So, what kind of psyker orders are we going to make?
In terms of priority, here is my current list, from highest priority to lowest priority:
1. Psyker killers
2. Control-increasing research
3. Cult destroyers
4. Anti-daemon research
5. Daemon hunters
6. Assassins
7. Healers
You may notice that the highest priority items relate in some way to fighting Chaos. This is intentional. Fighting Chaos must always be the highest priority.
So, what kind of psyker orders are we going to make?
In terms of priority, here is my current list, from highest priority to lowest priority:
1. Psyker killers
2. Control-increasing research
3. Cult destroyers
4. Anti-daemon research
5. Daemon hunters
6. Assassins
7. Healers
You may notice that the highest priority items relate in some way to fighting Chaos. This is intentional. Fighting Chaos must always be the highest priority.
Killers, Assasins, Cult Destroyers, Daemon Hunters should all be one order. The kind of Order that works to prevent large scale plots like the Navy thing.
Overall I like the plan you've put together, but I've got a few requests:
Would it be possible to expedite the Mechanicus city expansion? It'll knock a year off of the process which is good news considering just how much we're typically hurting for actions there. Sure, it'll cost too, but our economy has grown a lot since we started these expansions and the terrestrial ones cost less anyway. Plus, it does reduce the risk we get caught with our pants down by a random invasion.
On a side topic, your numbers are a bit off for the Super-Exitus rifle research. Tranth has +129 total for that at our last update, so it is possible for it to succeed with a DD—in fact, it has a 19% chance before cheating and rerolls. Between that and the request from Jane, I think it would make sense to reprioritize Tranth to do that before the armor.
In keeping with (2), we'd need to mix with Ridcully's actions to make it possible. I'd like doing an attack forecast and looking into the psyker-eating Warp rift with him to fill time/space.
Wrong. Factually wrong.
As has been stated time and time again we traded 'luxury goods' for basic information, including what creatures they like to eat. It cost us so little that Durin didn't even bother to record a cost.
Went and double checked and you are half right. It's true that we traded them luxuries instead of animal souls. However, they also explicitly said they wanted human souls. We did ask them about Ork souls and while they find them a filling meal they are not "delicacies" the way human souls are.
This is rather like saying a pre-Rome British tribe could go hunt lions. Yes they technically have everything they need to travel to the heart of Africa and kill/eat lions. This doesn't change the fact that it would be a decade long expedition through multiple hostile territories and environments.
Can the Siren get any of the land animals we know about? Probably, but only with herculean effort and a horrific number of casualties.
In contrast we can deliver such exotic meals for fairly minor cost.
Uhh... no, no... it's like saying super powered sorceresses who can mind control masses of people/animals, and summon powerful psychic shields can go hunt lions. Also, I specifically mentioned how possibly areas away from the sea might be worth investigating (like Aridia), but if you look at the geography, Aridia is the only area we are settled in that is not accessible from the sea. The sirens can certainly harvest from Elysium, the Spine, the Everglades, and probably Lindon.
It would be nice to get something exportable from the bio-research. However I feel we have more urgent things to research. Someone suggested we study the Sphinxes, since we are talking to them about warp rifts anyway.
The Illusionary Pines are actually the first lead we have on something we can export, as the initial survey suggests they are safe to export, and hopefully the can be manipulated into providing specific desired illusions. So they are a possible static defense using illusions.
Enjou made a good point about needing to investigate the Sphinxes first though.
They're rather unlikely to crit on it, though, and unlike Ace armor I would say that Destroyer is important enough that we'd want Tranth able to add extra features.
I could support Tranth doing the Destroyer armor, but not using a Double Down on it when we have other more important Telepathica actions to Double Down on.
Just as a reminder, I believe we only have ten of these (@Durin, could you confirm how many Super Exitus Rifles we have in stock? I can't find our stock of unstudied archeotech samples in the AdMech section.), we lose 1d6 in the attempt, and the chance of success is below zero even with a double down. If we're going to study these, we need to do it with a double down and Cheating.
I checked before making my draft plan. We have 79, I expect that it will take at least two, and probably as many as four attempts. The chances are not going to get better by waiting. Jane wants them, and we won't have them unless we start on them this turn.
Ok, here's my plan. I do still have to determine which cities will get the defence upgrades - I can't find the list for cities that haven't finished upgrading, but I remember someone posting it. Can someone point me to it?
Here I decided to go with a bunch of Investigations. Klovis-Ultan suggested that we check on our reputation in the Trust, both for our planet and our Governor, so I'm doing that. I'm also checking on Vanaheim's relationships with some other important players, particularly Svartalfheim (the other major conservative planet), Muspelheim (the other major progressive planet), and Byzantium (the newly founded Astartes Homeworld, which is likely to be a major player going forward).
I am also doing a combined Sound Out to see what the colonization plans for every other world is, and if any of them are interested in doing a joint colonization project with us. (I didn't see the need to turn that into separate actions)
If we are going to propose a joint colonization I really don't see how we can do that in less than a year of diplomacy. Wouldn't we also need to set the terms so that we can actually field a proposal in five years? It certainly isn't a "throw it in" with other issues kind of thing.
@Durin can we get confirmation on that, if we want to propose a joint colony, should it be it's own sound out, or can we combine it with learning other systems colonization plans?
I think this needs to be written in a way that doesn't make as many assumptions. I'll try to include some thing when I post my plan, so please let me know what you think.
Actually reading the thread people seem to only have a problem trading human souls. Durin also mentioned that we may be able to trade exotic animals and a lot of people suggested that over human souls and Durin said the Trust wouldn't even care.
Please respond to what I actually say. No one is objecting to trading animals souls. The problems is that nobody knows what to trade, so no one is interested in doing it, because there isn't even a starting point on figuring out what to trade.
