Strange Aeons: A 40k Xeno Governor Quest

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But actions get locked in once you start them right? So even if you let us finish the DC in 1 turn we've still got to cough up the money or else the action economy gets fucked up.

Weirdly though, there's not many actions which are the reverse: high DC, low RC. Even the "interact with" actions cost 20 RC which I find a bit odd
Good point, I am going to probably rebalance things for the next turn as I get a feel for the quest and the systems.
 
Does the protagonist' species have population regulation mechanism? With their immortality they would quickly overrun their world.
 
I am surprised by just how good the martial action lists are, of only we could just focus on that set.

By chance, when exactly are we in the timeline? I noticed a very lacking scar in the sky, if know what I mean?

[X] Plan There's Gonna Be Some Changes
 
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I am surprised by just how good the martial action lists are, of only we could just focus on that set.

By chance, when exactly are we in the timeline? I noticed a very lacking scar in the sky, if know what I mean?
Cadia stands firm so far, the Eye is contained as much as it ever is. I havent really decided on a firm year, but its before the 13th Crusade.
 
So, when we chose our difficulty, was it a, difficulty but worth the cost? Or just, way more difficult for the players? I've seen both be done, and while I have no problems with either, I'm much curious which one it was.
 
So, when we chose our difficulty, was it a, difficulty but worth the cost? Or just, way more difficult for the players? I've seen both be done, and while I have no problems with either, I'm much curious which one it was.
The difficulty of the world had a handful of aspects that made harder worlds harder.

1) The harder the world the more important it is to the Imperium, thus increasing scrutiny. (Lower Max Suspicion)
2) The economy would be both built up and under built, in there words it would be harder to bring the world to self sufficiency (Economic Balancing Pains)
3) Inquiries are harder to deal with on the harder worlds as a dovetail from point 1. (Suspicion is more impactful)
However, on the flip side the harder worlds do have their own bonuses.
1) Better defenses in and of themselves (Baseline protection across the board is much higher)
2) The Planetary Governor has more prestige/influence on harder worlds (More political weight)
3) More options to undertake that can slide under the radar, more options for Favor from Homeworld (Economic scale and options)

The above is not counting the more nebulous aspects that each world had to offer, but just the major axises of the situation. Nor does it count the points that the world difficulty added to the species creation vote.

For instance, if you had chosen the easy world your max suspicion would be around 4 times what you have on Shogi, but in turn you would be in a middle of a debt/interest crisis that would be problematic to fix to say the least. Due to the fact that that world would be in the middle of transferring from Developing to Civilized and the previous Governor was a clueless idiot with no checks on him.

In that case your diplomacy options would have vastly higher DCs and costs associated with them due to the world being a nothing burger and everyone asking why should they care about it.
 
Ok, I think that there are some problems in all the plans that have been proposed: there isn't any place where what we are spending and what we will need to spend to complete what we started is written.

Without that, to vote you either need to randomly choose one option or to count what is the cost yourself, which doesn't make any sense when we already have someone that has already done that, and It is likely that no one will do that for every plan proposed.
 
[X] Plan Secure and Develop (Suspicion: +0 (Negated by Spymaster Test) (Cost: 400 | 200/200 Stored + 200/200 debt)
-[X] Martial
-[X] Diplomacy
--[X] Contact the Planetary Guilds (Suspicion: +5) (Cost: 5/5) (DC: 20)
---[X] Atraxas
-[X] Intrigue
--[X] Improve counterintelligence (Suspicion: +10) (Cost: 100/100) (Upkeep: 10) (DC: 100)
---[X] Atraxas
---[X] Spymistress Nalka Nirve
-[X] Stewardship
--[X] Encourage extraplanetary resource exploitation (Suspicion: +10) (Cost: 105/250) (DC: 200)
---[X] Atraxas
---[X] 105 R
--[X] Increase native production (Suspicion: 0) (Cost: 50/100) (DC: 50)
---[X] Administrator Urma Stiriam
---[X] 50 R
-[X] Learning
--[X] Study planetary industrial technology (Suspicion: +20) (Cost: 50/50) (DC: 75)
---[X] Atraxas
---[X] Magos Balkavus Eritus Tamaar Artifex
-[X] Faith
--[X] Learn about the Imperial Creed (Suspicion: +10) (Cost: 50/50) (DC: 40)
---[X] Atraxas
---[X] Deacon Kara Nameria
-[X] Personal
--[X] Find the secrets of previous Planetary Governors (Intrigue) (Suspicion: +5) (Cost: 20/20) (DC: 60)
---[X] Atraxas
--[X] Forge a more robust recorded history (Intrigue) (Suspicion: +15) (Cost: 20/40) (DC: 100)
---[X] Atraxas
---[X] 20 R
--[X] Take the Tests the Spymaster sets (Personal: Intrigue) (Suspicion: 0) (Cost: 0) (DC: Var)
---[X] Atraxas

