The Long Night Part Three: Bonfire at Dawn (45k)

Voting is open
a rather unsual new general
Age: 228, rejuved to 25
Fame: 105- The story of the prince of Midgard to migrated to Avernus and become both its highest rank migrant and the youngest general since the proliferation of Juv-nat has spread far and wide.
Prestige: 40- As a general of Avernus General Ericsson's abilities are undoubted, though his position as the newest of that exalted company has its impact.
Standing (Avernus): 31- While Avernites have a great deal of respect for those who climb to the rank of General, their image of a general clashes with that of a young Midgardian Prince barely into his third century of life.
Standing (Imperial Trust): 58- Between the connections offered by his birth family, his very existence being a take that to Avernite Arrogance and the respect due to his position General Ericsson is well liked by the Imperial Trust.
Martial: 22+8=30- General Ericsson has an innate talent for command honed by both experience and the teachings of the Avernus Officers Academy. While he can command forces of any scale, it is at the grander scales that his true talents manifest.
Intrigue: 16+2=18- General Ericsson was raised among the Royal Court of Midgard, and has kept some of the skills he developed to deal with the courtly intrigues.
Administration: 18+9=27- The Midgardian Royal family are in effect the administrators of Midgard, and if Prince Haakon was the eldest child he would have been a truly great king. As it is he is one of the best administrators and logisticians within the Avernite Military, with only lord-General Rakes being his peer.
Learning: 17+5=22- General Ericsson had the best education that one of the richest families in the galaxy can afford, and he took advantage of that to develop a solid academic grounding in a wide range of subjects.
Will: 18+3=21- General Ericsson moved from a safe and influential life as one of the royal family of the Imperial Trust's capital world to the most dangerous world in the galaxy in order to work his way up the ranks of the military from the bottom, and despite all temptations never abandoned his goal.
Diplomacy: 17+3=20- General Ericsson was raised as a member of the royal family, and took well to his oratory lessons.
Combat: 18+15=33- It was not only due to having the best equipment unreasonable amounts of money can buy that allowed General Ericsson to not only migrate to Avernus, but then excel in its military. He also has a pretty amazing level of talent.
(54/7+1=9)

Paragons and Artifacts
Innate Traits
Military Genius
(+6M)- General Ericsson has an innate talent for military tactics and command that few can hope to match.
Acquired Traits
Avernite Centenarian
(+5C, +1W, -2D when dealing with non-Avernites) – Having survived a centuries of life on Avernus General Ericsson has proven himself to be an expert warrior, the bearer of a strong will and very alert to danger
Leads from the front (+3C, +1D, +10 to morale of forces under his command, more likely to die in battle) – General Ericsson always leads his men from the front, fighting among the common troopers were he claims that he can feel the flow of the battle better. Whether or not this is true, it is undisputed that his men fight harder when their general is fighting beside them.
Avernus Officers Academy Valedictorian(+3M, +3A, +2L, +2W, +3C) – General Ericsson graduated from the Avernus Officers Academy top of his class, with scores comparable to legendary figure like Syr Rotbart.
General (+4M, +1A, +2C -1D, -1I)- Haakon Ericsson has though dint of hard work, tactical skill and survival risen to become one of the most senior military officers of Avernus.
A Midgardian Royal Education
(+3I, +6A, +3L, +3D)- As the third in line to the Throne, Haakon Ericsson has had the best education that the Royal Family of Midgard can provide to him.
Skilled Swordsman (+2C, +20 to melee combat rolls) – General Ericsson is highly trained and skilled user of the blade, though not anything exceptional.
Strategist (+1M, +5 to all forces under your overall command)- General Ericsson finds himself most comftable commanding the larger scale aspects of warfare.

Haakon Ericsson is undeniably the most unusual officer in the Avernite military for a single reason, that being that his title as Prince Haakon Ericsson, third in line of the Royal Family of Midgard. The circumstances that led to the third child of one of the Imperial Trust's most powerful, and richest, families migrating to Avernus and enlisting in the army start with a disagreement between him and his family over his belief that he could help the Trust more as a officer rather then an administrator. This disagreement escalated until the at the time forty-year old Prince decided that he would show his family that he is right by joining the best army in the Trust and rising to the top.