I keep trying to tell you that I'm one of the few people in the thread actually interested in trying to trade with the Sirens and yet you keep attacking me, and it's getting to the point that I just don't want to bother with it anymore. So good going you just alienated one of your few allies.
May I make the suggestion that instead of whining and demanding that someone else do the work, you take one of the plans posted by me or Enjou, and just replace one of the Diplomacy actions with Sirens Trade, and see how many votes you get.
Overall I like the plan you've put together, but I've got a few requests:
Would it be possible to expedite the Mechanicus city expansion? It'll knock a year off of the process which is good news considering just how much we're typically hurting for actions there. Sure, it'll cost too, but our economy has grown a lot since we started these expansions and the terrestrial ones cost less anyway. Plus, it does reduce the risk we get caught with our pants down by a random invasion.
On a side topic, your numbers are a bit off for the Super-Exitus rifle research. Tranth has +129 total for that at our last update, so it is possible for it to succeed with a DD—in fact, it has a 19% chance before cheating and rerolls. Between that and the request from Jane, I think it would make sense to reprioritize Tranth to do that before the armor.
In keeping with (2), we'd need to mix with Ridcully's actions to make it possible. I'd like doing an attack forecast and looking into the psyker-eating Warp rift with him to fill time/space.
1: I looked at expediting the city, but it's really hard justify. It costs 4 billion metal, so 8 billion to expedite, and while we could probably afford it, it really isn't worth it digging that far into our reserves with the Trust metal shortage going on. Especially since expediting Telepathic actions is more important.
2 and 3: We really ought to break lose a single Cheating roll on it, it's not that hard to do.
Please respond to want I actually say. No one is objecting to trading animals souls. The problems is that nobody knows what to trade, so no one is interested in doing it, because there isn't even a starting point on figuring out what to trade.
I keep trying to tell you that I'm one of the few people in the thread actually interested in trying to trade with the Sirens and yet you keep attacking me, and it's getting to the point that I just don't want to bother with it anymore. So good going you just alienated one of your few allies.
Oh, sorry, there seems to have been some miscommunication here, I misread 'no one knows what to trade' as 'no one knows what to trade besides humans souls' which is something a lot of people seem to forget since that is the first thing that seems to cross objectors minds.
Kind of assumed that the option meant to write in what we wanted to trade to the Sirens and we would get options of what they are willing to offer in return. Kind of like asking someone you want to trade something with and asking what they would trade for what you have.
Too bad this omake (Field Study 205-D4E-52W) isn't canon since it sounds like the perfect kind of creature to trade to the sirens if we could set up a system to catch them.
Munitorum
SLOT A - Year 1
-Y1: Recruit For Trust Guard
-Y4: Phase-Tiger Riders: Helguard Companies
SLOT B - Year 2
-Y2: Phase-Tiger Riders: Phase-Tigers
SLOT C - Year 3
-Y3: Phase-Tiger Riders: Helguard Squads
Void Command
SLOT A - Year 1
-Y1: Advice: Chapter Master Julius
-Y5: Build Advanced Orbital Defence Stations
--EXPEDITE YEAR 5
SLOT B - Year 3 (Construction Action)
-Y3: Construct: Cruisers and Escorts for Midgard
Administratum
SLOT A - Year 3
-Y3: Upgrade Defenses: The Fair Isle
Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Sound Out: Asgard on Future Knight Titan production
-Y4: Investigate: Reputation of Avernus in Imperial Trust
-Y5: IF A JOINT COLONY PLAN WAS AGREED TO:
--Sound Out: Midgard about recruiting colonists for colony foundation.
-ELSE:
--Investigate: Reputation of Rotbart in Imperial Trust
SLOT B - Year 1:
-Y1: Sound Out: Svartalfheim joint colonization
-Y2: Sound Out: Muspelheim joint colonization
-Y3: Sound Out: Colonization Plans (Priority Order: Vanaheim, MIdgard, Jotunhiem, Mechanicus, Security Council, Inquisition, Alfheim, Nilfheim)
--REPEAT IF NOT COMPLETED
-Y4-5: Investigate Relationship (Go down the list repeating if failed, Vanaheim:Svartalfheim, Vanaheim:Asgard)
--IF NOT USED BY MECHANICUS ACTIONS DOUBLE DOWN YEAR 5
Sound Out: Svartalfheim cooperative colonization
Approach Svartalfheim to determine:
1: Is Svartalfheim interested in colonizing one of the captured worlds?
2: If so, would they be open to cooperation with Avernus in the colonization effort?
3: What kind of Advanced Material resources would Avernus be able to get from this colony?
4: What aid would Svartalfheim want from Avernus?
Suggested approach: When approaching Svartalfheim, start from a discussion about the amount of Advanced Material Avernus is importing, and how Avernus has plenty of other resources, but that Advanced and Exotic Materials are the primary resource need for Avernus. So with the discussion on colonies, it seems to Avernus that a colony founded by Svartalfheim is the most likely (and most quickly) to produce significant amounts of Advanced Material. Ask if Svartalfheim is planing to make a bid for one of the captured planets to colonize. If so open a discussion on what Avernus could do to assist, and what Avernus would receive in exchange. If not, instead discuss the situation from the plan of a hypothetical future joint colonization effort.
Suggested plan is that Svartalfheim would be the primary colonizer, with Avernus providing assistance in the colonization effort. In exchange Avernus would get priority access to advanced material produced by the colony, while Svartalfheim gets the raw materials produced (Metal, Promethium). Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).
Things Avernus can offer:
Providing the initial self-defense fleet (mandated at 30 Monitors and 1 Defense Cruiser, but we could easily go higher if that is important to the bid).
