 (Expand Shipyards: Large) EXPEDITE Y1
- Year 5 (Expand Shipyards: Large) EXPEDITE Y5

Slot 2 (2 Years)
- Year 4 (Expand Shipyards: Large) EXPEDITE Y4

Adeptus Administratum
Slot 1 (5 Years)
- Year 1 (Technological Improvements: Food)

Diplomacy
Slot 1 (5 Years)
- Year 1 (Request Information: Ask Quartus if they will be able to extract a poison sample from Guilliman. If so, ask for a sample and the geneseed required for the Alkhahestry)
- Year 2 (Trade Talks: Ask both the Krork and the Eldar for their assistance in brokering peace between the Lizardman empires)
- Year 3 (Trade Talks: Send a message via Eldrad to let Corax and Vulkan know to start preparing for the attempt to heal Guilliman)
- Year 4 (Trade Talks: Make an antidote to Guilliman's poison when Vlad returns with the healing herbs if they're able to combine the two)
- Year 5 (Siren Trade: Are they willing to help us with the Chaotic Frequencies & subsequent Destructive Frequencies?)

Nynye Trade:
Adeptus Arbites
Slot 1 (5 Years)
- Year 1 - 2 (G. Psyker Hunting) DOUBLE DOWN Y1
- Year 3 (Counterintelligence)
- Year 4 - 5 (G. Psyker Hunting)

Adeptus Mechanicus
Slot 1 (2 Years, Tranth)
- Year 4 (Ordinatus Design: Explorator) DOUBLE DOWN Y4

Slot 2 (1 Year, Max)
- Year 5 (Ordinatus Design: Biologis)

Slot 3 (3 Years, Scott)
- Year 3 (Cathedral of the Machine-God) EXPEDITE Y3

Adeptus Ministorum
Slot 1 (5 Years)
- Year 1 (Those in the Shadows)
- Year 2 (Peace Treaty) DOUBLE DOWN Y2

Slot 2 (4 Years)
- Year 2 (Peace Treaty)

IF Give Peace A Try: Skinks fails
Slot 1 (5 Years)
- Year 1 (Give Peace a Try: Skinks)

Slot 2 (4 Years)
- Year 2 (The Nature of: Curses) DOUBLE DOWN Y2

Adeptus Telepathica
Slot 1 (3 Years, Ridcully)
- Year 3 (G. Divination: Alpha Legion interest in Trust) DOUBLE DOWN Y3
- Year 4 (G. Divination: Incoming Black Imperium Task Force)
- Year 5 (Chaotic Frequencies: Chaos Undivided)

Slot 2 (2 Years, Tamia)
- Year 4 (Mentor Alpha)
- Year 5 (Destructive Resonances: Slaanesh) DOUBLE DOWN Y5

Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)

Personal
Slot 1 (5 Years)
- Year 1 - 2 (Spend time with: Autarch Landeer)
- Year 3 - 5 (Spend time with: Syr)

[] Plan Vulkan, Herbs and Void Defense T132

Departmento Munitorum
All actions Locked

Void Command
Slot 1 (5 Years)
- Year 1 (Expand Shipyards: Large) EXPEDITE Y1
- Year 5 (Expand Shipyards: Large) EXPEDITE Y5

Slot 2 (2 Years)
- Year 4 (Expand Shipyards: Large) EXPEDITE Y4

Adeptus Administratum
Slot 1 (5 Years)
- Year 1 (Technological Improvements: Food)

Diplomacy
Slot 1 (5 Years)
- Year 1 (Request Information: Ask Quartus if they will be able to extract a poison sample from Guilliman. If so, ask for a sample and the geneseed required for the Alkhahestry)
- Year 2 (Trade Talks: Ask both the Krork and the Eldar for their assistance in brokering peace between the Lizardman empires)
- Year 3 (Trade Talks: Send a message via Eldrad to let Corax and Vulkan know to start preparing for the attempt to heal Guilliman)
- Year 4 (Trade Talks: Make an antidote to Guilliman's poison when Vlad returns with the healing herbs if they're able to combine the two)
- Year 5 (Siren Trade: Are they willing to help us with the Chaotic Frequencies & subsequent Destructive Frequencies?)

