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
anybody wanna omake a IC story of half of EVERYBODY'S fleets suddenly disappearing, in particular people's reactions to it?:p

I'm now imagining the rest of the galaxy glaring at the Blood Ravens accusingly:

***********************

Blood Ravens: "Why is everyone looking at us for? We had absolutely nothing to do with this. You're doubting us? That's- pretty fair actually. But we swear we had nothing to do with this! After even we the Blood Raven's had half our own fleets stolen! While we have no idea who could have done this it is impossible to deny that whoever did this were obviously quite talented with skills out of legends themselves- Okay why are you giving us that look? What, we can't appreciate such obvious mastery of theft ourselves?"
 
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Lulana advise on Titants:

1. Avoid Rare species. Creating a Titant out of them is challenging.
2. Avoid the more psychic species. External power don't often scale up.

Good Options:

1. Phase Tigers. Phasing is an internal ability. We have tamed them, so supply will be very good.
2. Bolehs Spider. No psychic capability. Morale issues. Easily mass produced.
3. Sluggish Sloth. Internal Biomancy 'storing' up power. Short-Lived Murderblender option?
4. Salamanders. Looks scalable enough. Land-Dragons, Anti-Siege. Not-Psychic(?)
5. Razordon. Generally good all-round option. As (weaker?) Bolehs Spider but without morale issues. Non-Psychic
6. Cold One. Obligatory actual Dinosour option. Non-Psychic.
 
Tamia: (50)
1. Research (Shrine Fairies, Cleaners, Norn Queen, Draining Rabbit, Bloom Bees, Sphinx, Spiderbane Dragonfly) - DOUBLE DOWN ALL 7
2. Examine (Rune of Wind, Rune of Lightning, Rune of Ice, Stability Rune , Rune of Reinforcement, Inverted Rune of Focus, Inverted Rune of Power) DOUBLE DOWN ALL 7
3. Anti-Changer of Ways Powers: Banishing - DOUBLE DOWN
4. Anti-Abomination Powers: Banishing - DOUBLE DOWN
5. Anti-Dark Prince Powers: Grand Banishing - DOUBLE DOWN
6. Anti-Dark Prince Powers: Grand Countering - DOUBLE DOWN
Suggest swapping out the elemantal rune options for more anti chaos frequencies since those are going to be extremely important thanks to the ritual coming up.
 
Suggest swapping out the elemantal rune options for more anti chaos frequencies since those are going to be extremely important thanks to the ritual coming up.
My plan does all the current ones even the Grand ones for Nurgle, as well as starting the Chaos anti frequency quest line. Anything you want change I am willing to listen to if you have a good reason.
 
@Shard do you think looking into conceptual bonding might be worthwhile?


Research: Conceptional Bonding: First Stage – Recently it has been found that Truesteel works by somehow permanently bonding the concept of steel to metal. Given that conceptional bonding is considered to be highly unstable and requires constant attention from a skilled Psyker to maintain, the fact that a stable form of it exists is highly interesting, among other reasons because it was believed to be impossible. Tamia thinks that if she spends a decade or so studying Truesteel she will learn more about how it works; not nearly enough to replicate the feat but still enough to be of great use. She mentions that among other uses any more information on this subject may be useful in working out how to copy the power that Island Turtles use, which would be invaluable.

Time: 12 years
Chance of Success: 25% (uses learning)

this just screams start of a useful chain to me.
 
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Suggest swapping out the elemantal rune options for more anti chaos frequencies since those are going to be extremely important thanks to the ritual coming up.
It's recommended that only Ridcully should do the anti-chaos frequencies because they are more dangerous.

e: The only one left is Destructive Frequencies (Chaos)
@Shard do you think looking into conceptual bonding might be worthwhile?

this just screams start of a useful chain to me.
Will do.
 
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My plan now has Ridicully doing research the law of Narrative and the Law of Cost. Also thanks @Shard Tamia is now doing the Ork Bane power for choirs.
 
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I meant the powers that counter chaos that came from the research which IIRC is a lot safer than the frequencies themselves.
Currently doing all the ones which seem relevant in the near-term future. Nearby enemy is Slaneesh, and Banishing is for the periodic Incursions which are bound to happen.
4. Anti-Changer of Ways Powers: Banishing - DOUBLE DOWN
5. Anti-Abomination Powers: Banishing - DOUBLE DOWN
6. Anti-Dark Prince Powers: Grand Banishing - DOUBLE DOWN
7. Anti-Dark Prince Powers: Grand Countering
 
man, am I the only one concerned about all the anti-chaos research? even if the person doing it only falls (not fail, FALLs... IE, goes chaos) on a 1....we are doing what....(3 levels) * (5 gods) = 15 of them right? so we still stand a (1 - (99/100)^15) ~~~ 14% chance of having somebody fall... and thats assuming we don't non-crit fail a roll and are forced to risk extra ones too.

that is going to suck.

lets hope that rids is completely immune wiht his paragon piety trait.
 
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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.
2. So, I asked Durin on Discord, and apparently a Colossal Shipyard costs approximately 7 times as much to build and maintain as a Gargantuan shipyard. As such it would cost 189,000,000,000 Thrones, 28,700,000,000 Material, 14,700,000,000 Metal, 28,700,000,000 Promethium, 4,480,000 Advanced Material, 210,000 Exotic Material. Even with doubled costs, that would actually be fairly affordable for us ordinarily, and would be affordable for us now if we weren't selling such a vast amount of Promethium during the timeskip.

Ptolemy
5. If peace was formally made with the Tau, and they were invited to the Conclave, would we be able to buy tech from them? 6. How much would a Colossal Shipyard cost to build and require in upkeep?