So far all that separates this from a story that has been told countless times and ends with "and then he came home having learned he is not that special' is the ranks of the people involved, but this is where things go off the beaten track. It turned out that Haakon Ericsson was every bit the natural soldier and officer that he believed that he was, and not only could he survive on Avernus and in its military, but he prospered to a nearly unhead of level. Within a decade he had reached sergeant and within two he found himself in the Avernite Officers Academy, where he set several records and graduated top of his class.

The rest of Haakon Ericsson's military career show a mix of luck and brilliance leading to a rapid rise in the ranks, as he finds himself in just the right place to prove himself time after time, and then rises to the challanges that he is facing. This has led him to reaching the rank of general at an age where he could be expected to be a Major-General, three entire ranks down, at most.

Between his strong of success and his high birth Haakon Ericsson is a rather arrogant man, though one willing to accept that he does have peers and superiors, rare though they may be, and one who has so far had the skill to match his claims, or near enough.
 
Munitorum (29 Years)
Departmento Munitorum: Prepare Expeditionary Force: Bagon - 3 Years (3/3)
Departmento Munitorum: Prepare for Long Term Deployments - 4 Years (4/4)
Departmento Munitorum: Train Nurma - 1 Year (1/1)
Static Flies deployment - 2 Years (2/2)
The Fourth Grand Conclave: Military Technology - 6 Years (6/6)
All: Modernised Power Armor - 10 Years (10/16)
Jaegers: Mindcatch Weaponry - 4 Years (4/4)

Adminstratum (18 Years + 3 Bonus Years)
Catalogue Fighting Styles - 10 Years (20+10/30=30/30)
Administratum: Gargantuan Tallship Shipyard – 8 Years + 2 Bonus Years (3+8+2/13=13/13)
Adeptus Administratum: Train Nurma - 1 Bonus Year (1/1)

Diplomacy (N/A)
Embassy: Unchained
Sell Kraken (Sell Void Kraken until their population growth rate matches our GDP growth rate then use 50% of the revenue to purchase thrones, 20% to purchase AM and 30% to purchase EM)
Diplomatic Office: Train Nurma
Understanding the Trust (Squats)

Security Forces (20 Years)
Psyker Hunters: Lower the Bar - 4 Years (4/4)
Security Forces: Train Nurma - 1 Year (1/1)
Psyker Hunters: TrueMirrors - 2 Years (2/2)
Neural Scanners - 4 Year (4/4)
Jane: Train Nurma x3 - 3 Years (3/1*3=3/3)
Hunting (Bagon) x1 - 1 Year (1/1)
Hunting (Eldar Choice) x5 - 5 Years (5/5)

Explorator (20 Years)
Grand Conclave: Getting an understanding - 2 Years (2/2)
Looking for holes - 1 Year (1/1)
Explorator: Hybrid Technology - 6 Years (6/6)
Orbital Grav-Relays Design - 1 Years (1/7)
Sonic Scalpels - 4 Years (4/4)
Design Ship: Promethean Refit that makes use of Very Heavy Armor - 2 Years (2/2)
Design Ship: Cruiser Sized Ship with a Bioreactor and Living Materials that acts as a deep space logistics hub through the use of a lot of Waitwoods - 4 Years (4/4)

Biologis (13 Years)
Complete Examination (Info Wells) - 4 Years (1+4/5=5/5)
Amrita Amanitas Boosted Twitch- 4 Years (4/4)
Complete Examination (Nirvana Truffles) - 5 Years (5/5)

Telepathica (20 Years)

Greater Divinations
Be'lakor's Plans Double Down (Costs 2 GDs each) x1
Unchained x1
Tranth Assassination Attempt x1
Dragon Front x2

Lesser Divinations
Bagon x1
Eldar Choice x5

Ridcully
4x Greater Divination + 2 Free Greater Divinations - 4 Years
Lesser Divination - 6 Years

Xavier
Slaanesh Powers Countering - 3 Years (3/3)
Nurgle Powers Countering - 3 Years (3/3)
Honing an Edge - 1 Year (1/1)
Adeptus Astra Telepathica: Prepare Expeditionary Force: Bagon - 1 Year (1/1)
Troll Expedite: Expand Large Psyker Hive: (University of Salamanca) - 2 Years (2/40*0.7=2/28)