Adeptus Arbites
Slot 1 (5 Years)
- Year 1 - 2 (G. Psyker Hunting) DOUBLE DOWN Y1
- Year 3 (Counterintelligence)
- Year 4 - 5 (G. Psyker Hunting)

Adeptus Mechanicus
Slot 1 (2 Years, Tranth)
- Year 4 (Ordinatus Design: Explorator) DOUBLE DOWN Y4

Slot 2 (1 Year, Max)
- Year 5 (Ordinatus Design: Biologis)

Slot 3 (3 Years, Scott)
- Year 3 (Cathedral of the Machine-God) EXPEDITE Y3

Adeptus Ministorum
Slot 1 (5 Years)
- Year 1 (Those in the Shadows)
- Year 2 (Peace Treaty) DOUBLE DOWN Y2

Slot 2 (4 Years)
- Year 2 (Peace Treaty)

IF Give Peace A Try: Skinks fails
Slot 1 (5 Years)
- Year 1 (Give Peace a Try: Skinks)

Slot 2 (4 Years)
- Year 2 (The Nature of: Curses) DOUBLE DOWN Y2

Adeptus Telepathica
Slot 1 (3 Years, Ridcully)
- Year 3 (G. Divination: Alpha Legion interest in Trust) DOUBLE DOWN Y3
- Year 4 (G. Divination: Incoming Black Imperium Task Force)
- Year 5 (Destructive Resonances: Nurgle)

Slot 2 (2 Years, Tamia)
- Year 4 (Mentor Alpha)
- Year 5 (Destructive Resonances: Slaanesh) DOUBLE DOWN Y5

Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)


Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)

Personal
Slot 1 (5 Years)
- Year 1 - 2 (Spend time with: Autarch Landeer)
- Year 3 - 5 (Spend time with: Syr)


Ok, two variants. One for balancing void defences, one for shipyards. My brain kinda burnt out halfway through the diplo actions so let me know if something's wrong.
 
Last edited:
[X] Plan Vulkan, Herbs and Shipyards T132

Departmento Munitorum
All actions Locked

Void Command
Slot 1 (5 Years)
- Year 1 (Expand Shipyards: Large) EXPEDITE Y1
- Year 5 (Expand Shipyards: Large)

Slot 2 (2 Years)
- Year 4 (Expand Shipyards: Large)

Adeptus Administratum
All Actions Locked

Diplomacy
Slot 1 (5 Years)
- Year 1 (Trade Talks: Send a message via Eldrad to let Corax and Vulkan know to start preparing for the attempt to heal Guilliman)
- Year 2 (Nynye Trade: Make an antidote to Guilliman's poison when Vlad returns with the healing herbs if they're able to combine the two)
- Year 3 (Request Information: Ask Quartus if they will be able to extract a poison sample from Guilliman)
- Year 4 IF Quartus can extract poison (Trade Talks: Ask Quartus for a poison sample and the geneseed required for the Alkahestry)
- Year 4 IF Quartus cannot extract poison (Trade Talks: Contact Troll Tribes, ask what they'd want in exchange for helping with hive construction. Bring up Adamantium statues as payment)
- Year 5 (Trade Talks: Ask both the Krork and the Eldar for their assistance in brokering peace between the Lizardman empires)

Adeptus Arbites
Slot 1 (5 Years)
- Year 1 - 2 (G. Psyker Hunting)
- Year 3 (Counterintelligence)
- Year 4 - 5 (G. Psyker Hunting)

Adeptus Mechanicus
Slot 1 (2 Years, Tranth)
- Year 4 (Ordinatus Design: Explorator) DOUBLE DOWN Y4

Slot 2 (1 Year, Max)
- Year 5 (Ordinatus Design: Biologis)

Slot 3 (3 Years, Scott)
- Year 3 (Cathedral of the Machine-God) EXPEDITE Y3

Adeptus Ministorum
Slot 1 (5 Years)
- Year 1 (Those in the Shadows)
- Year 2 (Peace Treaty) DOUBLE DOWN Y2

Slot 2 (4 Years)
- Year 2 (Peace Treaty)

IF Give Peace A Try: Skinks fails
Slot 1 (5 Years)
- Year 1 (Give Peace a Try: Skinks)

Slot 2 (4 Years)
- Year 2 (The Nature of: Curses) DOUBLE DOWN Y2

Adeptus Telepathica
Slot 1 (3 Years, Ridcully)
- Year 3 (G. Divination: Alpha Legion interest in Trust)
- Year 4 (G. Divination: Eldar Choice)
- Year 5 (Chaotic Frequencies: Chaos Undivided)

Slot 2 (2 Years, Tamia)
- Year 4 (Mentor Alpha)
- Year 5 (Destructive Resonances: Nurgle) DOUBLE DOWN Y5

Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)

Personal
Slot 1 (5 Years)
- Year 1 - 2 (Spend time with: Autarch Landeer)
- Year 3 - 5 (Spend time with: Syr)

[] Plan Vulkan, Herbs and Void Defense T132

Departmento Munitorum
All actions Locked

Void Command
Slot 1 (5 Years)
- Year 1 (Balance Void Defences)

Slot 2 (2 Years)
- Year 4 (Expand Shipyards: Large)

Adeptus Administratum
All Actions Locked

Diplomacy
Slot 1 (5 Years)
- Year 1 (Trade Talks: Send a message via Eldrad to let Corax and Vulkan know to start preparing for the attempt to heal Guilliman)
- Year 2 (Nynye Trade: Make an antidote to Guilliman's poison when Vlad returns with the healing herbs if they're able to combine the two)
- Year 3 (Request Information: Ask Quartus if they will be able to extract a poison sample from Guilliman)
- Year 4 IF Quartus can extract poison (Trade Talks: Ask Quartus for a poison sample and the geneseed required for the Alkahestry)
- Year 4 IF Quartus cannot extract poison (Trade Talks: Contact Troll Tribes, ask what they'd want in exchange for helping with hive construction. Bring up Adamantium statues as payment)
- Year 5 (Trade Talks: Ask both the Krork and the Eldar for their assistance in brokering peace between the Lizardman empires)

Adeptus Arbites
Slot 1 (5 Years)
- Year 1 - 2 (G. Psyker Hunting) DOUBLE DOWN Y1
- Year 3 (Counterintelligence)
- Year 4 - 5 (G. Psyker Hunting)

Adeptus Mechanicus
Slot 1 (2 Years, Tranth)
- Year 4 (Ordinatus Design: Explorator) DOUBLE DOWN Y4

Slot 2 (1 Year, Max)
- Year 5 (Ordinatus Design: Biologis)

Slot 3 (3 Years, Scott)
- Year 3 (Cathedral of the Machine-God) EXPEDITE Y3

Adeptus Ministorum
Slot 1 (5 Years)
- Year 1 (Those in the Shadows)
- Year 2 (Peace Treaty) DOUBLE DOWN Y2

Slot 2 (4 Years)
- Year 2 (Peace Treaty)

IF Give Peace A Try: Skinks fails
Slot 1 (5 Years)
- Year 1 (Give Peace a Try: Skinks)

Slot 2 (4 Years)
- Year 2 (The Nature of: Curses) DOUBLE DOWN Y2

Adeptus Telepathica
Slot 1 (3 Years, Ridcully)
- Year 3 (G. Divination: Alpha Legion interest in Trust)
- Year 4 (G. Divination: Eldar Choice)
- Year 5 (Chaotic Frequencies: Chaos Undivided)

Slot 2 (2 Years, Tamia)
- Year 4 (Mentor Alpha)
- Year 5 (Destructive Resonances: Nurgle) DOUBLE DOWN Y5

Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)

Personal
Slot 1 (5 Years)
- Year 1 - 2 (Spend time with: Autarch Landeer)
- Year 3 - 5 (Spend time with: Syr)


Ok, two variants. One for balancing void defences, one for shipyards. My brain kinda burnt out halfway through the diplo actions so let me know if something's wrong.
Why not Expedite Shipyards in Year 4 and 5?

Also, it'd be better to have Ridcully work on Nurgle Resonances.
 
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@Durin have we got the Callamity Battlecruiser blueprint from Callamus already? Or doesn't it exist in this quest? I mean, since we did agree to all share our technology at the Great Enclave we should be able to build them.
 
[X] Plan Vulkan, Herbs and Shipyards T132

Departmento Munitorum
All actions Locked

Void Command
Slot 1 (5 Years)
- Year 1 (Expand Shipyards: Large) EXPEDITE Y1
- Year 5 (Expand Shipyards: Large) EXPEDITE Y5

Slot 2 (2 Years)
- Year 4 (Expand Shipyards: Large) EXPEDITE Y4

Adeptus Administratum
Slot 1 (5 Years)
- Year 1 (Technological Improvements: Food)