Responsibility for constructing the required Orbital Defenses
Assistance in the provision of the initial deployed PDF
Creating a colonist militia program
Provision of up to 30 million colonists from Avernus per a year
If Midgard is willing, the funding of raising additional colonists from Midgard
Cargo space sufficient to transport large numbers of colonists and/or construction equipment (up to 200 cargo space)
Provision of Administrative support in construction and development of the colonies infrastructure, resource extraction (both for Metal mining and Promethium drilling), heath services, and educational systems, etc. (We even have a good candidate to lead a new colony Administratum: Prefetus Tertius Isaac Gros).
Military and fortification assistance (we even have a Marshal who is an expert in defense, Tychon Rakes, who we could send to lead the Munitorum on the new colony if they want something like that).
Support in setting up the colony Arbites system
We are not suggesting with this list that Svartalfheim can't do these things themselves, just that these are our areas of expertise that we have, and what we would be best able to help with. If there are other things that Svartalfheim wants from us we would be willing to consider it.
Things Avernus would like:
When the colony begins producing excess Advanced Material that it is included in what is taxed by the colonizer, that Avernus receives priority in getting Advanced and Exotic Material (understood that Svartlafhiem will get the other resources)
When the colony becomes independent and the 100 year trade deal is being negotiated that Avernus receives preference in getting Advanced and Exotic Materials.
Avernus understands that at first there will be little to no Advanced Material being produced early on in the colony, though we would like some goals as to what will be achieved when.
Additionally, Avernus is willing to accept getting no return in the early years (thus not getting Metal, Promethium, or other resources that are produced earlier in the colonization period) in exchange for larger returns in the later years of the colony. (The most extreme example of this would be something like Avernus forgoing any payment during the colony's dependence period, but getting exclusive rights to the 100 year trade deal).
Sound Out: Muspelheim cooperative colonization
Approach Muspelheim to follow up on Champion Surt's hints about sharing technology, but concern about the Mechanicus:
Suggested approach: When approaching Muspelheim, follow up on his concerns about the Mechanicus, and suggest that since colonization was being discussed at the same time you are wondering if this would be a way to kill two birds with one stone. If Avernus and Muspelheim cooperated in colonizing a world it would provide a place for controlled cooperation. Muspelheim would be able to control the release of technology as the colony develops, allowing a more gradual acclimatization. On Avernus' side we could arrange for only the most progressive Mechanicus members to be assigned to the new colony. (This shouldn't be too hard, since Avernus is where all the amazing Dark Age discovers are being made, I'd expect most Mechanicus members would prefer to stay at Avernus. Though I suppose we should double check with Scott first.) We could even agree to no Mechanicus members on the new colony if Muspelheim insists, but argue strongly that getting the Mechanicus onside is an important thing to do, and that we would prefer to make that part of this effort. Additionally, this could help with advanced material shortage that Avernus has been dealing with, as the speed of Mechanicus production expansion is not able to keep up with the rest of Avernus. But if the new colony world is primarily functioning using Muspelheim technology, this would allow the Mechanics to continue focusing their resources on expansion at Avernus.
Suggested plan is that Avernus would be the primary colonizer, with Muspelheim providing assistance in the colonization effort. Muspelheim would get priority access to material and promethium produced by the colony, while Avernus would get future sources of Advanced and Exotic Materials. Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).
Primary things we would want from Muspelheim:
Provision of the production technology, with sufficient colonists to support running and expansion of it.
Joint cooperation in establishing the colony education system
Anything else that Muspelheim would like to offer, or thinks they could help with
Avernus would note that similarly to the suggestion with Svartalfheim Avernus will be taking most of the gains in the later years. Assuming we have already negotiated a deal with Svartalfheim, raise this with Surt, and suggest that a joint Avernus/Muspelheim colony be a plan for the next round of expansion, and not the current two available colony planets. If Svartalfheim rejected our offer, suggest we make a bid together this round of expansion.
Sound Out: Asgard Future Knight Titan Production
Approach Asgard about the expansion in the number of Knight Titans they are ordering. Is this expected to continue?
Then broach the topic of Asgard colonizing another world, does this mean that number of Knight Titans needed will increase?
Discuss how Avernus has concerns, because of the deficit of advanced material in the Avernus economy. Currently Avernus is dependent on trade to sustain our Advance Material usage. Right now meeting the needs of Asgard, including the expanded purchase of Knight Titans is not an issue, but if the demand is going to continue increasing Avernus wants to know so that we can make sure to account for that in our plans.
Expansion is already being implemented in the Avernus Mechanicus cities, and we have a backlog of over fifty years of expansion plans. Because of this Avernus does not see much advantage in diverting those Mechanicus resources to colonization of other worlds. It seems that additional increases in production of Advanced Material will need to come from sources outside the Mechanicus. The main worlds that we see being able to potentially do this are Svartalfheim, Muspelheim, and Nilfheim. We have already approached Svartalfheim and Muspleheim about the possibility of a joint colonization effort.
If either Svartalfheim or Muspelheim have responded with approval, discuss with Asgard the upcoming decision on how to divide the current captured worlds. Mention that while have not confirmed it, we expect that Vanaheim will make a bid, and seeing as they gave up colonization of Fjol to make room for the Space Marines, it seems it will be difficult to deny their bid. Is Asgard planing on making a bid this round? If so, discuss whether Asgard would be willing to wait until the next round in 10 to 15 years after we recapture additional worlds from the Orks, and instead support an expansion by Svartalfheim/Avernus or Avernus so as to get a jump start on increasing production of Advanced Material? (Since it is probably going to take quite awhile before the new colonies start producing any). In exchange Avernus can promise a significant commitment to the next campaign (scheduled in five years) to ensure the capture of sufficient planets, and also support for an Asgard bid for a colony in the next round, perhaps even providing some support for the Asgard colony founding (though we'd like some discussion of how Avernite colonists would fit into the society of a new Asgard/Avernus colony since Avernite and Asgard societies are quite different).
