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
Astra Millitarium

[X] Vanquishers: Helltroopers

[X} More Siege Infantry
Mostly because I love defense and these guys got wrecked when taking one for the team.

Adeptus Administorium

[X] Upgrade Defences: Dis and Hollin Because I feel an invasion is coming. Either Ork or Tyranids may come and better defense at the capital would be great to help take the pressure off.

[X] Enlarge Factories: Avernus Because I love the ability to produce more dammit!

Diplomacy - Totally open I don't really care tbh.

Adeptus Arbites

Build Psyker Hunter Academies: All - More of these is never a bad idea IMO. Gotta catch all of these psykers before those bastard cultists/abomination get to them first.

I was about to say tutor Syr but I don't think we need to YET.

Adeptus Mechanicus

[X] Survey Ship Graveyard: Above Battleships- Go big or go home kids.

Survey Ship Graveyard: Escorts- An since we have so many escorts we may as well make them better right?

Adeptus Ministorium

Tutoring (Syr)-
We need her to be more pious an I feel her administration and

Adeptus Astra Telepathaca

[X] Research (Congregation Asps): Part Two Let's learn more about the Asps. Besides learning more could help us research easier in how to weaponize/utilize the Asps.

Personal

[X] Spend Time With Family - Good stats is always possible. Do this Twice.

[X] Personal Attention
-King of Battle- More Artillery? Napoleon Bonaparte would say YES! An so would I of course. Plus it'll help us hit the enemy and force them off of our lawn through fear.

[X] Specialist Grenadiers (Write In): Planning-

Avernus Rangers -
The big 3 missions for these guys are 1) Extended survivability in the wilds so that if we ever get invaded they can go out to look for enemy movement. 2) Headhunting enemy leadership with long range shooting (Sniping essentially) and 3) Calling artillery coordinates/air strikes on enemies while they remain concealed in chameleon cloaks. They'll always take care with the utmost stealth to take out their enemies and avoid a direct confrontation. If they do, their main tactic is to use more conventional weaponry and do the classic "Fighting Retreat" doctrine while leaving behind explosive traps.

Rangers should also have the training to go behind enemy lines to attempt sabotage and be right out again as they use stealth of foot, planning, and their chameleon cloaks.

The following is a link to the Avernus Ranger unit known as the Wandering Hearts. I'm putting those Omake attempts as a bonus IF we can agree to plan out the unit.

Here is another link to the first part of the Omakes that I started. Some things have changed but the core is basically their.

@durin Does the Avernus Ranger Idea work out okay for you? Not too OP or anything like that?
 
Last edited:
I think we should find out what it will take to build a large shipyard as we have not had that option in Void (so far only been able to build small shipyards)

@durin
1. What is needed to build a large shipyard?
2. Do we have an estimate on time and cost to build one?
1. For your work crews, around 25 years, more if it is in another system
2. see datasheets for cost
 
1. For your work crews, around 25 years, more if it is in another system
2. see datasheets for cost

1. Do we need more or better experienced work crews to reduce the time?
2. Do any other planets not behind a warpstorm have work crews that can build them faster?
3. How would we improve the number or quality of our work crews?
4. Also on the data sheets in the space section it is showing 24 Heavy Orbital Defense Platforms when we should have 60.

Sorry for all the questions, just trying to figure somethings out long term.
 
1. Do we need more or better experienced work crews to reduce the time?
2. Do any other planets not behind a warpstorm have work crews that can build them faster?
3. How would we improve the number or quality of our work crews?
4. Also on the data sheets in the space section it is showing 24 Heavy Orbital Defense Platforms when we should have 60.

Sorry for all the questions, just trying to figure somethings out long term.
1. No you need more which will come with time and expanding your shipyards
2. No
3. Expand your shipyards
4. Thanks
 
Hmmm... looking at this we need to keep on building shipyards. However this is an interesting option we can pursue. It will delay construction slightly. It would be attending the naval academy as that allows us to use personal attentions on Void actions. So it would look like:
Turn 59-available Void action for Freya to attend academy, two personal actions for Rotbart. These would finish on 61 and would allow us starting on turn 62 to throw two more actions at building shipyards. Otherwise I would suggest using the void available next turn to do another expedited ship yard. We will want at least one void action building a shipyard at any time from how I see it.
 
Research (Congregation Asps): Part Two – While he has investigated the Hive Mind of the Congregation Asps, Headmaster Ridcully did not have the time to investigate their Biomancy. He would like to spend a year or so investigation this aspect of their powers in the hope that he will find something useful about them.

Time: 1 year
Chance of Success: 40%

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on the Biomacy of Congregation Asps.
is it possible that their frequency is related to their biomancy and as such researching into biomancy of congregation asps will lead to easier research on frequencies?

with your current shipyards it would take centuries to refurbish all of these ships
Oh, still awesome though.
also, we better build more shipyards asap
 
Last edited:
[X] More Specialists
[X] King of Battle

[X] Personal Attention: More Siege Infantry
[X] Personal Attention: Scout Regiment: Planning

[X]Educational Reform
[X]Administratum Reorganisation: Part Four


[X] Request Information (Asgard's Mines)
[X] Sound Out (Large Shipyard In Every System)
-[X] Currently we are in a severe situation due to the lack of naval assets. This is because we have depended almost entirely on Vanaheim to provide naval construction and support. Naval assets have proven too vulnerable to being cut off, and each system must have it's own ability to repair, and replace naval assets. Propose that the Imperial Trust should set a goal to have large shipyards (capable of producing/repairing a cruiser) at every member system, and should provide the funds to build them. Recognize this goal will take a long time to achieve, but suggest that we begin by constructing a small shipyard at one system that currently has none. Continuing until every system has at least a small shipyard, and then begin expanding the small shipyards until every system has at least one large shipyard.


[X]Tutor Syr
[X]Build Psyker Hunter Academies: All


[X]Survey Ship Graveyard: Cruisers
[X]Survey Ship Graveyard: Escorts


[X]Tutoring (Syr)

[X]Research (Congregation Asps): Part Two

[X]Spend Time With Family
[X]Tutor Syr (Administration)
 
At some point we should probably do "Whispers of Change".

Probably a good idea to ask Forgemaster Britton for an overview of what he's doing already to change the Mechanicus first as well.

fasquardon
 
yes you will
maybe it would have been a good idea to have started increasing your shipbuilding capacity in the last few decades
We instead chose to focus on our ground forces. Considering the whole Fjol IV event, it was the right decision. The 60% casualties we took would've been greater otherwise.

At some point we should probably do "Whispers of Change".

Probably a good idea to ask Forgemaster Britton for an overview of what he's doing already to change the Mechanicus first as well.
What advice would we give him?
 
Last edited:
Back
Top