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

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
@Enjou
Some suggestions/concerns with your plan.

First, suggestion: Throw an Expedite on the Siren rune of Banishment. I asked Durin and he said it was alright, and the AM/EM cost isn't prohibitive.

Second, issues. I'm a bit worried about getting enough Fanning the Flames in. While only taking two of them this turn should be workable, I'd much rather take an extra so that we don't get forced into an uncomfortable situation where we need to take Fanning actions despite having a major situation elsewhere. Our current campaign shouldn't really need the safety net the rerolls provide anyway.

Next is the admin situation. Per Durin we're going to really need to have our admin people on the ball in order to avoid blowback from Scott's decision to pass on responsibility. As such I really don't think we should have them tied into two more projects that will still have five years on them next turn—in addition to expansions to our Forge cities all of them are currently below the 'standard' defensive level on Avernus. If it takes the same amount of time to upgrade their defenses as a normal hive, that means we're looking at like sixty action-years just on the defensive upgrades. In a related issue, that's also why I wanted to get the Dis defensive upgrade started now—it is a really important thing for us to have if we face a major invasion/attack, and we're going to be super pressed for time as is.
 
Diplomacy
SLOT A - Year 1
-Y1: Trade Talks (Svartalfheim, to maintain equipment of Super-Elite Operatives)
-Y2: Re-examine (Freyr)
-- REPEAT IF FAILED
-Y3: Investigate Relationship (Vanaheim, Svartalfheim)
-- REPEAT IF FAILED
-Y4: Investigate Relationship (Vanaheim, Alfheim)
-- REPEAT IF FAILED
-Y5: Investigate Relationship (Vanaheim, Asgard)

Gotta get the trade talks with Svartalfheim done. Re-examining Freyr was suggested, and makes sense given he's the Trust's fleet commander. After that, I want to know the relationship between Vanaheim and several other worlds, specifically their conservative allies and Asgard (one of our strongest allies).
Can you change one of these options to re-examining Inquisitor Yang Yinn?
 
Last edited:
@Enjou
Some suggestions/concerns with your plan.

First, suggestion: Throw an Expedite on the Siren rune of Banishment. I asked Durin and he said it was alright, and the AM/EM cost isn't prohibitive.

Second, issues. I'm a bit worried about getting enough Fanning the Flames in. While only taking two of them this turn should be workable, I'd much rather take an extra so that we don't get forced into an uncomfortable situation where we need to take Fanning actions despite having a major situation elsewhere. Our current campaign shouldn't really need the safety net the rerolls provide anyway.

Next is the admin situation. Per Durin we're going to really need to have our admin people on the ball in order to avoid blowback from Scott's decision to pass on responsibility. As such I really don't think we should have them tied into two more projects that will still have five years on them next turn—in addition to expansions to our Forge cities all of them are currently below the 'standard' defensive level on Avernus. If it takes the same amount of time to upgrade their defenses as a normal hive, that means we're looking at like sixty action-years just on the defensive upgrades. In a related issue, that's also why I wanted to get the Dis defensive upgrade started now—it is a really important thing for us to have if we face a major invasion/attack, and we're going to be super pressed for time as is.

On reflection, I agree with this. We really need to make sure our AM/EM/RM production is as secure as it can possibly be, especially given the threat posed by Orkish incursions. Shit will be REALLY bad if they manage to capture a forge city.

@Enjou would you consider making the change to expand Dis and make sure that Edvin is free to start buffing the forge city defenses next turn? That way we can get a head start on proving that Scott's reforms are actually a good idea.

It's not like these investigations or most previous investigations were actually important. Really the only thing that matters is picking what would be most interesting to read.

By that same token, I'm rather more interested in learning about our main rival first and then moving on to the Inquisition. The more we know and the earlier we know it, the better our position will be in the future.
 
It's not like these investigations or most previous investigations were actually important. Really the only thing that matters is picking what would be most interesting to read.
Ehhh what we know of her says fanatic, but at the same time she apparently redeeicated that instantly towards the Truth.

Plus she's been in the company of 9 grey knights and 2 Ordo melleus lords for the past 200 years so I think she's in the clear.

Don't get me wrong I'd like to review her since I do want to know more about her and Freyr...
 
