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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
Just to explain my position currently in the plans-note this is opinion and others have there own.

Military -
Overall I like nurgles more both have the future main battle tank in operation and I do prefer power armour over beast though the lack of follow up actions means any implementation of those in nurlges plan will have to wait till after time skip. I may be underestimating the usefulness of war beasts I am uncertain but I am certain in that power armour is a pretty good force multiplier.
Slight edge Nurgle on the military.

Navy-
While both are nice I prefer Shards, I like the implementations of tech and its shipyard plans better than nurgles though battle barges do have good use in our navel specialisation and am interested in it.
Firm edge to Shard

Admin-
I am more than a bit torn here for nurgle I really want those ion defences, the future implication of plant defence is really interesting, not sure on the efficiency of admin over education so I can't comment on that but having both seems like a good idea. However, I am really not sure those hives are needed dis is getting a huge upgrade in pop and everything so I don't see the need.
On shards side, I believe he does all 3 hive expansion rather than the 2 nugle does. While the extreme focus on education actions may be oversaturation I again don't know the efficiency so maybe we can just relay on the admin honour-bound Secundus favour to do it instead. This may also be a good focus given the last trade showed our economy was sort of having issues.
In the end, while nurgle has interesting stuff and shard may have potentially necessary stuff I don't know the numbers well enough to give a decisive answer.
Tie

Diplomacy-
Personal preferences would say I want to know what our grandaughter's stats look like the Xavier twins by blood oath or even the master of the Psy-Hunters order who is in a place to be a cool hero unit with experience. though I doubt I could convince anyone of the practicality.
I am going to have to give the edge to shard on the fact its complete and has some interesting ideas. I like the ideas of getting the eldar involved in security but I think that can wait till the next thread. I am also warry of the process of bringing conservative thought to our forge moons but after the civil war that would be a lot less pressing. Might bite us in the arse if we ever want to go for MOS or the like but you can only do so much.
Edge to shard

Arbites-
Pretty similar overall just a 10-year difference, don't have much of an opinion on this and I get why both would want their choice.
No significant edge

Adeptus Mechanicus
Personal preference and pet peeve if anyone says anything here can be left to other polities to develop there is a good chance I will go for the other plan out of spite. We don't have a full grasp on design philosophies or priorities of other groups so if anyone says we can leave the titans to someone else I will vote the other plan. I get the ideas behind it and if both plan makers agree then I will grudgingly not mention it.
For Tranth I don't see any major differences and while I am disappointed no one seems to like the idea of neutron lasers as much as me both seem solid with the only difference being AM production has been put off for shard which given our current income I like as it gives other things more time for there follow-ups.
A barely-there advantage to Shard for tranth actions.

For Max both are fine with me personally though I do like the bloom bees on nurgle as knowing the stuff you are using for food production seems sensible. Though I can feel Random_npcs frustration over not doing the Cleaners (Have we done those I swear we have but people are telling me we haven't)
Anyway, a barely there advantage to nurgle for checking our food source.

For Scott it is the same, can we not do anything else not even the black ship grand cruiser to shake it up?
Tie

Telapatica
Ridcully- Both do the important klovis and ritual thing after that there is some divergence. Just want to say @Shard could you please put 1-3 divinations for rotbart I understand that it is somewhat inefficient for favours but Jesus I would prefer an alive Rothbart over the efficiency for my sake of mind and a long term hero. Other than that I do prefer Shards overall as it starts us off on the laws of the warp research we really need to do. While some of the exact topics of nurgles divinations are good and interesting I don't think they are worth delaying that research even more.
Slight edge to shard but Jesus Christ man just 1 or 2 to cover rotbart would leave me a lot happier.

Tamia- both are good I can see pros to both the conceptual bonding from nurgle is very tempting I don't think there is anything here that would make or break it for me.
very slight edge to nurgle

Xavior- While I do like the anti chaos powers I do prefer the orders idea. (clearing that bigass backlog of materials)
Very slight edge shard

Aria- I can get why both went there nothing don't have a big opinion on this.
Tie

Personal- bit torn again I really like the psy-knight implementation and follow up from nurgle but I don't think we need that much time in building hives when we just upgraded dis unless I am completely off point about our population capacity I think we should be good for now. Would not say no to 2 but 4 is a lot of time we could spend elsewhere. The extreme focus on education by shard may be good or not I again am not sure about the efficiency. Though given that is 102 years of reviewing I could say I think setting up the stuff for psy knights won't take that long off.
edge to Nurgle

Anyway, you two that's my current opinion of your plans feel free to do as you wish.
 
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One thing the Max can not do the cleaners that is a pure psyker research. Max cannot do the cleaners because they are warp entities and have no biology. I asked these months ago so unless Durin changed thing doing the cleaners with Max is a waste.
 
One thing the Max can not do the cleaners that is a pure psyker research. Max cannot do the cleaners because they are warp entities and have no biology. I asked these months ago so unless Durin changed thing doing the cleaners with Max is a waste.
hmm did not know that, either way, both plans have them in the psychic research so random should be happy.
 
Removed Dark Matter Reactors from Void Implement on the basis that we do not actually have ship-grade DM Reactors.
We don't? How come? They're in the masterlist of naval techs to implement - was that a mistake?

You realize that

4 Ridcully G.Divs = 1 Eldar Minor
1 Eldar Assistance = 1 Eldar Minor
Yes I know but we are also having 2 hero units doing major actions for the eldar. Also keeping Rotbart alive is vitally important than a few minor favors.
One thing to keep in mind is that risking Rotbart and suffering from weaker admin while he's away may not be worth it for a single minor favour. It seems that the far more efficient option would be simply to earn minor favours through grand divinations. That would also allow for Rotbart to do some munitorum stuff, like PDF power armour, or implementing techs/warbeasts and so on.
 
We don't? How come? They're in the masterlist of naval techs to implement - was that a mistake?



One thing to keep in mind is that risking Rotbart and suffering from weaker admin while he's away may not be worth it for a single minor favour. It seems that the far more efficient option would be simply to earn minor favours through grand divinations. That would also allow for Rotbart to do some munitorum stuff, like PDF power armour, or implementing techs/warbeasts and so on.
I am doing all the pdf power armor. But I have brought down it to 2 greater divinations . Because while Rotbart going off to help people is not efficient for us it will help the galaxy at large and a small chance of earning traits.