Diplomacy
Slot 1 (5 Years)
- Year 1 (Trade Talks: Send a message via Eldrad to let Corax and Vulkan know to start preparing for the attempt to heal Guilliman)
- Year 2 (Nynye Trade: Make an antidote to Guilliman's poison when Vlad returns with the healing herbs if they're able to combine the two)
- Year 3 (Request Information: Ask Quartus if they will be able to extract a poison sample from Guilliman)
- Year 4 IF Quartus can extract poison (Trade Talks: Ask Quartus for a poison sample and the geneseed required for the Alkahestry)
- Year 4 IF Quartus cannot extract poison (Siren Trade: Are they willing to help us with the Chaotic Frequencies & subsequent Destructive Frequencies?)
- Year 5 (Trade Talks: Ask both the Krork and the Eldar for their assistance in brokering peace between the Lizardman empires)

Adeptus Arbites
Slot 1 (5 Years)
- Year 1 - 2 (G. Psyker Hunting) DOUBLE DOWN Y1
- Year 3 (Counterintelligence)
- Year 4 - 5 (G. Psyker Hunting)

Adeptus Mechanicus
Slot 1 (2 Years, Tranth)
- Year 4 (Ordinatus Design: Explorator) DOUBLE DOWN Y4

Slot 2 (1 Year, Max)
- Year 5 (Ordinatus Design: Biologis)

Slot 3 (3 Years, Scott)
- Year 3 (Cathedral of the Machine-God) EXPEDITE Y3

Adeptus Ministorum
Slot 1 (5 Years)
- Year 1 (Those in the Shadows)
- Year 2 (Peace Treaty) DOUBLE DOWN Y2

Slot 2 (4 Years)
- Year 2 (Peace Treaty)

IF Give Peace A Try: Skinks fails
Slot 1 (5 Years)
- Year 1 (Give Peace a Try: Skinks)

Slot 2 (4 Years)
- Year 2 (The Nature of: Curses) DOUBLE DOWN Y2

Adeptus Telepathica
Slot 1 (3 Years, Ridcully)
- Year 3 (G. Divination: Alpha Legion interest in Trust)
- Year 4 (G. Divination: Eldar Choice)
- Year 5 (Chaotic Frequencies: Chaos Undivided)

Slot 2 (2 Years, Tamia)
- Year 4 (Mentor Alpha)
- Year 5 (Destructive Resonances: Nurgle) DOUBLE DOWN Y5

Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)

Personal
Slot 1 (5 Years)
- Year 1 - 2 (Spend time with: Autarch Landeer)
- Year 3 - 5 (Spend time with: Syr)

[] Plan Vulkan, Herbs and Void Defense T132

Departmento Munitorum
All actions Locked

Void Command
Slot 1 (5 Years)
- Year 1 (Expand Shipyards: Large) EXPEDITE Y1
- Year 5 (Expand Shipyards: Large) EXPEDITE Y5

Slot 2 (2 Years)
- Year 4 (Expand Shipyards: Large) EXPEDITE Y4

Adeptus Administratum
Slot 1 (5 Years)
- Year 1 (Technological Improvements: Food)

Diplomacy
Slot 1 (5 Years)
- Year 1 (Trade Talks: Send a message via Eldrad to let Corax and Vulkan know to start preparing for the attempt to heal Guilliman)
- Year 2 (Nynye Trade: Make an antidote to Guilliman's poison when Vlad returns with the healing herbs if they're able to combine the two)
- Year 3 (Request Information: Ask Quartus if they will be able to extract a poison sample from Guilliman)
- Year 4 IF Quartus can extract poison (Trade Talks: Ask Quartus for a poison sample and the geneseed required for the Alkahestry)
- Year 4 IF Quartus cannot extract poison (Siren Trade: Are they willing to help us with the Chaotic Frequencies & subsequent Destructive Frequencies?)
- Year 5 (Trade Talks: Ask both the Krork and the Eldar for their assistance in brokering peace between the Lizardman empires)

Adeptus Arbites
Slot 1 (5 Years)
- Year 1 - 2 (G. Psyker Hunting) DOUBLE DOWN Y1
- Year 3 (Counterintelligence)
- Year 4 - 5 (G. Psyker Hunting)

Adeptus Mechanicus
Slot 1 (2 Years, Tranth)
- Year 4 (Ordinatus Design: Explorator) DOUBLE DOWN Y4

Slot 2 (1 Year, Max)
- Year 5 (Ordinatus Design: Biologis)

Slot 3 (3 Years, Scott)
- Year 3 (Cathedral of the Machine-God) EXPEDITE Y3

Adeptus Ministorum
Slot 1 (5 Years)
- Year 1 (Those in the Shadows)
- Year 2 (Peace Treaty) DOUBLE DOWN Y2