Tamia
Cultural Spirits: Identification - 4 Years (4/4) Repeat if Failed
Cultural Spirits: Communication Part One - 6 Years (6/6)

Aria
Adeptus Astra Telepathica: Train Nurma x2 - 2 Years (2/1*2=2/2)
Pushing the Limits: Daemon Hunting - 1 Year (1/1)
Troll Expedite: Expand Large Psyker Hive: (University of Salamanca) - 1 Year (2+1/40*0.7=3/28)
Telepathica: Hybrid Technology - 6 Years (6/6)

Other (20 years)
Adeptus Astra Telepathica: Gargantuan Shipyard - 10 Years (3+10/13=13/13)
Expand Psyker Districts - 5 Years (7+5/12=12/12)
Troll Expedite: Expand Large Psyker Hive: (University of Salamanca) - 5 Years (3+5/40*0.7=8/28)

Personal (N/A)
Handover: Moderate
Personal: Train Nurma (Martial)
Knowing Avernus (Avernite Bushmen)

Feasibilities (6)
1. Improving our attack craft hangars (Explorator)
2. Reverse Engineering the Gravitic Array (Explorator)
3. Using Fusion Cores in civilian or industrial matters (Administratum)
4. Sending Military Advisors to minor sane factions (Munitorum/Diplomatic)
5. Conducting an analysis of other psychic traditions used by other sane powers (Telepathica)
6. Building an orbital city around the size of a small hive (Administratum)

Alright, here's a beta plan for the moment. There's a fair few stuff that while I think is useful that would also make sense to change. As it is, here's my reasoning for the plan:

Munitorum - Preparing for deployments is a must and I want to start on the power armor project while also beginning to plink away at the backlog of smaller projects.
Admin - Nothing truly useful is available so just finishing up some projects
Diplo - We're going to be helping out the Unchained, upgrading Jane is always nice, and we are warned about the Void Kraken growing too much to afford
Security - Finishing up a variety of projects and spreading Jane across a few different areas. I'm definitely willing to change the Hunting actions though to concentrate on one or the other
Explorator - Ship designs and knocking out various projects. The orbital elevator is something I can be talked out of removing as that's there to round it out to 20 action years
Biologis - Just finished up existing projects and added another species to research
Telepathica - Culture Spirits counterintel is a must thanks to Be'lakor being nearby and the attempt on Tranth. And we need to get started on another psyker city as things are starting to fill up.
Some comments:

I don't think it's too advisable to train Nurma across the board over 10 years, as it will probably result in her being stretched too thin to learn as much as she could. Humans can only learn so much at a time. It might be a good idea to drop some of the categories Nurma is being trained in and focus on those parts. In the case of this turn I would probably suggest picking 2~3 stats and focusing on those (Ideally 1~2). For Nurma, Martial/Admin/Intrigue are not particularly important attributes right now and I would suggest dropping those categories and reallocating.

Personally I would prefer a focused effort into one or two attributes to speedrun them. Probably start with C to minimize deathrate%, then D/L (one at a time because AP in those categories are precious), the M/I/W, then A as dead last.

---

Telepathica:

Move mid stage minor psyker training to districts is a must. Previous discussion clarified that the 10% reduced pass rates for minor psyker actually equates to 0.55% more minor psykers would fail, which would not actually increase their fail rate as their current pass rate is 0.77% over the cap. This also dramatically reduces the urgency of the Psyker City Expansions (so University of Salamanca expansion can be deferred to next turn), although they do still need to happen eventually.

I think it is better to take Cultural Spirits: Pushing the Limits as opposed to Culture Spirits: Communication. Although long range communications is very powerful, the DC for the action is higher by 15. This normally is not important, but for such a high DC action it is.

Tamia's bonus right now for Culture Spirits would be..

152(Tamia)+35(Roke Island)+5(Lizardmen)+20(Vorthus)+55(The Blind Seer) = 267. 272 if Research Team Leader applies (It should), and 277 if a Stunt can be applied.

So she would need to roll 38+ for succeeding on Pushing the Limits and 53+ for Communication. If Pushing the Limits reduces the DC of Communication, then the benefits are even greater.

Also Tamia's Untiring trait reduces the time taken for her research actions by 20% so there is an extra 2 years available for her to research with. I personally recommend more Culture Spirit Research actions.