Additionally we'd like to bring up questions on how to improve the construction and maintenance of the Knight Titans Avernus has been providing to Asgard. One idea that has been floated is developing a dedicated facility to the construction of Knight Titans, perhaps increasing their quality. What are areas that the Knights of Asgard would like to see improved? Any thoughts on ideas on this issue? The plans for such a facility might also allow the establishment of Knight Titan construction facilities outside of Avernus, ensuring a continued supply to Asgard in the case of Avernus being cut off from the rest of the Trust in a warp storm. Designing and building such a facility will divert some effort away from the expansion plans. What level priority such be put on the effort to create a facility like this?
There was also the idea floated that perhaps some of the Knight construction could benefit from the expertise of those outside the Mechanicus, such as the artisans of Svartalfheim. We have concerns about how the Mechanicus would react to such an idea, but we would like to know Asgard's thoughts about this.
Overall take the tone that we recognize the great service that the Knights of Asgard provide to the Imperial Trust, and so want to make sure that their needs are responded to, and that Avernus is able to serve them effectively as the supplier of Knight Titans.
Sound Out: Colonization Plans should include both finding out the plans of others, and lobbying for support for any colonization plan we are planning on presenting ourselves.
Arbites:
SLOT A - Year 1
-Y1: Oakheart School of Swordsmanship
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Examine: Super-Exitus Rifles
--DOUBLE DOWN YEAR 2
-Y3: Examine: Vortex Torpedoes
-Y4: IF NOT YET A SUCCESS:
--Examine: Super-Exitus Rifles
--REPEAT IF FAILED
-ELSE:
--Advanced Astartes Power Armour: Destroyer
--DOUBLE DOWN YEAR 4
--DOUBLE DOWN YEAR 5 (Unless we started Astartes Power Armor in Year 4)
SLOT B - Year 2 (Biologis)
-Y2: Detailed Survey (Illusionary Pines)
--REPEAT IF FAILED, ELSE:
-Y4: In-Depth Examination (Illusionary Pines)
SLOT C - Year 3 (Free)
-Y3: Expand and Upgrade: Dorthonion
Jane wants her Super Exitus Rifles, and it's going to probably take multiple attempts, so better get started.
The question of what to do after that is tricky, since there is no double down available in Year 3 (being used in Telepathica). think it's a mistake to move things around so we can use a Double Down on the Destroyer Armor in year four, but since that seems to be what the thread wants I'll go along with it. The better choice would be to just do the Destroyer armor in year 3 w/o a double down. Tranth's bonuses are enough that he still has a good chance at a crit.
Ministorum
SLOT A - Year 1
-Y1-Y5: The Search
-- IF NAVY IS FULLY CLEARED BEFORE THE TURN IS OVER, THEN SWITCH TO Those in the Shadows
SLOT B - Year 1
-Y1-Y5: The Search
-- IF NAVY IS FULLY CLEARED BEFORE THE TURN IS OVER, THEN SWITCH TO Those in the Shadows
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Necrons, threats, particularly our sector and Dragon Nest sector)
--DOUBLE DOWN YEAR 1
-Y2: Cheating: Examine: Super-Exitus Rifles
-Y3: Research: Neo-Astropathic Receiver Choirs
--DOUBLE DOWN YEAR 3
SLOT B - Year 3 (Xavier)
-Y3: Advanced Wards: Fólkvangr
--EXPEDITE YEAR 3
SLOT C - Year 1 (Tamia)
-Y1: Mentoring: Beta
-Y2: Research: Sun Beetle
-Y3: Research: Neo-Astropathic Receiver Choirs
--DOUBLE DOWN YEAR 3
Choose Necrons since after thinking about it, those are the most likely culprits in a galaxy wide threat, tried to narrow it to how it would effect us though. Tamia has slots available, used one for the Beta, and the other looking at the just completed Sun Beetle (though Hellflame Coral is another viable option). I am very open to anyother target for Greater Divination, though I would suggest that it be something that is a credible issue for the Imperial Trust, and not just serving curiosity. (Necrons/Tyranids/Elder yes, Ultramar or the Tau, not so much). For example, maybe we could check on the Eldar, specifically if there are any around we could try and ally with for whatever this major threat is in 50 years. (Their new Farseers probably have some info on it).
We can only do it once every five years, so with this galaxy wide threat I'd like to try and gather some information that will help (Tyranids and Necrons seem the most likely possibilities of what we already know about).
Expect next turn for Ridcully to spend 2 years on Destructive Freq, 1 year on Cheating, 1 year on a Divination: Attacks, and 1 year available for either more cheating or Greater Divination.
Could switch out the Folkvangr wards for Order of Divination Warnings if we want to use the Expedite elsewhere.
Personal
SLOT A - Year 1
-Y1: Personal Attention: Expand Phase-Tiger Enclosures
--EXPEDITE YEAR 1
-Y5: Readiness Training: Fleet
SLOT B - Year 1
-Y1: Spend Time With (Chapter Master Julius)
-Y2: Promotion (Marshal)
-Y3: Spend Time With (Chapter Master Julius)
-Y4: A New Admiral
-Y5: Whispers of Change (Discussion with Champion Surt might prove fruitful)
SLOT C - Year 4
-Y4: Thaddeus Expertise: Upgrade Defences: (Gormec, Lonely Citadel, Lemnos, Arbor)
--EXPEDITE YEAR 4
[X] Plan Elder Haman Turn 90
I don't particularly like the sound outs and I think asking our inquisitor to investigate the warp rifts to be pointless since he is likely already doing that, but everything else seems alright and nothing is deal-breaking.