Slot 2 (4 Years)
- Year 2 (Peace Treaty)

IF Give Peace A Try: Skinks fails
Slot 1 (5 Years)
- Year 1 (Give Peace a Try: Skinks)

Slot 2 (4 Years)
- Year 2 (The Nature of: Curses) DOUBLE DOWN Y2

Adeptus Telepathica
Slot 1 (3 Years, Ridcully)
- Year 3 (G. Divination: Alpha Legion interest in Trust)
- Year 4 (G. Divination: Eldar Choice)
- Year 5 (Chaotic Frequencies: Chaos Undivided)

Slot 2 (2 Years, Tamia)
- Year 4 (Mentor Alpha)
- Year 5 (Destructive Resonances: Nurgle) DOUBLE DOWN Y5

Slot ??? (Free G. Div)
- Year ? (G. Divination: Eldar Choice)

Personal
Slot 1 (5 Years)
- Year 1 - 2 (Spend time with: Autarch Landeer)
- Year 3 - 5 (Spend time with: Syr)


Ok, two variants. One for balancing void defences, one for shipyards. My brain kinda burnt out halfway through the diplo actions so let me know if something's wrong.
For diplomacy we need to talk to the Siren queen to get the True Rune of Purification since that takes up to ten years. Can we have Rotbart take a personal action for diplomacy?
 
For the healing of Big Blue, I say:

Curse: Lin.

Poison: Herbs+geneseed+Poison sample+Alkahestry antidote combo.

Wound: Corax (gotta ask him 5-10y before so that he can prepare) for the Wound. No psychic interference here.

One more warpy influence that we can use, and I believe that it should go to helping with the Curse. The Antidote combo seems to have the poison well in hand, and Lin needing to die to have a shot at getting rid of the curse means that it is really goddamned hard.

The options are Vulcan artefact and Rune of Purification (it can work on the Curse if somewhat less effectively than Poison) off the top of my head. Not sure which would be better, though one of them would be far cheaper (Vulcan).

Then there is the Ritual aspect though, like that three wise man ritual proposed a while back. I have no idea what bonuses that gives at what cost and what the options here are though.

We need a study done on what combo of the various proposed ingredients would work the best I believe.
 
@Durin have we got the Callamity Battlecruiser blueprint from Callamus already? Or doesn't it exist in this quest? I mean, since we did agree to all share our technology at the Great Enclave we should be able to build them.

They would be utterly outclassed by our DAoT ships.

They don't exist and the thing about the Calamity class wasn't that they were super ships it was the frame and structure of the ship that made it have a much higher defense rating. If we had it the ship would be far more effective especially since it would be built with the DAoT equipment we now have.
 
For the healing of Big Blue, I say:

Curse: Lin.

Poison: Herbs+geneseed+Poison sample+Alkahestry antidote combo.

Wound: Corax (gotta ask him 5-10y before so that he can prepare) for the Wound. No psychic interference here.

One more warpy influence that we can use, and I believe that it should go to helping with the Curse. The Antidote combo seems to have the poison well in hand, and Lin needing to die to have a shot at getting rid of the curse means that it is really goddamned hard.

The options are Vulcan artefact and Rune of Purification (it can work on the Curse if somewhat less effectively than Poison) off the top of my head. Not sure which would be better, though one of them would be far cheaper (Vulcan).

Then there is the Ritual aspect though, like that three wise man ritual proposed a while back. I have no idea what bonuses that gives at what cost and what the options here are though.

We need a study done on what combo of the various proposed ingredients would work the best I believe.
The wound is actually the easiest to cure of them all. Hence why it seems like it would make the most sense to get the Rune of Purification and have Ridcully use it to heal the wound after learning counter Slaanesh frequencies since it would likely give a decent bonus when combined with the wise men ritual.
 
The wound is actually the easiest to cure of them all. Hence why it seems like it would make the most sense to get the Rune of Purification and have Ridcully use it to heal the wound after learning counter Slaanesh frequencies since it would likely give a decent bonus when combined with the wise men ritual.
The wound is so easy that Corax can surgery it away without spending one of our 3 warpy influences.

No idea how substantial the wise man ritual bonuses would be, or how it would compare to other possible rituals.

Not sure how much Slaneeshi frequencies would help there, the Wound part is mundane. Not much to counter there, that it can not be healed is due to the Poison and Curse parts.
 
So we need to talk to the sirens to get the price for the true rune since they need a decade to make.