---

Void Kraken: I think it would be simpler for us to decide on a fixed 50k for how much Void Kraken we will maintain, and for all excess to be sold to the Trust. Buying extra AM/EM/Thrones isn't really needed. We can just have the Trust be in debt to us, which would automatically reduce our AM tithes appropriately. Or rather we will not increase our AM tithes for a few turns as our economy catches up to our tithe.
 
Last edited:
Design Ship: Cruiser Sized Ship with a Bioreactor and Living Materials that acts as a deep space logistics hub through the use of a lot of Waitwoods - 4 Years (4/4)
Wait what? Where did this come from? Sure we talked about this sort of ship on Discord, but not to have it designed by Tranth. As far as I know that's wholly unnecessary, with the possible exception of if we go the full capable of Primal travel Waitwoods ship route, but that's a big investment involving Eldar favor (Isha) and Ask Avernus.

Naval Design College can do this job perfectly well.

Greater Divinations
Be'lakor's Plans Double Down (Costs 2 GDs each) x1
Unchained x1
Tranth Assassination Attempt x1
Dragon Front x2
I am concerned about lack of even a single Eldar GD.

I am also unsure if spending a galaxy affecting GD on Tranth assassination is wise, it seems to me that there is a very good chance that whatever resource the instigator invested into this attempt they are worth less than one of Rids galaxy-relevant Greater Divinations, thus given them a win if we expend this precious resource on them. its not like any power large enough to capable of threatening Tranths life is one we could go and punish for this after all.

I would be perfectly happy to spend a smaller divination on it though.

2. Reverse Engineering the Gravitic Array (Explorator)
I believe that you are not specific enough. As far as I know Tranth can not do this now, I think we asked about that relatively recently. My proposal was about changing the problem by reducing design constraints, one can often do a whole lot with multiple times space/mass/energy limits than they could not before.
 
Wait what? Where did this come from? Sure we talked about this sort of ship on Discord, but not to have it designed by Tranth. As far as I know that's wholly unnecessary, with the possible exception of if we go the full capable of Primal travel Waitwoods ship route, but that's a big investment involving Eldar favor (Isha) and Ask Avernus.

Naval Design College can do this job perfectly well.
Durin said in that same thread that Tranth would do it better due to not having any preconceptions about the ship. It's a very unusual design, after all, which is what his ability to see things without bias helps the most.
 
Durin said in that same thread that Tranth would do it better due to not having any preconceptions about the ship. It's a very unusual design, after all, which is what his ability to see things without bias helps the most.
Well sure, but do we need him to do better? The design is not a high demanding one unless we go the full Primal capability route, I designed a perfectly viable one with NDC resources (ship design rules as given).

I'm up for trying for the full Primal capability, but there hasn't been any discussion or investment into that that I can see.

Its not a complicated ship possible Primal interactions aside. Just fill as much space on a cheap cruiser with Waitwoods as possible and there you go really.
 
Last edited:
[X] Plan DaemonHunter T1

Munitorum (33 Years)
Departmento Munitorum: Prepare Expeditionary Force: Bagon - 3 Years (3/3)
Departmento Munitorum: Prepare for Long Term Deployments - 4 Years (4/4)
Static Flies deployment - 2 Years (2/2)
Heljaegers: TrueSteel Weapons - 3 Years (3/3)
The Fourth Grand Conclave: Military Technology - 6 Years (6/6)
All: Modernised Power Armor - 10 Years (10/16)
Jaegers: Mindcatch Weaponry - 4 Years (4/4)
Militia Readiness Training - 1 Year (1/1)

Adminstratum (17 Years + 3 Bonus Years)
Catalogue Fighting Styles - 10 Years (20+10/30=30/30)
Administratum: Gargantuan Tallship Shipyard – 7 Years + 3 Bonus Years (3+7+3/13=13/13)

Diplomacy (N/A)
Embassy: Unchained
Sell Kraken (Sell Void Kraken until we have 100 thousand. Maintain that population at that value and sell the excess population for a tax credit)
Diplomatic Office: Train Nurma
Understanding the Trust (Squats)