Last edited:
[X] Plan Enjou T95

I am worried about not doing enough fanning the flames actions, would like to see one of the assists changed to fanning, I'd also like to see small shipyards started, we will want them up before the orks are boosted particularly with our admiral focusing on the smaller ship sizes,
 
Enjou potential compromise do titan then partial hand over?

It's not as great as doing full hand over I get that, but it's better than one and not the other should mollify the conservatives and get us the titan.

In fact I'd say it's the optimal configuration. Especially seeing how a successful upgrade nullifies the -1 to moral from the and off and we're only knocked up to 6 not 8 unrest.

Please consider this.

This isn't a good compromise because the Expansion part of the Hand Off action is the most important part of it. Expanding a Small Forge Hive to a Large one takes 14 years. Expanding and Upgrading the defenses both at once take 18. Either way, you're looking at a significant amount of time that Scott could be doing something else... like building Forges so we can actually afford all these upgrades. Doing just the Defences for Hand Off means that Scott still has to spend time doing the expansions herself, which is why the option for Hands Off that allows for both says "Fabricator-General Scott would prefer this option as it is the only way that she can see to get her planned upgrades done by the time that the Ork Gods awaken."

The Titan upgrade doesn't have nearly the level of importance as this since its effects don't have nearly the scope as this does, and so it's not something we can pursue right now.

  • I expect that after the campaign in turn 97 we will get the option to recrute replacements. To have a slot open first year that turn the easiest way would be to exchange the Jetbikes with the Thundabeast Riders.
    This is only a possibility because a) the slot will open up in the second year neverless and b) next turn it can be resolved on a different way.
    • Running tally: You spend 5,093,000 AM in Military actions
  • You choose to build more Defence Station because of their low AM cost. I have to point out that we have reached the number already that is advised. With more the defence might start becomeing top heavy.
    @Durin Is there a problem or should other defensive installation and/or ships be first increased?
    A way to sidestep the defence entirely is building small shipyards (bonus: only 1/5 the cost of the Stations). Building more is planed anyway.

I'll make the first change.
The second I might make to small shipyards, but IIRC we may also want more of the other sizes of defense stations -

@Durin
1. Are we recommended to get more of any of the Heavy or regular advanced defense platforms?

As I already said, the Administration skill should be more important than specialization.

I disagree on this in terms of founding an order of psykers - once founded, the order will largely be able to administrate itself based on whoever is directly in charge of it. What is most important in founding the order is having someone who has the best understanding of the topic in question so they can properly assess the best candidates to be among the initial members. If we wanted to found an order of Saboteurs, then Xavier would be best since that fits into his wheelhouse. But a Divination type order would be best done by Ridcully, since he could best assess the quality of other Diviners.

@Enjou
Some suggestions/concerns with your plan.

First, suggestion: Throw an Expedite on the Siren rune of Banishment. I asked Durin and he said it was alright, and the AM/EM cost isn't prohibitive.

The costs wouldn't normally be prohibitive, but I'm trying very much not to go over our Gross Income, and a cost of 1,660,000 Advanced Material is kind of high right now.

Second, issues. I'm a bit worried about getting enough Fanning the Flames in. While only taking two of them this turn should be workable, I'd much rather take an extra so that we don't get forced into an uncomfortable situation where we need to take Fanning actions despite having a major situation elsewhere. Our current campaign shouldn't really need the safety net the rerolls provide anyway.

I think that if an emergency comes up people will be understanding about us not being able to dedicate Ridcully to a full 12 actions, especially in light of the fact that we managed to eliminate Tugozak and his biggest rival early on. But barring that I think we've got plenty of room in the queue to get it done. We've got three more turns after this one to get the total of 12 done, and if we do two this turn then we need to do three on one of those turns and two in the other two. Currently I'm planning on doing three next turn.

I also like having those rerolls available, because they can prevent disaster, or just make it so the campaign will go more smoothly since non-failures can also be rerolled.

@Durin
2. Can you confirm there wouldn't be poltical consequences if Ridcully couldn't do enough Fanning of the Flames if he had to be used to deal with an emergency?

