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
That seems about 50% more heretical then hiring Necrons to fight for us. And with similar chances of success.
How is it heretical? Sometimes tech priests remove so much of their flesh that only the brain stem remains. Just because it's scary doesn't mean it's heresy. Culexus and Eversor assassins are good examples.

EDIT: Also, hiring Necrons to fight for humanity is no longer heresy, assuming it was possible.
 
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So I found this:
What I'm thinking is we make the skeleton bodies out of metal, then put the brains of some our troops inside the skulls. Equal or perhaps greater effectiveness (only one organ, metal bones, inexhaustible) but with added Fear value.
I think you are looking for these guy's
Thallax

Only problem I doubt we have any high up members of the ordo reductor.
 
Kinda. It would be too expensive to make Thallaxii and we don't have the schematics for them anyway. The robotic bodies I have in mind would have physical capabilities roughly in line with humans, so it's much cheaper than something like a Thallax and something we can roll out to multiple regiments.

The point isn't to get a hyper-efficient killing machine, it's to create a Fear unit to decrease the enemy's morale. We've got the former down pat by virtue of our soldiers being raised on Avernus, not to mention all the Dark Age gear that makes them even deadlier.
 
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Kinda. It would be too expensive to make Thallaxes and we don't have the schematics for them anyway. The robotic bodies I have in mind would have physical capabilities roughly in line with humans, so it's much cheaper than something like a Thallax and something we can roll out to multiple regiments.

The point isn't to get a hyper-efficient killing machine, it's to decrease the enemy's morale.
Well according to durin we have the schematics necessary to replace the heavily augmented Myrmidons if we could get those out of them, so we could use that as a base combined with the hercules implant + say the Impaler gattling, insane amounts of fire power + insane amounts of strength, remove their pain receptors so they can't feel any pain then add some skulls= terrified enemies

@durin how expensive is the Hercules implant? obviously not enough to cost a visable amount of AM or EM but will it proliferate into Avenus medical system or will it remain a tech priest thing
 
Myrmidon implants are too expensive to roll out to multiple regiments. Maybe a modest strength boost would do well but they have guns so it's not really necessary.
 
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Well according to durin we have the schematics necessary to replace the heavily augmented Myrmidons if we could get those out of them, so we could use that as a base combined with the hercules implant + say the Impaler gattling, insane amounts of fire power + insane amounts of strength, remove their pain receptors so they can't feel any pain then add some skulls= terrified enemies

@durin how expensive is the Hercules implant? obviously not enough to cost a visable amount of AM or EM but will it proliferate into Avenus medical system or will it remain a tech priest thing
it will remain a tech priest thing
 
My one nit pick over the list is that Cruisers are listed under being able to be build by Small Yards. I just feel it should be pushed up to Large with the rest of the Cruisers.
Other than that, ADC's continue to be terrors, with a Large Yard being able to push out no less than 6 of them in less than a decade.
Heavy Cruisers turn out to be substantially less yard efficient than Battle Cruisers, being complete Slip whores while only costing a third more resources.
Grand Cruisers continue to be a lost opportunity, only needing half the slip space while being faster to construct and with half the cost in AM and EM. No wonder Vanaheim is attracted to them. Now to get then some better designs.
Finally, Mass Convoyers continue to be Stupidly more efficient than Merchantmen, at least for anything that is effected by quantity of scale.
 
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My one nit pick over the list is that Cruisers are listed under being able to be build by Small Yards. I just feel it should be pushed up to Large with the rest of the Cruisers.
Other than that, ADC's continue to be terrors, with a Large Yard being able to push out no less than 6 of them in less than a decade.
Heavy Cruisers turn out to be substantially less yard efficient than Battle Cruisers, being complete Slip whores while only costing a third more resources.
Grand Cruisers continue to be a lost opportunity, only needing half the slip space while being faster to construct and with half the cost in AM and EM. No wonder Vanaheim is attracted to them. Now to get then some better designs.
Finally, Mass Convoyers continue to be Stupidly more efficient than Merchantmen, at least for anything that is effected by quantity of scale.
yes cruisers do need large
 
[X] Expand Shipyards
-[X] Expedite: Expand Shipyards

[X] Power Armoured Exchange: Part One
[X] Contact Trolls

[X] Tutor Syr (Intrigue)

[X] Detailed Survey (Escort Destroyer)
[X] Detailed Survey (Hunter Destroyer)
[X] In-depth Examination (Kraken)

[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One

[X] Tutor Syr (Administration)


While I would prefer Escort Frigate and Cruiser, right now we need numbers, meaning Destroyers.

EDIT: @durin: I find it surprising that reactor swap is so hard to do, considering fluff example of Lunar to Armageddon conversion.
 
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[X] Expand Shipyards
-[X] Expedite: Expand Shipyards

[X] Power Armoured Exchange: Part One
[X] Contact Trolls

[X] Tutor Syr (Intrigue)

[X] Detailed Survey (Escort Destroyer)
[X] Detailed Survey (Hunter Destroyer)
[X] In-depth Examination (Kraken)

[X] Research: Psychic Frequencies Part One
-[X] Double Down: Research: Psychic Frequencies Part One

[X] Tutor Syr (Administration)
 
@durin Are there additional actions beyond the detailed survey we will need to take in order to repair the ships we investigate?

Looking at this we have 1 small and 1 large, the small is dedicated to merchants so it out of the picture. We a finish a small this year and if we start one this year and again next in 5 years we will have 3 small available, in 8 years 4 small which we can turn into a large. Right now we can build 6 light and 6 escorts but that would take 5 years (due to the light cruisers) or we could build 24 escorts in 3 years.

I am thinking if we don't need to take any more actions to be able to start repairing the ships after we do a detailed survey that we should do expedite a shipyard next year and get the mines up since that is 2 turns and would finish after we run a survey on two sets of ships that we can then repair with that action.

Oh also
[X] Enjou

I would rather do a detailed survey on two ships than on one. Increases the options we have to both repair (hopefully) as well as the chance of finding useful naval tech
 
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Thanks I suppose I should have been more specific and asked the cities look more like this

Or this with more gun emplacements
Or something in between

That is a relief

Not at the mo, but give it 1000 years and despite all we do with health care natural selection will make its pick :D

Picture of Disease Treatment and Research Institute employees unpacking samples from a Rapid Goods Carrier?
 
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