Security Forces (17 Years)
Psyker Hunters: Lower the Bar - 1 Year (3+1/4=4/4)
Psyker Hunters: TrueMirrors - 2 Years (2/2)
Neural Scanners - 4 Year (4/4)
Jane: Train Nurma x3 - 3 Years (3/3)
Hunting (Bagon) x1 - 1 Year (1/1)
Hunting (Eldar Choice) x6 - 6 Years (6/6)

Explorator (20 Years)
Grand Conclave: Getting an understanding - 2 Years (2/2)
Looking for holes - 1 Year (1/1)
Explorator: Hybrid Technology - 6 Years (6/6)
The most basic form of hybrid psytech was the Force Weapon. It forced psychic power into a more focused form. But large amounts of power were lost to various inefficiencies, entire vistas of possible ways to apply psychic power never considered. With their understanding of Sa, force weapons that would make the ones previously owned a joke was a certainty, but there existed so many other routes. Force Armour. Force Tools. Force Equipment. "Equipment that shapes psychic power for you", when considered more deeply, was frankly a ridiculously broad scope of technology.
Orbital Grav-Relays Design - 1 Years (1/7)
Sonic Scalpels - 4 Years (4/4)
Design Ship: Promethean Refit that makes use of Very Heavy Armor - 2 Years (2/2)
Design Ship: Cruiser Sized Ship with a Bioreactor and Living Materials that acts as a deep space logistics hub through the use of a lot of Waitwoods - 4 Years (4/4)

Biologis (13 Years)
Complete Examination (Info Wells) - 4 Years (1+4/5=5/5)
Amrita Amanitas Boosted Twitch- 4 Years (4/4)
Complete Examination (Nirvana Truffles) - 5 Years (5/5)

Telepathica (20 Years)

Greater Divinations
Be'lakor's Plans Double Down (Costs 2 GDs each) x1
Ridcully looked at the document in front of him. The original treaty Asgard subsector made with the Emperor through Malcador. Now, Be'lakor was Malcador, and Tjapa was the Emperor. Was there a connection to exploit? Time to see.
Unchained x1
Tranth Assassination Attempt x1
The compete void of information surrounding the attempt on Tranth's life was deeply concerning. It was also a vital clue in and of itself, for few entities could ward against even postcognition so thoroughly.
Dragon Front x2

Lesser Divinations
Bagon x1
Eldar Choice x5

Ridcully
4x Greater Divination + 2 Free Greater Divinations - 4 Years
Lesser Divination - 6 Years

Xavier
Slaanesh Powers Countering - 3 Years (3/3)
Nurgle Powers Countering - 3 Years (3/3)
Honing an Edge - 1 Year (1/1)
Battle Preparations - 1 Year (1/1)
Adeptus Astra Telepathica: Prepare Expeditionary Force: Bagon - 1 Year (1/1)
Move mid stage minor psyker training to districts - 1 Year (1/6=1/6)

Tamia
Cultural Spirits: Identification - 3 Years (3/4*0.8=3/3.2->3/3) Repeat if Failed
Many cultures had 'in' things which simply didn't make sense to outsiders from the culture. This could be secrets, yes, but it could just as easily be memes, jokes, turns of phrase - The warp reflected reality. Those little things had a resonance between culture spirits. Like attracts like, after all. This was a basic law of the warp.
Cultural Spirits: Pushing the Limits - 5 Years (5/6*0.8=5/4.8->5/5) Repeat if Failed
A fundamental purpose, nature, requirement for a Cultures - and therefore Culture Spirits - to continue existing was to transmit knowledge and information, both to outsiders and itself. Education was also acculturation, the method by which a culture/culture spirit propagated to new people. Which was why Tamia was examining culture spirits of many cultures as the youth were educated via countless different means.
Cultural Spirits: IFF Improvement - 2 Years (2/8*0.8=2/6.4->2/6)
Almost all cultures have means of separating the in-group and the out-group. Almost all cultures have it as important not to hurt the ones in the in-group. That nature could be used for immaterial spells, yes. But more material spells - Well, it was a matter of making spells 'intelligent' and 'directable' enough for the culture spirit to direct them away from itself.