Edit but the dark matter is not designed yet for shop size. So we can build them but they are vehicle power suit size right now.
 
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We don't? How come? They're in the masterlist of naval techs to implement - was that a mistake?

Probably a mistake. The tech writeup says that Ultramar only has battle suit sized ones.

Dark Matter Reactors
A power source utilized by many of the Tau's largest ships and by their most potent battle suits, these devices work by fusing exotic dark matter. Producing seemingly an infinite amount of controlled power Ultramar made it a priority to capture examples of these and probe their secrets, finally succeeding in replicating them only a century ago. What they found is that aside from expense and danger, these devices are a flat upgrade from the more traditional plasma reactors, requiring minimal amounts of fuel, but offering immense power. Currently Ultramar (ironically) only has access to battle suit sized reactors which they now use in the construction of their most prized relic armours. In terms of utility, while superior to a plasma reactor of seemingly any type as well as being incredibly stable by most standards they do not produce as much energy as an annihilation reactor. The difference seems to be a balance of control vs power. While very stable if a Dark Matter reactor goes critical and detonates then it will erupt outward in an all-consuming wave. When it retreats all within the radius seems to have been wiped from existence.
 
Once you exclude SMs who have issues with Alkahestry, the amount of non-Avernus combat heroes in the Trust can be counted with a hand: Surt, Prime Paladis (due to die).

Apart from Alkahestrical Juvenat, or something like Alkahestry Last Hunters or Thunder Warriors there aren't exactly export options.
That we know of. We are told of pretty much only the Paragons. And by exporting I meant to humanity at large, high end treatments to a handful of heroes a decade, so the pool of heroes that could benefit is almost certainly far greater than we could ever supply.

Good point on Juvenat though, that would be an effective boost to heroes too, though more the combat ones. I could support that.


Going over your plan again (I like the changes):
1. Special-Issue Impalers (8 years)
Does not seem high priority at all, unless its for budgetary reasons I would much rather implement a tech or another warbeast if there are any left. But not strongly opposed.

Regarding Diplomacy, as you included actions conditional on after the civil war, maybe add calling in a Major Eldar Favor for better warp travel tech? Conditionally.

2. Call in the Nynye Alkahestry Projects - Alkahestry Enchancement to Witch-Finders, Psy-Hunters, Alkahestry Titants - ??? (1 Year)
I assume that this was discussed beforehand, haven't been keeping up for a while, but I don't like the witch finder option. Are we sure its a good idea?

Also, these options look pretty much tailor made to Avernus, which is valid because Alkahestry needs Avernus ingredients but seems like a waste when we could help humanity at large too.

3. Sound Out/Suggest asking Gulliman to improve Trust Logistics as one of the Honorbound Favors. (3~4 Years?)
I am still opposed. I will think about it, but I can't vote for your plan with this right now.

Adding Repair nanites could allow us to use them on Hives and possibly more. They have been a massive help on our voidships.

If the action fails, is it meant to repeat or to be abandoned? A repeat would have higher chance of success barring very low roll if I remember correctly, so adding repeat if failed might be wise.

Oh, almost forgot, we probably really should do the Grand Cruiser Black Ship. Battleships are much harder to make and more expensive, useful but a major stumbling block for even us to build them much less the Major Powers. 5y only if I remember correctly.


The Honorbound prevents me from voting for you currently but otherwise the plan looks great to me.
 
@Enerael given how psykers are about to become a bit of a problem I think you underestimate their utility.

however I also think you considerably over estimate the degree these can go off world in any amount.
 
@Shard 1what are the names of the 3 cities that need to be expanded because I only found 2 named cities?

2 why are you building Gargantuan shipyards we do not need more. Gargantuan shipyards are good for command vessels. We need huge shipyards for battleship, heavy cruisers, and ships those sizes. Also huge shipyards can build battlebarges which we should research since planetary assault is what we are suppose to specialize in.

3 I am wary about doing so many beasts since they seem to use food. Our biggest bottleneck to expanding and growing our population. Population is more important than beasts for thrones and resource gathering.

4 bringing in immigration to the moon will cause our Admech to be less progressive. We should not bring in people but let it grow naturally if we want to keep the Admech going even more liberal.

5 we don't need that many admin shake up after 7 success the chance of success is zero.
 
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@Enerael given how psykers are about to become a bit of a problem I think you underestimate their utility.

however I also think you considerably over estimate the degree these can go off world in any amount.
I might be, which is why I am am not opposed to it, merely don't like it. I did not read the discussions over it (that are sure to exist somewhere here or on Discord), so I can't judge well.

And yeah, I fully expect us only able to ship double digit of such treatments a century or something like that, thus high grade enhancements that we couldn't produce much more of anyway, if even that many. But an option for other human polities to buy something like +1 to every stat for a handful of their greatest heroes seem quite worth it.

Or longer life spans. How much would we be willing to pay to to give Klovis another century for example? Now think of major polity heroes and their impact.

Also, I fully expect us to make more such treatments in the future.

I want to prioritize what benefits humanity the most, not our tiny little corner of it.

Nonetheless, I am willing to vote for a plan without an exportable enhancement.
 
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Divine Technology
Divine Technology

The concordats tech base was forged from dozens of different sources. Xeno tech from countless races mixed together for distribution. Sophont did much of the work creating a unified whole from it, and while the God was slain before it could finish, many of its servitors have been taken in by Faust and continues its work. While much of it is simply inferior to what mankind poses, a number of their technologies may be of use even to those who have begun reclaiming the legacy of the Dark Age of Technology.


Communion Helms: a variation on the MMI of titans, Communion Helms allow multiple pilots to share the burden of commanding a great machine. The device requires those who use it together to share deep bonds of trust and understanding, as their minds will need to work in sync to function, but allow for a seamless pooling of skills, as well as far greater situational awareness. Initially used for allowing mortals to pool their wills to command even the most willful of god machines, the devices use has been expanded. With more minds to share the mental workload, using helms on warmachines that lack a familiar humanoid shape has become possible.