Durin
6. approximately as much as 7 Gargantuan shipyards

3. Food actually isn't as concerning as it might seem, because with a larger population comes the ability to produce more food. Our population growth won't be capped by our food so long as we don't run out, and it's also been confirmed that after we have the full Bloom Bee bonus we should be able to support the warbeasts as well.

Ptolemy 21/12/2019
1.a) If our food stockpile is shrinking, will that limit our natural population growth during the timeskip?
1.b) If so, by how much?
2. Will our food stockpile still be shrinking once the effect from the bloom bees is counted?

Durin 21/12/2019
1. no
2. no they will be around stable by then

Ptolemy 23/12/2019
2. Would fully implementing the Avernite warbeasts give us a food deficit after the Bloom Bees full bonuses are applied?

Durin 23/12/2019
2. no but it would leave you with very small reserves

4. To try and settle this, asked Durin in discord what the exact effects of immigration to Avernus would be.

Ptolemy
1. If there was large-scale immigration to the Lunar Forge Hives, how much, if at all, does Scott think it would slow the liberalisation of the Trust AdMech as a whole?
e.g. Would it meaningfully delay us being able to dabble with somewhat sketchy stuff, such as machine learning/automated systems/autonomous drones and programs, or delay us being able to utilise the Men of Stone at some point?

Durin
1. a bit

So, it would impact things, but not very dramatically. Added to that, the current estimate for when we can use stuff like the Men of Stone is somewhere between 500 years and never. Likewise, a lot of stuff simply isn't on the cards at the moment, and Scott has no plans to try and push the prohibition of AI even for pretty trivial things, like guided munitions and automated systems and software. If this was going to be a massive sea change in Avernite AdMech politics, or if it would critically delay vital research and tech, then I could understand choosing to reject it. As it is though, at the end of the day I just don't think it will make much difference at all.

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!
Honestly, I would suggest not sending Rotbart at all. Ridcully can earn more favours in a shorter amount of time, without risk, and without debuffing our entire economy.
 
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it has been brought up before that the way experience works in this verse means that its just simply not worth the risk to expose somebody to (most) kinds of events that would buff them past paragon in anything relating to combat or piety as the likelyhood of succiding is low enough and the number of required events with such risky numbers just makes it more likely to kill the person (or cause them to fall to chaos/similar)

so while there ARE exceptions (such as rotbart being at risk in our wars only in the case that we horrendously lose and even then only somewhat...and also we have other bigger concerns)....we should not actively seek to expose them....so I say we should not concider rotbart gaining xp being the main benifit...either we do it for the favor (and helping the eldar prevent chaos from winning perminately) and the xp is the cherry on top.....or we don't do it at all.

the xp is not the big thing to be weighing here.
 
it has been brought up before that the way experience works in this verse means that its just simply not worth the risk to expose somebody to (most) kinds of events that would buff them past paragon in anything relating to combat or piety as the likelyhood of succiding is low enough and the number of required events with such risky numbers just makes it more likely to kill the person (or cause them to fall to chaos/similar)

so while there ARE exceptions (such as rotbart being at risk in our wars only in the case that we horrendously lose and even then only somewhat...and also we have other bigger concerns)....we should not actively seek to expose them....so I say we should not concider rotbart gaining xp being the main benifit...either we do it for the favor (and helping the eldar prevent chaos from winning perminately) and the xp is the cherry on top.....or we don't do it at all.

the xp is not the big thing to be weighing here.
Pretty sure that this has been sentiment for a while with people being vehemently against risking Ridcully for anything unless it served some great enough purpose besides the exp. In fact usually the chance for ascending is usually the cherry on top and not the main reason for risky actions for some of our main assets. Like how we sent Vlad to infiltrate a chaos fleet for a number of reasons with the potential for going transcendent actually being low on the list.
 
@Nurgle @Shard
I've got some ideas that might be decent and I'd probably vote for whoever can work them in.

Firstly I'd really like to see a feasibility and concept study(under Explorator and Munitorum) for some kind of deployable equipment that can create a negative terrain debuff that a unit can bring with them in the field, so we can finally make full use of Jacob's Paragon trait.

Secondly I'd really like if we could use a diplomacy action to investigate which aspects of training and naval tradition we can port over from Vanaheim's navy. They get a fairly significant skill bonus to rolls and Durin mentioned that we could get part of that bonus by using such an action to learn from them.

follow-on actions to implement what we learn would make me even happier.
 
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@Nurgle @Shard
I've got some ideas that might be decent and I'd probably vote for whoever can work them in.

Firstly I'd really like to see a feasibility and concept study(under Explorator and Munitorum) for some kind of deployable equipment that can create a negative terrain debuff that a unit can bring with them in the field, so we can finally make full use of Jacob's Paragon trait.

Secondly I'd really like if we could use a diplomacy action to investigate which aspects of training and naval tradition we can port over from Vanaheim's navy. They get a fairly significant skill bonus to rolls and Durin mentioned that we could get part of that bonus by using such an action to learn from them.

follow-on actions to implement what we learn would make me even happier.
While the former is rather problematic (need a more concrete idea), the latter is doable.
 
@Nurgle @Shard
I've got some ideas that might be decent and I'd probably vote for whoever can work them in.

Firstly I'd really like to see a feasibility and concept study(under Explorator and Munitorum) for some kind of deployable equipment that can create a negative terrain debuff that a unit can bring with them in the field, so we can finally make full use of Jacob's Paragon trait.

Secondly I'd really like if we could use a diplomacy action to investigate which aspects of training and naval tradition we can port over from Vanaheim's navy. They get a fairly significant skill bonus to rolls and Durin mentioned that we could get part of that bonus by using such an action to learn from them.

follow-on actions to implement what we learn would make me even happier.
The first I can not justify but the second should be possible to do.
 
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