You should change the Advanced Heavy Orbital Defence Platforms for Advanced Defense Stations, we already have as much AHODPs as Parnel wanted but we stil need more build more ADSs to fulfill his plans.
Oh, sorry, there seems to have been some miscommunication here, I misread 'no one knows what to trade' as 'no one knows what to trade besides humans souls' which is something a lot of people seem to forget since that is the first thing that seems to cross objectors minds.
Kind of assumed that the option meant to write in what we wanted to trade to the Sirens and we would get options of what they are willing to offer in return. Kind of like asking someone you want to trade something with and asking what they would trade for what you have.
Sorry about that. It sounds like there has been some miscommunication.
I agree that the option is asking for a write in and we find out what they will give us.
I'm just saying that no one seems to know what to write in. I mean, the one time I suggested something (Music) I got piled on.
What do you think we should write in? Because if you can get some support behind a good write in I'd be happy to include it in my plan (probably not this turn since we have a lot of diplomacy going on, but usually there are open spaces).
Those are the two problems as I see it:
1: I still haven't seen a specific suggestion, as in "We should trade Phase Tigers to the Sirens to eat" instead just the vague "We should try something."
2: Their doesn't seem to be a lot of support in the player base to try anything until we get a hint that something is a good idea to try. (I might be wrong on this, but it's the impression I get).
[X] Plan Elder Haman Turn 90
I don't particularly like the sound outs and I think asking our inquisitor to investigate the warp rifts to be pointless since he is likely already doing that, but everything else seems alright and nothing is deal-breaking.
I'm sure Klovis is looking into it on his own, but lets think of this as giving him the time and resources of the planets office to support him in his investigations.
What do you not like about the Sound Outs?
I'm guessing you don't object to the idea of joint colonies since you don't find them to be deal breakers, but if it's criticism about the way it's approached I'm willing to hear some criticism.
You should change the Advanced Heavy Orbital Defence Platforms for Advanced Defense Stations, we already have as much AHODPs as Parnel wanted but we stil need more build more ADSs to fulfill his plans.
Huh, your right, I just checked the datasheets. That's what I get for assuming the flavor text is still accurate. Will change. Thank you for pointing that out.
Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Investigate Relationship (Vanaheim, Svartalfheim)
-Y4: Investigate Relationship (Vanaheim, Muspelheim)
-Y5: Investigate Relationship (Vanaheim, Byzantium)
SLOT B - Year 1:
-Y1: Investigate (Reputation of Avernus in the Trust)
-Y2: Investigate (Reputation of Rotbart in the Trust)
-Y3: Sound Out (Colonization Plans)
-- Check to see what the colonization plans for Garkill's former worlds are among your fellow Trust members, and if any are interesting in a possible joint colonization project with Avernus.
-- REPEAT UNTIL ALL WORLDS HAVE REPORTED IN.
-Y4-Y5: Diplomatic Relations (Go down list, repeating if failed: Byzantium, Svartalfheim)
Here I decided to go with a bunch of Investigations. Klovis-Ultan suggested that we check on our reputation in the Trust, both for our planet and our Governor, so I'm doing that. I'm also checking on Vanaheim's relationships with some other important players, particularly Svartalfheim (the other major conservative planet), Muspelheim (the other major progressive planet), and Byzantium (the newly founded Astartes Homeworld, which is likely to be a major player going forward).
I am also doing a combined Sound Out to see what the colonization plans for every other world is, and if any of them are interested in doing a joint colonization project with us. (I didn't see the need to turn that into separate actions)
Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Investigate Relationship (Vanaheim, Svartalfheim)
-Y4: Investigate Relationship (Vanaheim, Muspelheim)
-Y5: Investigate Relationship (Vanaheim, Byzantium)
SLOT B - Year 1:
-Y1: Sound Out (Knight Titan Foundry)
To relaiably provide Asgard with Knight-Titans Avernus plans to build a foundry/factory/workshop focussed for these. Given how complex any sort of titans are and that a long distand goal is the creation of master works any insight given into the topic even if its only remotely connected is apreciated. Concerns and advise equally.
Svartalfheim addition: Opinion of the guilds on setting up a possible artisan workshop is needed. In case of overlap/conflict with the speciality of any guild we will limit the facility of course.
Asgard addition: It is planed to serve as the primary maintainance facility for Knights in system and advise for the correct maintainance and repair of them will help greatly.
-Y2: IF NOT ALL REACHED Sound Out (Knight Titan Foundry) ELSE Investigate (Reputation of Rotbart in the Trust)
-Y3: Sound Out (Colonization Plans)
-- Check to see what the colonization plans for Garkill's former worlds are among your fellow Trust members, and if any are interesting in a possible joint colonization project with Avernus.
-- REPEAT UNTIL ALL WORLDS HAVE REPORTED IN.
-Y4-Y5: Diplomatic Relations (Go down list, repeating if failed: Byzantium, Svartalfheim)
Removed one/two Investigate actions for an additional Sound out.
Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Sound Out: Asgard on Future Knight Titan production
-Y4: Investigate: Reputation of Avernus in Trust
-Y5: Investigate: Warp Rifts sucking in Chaos Psykers
--DOUBLE DOWN YEAR 5
SLOT B - Year 1:
-Y1: Sound Out: Svartalfheim joint colonization
-Y2: Sound Out: Muspelheim joint colonization
-Y3: Sound Out: Colonization Plans (Priority Order: Vanaheim, MIdgard, Jotunhiem, Mechanicus, Security Council, Inquisition, Alfheim, Nilfheim)
--REPEAT IF NOT COMPLETED
-Y4-5: Investigate Relationship (Go down the list repeating if failed, Vanaheim:Svartalfheim, Vanaheim:Asgard)
Sound Out: Svartalfheim cooperative colonization
Approach Svartalfheim to determine:
1: Is Svartalfheim interested in colonizing one of the captured worlds?