Aria
Pushing the Limits: Daemon Hunting - 1 Years (1/1)
Adeptus Astra Telepathica: Prepare Expeditionary Force: Bagon - 1 Year (1/1)
Use of Cataclysm Magic (Ghyran) - 2 Years
Telepathica: Hybrid Technology - 6 Years (6/6)

Other (20 years)
Adeptus Astra Telepathica: Gargantuan Shipyard - 10 Years (3+10/13=13/13)
Expand Psyker Districts - 5 Years (7+5/12=12/12)
Move mid stage minor psyker training to districts - 5 Years (1+5/6=6/6)

Personal (N/A)
Handover: Extended
Codex Avernus: A Rewrite
Knowing Avernus (Avernite Bushmen)

Feasibilities (6)
1. Improving our attack craft hangars (Explorator)
2. Reverse Engineering the Gravitic Array by making compromises in either power requirements, range, fidelity, etc (Explorator)
3. Using Fusion Cores in civilian or industrial matters (Administratum)
4. Sending Military Advisors to minor sane factions (Munitorum/Diplomatic)
5. Is it possible to replace Blackships with Tallships (Telepathica)? Untrained psykers could be placed in a medical coma, put into stasis (Then Shaman wards off the technology against Primal), and/or Shamans could draw on the Primal Warp nature of Safety to protect the charges while they make the transit.
6. Using Trueglass to enhance the Witch-Finders (Telepathica)

Edit 1: Changed handover length from moderate to extended and replaced Rotbart training Nurma with him working on the Codex.
Edit 2: Changed number of Kraken to keep to 100 thousand.
Edit 3: Started the first two years of Ghyran Cataclysm and resolved an issue with Aria's AP use.
Edit 4: Replaced two feasibility with ones suggested by Shard.
Edit 5: Added Heljaegers: TrueSteel Weapons after realizing I was wasting 3 action years.

Some comments:

I don't think it's too advisable to train Nurma across the board over 10 years, as it will probably result in her being stretched too thin to learn as much as she could. Humans can only learn so much at a time. It might be a good idea to drop some of the categories Nurma is being trained in and focus on those parts. In the case of this turn I would probably suggest picking 2~3 stats and focusing on those (Ideally 1~2). For Nurma, Martial/Admin/Intrigue are not particularly important attributes right now and I would suggest dropping those categories and reallocating.

Personally I would prefer a focused effort into one or two attributes to speedrun them. Probably start with C to minimize deathrate%, then D/L (one at a time because AP in those categories are precious), the M/I/W, then A as dead last.

That's reasonable, I've shuffled things around so that Nurma is going to take 5 training actions this turn (1 Diplo, 3 Combat with Jane, and 1 Martial with Rotbart). While the Rotbart one may be suboptimal, I think it's worthwhile just from a narrative perspective and I figure it'd have some benefits beyond the stat gain.

Move mid stage minor psyker training to districts is a must. Previous discussion clarified that the 10% reduced pass rates for minor psyker actually equates to 0.55% more minor psykers would fail, which would not actually increase their fail rate as their current pass rate is 0.77% over the cap. This also dramatically reduces the urgency of the Psyker City Expansions (so University of Salamanca expansion can be deferred to next turn), although they do still need to happen eventually.

Done, I've put off the expansion till the next turn. Also due to the awkward number of free years for Xavier and Aria, I'm deploying them both to Bagon and had Xavier do a Battle Preparations action. If you've got a suggestion to replace Aria's free 2 years that isn't deploying her to Bagon, let me know.

I think it is better to take Cultural Spirits: Pushing the Limits as opposed to Culture Spirits: Communication. Although long range communications is very powerful, the DC for the action is higher by 15. This normally is not important, but for such a high DC action it is.

Reasonable, done.

Also Tamia's Untiring trait reduces the time taken for her research actions by 20% so there is an extra 2 years available for her to research with. I personally recommend more Culture Spirit Research actions.

Ah, thanks for reminding me about that fixed.

Void Kraken: I think it would be simpler for us to decide on a fixed 50k for how much Void Kraken we will maintain, and for all excess to be sold to the Trust. Buying extra AM/EM/Thrones isn't really needed. We can just have the Trust be in debt to us, which would automatically reduce our AM tithes appropriately. Or rather we will not increase our AM tithes for a few turns as our economy catches up to our tithe.

Sure, that works for me. I'll just have it be a tax rebate then.