Let me know if this works when ya get the chance QM. I think it should but then again, it was 3am when i put it together...
 
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Speding everything we have this turn will leave us with just 50(our income) for the next. This plan aims to do two Increase native production this turn and two more in the next if both complete in one turn.

[X] Plan income first
-[X] Diplomacy
--[X] Contact the Planetary Guilds (Suspicion: +5) (Cost: 5/5) (DC: 20)
---[X] Atraxas
-[X] Stewardship
--[X] Increase native production (Suspicion: 0) (Cost: 100/100) (DC: 50)
---[X] Administrator Urma Stiriam
--[X] Increase native production (Suspicion: 0) (Cost: 100/100) (DC: 50)
---[X] Atraxas
-[X] Learning
--[X] Study planetary industrial technology (Suspicion: +20) (Cost: 50/50) (DC: 75)
---[X] Atraxas
---[X] Magos Balkavus Eritus Tamaar Artifex
-[X] Personal
--[X] Take the Tests the Spymaster sets (Personal: Intrigue) (Suspicion: 0) (Cost: 0) (DC: Var)
---[X] Atraxas
--[X] Contact the Homeworld (Diplomacy) (Suspicion: 0) (Resource Cost: 5) (DC: 50)
---[X] Atraxas

260/400 resources spend
Suspicion +25
 
[X] Plan income first

Though, @sunrise if we can't use the double development I suggest to at least take the learning about the Imperial cult option, because it may help the test action.
 
Loving the story, only confusion is that some of the choices take a weird amount of resources. in proportion to to what is being performed (Looking at some of the diplo actions

for instance the Chadian and astarte choices which require 100 s in R but is only learning there names and opening communication.
 
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Let me know if this works when ya get the chance QM. I think it should but then again, it was 3am when i put it together...
You accidentally typed 106 instead of 105 on your plan, but even if it won I would realize your obvious intent for it and remove that typo. I am willing and able to arbitrate plans when little typos creep into them and the truth is self evident.
 
Loving the story, only confusion is that some of the choices take a weird amount of resources. in proportion to to what is being performed (Looking at some of the diplo actions

for instance the Chadian and astarte choices which require 100 s in R but is only learning there names and opening communication.
Yeah, I know and will fix those for turn 2. There were a lot of actions and I rushed quite a bit more than I should have on trying to get the update out. That is on me of course, but I will adjust and correct the weirdness for turn 2.
 
It's possible to take the same action twice rather than just double the dice on it for one instance @Leon12431 ?
Only for actions that are marked with a Maximum tag in the Result. That action can be taken 15 times in total and as such can be taken twice in a turn without doubling up. It is currently the only action that can have this happen due to how it works.

Its going to become more common as actions open/expand and more Repeatable types come online, where you will be able to do things like build warehouses an effectively unlimited number of times.
 
Only for actions that are marked with a Maximum tag in the Result. That action can be taken 15 times in total and as such can be taken twice in a turn without doubling up. It is currently the only action that can have this happen due to how it works.

Its going to become more common as actions open/expand and more Repeatable types come online, where you will be able to do things like build warehouses an effectively unlimited number of times.
so, we can in fact, technically, pick this option about 4 times? if we counted them as separate actions?
 
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