2: If so, would they be open to cooperation with Avernus in the colonization effort?
3: What kind of Advanced Material resources would Avernus be able to get from this colony?
4: What aid would Svartalfheim want from Avernus?
Suggested approach: When approaching Svartalfheim, start from a discussion about the amount of Advanced Material Avernus is importing, and how Avernus has plenty of other resources, but that Advanced and Exotic Materials are the primary resource need for Avernus. So with the discussion on colonies, it seems to Avernus that a colony founded by Svartalfheim is the most likely (and most quickly) to produce significant amounts of Advanced Material. Ask if Svartalfheim is planing to make a bid for one of the captured planets to colonize. If so open a discussion on what Avernus could do to assist, and what Avernus would receive in exchange. If not, instead discuss the situation from the plan of a hypothetical future joint colonization effort.
Suggested plan is that Svartalfheim would be the primary colonizer, with Avernus providing assistance in the colonization effort. In exchange Avernus would get priority access to advanced material produced by the colony, while Svartalfheim gets the raw materials produced (Metal, Promethium). Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).
Things Avernus can offer:
Providing the initial self-defense fleet (mandated at 30 Monitors and 1 Defense Cruiser, but we could easily go higher if that is important to the bid).
Responsibility for constructing the required Orbital Defenses
Assistance in the provision of the initial deployed PDF
Creating a colonist militia program
Provision of up to 30 million colonists from Avernus per a year
If Midgard is willing, the funding of raising additional colonists from Midgard
Cargo space sufficient to transport large numbers of colonists and/or construction equipment (up to 200 cargo space)
Provision of Administrative support in construction and development of the colonies infrastructure, resource extraction (both for Metal mining and Promethium drilling), heath services, and educational systems, etc. (We even have a good candidate to lead a new colony Administratum: Prefetus Tertius Isaac Gros).
Military and fortification assistance (we even have a Marshal who is an expert in defense, Tychon Rakes, who we could send to lead the Munitorum on the new colony if they want something like that).
Support in setting up the colony Arbites system
We are not suggesting with this list that Svartalfheim can't do these things themselves, just that these are our areas of expertise that we have, and what we would be best able to help with. If there are other things that Svartalfheim wants from us we would be willing to consider it.
Things Avernus would like:
When the colony begins producing excess Advanced Material that it is included in what is taxed by the colonizer, that Avernus receives priority in getting Advanced and Exotic Material (understood that Svartlafhiem will get the other resources)
When the colony becomes independent and the 100 year trade deal is being negotiated that Avernus receives preference in getting Advanced and Exotic Materials.
Avernus understands that at first there will be little to no Advanced Material being produced early on in the colony, though we would like some goals as to what will be achieved when.
Additionally, Avernus is willing to accept getting no return in the early years (thus not getting Metal, Promethium, or other resources that are produced earlier in the colonization period) in exchange for larger returns in the later years of the colony. (The most extreme example of this would be something like Avernus forgoing any payment during the colony's dependence period, but getting exclusive rights to the 100 year trade deal).
Sound Out: Muspelheim cooperative colonization
Approach Muspelheim to follow up on Champion Surt's hints about sharing technology, but concern about the Mechanicus:
Suggested approach: When approaching Muspelheim, follow up on his concerns about the Mechanicus, and suggest that since colonization was being discussed at the same time you are wondering if this would be a way to kill two birds with one stone. If Avernus and Muspelheim cooperated in colonizing a world it would provide a place for controlled cooperation. Muspelheim would be able to control the release of technology as the colony develops, allowing a more gradual acclimatization. On Avernus' side we could arrange for only the most progressive Mechanicus members to be assigned to the new colony. (This shouldn't be too hard, since Avernus is where all the amazing Dark Age discovers are being made, I'd expect most Mechanicus members would prefer to stay at Avernus. Though I suppose we should double check with Scott first.) We could even agree to no Mechanicus members on the new colony if Muspelheim insists, but argue strongly that getting the Mechanicus onside is an important thing to do, and that we would prefer to make that part of this effort. Additionally, this could help with advanced material shortage that Avernus has been dealing with, as the speed of Mechanicus production expansion is not able to keep up with the rest of Avernus. But if the new colony world is primarily functioning using Muspelheim technology, this would allow the Mechanics to continue focusing their resources on expansion at Avernus.
Suggested plan is that Avernus would be the primary colonizer, with Muspelheim providing assistance in the colonization effort. Muspelheim would get priority access to material and promethium produced by the colony, while Avernus would get future sources of Advanced and Exotic Materials. Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).
Primary things we would want from Muspelheim:
Provision of the production technology, with sufficient colonists to support running and expansion of it.
Joint cooperation in establishing the colony education system
Anything else that Muspelheim would like to offer, or thinks they could help with
Avernus would note that similarly to the suggestion with Svartalfheim Avernus will be taking most of the gains in the later years. Assuming we have already negotiated a deal with Svartalfheim suggest that this may be a plan for the future expansion, and not the current two available colony planets.
Sound Out: Asgard Future Knight Titan Production
Approach Asgard about the expansion in the number of Knight Titans they are ordering. Is this expected to continue?
Then broach the topic of Asgard colonizing another world, does this mean that number of Knight Titans needed will increase?
Discuss how Avernus has concerns, because of the deficit of advanced material in the Avernus economy. Currently Avernus is dependent on trade to sustain our Advance Material usage. Right now meeting the needs of Asgard, including the expanded purchase of Knight Titans is not an issue, but if the demand is going to continue increasing Avernus wants to know so that we can make sure to account for that in our plans.