Next is the admin situation. Per Durin we're going to really need to have our admin people on the ball in order to avoid blowback from Scott's decision to pass on responsibility. As such I really don't think we should have them tied into two more projects that will still have five years on them next turn—in addition to expansions to our Forge cities all of them are currently below the 'standard' defensive level on Avernus. If it takes the same amount of time to upgrade their defenses as a normal hive, that means we're looking at like sixty action-years just on the defensive upgrades. In a related issue, that's also why I wanted to get the Dis defensive upgrade started now—it is a really important thing for us to have if we face a major invasion/attack, and we're going to be super pressed for time as is.

I don't see where Durin said we'd have to be on the ball. As far as upgrading the Forge Cities to Incredibly Heavy defenses... that's going to be expensive. Really, really expensive. Look at the options for upgrading Dis (a Large Hive) and expanding and upgrading the lunar Forge Cities to the same level.

Upgrade Dis: 6,850,000 Advanced Material, 45,600 Exotic Material
Forge City Expand: 2,300,000 Advanced Material, 20,200 Exotic Material
Forge City Expand & Upgrade: 17,200,000 Advanced Material, 134,000 Exotic Material

You're looking at double a massive difference in AM and EM costs for the Forge Cities to get an Incredibly Heavy upgrade. And the cost of these expansions and upgrades will be increased by 10% if our admin people do it. I believe this is likely due to the Forge Cities perhaps having significantly more and/or better quality defences as a normal city at the same level.

@Durin
3. Can you confirm that is the cause of the large price difference?

Regardless, I don't want to waste more than a single slot of Adminstratum time on doing busy work. Time is a resource as much as anything else is, and must be spent wisely.
 
This isn't a good compromise because the Expansion part of the Hand Off action is the most important part of it. Expanding a Small Forge Hive to a Large one takes 14 years. Expanding and Upgrading the defenses both at once take 18. Either way, you're looking at a significant amount of time that Scott could be doing something else... like building Forges so we can actually afford all these upgrades. Doing just the Defences for Hand Off means that Scott still has to spend time doing the expansions herself, which is why the option for Hands Off that allows for both says "Fabricator-General Scott would prefer this option as it is the only way that she can see to get her planned upgrades done by the time that the Ork Gods awaken."

The Titan upgrade doesn't have nearly the level of importance as this since its effects don't have nearly the scope as this does, and so it's not something we can pursue right now.



I'll make the first change.
The second I might make to small shipyards, but IIRC we may also want more of the other sizes of defense stations -

@Durin
1. Are we recommended to get more of any of the Heavy or regular advanced defense platforms?



I disagree on this in terms of founding an order of psykers - once founded, the order will largely be able to administrate itself based on whoever is directly in charge of it. What is most important in founding the order is having someone who has the best understanding of the topic in question so they can properly assess the best candidates to be among the initial members. If we wanted to found an order of Saboteurs, then Xavier would be best since that fits into his wheelhouse. But a Divination type order would be best done by Ridcully, since he could best assess the quality of other Diviners.



The costs wouldn't normally be prohibitive, but I'm trying very much not to go over our Gross Income, and a cost of 1,660,000 Advanced Material is kind of high right now.



I think that if an emergency comes up people will be understanding about us not being able to dedicate Ridcully to a full 12 actions, especially in light of the fact that we managed to eliminate Tugozak and his biggest rival early on. But barring that I think we've got plenty of room in the queue to get it done. We've got three more turns after this one to get the total of 12 done, and if we do two this turn then we need to do three on one of those turns and two in the other two. Currently I'm planning on doing three next turn.

I also like having those rerolls available, because they can prevent disaster, or just make it so the campaign will go more smoothly since non-failures can also be rerolled.

@Durin
2. Can you confirm there wouldn't be poltical consequences if Ridcully couldn't do enough Fanning of the Flames if he had to be used to deal with an emergency?



I don't see where Durin said we'd have to be on the ball. As far as upgrading the Forge Cities to Incredibly Heavy defenses... that's going to be expensive. Really, really expensive. Look at the options for upgrading Dis (a Large Hive) and expanding and upgrading the lunar Forge Cities to the same level.