Teutons: humanoid walkers meant to fill the same niche as knights, they use an alternative neural interface to allow any to pilot them. However, this comes at a cost, reducing the walkers responsiveness significantly. As a result Teutons skew more towards long ranged loadouts, as well as being cheaper and weaker than most knights. There are however some exceptions

Jagers: super heavy walkers build using Comunion helms, Jagers are expensive but devastating super heavy warmachines. Coming in a range of sizes, jagers typically fall between large knights and scout titans in size and firepower. Unlike Tutons, the use of comion helms allow them to match, or even exceed that of knigths or titans. Jagesr often carry a larger number of smaller weapons rather than a single large one, the Comunion helms allowing one pilot to focus totally on aiming their many weapons while the other maneuvers into position, or crushes their foes in close combat.

Olympians: massive walkers that incorporate a large amount of xeno tech. They fill the same niche as titans, but are theologically distinct. A somewhat obvious sop to the various admech factions that persist within concordat territory. Typically they use a communion helm rather than typical MMI. Most examples are in the direct service to a god, and carry divine servitores as part of their crew and equipment, but fully mundane models do exist. Absent a gods blessing they are somewhat faster and more nimble than titans, but notably less durable.

Star Mines: a damaged STC fragment held in the vaults of some mino xeno power, the Star Mines of the DaOT where able to pull vast amounts of exotic matter from stars, before condensing it directly into complex forums, filling entire holds with advanced super condutores and stranger things. However, the fragment was badly damaged and the manufacturing plans were completely missing. Even with Ilfeliare personal attention, the concordats creation is a pale shadow of a pale shadow of what the dark age had achieved. Using great magnetic grapples they can pull staggering masses of useful materials out of a star, before condensing it into pure metal for further processing. The staggering energy cost is practical only due to the stations proximity to a star. While a Star Mine will produce a staggering amount of metal, the cost of both creating and maintaining them is equally staggering. The Concordat primarily make use of them to extract materials of psychic worth from a star, and offset their limitations by augmenting them with Ilfeliares blessings and theurgy. Absent this divine meddling, the technology seems primarily useful for settling resource poor regions of space.

Stellar Swarm: a creation of Sophoant and Ilfeliare , and another attempt to draw upon stars. Stellar Swarms are vast swarms of orbital mirrors and power stations. While producing them in the needed amounts takes significant industry, and unbelievable amounts of metal, once a swarm is sufficiently large it can capture staggering amounts of sunlight. Most swarms are fairly small, and serve mostly to aid in the forging of sun related relics, or powering orbital industry, however there are a handful of truly massive swarms within the concordat. In addition to producing staggering amounts of power, large swarms can also direct sunlight to any arbitrary point. Allowing them to act as a potent defensive emplacement, burning away invaders with a suns furry should they dare approach the star. It is said the largest of Stellar Swarms can even be used as a form of climate control, heating or cooling worlds

Nightmare Engines: inspired by Etix, the Nightmare Engines enable a great degree of control over the subjects dreams, allowing them to experience even the harshest physical pain within them. This allows both conditioning, and training to take place while the subject sleeps. Advanced versions allow the sharing of dreams between dozens of individuals, allowng for training in squad tactics and the building of esprit de corpes. However, positive emotions are muted during these seasons

Aether Grinders: one of the greatest work of a now dead blakned, they combined secrets stolen from dozens of fallen forgeworlds to create a weapon against the demonic. Able to tear at the essence of discoprated damons, to power whatever weapon war it is attached to. While they are staggeringly expensive, and of far less effective when not married to divine assistance, they are nevertheless a potent weapon against the pawns of chaos. Able to cripple or even kill any lesser damon that dies within its reach, they instill fear in the otherwise fearless legions of chaos. Even the greatest of their kin are wary of such tools, for should they fall close enough to a grinder they can suffer the same fate as their leasers. However, with their creators Death, no one has yet been able to produce more, despite possessing their makers notes. At present attempts at reverse engineering are ongoing, with a number of powers receiving an offer a joint attempt at recreating these potent weapons.

Auto-Beourocrazy: inspired by Khohthos, Auto-Beourocrazy are a boon to rulers everywhere. Banks of specialized Cogitators, if provided sufficient information, they are able to crudely model the behavior of organizations. Despite providing only general predictions, they are immensely valuable both for understanding and managing such organizations. While they are unable to meaningfully model individual leaders, they can easily predict the pressures exerted on them by the organizations they command. This can be used both to manage and manipulate the organizations, increasing administrative efficiency and providing early warning should an organization's structure be encouraging corruption.

Stalhrim: a strange metallic ice, the secret of Stalhrim was one of the earliest boons won from the Dominion of the Longest Night. Partially psychic in nature, properly creating it requires either the attention of a psychic artisan, or letting it sit in the tomb of a true hero. Stalhrim is harder than admant and seems to simply unmake heat. Despite this, prolonged exposure to above freezing temperatures can cause gradual degradation, making maintaining Stalhrim a never ending trial. As expected, it is extremely well attuned to the Longest Nights nature, resonating with purity cold and tribulation to varying degrees.

Unbinding Sigil: a collaboration between Zahhak and Adashi, the Unbinding Sigil is an extraordinarily dangerous but effective weapon. Each one is the result of years of exacting rituals and divine blessings from both gods, and calls upon the domains of both. Once detonated the weapon enables any warp entity within its radius too far more easily break bindings of any sort. The result of this when used upon chaos forces is often bloody anarchy, as countless bound damons rebel and devour their former masters. However, whether this is an improvement or not is often an open question. At best the result is two foes who cripple each other, at worst it results in a soul fatted demonic legion where a much weaker mortal army once stood.

Giga Freighters: an invention inspired by urgar, and created in an attempt to curry favor with the tau empire. meant to take advantage of the ether drive, Giga Freighters are exactly what they sound like, staggeringly massive transport ships. Despite their simplicity, they are masterfully designed. Achieving fantastic power and fuel efficiencies for their size. In addition to this, they are semi modular. Up to four can be linked together to pool their holds with only limited yard time. While this vastly reduces fuel efficiency, and increasing the rate of wear and tear, it enables the transportation of massive objects. Famously allowing a small hive to be shipped intact to its destination.

Crown of Command: a psytech device inspired by yahron, the crown is a potent device intended to assist in command. In addition to making its wearing seem more authoritative, it can be used to fill ones commands with authority at the cost of draining its battery and leaving it inactive for a day. It is often used to steel the spines of a wavering unit, ensuring that their discipline will not break until the last man falls.