Expansion is already being implemented in the Avernus Mechanicus cities, and we have a backlog of over fifty years of expansion plans. Because of this Avernus does not see much advantage in diverting those Mechanicus resources to colonization of other worlds. It seems that additional increases in production of Advanced Material will need to come from sources outside the Mechanicus. The main worlds that we see being able to potentially do this are Svartalfheim, Muspelheim, and Nilfheim. We have already approached Svartalfheim and Muspleheim about the possibility of a joint colonization effort.
If either Svartalfheim or Muspelheim have responded with approval, discuss with Asgard the upcoming decision on how to divide the current captured worlds. Mention that while have not confirmed it, we expect that Vanaheim will make a bid, and seeing as they gave up colonization of Fjol to make room for the Space Marines, it seems it will be difficult to deny their bid. Is Asgard planing on making a bid this round? If so, discuss whether Asgard would be willing to wait until the next round in 10 to 15 years after we recapture additional worlds from the Orks, and instead support an expansion by Svartalfheim/Avernus or Avernus so as to get a jump start on increasing production of Advanced Material? (Since it is probably going to take quite awhile before the new colonies start producing any). In exchange Avernus can promise a significant commitment to the next campaign (scheduled in five years) to ensure the capture of sufficient planets, and also support for an Asgard bid for a colony in the next round, perhaps even providing some support for the Asgard colony founding (though we'd like some discussion of how Avernite colonists would fit into the society of a new Asgard/Avernus colony since Avernite and Asgard societies are quite different).
Additionally we'd like to bring up questions on how to improve the construction and maintenance of the Knight Titans Avernus has been providing to Asgard. One idea that has been floated is developing a dedicated facility to the construction of Knight Titans, perhaps increasing their quality. What are areas that the Knights of Asgard would like to see improved? Any thoughts on ideas on this issue? The plans for such a facility might also allow the establishment of Knight Titan construction facilities outside of Avernus, ensuring a continued supply to Asgard in the case of Avernus being cut off from the rest of the Trust in a warp storm. Designing and building such a facility will divert some effort away from the expansion plans. What level priority such be put on the effort to create a facility like this?
There was also the idea floated that perhaps some of the Knight construction could benefit from the expertise of those outside the Mechanicus, such as the artisans of Svartalfheim. We have concerns about how the Mechanicus would react to such an idea, but we would like to know Asgard's thoughts about this.
Overall take the tone that we recognize the great service that the Knights of Asgard provide to the Imperial Trust, and so want to make sure that their needs are responded to, and that Avernus is able to serve them effectively as the supplier of Knight Titans.
Just realized that Klovis is a Ordo Malleus Inquisitor, why do we need to bother telling him to talk to Sphinxes? This is exactly the sort of thing his is used to investigating before coming to Avernus.
Major differences in the Diplomacy actions. On the Sound Outs I feel that if we really do want to push for a joint colony with either Muspelheim or Svartalfheim then we need to spend the diplomacy resources on it. I feel that a simple "hey you want do a colony together" is insufficient for a successful bid. This is what the Sound Out action is for. Building up a plan, and then persuading the rest of the Trust to support it so that when we go to Council we already have a group ready to support our proposals. Usually we don't need that many or a lot of details there, but since we have an issue we already know is going to be on the agenda it seems the right time for more effort.
On the Knight Production issue, my main problem with Portec's version is that it makes the assumption that we are going to be imminently working on building a Knight Titan foundry, and I'm not sure that is the best priority. If Asgard really likes the idea I'd be willing to consider it, but I think it's premature to announce to everyone that we are going to do it, when we might very well not. I mean, what if it comes back as a 16 year Mechanicus Fabricator action? We already have three Mechanicus city expansions (12 years each) followed by nine more Cathedral-Forge/Forge-Cathedral actions (9 years each) of expansion left to do, that's 127 years worth of expansion actions, not to mention that doesn't include any Mobile Research facilities, Repairing Sanctus Furorem, or building Adjudicators.
Again, I'm fine with floating the idea and seeing the response, I just don't want to commit to it until we know it's something that would be more beneficial than expanding our Mechanicus cities.
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Advanced Astartes Power Armour: Destroyer
--DOUBLE DOWN YEAR 2
SLOT B - Year 2 (Biologis)
-Y2: Preliminary Examination (Beergrass)
-Y3: Bionics Part One: Investigation
--DOUBLE DOWN YEAR 3
SLOT C - Year 3 (Free)
-Y3: Expand and Upgrade: Dorthonion
Removed the Beergrass investigation from my draft proposal. EDIT - Nevermind. Added it back. The entire reason I had something in that slot was to get the Double Down timing right.
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Research: Neo-Astropathic Receiver Choirs
-- REPEAT IF FAILED
-- DOUBLE DOWN YEAR 1
-Y4: Research: Destructive Frequencies
-- DOUBLE DOWN YEAR 4
SLOT B - Year 3 (Xavier)
-Y3: Advanced Wards: Fólkvangr
SLOT C - Year 1 (Tamia)
-Y1: Research: Neo-Astropathic Receiver Choirs
-- REPEAT IF FAILED
-Y4: Research: Destructive Frequencies
I'm sticking with doing both the Choir and Destructive Frequencies. These are both actions that require coordination from Ridcully and Tamia, and trying to coordinate them is a pain sometimes, but things line up nicely here. A number of players have also wanted to get Destructive Frequencies done, and this is a chance to do it.
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Examine: Super-Exitus Rifles
-Y3: Examine: Vortex Torpedoes
-Y4: Advanced Astartes Power Armour: Destroyer
--DOUBLE DOWN YEAR 4
SLOT B - Year 2 (Biologis)
-Y2: Detailed Survey (Illusionary Pines)
--REPEAT IF FAILED, ELSE:
-Y4: In-Depth Examination (Illusionary Pines)
SLOT C - Year 3 (Free)
-Y3: Expand and Upgrade: Dorthonion
Jane wants her Super Exitus Rifles, and it's going to probably take multiple attempts, so better get started.