Get Vulkan and Corvus on board to make a artifact to help Lin break the curse and preform the surgery to heal the wound.

We also need to do counter frequency for Slaanesh since that is the one that the curse and poison is used for it.

Nature of curses is also something that we need for this.
 
They don't exist and the thing about the Calamity class wasn't that they were super ships it was the frame and structure of the ship that made it have a much higher defense rating. If we had it the ship would be far more effective especially since it would be built with the DAoT equipment we now have.
Ah, ok. I just wasn't sure, since we had Callamus in this Quest. I know the thing about the Calamity class is, that it is super durable by nature of its armoring scheme and it has a very reliable Warp Drive. Did someone already ask this or was it already confirmed by the QM?

And yes, that's why I was asking. With out tech it would be much more durable. Though Callamus also has their own special alloy that is super-durable and that we would definitely benefit from. Even if we only made our Flagships from it, that stuff is very hard to crack.
 
They don't exist and the thing about the Calamity class wasn't that they were super ships it was the frame and structure of the ship that made it have a much higher defense rating. If we had it the ship would be far more effective especially since it would be built with the DAoT equipment we now have.
I'd wager that our DAoT ships are more durable because of the better frame and structure too. So even if Calamities existed, they'd still be outclassed.
 
I'd wager that our DAoT ships are more durable because of the better frame and structure too. So even if Calamities existed, they'd still be outclassed.
I don't really think that they have superior structure. At least it was never said anywhere. It's how that structure is laid out that makes the Calamity about three to four times more durable than regular Imperial Battlecruisers. If we augment that with the Super-alloy of Callamus or other things of our DAoT stuff, then we would have a Battlecruiser with Battleship-grade armor. That is why I'm asking. It's not about the Callamity alone, it's because we could build it with stuff from the DAoT, which means they are much more durable. Don't just say "Our Ships are more durable, because DAoT" without knowing the reason why the Callamity was that durable. At least it seems to me that way.
 
Ah, ok. I just wasn't sure, since we had Callamus in this Quest. I know the thing about the Calamity class is, that it is super durable by nature of its armoring scheme and it has a very reliable Warp Drive. Did someone already ask this or was it already confirmed by the QM?

And yes, that's why I was asking. With out tech it would be much more durable. Though Callamus also has their own special alloy that is super-durable and that we would definitely benefit from. Even if we only made our Flagships from it, that stuff is very hard to crack.

This is not the same as the one from the quest. It is majorly different it is only a base. Almost nothing went the same way and most of the stuff didn't even happen. We used the name and style of it because it was one of the things that inspired this quest to start.

I'd wager that our DAoT ships are more durable because of the better frame and structure too. So even if Calamities existed, they'd still be outclassed.
None of our ships are noted for having a better frame and structure just better materials and armor as a base. That is why they are better because the equipment used on them is much better. If the Calamity and its structure and frame scheme had rolled to be canon it would have allowed us to build tougher versions of our ships or design new damage sponge ships.
 
I don't really think that they have superior structure. At least it was never said anywhere. It's how that structure is laid out that makes the Calamity about three to four times more durable than regular Imperial Battlecruisers. If we augment that with the Super-alloy of Callamus or other things of our DAoT stuff, then we would have a Battlecruiser with Battleship-grade armor. That is why I'm asking. It's not about the Callamity alone, it's because we could build it with stuff from the DAoT, which means they are much more durable. Don't just say "Our Ships are more durable, because DAoT" without knowing the reason why the Callamity was that durable. At least it seems to me that way.
I'm not exactly sure what you're saying. Calamity design as it is in DEM was one of the plethora of game design mistakes there, so it obviously wouldn't exist as it had there. And whatever frame/structure improvements Callamus could do to the hypothetical Embers Calamity, I'd wager DAoT design would have more.
None of our ships are noted for having a better frame and structure just better materials and armor as a base. That is why they are better because the equipment used on them is much better. If the Calamity and its structure and frame scheme had rolled to be canon it would have allowed us to build tougher versions of our ships or design new damage sponge ships.
Better frame design is as much technology as better materials and armour, so I have no real reason to believe it wasn't also better in the DAoT ships.
 
That better ships from a more technologically advanced age are better at everything seems a much more likely assumption to me.
But design doesn't equal technology. Or do you call the Leman Russ tank good design in comparison to today's tanks? I mean, sure he probably withstands much more and deals much more damage than our cannons, but the design itself is atrocious.
 
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