Beckoning Engines: initially created by sophant, they were reverse engineered by the mortal followers of zared after its death. These devices are able to conduct simple summoning rituals, tearing open gates into the warp to allow specific entities through. While psykers are still need to operate them, they allow even those unskilled in summoning to call, if not necessarily bind, warpspawn. Many of zareds mercenaries have standing prices to react to a Beckoning Engines call, and he has done much to propagate the design. However, at present the extreme complexity of the design limits their deployment, and efforts to simplify them have met with failure.

Singula Smitheries: inspired by Valanar these hyperspecialized forges greatly assist in the production of mastercrafted or even relic gear within their narrow preview. Each one is a custom built forge able to greatly ease the creation of masterworks and relics of a single type. For example, one may be able to forge power swords, or plasma pistols, or only a specific kind of power armor. Complex items such as vehicles or macro weaponry require multiple synchronized forges to create. The existence of these forges has allowed the concordat to supply their most elite forces with a surprising amount of relics, as well as greatly streamlining the production of their most advanced technology. A version directly tied to Valanar exists that draws on the mythos of enslavement, allowing his priests to draw directly on his story to aid in their forging. though this is draining and dangerous as the more they draw upon his legend the more they are subjected to his suffering. it has been theorized that this function could be recreated with secular psytech, and efforts to do so are ongoing.

Golachab Flamer: a line of flamers created in the kingdom of Zaghâsh, the Golachab Flamers are though psychic rituals aligned to Death and Fire. while expensive, the result is flames that burn with far more than physical heat. Consuming the flesh of demons as if it was dry wood, and tearing at even imaterial constructs. Burning away wards and profane workings. Some have compared it to the rare relics known as Incinerators, though Golachab Flamers are far from a match to those rare and precious relics, however unlike those lost artifacts Golachab flames and their fuel can be manufactured by psykers who know the secret of their creation, even absent a gods blessing, albeit at significant cost.

Geobulwark: derived form sidl technology by ruick, this device enables fortifications to ground vast amounts of energy into the surrounding landscape. Shifting damage from the city to the world around it. While this vastly increases the durability of a fortification, it does mean even a moderately intense attack can devastate the biosphere fore kilometers in every direction, with intense bombardment leaving the nearby territory a sinkhole filled wasteland.

Trail Breakers: vast super heavy vehicles, each the size of a capitol imperialis, these are not truly weapons of war but tools of industry. Each carries a fleet of mining vehicles and and compact manufacturing centers. A half dozen of them can construct a fortress city in short order with only minimal support, so long as the world they are upon has sufficient reserves of metals to feed their appetites. They can also be used as mobile logistical centers, melting battlefield scarp down into new war material to fuel a campaign.

@Durin that god-tech omake.
 
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@Shard 1what are the names of the 3 cities that need to be expanded because I only found 2 named cities?

2 why are you building Gargantuan shipyards we do not need more. Gargantuan shipyards are good for command vessels. We need huge shipyards for battleship, heavy cruisers, and ships those sizes. Also huge shipyards can build battlebarges which we should research since planetary assault is what we are suppose to specialize in.

3 I am wary about doing so many beasts since they seem to use food. Our biggest bottleneck to expanding and growing our population. Population is more important than beasts for thrones and resource gathering.

4 bringing in immigration to the moon will cause our Admech to be less progressive. We should not bring in people but let it grow naturally if we want to keep the Admech going even more liberal.

5 we don't need that many admin shake up after 7 success the chance of success is zero.
2. Is there a tier of shipyard beyond Gargantuan, perhaps? Or maybe more gargantuan shipyards will allow to manufacture huge shipyards even more quickly?
3. To be fair, Shard has also signed up to research food production, and IIRC Durin already said that the additional 20% bonus to food production should get us to break even, even with the beasts. You could double check on discord though.
4. Immigration will make our admech less progressive, but not disastrously so. It won't affect what we can do - both making use of xenotech, and innovating more, will be fine. On the other side of the political dimension is that a larger population will allow us to manufacture a lot more resources, and will go some way to closing our deficit on its own.
 
Divine Technology

The concordats tech base was forged from dozens of different sources. Xeno tech from countless races mixed together for distribution. Sophont did much of the work creating a unified whole from it, and while the God was slain before it could finish, many of its servitors have been taken in by Faust and continues its work. While much of it is simply inferior to what mankind poses, a number of their technologies may be of use even to those who have begun reclaiming the legacy of the Dark Age of Technology.


Comunion helms: a variation on the MMI of titans, Comunion helms allow multiple pilots to share the burden of commanding a great machine. The device requires those who use it together to share deep bonds of trust and understanding, as their minds will need to work in sync to function, but allow for a seamless pooling of skills, as well as far greater situational awareness. Initially used for allowing mortals to pool their wills to command even the most willful of god machines, the devices use has been expanded. With more minds to share the mental workload, using helms on warmachines that lack a familiar humanoid shape has become possible.

Teutons: humanoid walkers meant to fill the same niche as knights, they use an alternative neural interface to allow any to pilot them. However, this comes at a cost, reducing the walkers responsiveness significantly. As a result Teutons skew more towards long ranged loadouts, as well as being cheaper and weaker than most knights. There are however some exceptions

Jagers: super heavy walkers build using Comunion helms, Jagers are expensive but devastating super heavy warmachines. Coming in a range of sizes, jagers typically fall between large knights and scout titans in size and firepower. Unlike Tutons, the use of comion helms allow them to match, or even exceed that of knigths or titans. Jagesr often carry a larger number of smaller weapons rather than a single large one, the Comunion helms allowing one pilot to focus totally on aiming their many weapons while the other maneuvers into position, or crushes their foes in close combat.

Olympians: massive walkers that incorporate a large amount of xeno tech. They fill the same niche as titans, but are theologically distinct. A somewhat obvious sop to the various admech factions that persist within concordat territory. Typically they use a communion helm rather than typical MMI. Most examples are in the direct service to a god, and carry divine servitores as part of their crew and equipment, but fully mundane models do exist. Absent a gods blessing they are somewhat faster and more nimble than titans, but notably less durable.