The question of what to do after that is tricky, since there is no double down available in Year 3 (being used in Telepathica). think it's a mistake to move things around so we can use a Double Down on the Destroyer Armor in year four, but since that seems to be what the thread wants I'll go along with it. The better choice would be to just do the Destroyer armor in year 3 w/o a double down. Tranth's bonuses are enough that he still has a good chance at a crit.
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Necrons, threats, particularly our sector and Dragon Nest sector)
--DOUBLE DOWN YEAR 1
-Y2: Cheating: Examine: Super-Exitus Rifles
--DOUBLE DOWN YEAR 2
-Y3: Research: Neo-Astropathic Receiver Choirs
--DOUBLE DOWN YEAR 3
SLOT B - Year 3 (Xavier)
-Y3: Advanced Wards: Fólkvangr
--EXPEDITE YEAR 3
SLOT C - Year 1 (Tamia)
-Y1: Mentoring: Beta
-Y2: Research: Sun Beetle
-Y3: Research: Neo-Astropathic Receiver Choirs
--DOUBLE DOWN YEAR 3
The other major difference is in the Mechanicus/Telepathica actions.
Enjou's and Portec's plans are the same here. The main difference is having the Telepathica focus entirely on Destructive Freq. and Receiver Choirs, (which locks up both Ridcully and Tamia). My plan delays the Destructive Freq. until next turn so that we have four additional action years open.
I use one of Ridcully's open years to provide Cheating for the Super Exitus Rifle - which Jane specifically requested. We could put the Double Down on the Rifle instead of Cheating, which gives us an expected value of 23% chance of succeeding, while putting it on Cheating only gives us a 7% chance of succeeding. The reason I put it on Cheating though is that any help Ridcully gives will carry over to the next attempt. Expected margin of Ridcully's success (a roll of 50) is 20%, or 40% with double down, which translates to a permanent +8% chance of success on the Rifle. Without the double down the expected permanent increase is only 4%. So I'm sort of expecting we will have to spend at least one more action on this. Though If peoeple really want me too I could be persuaded to switch where the double down is.
I then use the other open Ridcully action to do Greater Divination looking at one of the most likely culprits behind a major threat (the Necrons), though I'm very open to other suggestions on how to use the action. Such as trying to find out about the Eldar so we could look to them for a possible alliance against this threat in fifty years. Or we could possibly have him look at Valinor. Or we could do something else. (Though I think Divination:Attacks is more important in the last year of next turn so that we know if there are any attacks coming during the time we are planning to campaign against the Orks).
This also leaves two of Tamia's action slots open, one of which I use for mentoring the Beta (we have at least one up for the trails this year), and one for researching the Sun Beetle (though I could be convinced to switch to Hellflame Coral or Temple Cats if people prefer).
Also, for some reason @Enjou and @Portec are not expediting the Ward action in year 3. Not sure why though as the costs are not that high compared to other things. Probably just an oversight that they will correct.
On the Mechanicus side again I spend a year on the Super-Exitus Rifle before acting on the Destoryer Armor.
I also finish off the Illusionary Pines instead of starting new Biologos projects. I think we should do this since the Illusionary Pines (surprisingly) are looking like they might be heavily exploitable.
Personal
SLOT A - Year 1
-Y1: Personal Attention: Expand Phase-Tiger Enclosures
--EXPEDITE YEAR 1
-Y5: Readiness Training: Fleet
SLOT B - Year 1
-Y1: Promotion (Marshal)
-Y2: Chain of Command
-Y3: A New Admiral
-Y4: Spend Time With (Chapter Master Julius)
-Y5: Spend Time With (Chapter Master Julius)
SLOT C - Year 4
-Y4: Thaddeus Expertise: Upgrade Defences: <four cities>
Personal
SLOT A - Year 1
-Y1: Personal Attention: Expand Phase-Tiger Enclosures
--EXPEDITE YEAR 1
-Y5: Readiness Training: Fleet
SLOT B - Year 1
-Y1: Promotion (Marshal)
-Y2: Spend Time With (Chapter Master Julius)
-Y3: Spend Time With (Chapter Master Julius)
-Y4: A New Admiral
-Y5: Whispers of Change (Discussion with Champion Surt might prove fruitful)
SLOT C - Year 4
-Y4: Thaddeus Expertise: Upgrade Defenses: (Gormec, Lonely Citadel, Lemnos, Arbor)
--EXPEDITE YEAR 4
The last minor difference is that I use a Personal Action to do Whispers of Change about the Mechanics talking to Surt. I'm not strongly attached to this though, so if people prefer just doing Chain of Command I can switch to that.
I'm sure Klovis is looking into it on his own, but lets think of this as giving him the time and resources of the planets office to support him in his investigations.
What do you not like about the Sound Outs?
I'm guessing you don't object to the idea of joint colonies since you don't find them to be deal breakers, but if it's criticism about the way it's approached I'm willing to hear some criticism.
Well actually I am mostly apathetic about the colonies and don't see the point of the knight facility but I like the tele-mech actions alot more than the other plans. Also since I was the one to suggest whispers of change so I am rather partial to it.
We could, but I think doing it next turn would have greater benefit. Right now we have all our military and resources available to us on Avernus. It's not like we are without any advanced warning our warp scanners should give us some early warning. And we can probably handle a surprise attack right now.
However, in ten years we will be expanding again, and that's when we are most vulnerable. That's when some advanced warning about attacks would be very useful.
So I'd rather spend our Divination action this turn on something about more long term threats (like Necrons, Tyranids, or possibly the Eldar) and do a Divination: Attacks at the end of next turn.