Upgrade Dis: 6,850,000 Advanced Material, 45,600 Exotic Material
Forge City Expand: 2,300,000 Advanced Material, 20,200 Exotic Material
Forge City Expand & Upgrade: 17,200,000 Advanced Material, 134,000 Exotic Material

You're looking at double a massive difference in AM and EM costs for the Forge Cities to get an Incredibly Heavy upgrade. And the cost of these expansions and upgrades will be increased by 10% if our admin people do it. I believe this is likely due to the Forge Cities perhaps having significantly more and/or better quality defences as a normal city at the same level.

@Durin
3. Can you confirm that is the cause of the large price difference?

Regardless, I don't want to waste more than a single slot of Adminstratum time on doing busy work. Time is a resource as much as anything else is, and must be spent wisely.
Do you think we will have time to get out the new Terminator armor before the gods wake up?
 
@Enjou
Thanks for changing it. Through I really liked to hear your opinion on keeping another Admin slot free for next turn Mechanicus and not deploying Xavier the full time.
 
Titan upgrade doesn't have nearly the level of importance as this since its effects don't have nearly the scope as this does, and so it's not something we can pursue right now
It kinda does since we would in effect be upgrading jesus as far as the ad,each were concerned it would also get us the support of the Titanicus who are incredibly influential in the military an area we lack influence in.
 
@Durin:
1) Could Reverse-Engineering the Terminator Armour lead to human-only Terminator Armour?
2) If possible, do our generals see any potential for incorporating Terminators into the Helguard and Helltroopers?
3) How about the Void Infantry? Terminators must be absolute killers during boarding action.
 
@Enjou
Thanks for changing it. Through I really liked to hear your opinion on keeping another Admin slot free for next turn Mechanicus and not deploying Xavier the full time.

1. I stated my opinion on that - wasting 5 years on what comes close to being busy work already irks me, and doing a full ten years worth of actions on that is worse. All of the Hive expansions still do need to get done, so I'm willing to wait a bit before we have a second slot open.
2. I still think we need to deploy him at this time given how he can destroy fortifications that are troublesome, and we've got a lot of fortifications we need to break through.

It kinda does since we would in effect be upgrading jesus as far as the ad,each were concerned it would also get us the support of the Titanicus who are incredibly influential in the military an area we lack influence in.

The practical scale is nowhere near the same. Upgrading the Titan and possibly learning how to build more has a major problem - we're probably the only planet in the Trust that can really build many of them at this point, and we aren't going to be able to build enough to have a large effect on the war effort by the time the Ork Gods wake up. They'll also cost a lot of AM and EM to build, and we desperately need more of that. But by doing the Hand Off option to allow for expansions, we can much more quickly build more Forges, including the bigger sizes that we haven't build any of yet, to produce vastly more AM and EM that could then be used to equip more soldiers with Power Armor, upgrade the defenses of more cities, build up more ships, or literally anything that uses those materials. It affects pretty much everything we do, and other planets will get similar benefits since their own AdMech will be able to hand off expansions to their local Administratum and focus on building new Forges instead - so we're likely to see an increase in AM and EM production throughout the Trust and all that entails.

To sum things up:
Logistics & Production > Shiny Giant Robot
 
Not in 40k, and not when the shiny giant robot will finally allow us to begin making other shiny giant robots.

And what, you think making those Shiny Giant Robots is free or something? The Titan Legions are only possible because the Adeptus Mechanicus has the massive production capacity in order to build and maintain them. And that same production capacity allows for the production of Power Armor, fuckhuge tanks, OMG WTF IS THAT REALLY A TANK tanks, space ships, Star Fortresses, exotic weaponry, and literally everything else. Before anything else, the Adeptus Mechanicus is a vast military-industrial complex that produces all the material to make all of that.

We can always ask the Trust for more. They could even pay for the entire costs if we give them the Titans.

The Trust is in the red in terms of AM income. Their reserves won't last forever, and they're considering increasing taxes on it.
 
Logistics & Production > Shiny Giant Robot
I know I'm looking at through a scope of how can we reform the admech and the titan is the better bet in that regard.

I also know we need a gargant counter so I'm going to hope that we get an instability decrease from the admech being scared from Gork and Mork.

As for tactical worth rule of cool clause is still in effect.
 
Last edited:
Back
Top