Star mines: a damaged STC fragment held in the vaults of some mino xeno power, the Star Mines of the DaOT where able to pull vast amounts of exotic matter from stars, before condensing it directly into complex forums, filling entire holds with advanced super condutores and stranger things. However, the fragment was badly damaged and the manufacturing plans were completely missing. Even with Ilfeliare personal attention, the concordats creation is a pale shadow of a pale shadow of what the dark age had achieved. Using great magnetic grapples they can pull staggering masses of useful materials out of a star, before condensing it into pure metal for further processing. The staggering energy cost is practical only due to the stations proximity to a star. While a Star mine will produce a staggering amount of metal, the cost of both creating and maintaining them is equally staggering. The Concordat primarily make use of them to extract materials of psychic worth from a star, and offset their limitations by augmenting them with Ilfeliares blessings and theurgy. Absent this divine meddling, the technology seems primarily useful for settling resource poor regions of space.

Stellar Swarm: a creation of Sophoant and Ilfeliare , and another attempt to draw upon stars. Stellar Swarms are vast swarms of orbital mirrors and power stations. While producing them in the needed amounts takes significant industry, and unbelievable amounts of metal, once a swarm is sufficiently large it can capture staggering amounts of sunlight. Most swarms are fairly small, and serve mostly to aid in the forging of sun related relics, or powering orbital industry, however there are a handful of truly massive swarms within the concordat. In addition to producing staggering amounts of power, large swarms can also direct sunlight to any arbitrary point. Allowing them to act as a potent defensive emplacement, burning away invaders with a suns furry should they dare approach the star. It is said the largest of Stellar swarms can even be used as a form of climate control, heating or cooling worlds

Nightmare engines: inspired by Etix, the nightmare engines enable a great degree of control over the subjects dreams, allowing them to experience even the harshest physical pain within them. This allows both conditioning, and training to take place while the subject sleeps. Advanced versions allow the sharing of dreams between dozens of individuals, allowng for training in squad tactics and the building of esprit de corpes. However, positive emotions are muted during these seasons

Aether grinders: one of the greatest work of a now dead blakned, they combined secrets stolen from dozens of fallen forgeworlds to create a weapon against the demonic. Able to tear at the essence of discoprated damons, to power whatever weapon war it is attached to. While they are staggeringly expensive, and of far less effective when not married to divine assistance, they are nevertheless a potent weapon against the pawns of chaos. Able to cripple or even kill any lesser damon that dies within its reach, they instill fear in the otherwise fearless legions of chaos. Even the greatest of their kin are wary of such tools, for should they fall close enough to a grinder they can suffer the same fate as their leasers. However, with their creators Death, no one has yet been able to produce more, despite possessing their makers notes. At present attempts at reverse engineering are ongoing, with a number of powers receiving an offer a joint attempt at recreating these potent weapons.

Auto-Beourocrazy: inspired by Khohthos, Auto-Beourocrazy are a boon to rulers everywhere. Banks of specialized Cogitators, if provided sufficient information, they are able to crudely model the behavior of organizations. Despite providing only general predictions, they are immensely valuable both for understanding and managing such organizations. While they are unable to meaningfully model individual leaders, they can easily predict the pressures exerted on them by the organizations they command. This can be used both to manage and manipulate the organizations, increasing administrative efficiency and providing early warning should an organization's structure be encouraging corruption.

Stalhrim: a strange metallic ice, the secret of Stalhrim was one of the earliest boons won from the Dominion of the Longest Night. Partially psychic in nature, properly creating it requires either the attention of a psychic artisan, or letting it sit in the tomb of a true hero. Stalhrim is harder than admant and seems to simply unmake heat. Despite this, prolonged exposure to above freezing temperatures can cause gradual degradation, making maintaining Stalhrim a never ending trial. As expected, it is extremely well attuned to the Longest Nights nature, resonating with purity cold and tribulation to varying degrees.

Unbinding Sigil:a collaboration between Zahhak and Adashi, the unbinding Sigil is an extraordinarily dangerous but effective weapon. Each one is the result of years of exacting rituals and divine blessings from both gods, and calls upon the domains of both. Once detonated the weapon enables any warp entity within its radius too far more easily break bindings of any sort. The result of this when used upon chaos forces is often bloody anarchy, as countless bound damons rebel and devour their former masters. However, whether this is an improvement or not is often an open question. At best the result is two foes who cripple each other, at worst it results in a soul fatted demonic legion where a much weaker mortal army once stood.

Giga freighters: an invention inspired by urgar, and created in an attempt to curry favor with the tau empire. meant to take advantage of the ether drive, Giga freighters are exactly what they sound like, staggeringly massive transport ships. Despite their simplicity, they are masterfully designed. Achieving fantastic power and fuel efficiencies for their size. In addition to this, they are semi modular. Up to four can be linked together to pool their holds with only limited yard time. While this vastly reduces fuel efficiency, and increasing the rate of wear and tear, it enables the transportation of massive objects. Famously allowing a small hive to be shipped intact to its destination.

Crown of command: a psytech device inspired by yahron, the crown is a potent device intended to assist in command. In addition to making its wearing seem more authoritative, it can be used to fill ones commands with authority at the cost of draining its battery and leaving it inactive for a day. It is often used to steel the spines of a wavering unit, ensuring that their discipline will not break until the last man falls.

Beckoning engines: initially created by sophant, they were reverse engineered by the mortal followers of zared after its death. These devices are able to conduct simple summoning rituals, tearing open gates into the warp to allow specific entities through. While psykers are still need to operate them, they allow even those unskilled in summoning to call, if not necessarily bind, warpspawn. Many of zareds mercenaries have standing prices to react to a beckoning engines call, and he has done much to propagate the design. However, at present the extreme complexity of the design limits their deployment, and efforts to simplify them have met with failure.

Chain forges: a command scheme for forging exotic technologies based on sidil psytech. Chain forges allow a single master to link his mind to a dozen lesser artisans, using them as proxies. While the level of control the master has is not sufficient to make the most advanced of components, it does enable him to use the less skilled hands of others to produce exotic technologies. While the master can override the wills of his subordinates, the device works best when all are willing. Student smiths allowing the master to use their hands so they may learn. The device has seen wide scale use among the concordat, allowing them to field some of their most advanced technology in greater numbers than expected.

Golachab Flamer: a line of flamers created in the kingdom of Zaghâsh, the Golachab flamers are though psychic rituals aligned to Death and Fire. while expensive, the result is flames that burn with far more than physical heat. Consuming the flesh of demons as if it was dry wood, and tearing at even imaterial constructs. Burning away wards and profane workings. Some have compared it to the rare relics known as Incinerators, though Golachab flamers are far from a match to those rare and precious relics, however unlike those lost artifacts Golachab flames and their fuel can be manufactured by psykers who know the secret of their creation, even absent a gods blessing.