Wait what? Where did this come from? Sure we talked about this sort of ship on Discord, but not to have it designed by Tranth. As far as I know that's wholly unnecessary, with the possible exception of if we go the full capable of Primal travel Waitwoods ship route, but that's a big investment involving Eldar favor (Isha) and Ask Avernus.

Naval Design College can do this job perfectly well.

It's due to the ship being so different from existing designs that I think having Tranth look at it with unbiased eyes would be well worth it.

I am concerned about lack of even a single Eldar GD.

I am also unsure if spending a galaxy affecting GD on Tranth assassination is wise, it seems to me that there is a very good chance that whatever resource the instigator invested into this attempt they are worth less than one of Rids galaxy-relevant Greater Divinations, thus given them a win if we expend this precious resource on them. its not like any power large enough to capable of threatening Tranths life is one we could go and punish for this after all.

I would be perfectly happy to spend a smaller divination on it though.

If you get 1-2 other people to chime in in agreement I'll change it. As it is though there were a few people that wanted a full GD on it.

I believe that you are not specific enough. As far as I know Tranth can not do this now, I think we asked about that relatively recently. My proposal was about changing the problem by reducing design constraints, one can often do a whole lot with multiple times space/mass/energy limits than they could not before.

Added in some text saying as much.
 
Last edited:
honestly as valuable as ridcully's GD's are, their not *THAT* valuable that their worth too much to risk being "wasted" on a bit.

that they even got so close suggests their not a minor power and there could be alot of value in stopping the next attempt by knowing what toolset they might use the next time (sa vs ka vs...etc)

and keeping Tranth alive *IS* a galatically relevant thing--and thats assuming they don't turn their sights on someone else for that matter.

-------------------

on the matter of the bioship; I'd be okay with spending tranth time on it, it's unique enough that I think its worth seeing what a unbias'd perspective might have for actually optimizing around the wait-forest.

I suspect *NOT* just throwing a bunch of wait-forest onto a ship, providing basic life-support for them will go a long way considering that would basically be continuing the long trend of looking at life-support and welfare as near-to-last priorities. Actually thinking about ways to incorporate the lifesupport systems required for it into other systems and vis-versa, as well as determining what kind of layout best mixes the needs of the ship with the needs of the forest will probably set a much better tone which I suspect legit matters here.

...maybe find ways to blend the unique air-composition most optimal for the trees without compromising on what the rest of the ship needs? find ways to somehow generate or store actual star-light so that the Sa (Ka? I can't remember which is which) that the stars have can be used (if that's actually helpful? IDK) with its original essence...

basically, considering the whole point of this bioship is to encorporate the primal in our plans, NOT considering the primal-interactions seems like a bad idea.

plus, I bet its a pretty universal warp-rule (IE: it applys in the primal too) that the more you spend on something, the more better-er it is and we want to play our part in showing the primal-actor's that we fully intend to start incorporating their needs in the alliance (or at least trying).

TBH: I'd be half tempted to try to flex our new Diplo focus to see, If we can, try to smooth things out and make it easy for Tranth to reach out to whatever parties deemed best for their perspective---try and find a People already partially attuned with the primal maybe, or reach out to the Shaman and ask him to spend a bit of time here-or-there to help and/or act as a go-between with the Planetmind he's attuned to. Those shaman-giants that tend to super-trees probably would be perfect here actually, assuming we can commuicate with them...

to summarize: this is a *VERY* different tech tree that we have almost *ZERO* experience in and even if we only ever dip our toes in it; its already pretty well established that our specialty is being able to reach out and composing different specialties together so as to not need be restricted to our actual specialties.....and this waitforest tallship is going to be a pretty important component of a galatic-scale logistics and thats worth every ounce of effort we can put into it.
 
Last edited:
One question I have: we believe in the divinity of the emperor, right? So where is our golden boy? He probably could join the trust or any other polity and lead them and it would unify every single human faction still believing in him.It baffles me a bit.
 
heck, since there's no such thing as "up" in space and we already use artificial gravity on our ships; its entirely plausable that Tranth might decide that, actually, "Wideships" would make for a better design, or "long ships" or maybe we need to find a way to approximate the spherical nature of the planets that most wildlife lives on and the day-night cycle or most orbits or having a moon (or several!)....
and who knows how many other things someone like Tranth might catch because their not stuck thinking inside the box they diden't even realize they were working within!