Geobulwark: derived form sidl technology by ruick, this device enables fortifications to ground vast amounts of energy into the surrounding landscape. Shifting damage from the city to the world around it. While this vastly increases the durability of a fortification, it does mean even a moderately intense attack can devastate the biosphere fore kilometers in every direction, with intense bombardment leaving the nearby territory a sinkhole filled wasteland.

Trail breakers: vast super heavy vehicles, each the size of a capitol imperialis, these are not truly weapons of war but tools of industry. Each carries a fleet of mining vehicles and and compact manufacturing centers. A half dozen of them can construct a fortress city in short order with only minimal support, so long as the world they are upon has sufficient reserves of metals to feed their appetites. They can also be used as mobile logistical centers, melting battlefield scarp down into new war material to fuel a campaign.

@Durin that god-tech omake.
So, first things first, I like the omake and think it's a cool addition.

However, I thought I'd also point out a few typos, some of which I'm admittedly not sure if they are deliberate or not. Is Auto-Beourocrazy meant to be Auto-Bureacracy? Are Comunion helms meant to be Communion Helms? Are Jagers meant to be jaegers? Just as an additional note, it seems a bit inconsistent that the second words of some of these names aren't capitalised, while others are. Is there any particular reason, or is this just an oversight?
 
2. Call in the Nynye Alkahestry Projects - Alkahestry Enchancement to Witch-Finders, Psy-Hunters, Alkahestry Titants - ??? (1 Year)

So, I kind of would like to hold on at least one super soldier project for the Thunder Warriors. Yes, I know you're not a fan, but if we end up fixing some of the flaws then it might be a better investment given that we'll end up having to spending Telepathica actions to enhance them even further. We are also using Thunder Warriors for Psy-Hunters, so it seems like it'd be a good place to start with improving our existing Psy-Hunter super soldiers rather than trying to make a separate set.
 
2. Is there a tier of shipyard beyond Gargantuan, perhaps? Or maybe more gargantuan shipyards will allow to manufacture huge shipyards even more quickly?
3. To be fair, Shard has also signed up to research food production, and IIRC Durin already said that the additional 20% bonus to food production should get us to break even, even with the beasts. You could double check on discord though.
4. Immigration will make our admech less progressive, but not disastrously so. It won't affect what we can do - both making use of xenotech, and innovating more, will be fine. On the other side of the political dimension is that a larger population will allow us to manufacture a lot more resources, and will go some way to closing our deficit on its own.
2 colossal is the shipyard bigger but durin is increasing the price of shipyards and ships. Also really the only one that can afford to do it are Vanahiem and Midgard with support from the trust. The colossal come with a huge cost attached to them.
3. As our population grows we will need more food . In the future we will have more people and need more food. Every beast is less food for the future population.
4 I want our Admech to become even more progressive so we can do even more. Let's not go back by allowing more conservative people to effect us.
 
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So, first things first, I like the omake and think it's a cool addition.

However, I thought I'd also point out a few typos, some of which I'm admittedly not sure if they are deliberate or not. Is Auto-Beourocrazy meant to be Auto-Bureacracy? Are Comunion helms meant to be Communion Helms? Are Jagers meant to be jaegers? Just as an additional note, it seems a bit inconsistent that the second words of some of these names aren't capitalised, while others are. Is there any particular reason, or is this just an oversight?

Comunion Helms are ment to be Communion, the rest is the standard slight spelling change of most warhammer words, and the capitalization thing was just an oversight.
 
Ketavee, the Oracle World
Thank you to @random_npc for helping with the omake.

@Durin
-----------

Ketavee, the Oracle World
Segmentum: Tempestus
Forge World +6
Barren -3
Geologically Unstable -2
Dangerous region - there are Orks (-4), pirates (-1), Chaos (-3) in the sector
Good neighbourhood +2
Ties with the eldar +2
Military Specialisation (x4 Logis Prophecy) +8
Industrious- Boost to productivity and resources gathered


The Adeptus Mechanicus prizes all knowledge, going to great lengths to catalogue data of all kinds and seeing even the most inconsequential of trivia as small pieces of holy knowledge. It's this dogmatic imperative that has given rise to one of the youngest yet most important forge worlds of the Forge-Empire of Callamus, Ketavee.

Ketavee is one of those worlds that was founded by order of the Fabricator-General of Callamus to optimise the advantages the Machine God deigned to bless the Forge-Empire with in the Grand Conclave. The then-empty world of Ketavee was given over to the Magi Logis, the analysts and statisticians of the Mechanicus, under whose providential guidance the colonists would transform it into the Forge-Empire's centre of logis prohesysing.

The planet is nearly entirely dedicated to its task of cyber-divination. Data looms and cogitator stacks as tall and wide as Emperor Titans litter gigantic facilities wherein swarms of Logis tech priests collect, process, and organise astronomical reams of raw information. Indeed, the reach of the Katavee project extends far beyond the planet itself or even its solar system; across the entirety of the multi-sector polity of the Forge-Empire, tech priests are obligated to tithe a copy of all the data they collect to Ketavee. This colossal endeavour allows Ketavee to fabricate trillions of prognostications a second, their average quality matched by only a tiny handful of human realms and their quantity matched by none. This has benefited the Forge-Empire of Callamus in countless ways through forecasting events to come, deciphering the state of unclear situations, and uncovering secrets hidden from the lords of Callamus.

Ketavee requires a vast amount of power in order to conduct its prognostications, something that was known even prior to the planet's colonisation. So large was the predicted energy draw that prior to colonisation, the tech priests annihilated the planet's crust just so they could gain direct, maximally efficient access to the planet's energy-rich geothermal interior. Such an action did however make the planet somewhat geologically unstable, greatly increasing the labour and materials required to cushion the logis prophesysing apparatus from the geological activity, which might otherwise interfere with its calculations.

With Ketavee's policy of importing as much data as it can, it is inevitable that some of it will be damaging to mind, machine, spirit, and soul. The scrap code of the Dark Mechanicus is the most obvious and expected of such dangers, but others await. To combat this threat, a million code praetors and hosts of data-sentinels scour imported data packets for these threats, and hexagrammatic logic gates and quarantine auto-catechisms ensure that in the event that anything gets past the planet's guardians, the damage that can be done will be limited.

The solar system Ketavee resides in had been inhabited and developed prior to Ketavee's founding, but upon the Fabricator-General's proclamation they would undergo rapid further development so they could provide for and guard the Oracle World on their own. Three terrestrial worlds serve Ketavee in this manner, as well as a gas giant and its moons.

The vassal planets provide Ketavee with nearly everything it needs, from food, materials, and military aid, but by far their greatest export to their liege world is promethium. Even with Ketavee's geothermal energy production, the planet cannot meet its energy demands on its own. The terrestrial worlds and asteroids are constantly mined for whatever fuel they can provide; fleets of Goliath ships siphon the system's star of sunmatter to supply Ketavee's plasma reactor; the lightning storms that rage across the gas giant's surface are channelled by the motive mastery of the electro-priesthood into Titan-sized batteries, or else are left alone so their antimatter emissions can be captured to fuel some of the Forge-Empire's first antimatter reactors. In both Ketavee itself and on the other worlds, a common punishment a criminal is forced to suffer is to have their bio-electricity drained to just above the point of permanent damage, then after they recover and if the crime warrants additional punishment, they are subjected to the same punishment again, and possibly more times. For the worst crimes, those that in other Mechanicus domains may warrant death or conversion into a servitor, the perpetrators are instead chemically and surgically transformed into bloated, living generatoriums. Kept alive and fattened on a steady stream of high-density nutrient paste, these slave-reactors will spend the rest of their lives providing Ketavee with power, and so benefit the species whose survival they sought to undermine.

***
The Convocation of Pythia

By far the most potent ability of Ketavee is the ability to conduct a grand ritual of enormous magnitude known as the Convocation of Pythia, capable of providing an auspication of the future of such scale and accuracy that it can be matched by only the greatest mortal psykers. Between the necessary preparations and the actual conducting of the ritual, during the latter of which Ketavee cannot conduct its usual logis prophesysing, it takes twelve months to complete. The entirety of the planet's logis prophesysing apparatus is bent to the scrying of a single objective, every iota of quantum computing power and logical deduction and every tiny scrap of data is superimposed into a single quantum superposition of pure knowledge, the enlightening hypersphere of information flooding the Noosphere with rivers of super-dense information concentrate. Alongside this creation of new knowledge, an army of tech priests strain their sensory-recording augmetics to their limits to capture and process the primordial torrent before it can drain into the void. Behind them are reserves who immediately take the place of those who, awestruck at the sheer majesty of the data rush, fall to temptation and experience the complete incineration of their synapses and cognitive circuitry as they deactivate their inload limiters. After the ritual's completion, all that remains is for the newly-created information to be processed and analysed by the forge world.

Unfortunately, the Convocation of Pythia can be conducted only once every sixty-four months because of the cost in energy, labour, lives, and for arcane techno-theological reasons related to the ritual itself. When measured against the sheer strategic boon it provides, it means it cannot be conducted frivolously, lest it be unavailable during an emergency when it's required. As a result, the authority to order its conduction lies not with the Supra-Interpreter*, but to the Fabricator-General of Callamus themselves.
*The ruler of Ketavee

***
Military

Because of Ketavee's absolute dedication to its purpose, it has very limited space and power for fortifications and defensive emplacements, and cannot produce war materiel of any significant amount. The entirety of the planet's defences are lent by its vassal worlds and from the greater Forge-Empire. Without this aid, the planet would surely have already fallen to one of the multiple attacks it has already suffered. Ketavee has aided during such attacks however, simply not with home-grown military force. The Ketavee System is littered with sensor buoys and augury stations to extract as much raw data as exists within the system and feed it to Ketavee, whose subsequent logis-prophecies will give the system's defenders a vast advantage over their foes.

Even when not under attack, the Ketavee System's military is always active.

To begin with, Ketavee has a compact with the Empire of Ashes, providing them with Ketavee's legions and battle congregations for use in their wars. In exchange, the Empire provides them with an equivalent amount of the data they so desire, and put them in contact with other polities who can provide them with yet more data. So does Ketavee's knowledge base grows, and with it, their ability divine the truth both nearby and beyond in the wider galaxy grows.

As a result of Ketavee's massive, unending thirst for power, the Fulgurites have become the completely dominant faction of Luminen on Ketavee. They are eternally crusading beyond Ketavee's borders, their sacred purpose to seize the free life energy bound by Callamus' enemies and send the stolen animus to Ketavee, where it can be turned to the Omnissiah's holy work. The Fulgurite electropriests have stripped the bioelectricity from hordes of mutants, orks, and Chaos cultists in the course of this holy work, and in the wake of these devotees to the Motive Force, entire cities and ships lay discarded as nought but cold, forever dark tombs.

Ketavee's smallest projection of force, but by far the most important, is the military actions it enacts on the planet itself. Cults and terror cells do occasionally arise--whether from Chaos, Logis clades falling into violent, nihilistic despair from learning too much about the state of the galaxy, or some other reason that drives them to treason--and while hacno-cellular mandatum divisions ensure they cannot immediately compromise too much of Ketavee's functions, they pose a vital risk if left unchecked.
 
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*Goes to sleep*

*All the suggestions*
Admin-
I am more than a bit torn here for nurgle I really want those ion defences, the future implication of plant defence is really interesting, not sure on the efficiency of admin over education so I can't comment on that but having both seems like a good idea. However, I am really not sure those hives are needed dis is getting a huge upgrade in pop and everything so I don't see the need.
On shards side, I believe he does all 3 hive expansion rather than the 2 nugle does. While the extreme focus on education actions may be oversaturation I again don't know the efficiency so maybe we can just relay on the admin honour-bound Secundus favour to do it instead. This may also be a good focus given the last trade showed our economy was sort of having issues.
In the end, while nurgle has interesting stuff and shard may have potentially necessary stuff I don't know the numbers well enough to give a decisive answer.
Tie
It's to plug in the Thrones Hole we have. On average, 0.5 Billion extra income per action.

The Hives are completely unneeded. Avernus won't fill up for at least the next century and a half. Possibly two centuries. Also from an efficiency standpoint it's far better to expand existing hives than to build new hives: It's cheaper, takes less time, and has less maintainence costs. The final factor is somewhat counteracted by producing less resources per person, but them's the breaks.