One question I have: we believe in the divinity of the emperor, right? So where is our golden boy? He probably could join the trust or any other polity and lead them and it would unify every single human faction still believing in him.It baffles me a bit.
he's with the necron dude that likes to collect things last I heard, and he doesn't like the way things turned out and doesn't want to lead anymore.
 
One question I have: we believe in the divinity of the emperor, right? So where is our golden boy? He probably could join the trust or any other polity and lead them and it would unify every single human faction still believing in him.It baffles me a bit.
Basically he saw the utter horror show that the imperium was and decided that he is a horrible leader and should never lead again, or get involved with religion.
So he is working with Trayzn on anti dragon weapons
 
Yeah.... It probably doesn't help that in a few of his fallback bolt holes, like the trust, things got better for most people the moment we could throw off the imperium's oversight. That kind of thing probably made him step back a bit mentally and consider some shit.

Ironically his current behavior probably makes him even more appealing to the mechanicus derivatives.
 
Last edited:
It's *real* annoying he won't come out and say "I'm not going to be your God anymore", since fanatics could take that the wrong way. I'd love for the Trust to be able to form a Covenant with the Triumvirate.
 
One of the worst things about the imperium is that n TLN both of its main gaols could not have worked.
You can't kill chaos by starving it of faith like he tired as the majority of its power comes from domains not faith.
And due to Cegorach being a spiteful bastard there is no way that humanity could conquer the webway, as the clown would have torn it down on the emperors head rather then let him take it
 
Martinus tells you that you will soon need to start either selling or culling Void Krakan
Sell to anyone on the Dragonmen front, if we SOMEHOW can't use them up against Chaos instead?

Codex Avernus: A Rewrite
Obviously tempting.

Personal: Train Nurma (subject)
Which ones would be most gainfull, I wonder? Administration? Martial? I'm GUESSING that the higher Rotbarts stats are compared to Nurma, the better?
 
Basically he saw the utter horror show that the imperium was and decided that he is a horrible leader and should never lead again, or get involved with religion.
So he is working with Trayzn on anti dragon weapons
So basically we broke the faith of our god, that's really funny.
I would like to suggest:

See if our Witch-Finders can be improved with Trueglass somehow (Telepathica)
See if it is possible to use Tallships to replace Black Arks (Telepathica)
 
It's due to the ship being so different from existing designs that I think having Tranth look at it with unbiased eyes would be well worth it.
I strongly disagree here. But if you insist on investing four Tranth years into this, at least also invest 2y of Telepathica time to work with him on the Primal side (Shamans) and anti-divination (primary defense) please. Or even call in an Eldar Favor (Isha) and Ask Avernus to put our heads together and create something viable for the elder races too, could boost the VD front which might be well worth the expenses.

Explorator (20 Years)
Grand Conclave: Getting an understanding - 2 Years (2/2)
Looking for holes - 1 Year (1/1)
Explorator: Hybrid Technology - 6 Years (6/6)
Orbital Grav-Relays Design - 1 Years (1/7)
Sonic Scalpels - 4 Years (4/4)
Design Ship: Promethean Refit that makes use of Very Heavy Armor - 2 Years (2/2)
Design Ship: Cruiser Sized Ship with a Bioreactor and Living Materials that acts as a deep space logistics hub through the use of a lot of Waitwoods - 4 Years (4/4)
I would very much like to finally finish Ori Microalloy Terminator Armor, see quote below, we have a hole in our heroic lineup there. Takes 4 years. I think Sonic Scalpels are probably more important for the Sane though as they can rely on fighting humans without power armor most of the time in the current galaxy outside of the VD front.

Orichalcum Alloy Terminator Armour —The Remnant Kingdom's method of micro-alloys and their ability to combine the strengths of multiple materials is one of the greatest improvements to armour materials ever. This can even be used with orichalcum to provide some of the benefits of orichalcum at a fraction of the cost, despite this, the cost will limit the use of Orichalcum Alloy Terminator Armours greatly. The result will probably be a compromise between Orichalcum Alloy Terminator Armour and Mirco-Alloy Terminator Armour, and should be cheap enough that a bit more than the greatest of heroes can be equipped with it.

Time: 4 years
Difficulty: 285%
 
Last edited:
Voting is open
Back
Top