I'll add in the Ion and Plant defences. They don't cost EM.
Ridcully- Both do the important klovis and ritual thing after that there is some divergence. Just want to say @Shard could you please put 1-3 divinations for rotbart I understand that it is somewhat inefficient for favours but Jesus I would prefer an alive Rothbart over the efficiency for my sake of mind and a long term hero. Other than that I do prefer Shards overall as it starts us off on the laws of the warp research we really need to do. While some of the exact topics of nurgles divinations are good and interesting I don't think they are worth delaying that research even more.
If there is desire to avoid Rotbart dying from campaigning for the Eldar (2% per action), a far superior option is to not send Rotbart campaigning for the Eldar. It's also the option I am most open to removing. Like, it costs about a Trillion Thrones in lost income! Ouch!
Does not seem high priority at all, unless its for budgetary reasons I would much rather implement a tech or another warbeast if there are any left. But not strongly opposed.

Regarding Diplomacy, as you included actions conditional on after the civil war, maybe add calling in a Major Eldar Favor for better warp travel tech? Conditionally.
I mostly want to get the Impalers done because it has been nagging forever. It's entirely removable.
I assume that this was discussed beforehand, haven't been keeping up for a while, but I don't like the witch finder option. Are we sure its a good idea?
One of the few/only options which could improve Chaos Psyker %. Other good options: Juvenat, TWs, LHs, keeping in reserve.
Adding Repair nanites could allow us to use them on Hives and possibly more. They have been a massive help on our voidships.

If the action fails, is it meant to repeat or to be abandoned? A repeat would have higher chance of success barring very low roll if I remember correctly, so adding repeat if failed might be wise.
Most likely, we'll have to do both Hives and Repair Nanites to get such an option. I don't remember the difficulty of repair nanites so I am slightly leery of the option.
Oh, almost forgot, we probably really should do the Grand Cruiser Black Ship. Battleships are much harder to make and more expensive, useful but a major stumbling block for even us to build them much less the Major Powers. 5y only if I remember correctly.
I suppose it can be done. It would definitely slow down research though.
@Shard 1what are the names of the 3 cities that need to be expanded because I only found 2 named cities?

2 why are you building Gargantuan shipyards we do not need more. Gargantuan shipyards are good for command vessels. We need huge shipyards for battleship, heavy cruisers, and ships those sizes. Also huge shipyards can build battlebarges which we should research since planetary assault is what we are suppose to specialize in.

3 I am wary about doing so many beasts since they seem to use food. Our biggest bottleneck to expanding and growing our population. Population is more important than beasts for thrones and resource gathering.

4 bringing in immigration to the moon will cause our Admech to be less progressive. We should not bring in people but let it grow naturally if we want to keep the Admech going even more liberal.

5 we don't need that many admin shake up after 7 success the chance of success is zero.
2. I'm sorry, are you saying we have enough dakka? The Imperial Trust has enough Dakka? Did you forget about how our fleets got savaged in Grabakr?
3. I've already adressed this. Repeatedly.
4. You should talk to the one who raised the immigration idea about this.
5. The odds of succeeding 7 times in a row is also near-zero.
And yeah, I fully expect us only able to ship double digit of such treatments a century or something like that, thus high grade enhancements that we couldn't produce much more of anyway, if even that many. But an option for other human polities to buy something like +1 to every stat for a handful of their greatest heroes seem quite worth it.

Or longer life spans. How much would we be willing to pay to to give Klovis another century for example? Now think of major polity heroes and their impact.

Nonetheless, I am willing to vote for a plan without an exportable enhancement.
I note that if, in the highly likely event that they require Avernus-only reagents, they will in fact be painfully limited.
So, I kind of would like to hold on at least one super soldier project for the Thunder Warriors. Yes, I know you're not a fan, but if we end up fixing some of the flaws then it might be a better investment given that we'll end up having to spending Telepathica actions to enhance them even further. We are also using Thunder Warriors for Psy-Hunters, so it seems like it'd be a good place to start with improving our existing Psy-Hunter super soldiers rather than trying to make a separate set.
I suppose.

Please poke @Shard if he missed you.
 
@Shard ok first I did not bring up bring up immigrant for the Hives, so I don't know where you got that.

2 if you must do actions do more education actions. Admin shakeup has diminishing turns faster than education does.

3 as for fleets we don't build command ships and above. Which Gargantuan ships are for. We build battle ships which battle barges are considered. Also you don't design battle barges which our fleet will need since we are suppose to specialize in planetary assault.
 
If there is desire to avoid Rotbart dying from campaigning for the Eldar (2% per action), a far superior option is to not send Rotbart campaigning for the Eldar. It's also the option I am most open to removing. Like, it costs about a Trillion Thrones in lost income! Ouch!
For rotbarts campaigning with the eldar I am fairly sure the biggest draw for most of us is the experience, perspective and trait gain he may see. He has reached the point where not being in big situations will get him nothing and I believe the eldar are currently the best way to do that. In perspective he may see things that may give him new proposals ideas.

For me the eldar favours he wins by going are not really the main draw and are just a nice bonus.

This still means I see no reason in not minimising his odds of death with 1 or 2 divinations.
 
Does anyone think inviting tormund along for the elder trip would be a good idea? It could be father-son bonding time, and perhaps he can make some new friends and pick up some skills.
 
Does anyone think inviting tormund along for the elder trip would be a good idea? It could be father-son bonding time, and perhaps he can make some new friends and pick up some skills.
Last I heard he was settling down to become an administrator. I don't think he would be to up to a righteous quest to kill stuff.

I also doubt the eldar want his kind of luck within the web way in the state it's in.
 
For rotbarts campaigning with the eldar I am fairly sure the biggest draw for most of us is the experience, perspective and trait gain he may see. He has reached the point where not being in big situations will get him nothing and I believe the eldar are currently the best way to do that. In perspective he may see things that may give him new proposals ideas.

For me the eldar favours he wins by going are not really the main draw and are just a nice bonus.

This still means I see no reason in not minimising his odds of death with 1 or 2 divinations.
The big benefit is getting an Eldar Minor which can be used to boost Avernus or Avernus' heroes specifically. I'm just really opposed to spending precious galaxy-changing greater divinations the Eldar pay valuable minor favors for on.. an action the Eldar pay valuable minor favor(s) for.

Also the death rate.. can also be altered by omakes 'to an extent' according to Durin. I assume this means it can be reduced to 1% (from 2%), which is about as good as it gets anyway, since no re-rolls are allowed.
 
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