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
you do no need to vote for each choice, I am following plans now
also could you give an order to your slots
for example
Diplomacy Slot 1: Peace Treaty (Huge Galena), In Depth Investigation (Alfheim), In Depth Investigation (Muspelheim)
Can do, I'll work on making it more legible.

...good god, ReaperofInterest, that is ugly and barely readable. I'm working on a system that will hopefully make the whole thing human readable.
I know, I know, but I threw it together in a few minutes. I'll try editing it into something readable, this was just a first draft.
 
Munitorum:
Slot 1(3 yrs):
Military Expansion (Year 3 to 5)

Slot 2(2 yrs):
Examine Air Doctrine (Year 4 to 5)

Slot 3(1 yr):
More Specialists (Year 5)

Void:
Slot1(5yrs):
Expedite Expand Shipyard (Years 1 to 4)
Expedite Expand Shipyard (Year 5)

Slot 2(3 yrs):
Naval Evaluation (Year 3 and 4)
Small Minefield: Deiphobe (Year 5)

Construction Slot(2 yrs):
Expedite: Construct: Repair Defence Cruisers: Part Two (Year 4 and 5)

Admin:
Slot1(4yrs)
Juve-Nat Educational (Year 2 to 4)
Educational Reform (Year 5)

Slot2(3yrs)
Expedite Expand Promethium Refineries (year 3 to 5)

Diplomacy:
Slot1(5 yrs)
Trade Talks(Vanheim)
Peace Treaty(Huge Galena)
Peace Treaty(Far Northern Trolls)
Peace Treaty(Any Trolls not done)
Peace Treaty(Any Trolls not done)

Slot2(4 yrs)
Trade Talks(Midgard)
Lobby Quartok,
need two more years

Arbites:
Slot 1(5yrs)
Way of the Blade(Syr) (Year 1 to 3)
Way of the Blade(Syr)-retry or next step

Slot 2(3yrs)

Mechanicus:
Free (5yr)
Reverse Engineer Component:plasma Reactior (Yr 1 to 2)
Reverse Engineer Escort Destroyer (Yr 3 to 4)
Expand Collegia Reconstruction(Yr 5)

Tranth(4yr)
Detailed Survey(Brute Command BB)
Detailed Survey(Hunter Command BB)

Saren(5yr)
Complete Examination(Thunder Lizard) (Yr 1 to 5)

Britton(4yr)
Mega-Vanquisher Macharius (Yr 2 to 4)
Silversteel Aircraft (Yr 5)

Ministroum:
Slot 1(5 yr)
Grief Counseling(both) (Yr 1)
Grief Counseling(both) (Yr 2)-switch to Syr if Rotbart is done
Grief Counseling(both) (Yr 3)-switch to Syr if Rotbart is done
Need 2 more years

Slot 2(4 yr)
Order Psykana (Yr 2 to 5)

Telepathica:
Ridicully(4 yr)
Double Down Research Frequencies Part 2 (Year 2 to 5)

Xavier(4 yr)
Power Armor(not sure which yet) (Year 2 to 4)
Double Down Siren Shield Take Two (Yr 5)

Personal:
Slot 1(5yrs)
Tell The Family (Yr 1)
Need 4 more years

Slot 2(5yrs)
Helping Syr Cope (Yr 1)
Helping Syr Cope (Yr 2)
Helping Syr Cope (Yr 3)
Need 2 more years

Slot 3(5yrs)
Coping (Yr 1)
Coping (Yr 2) switch to helping syr if recovered
Helping Syr Cope (Yr 3)
Need 2 more years

Slot 4(5yrs)
Spend Time With Family (Yr 1)
Spend Time With Family (Yr 2)
Spend Time With Family (Yr 3)
Spend Time With Family (Yr 4)
Spend Time With Family (Yr 5)

Expedite:
Yr 1 Void-Shipyard
Yr 2
Yr 3-Admin-Expand Promethium Refineries
Yr 4-Void-Repair Defense Cruisers
Yr5- Void-Shipyard

Double Down:
Yr 1
Yr 2-Telepathica-Frequencies pt 2
Yr 3
Yr 4
Yr 5-Telepathica-Siren Shield

So maybe this as a format?
 
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Total: 38,517
Total Major: 2,266
Total Minor: 36,252

Total Primaris: 32
Total Navigator: 44
Total Astropath: 6
Total Neo: Astropath: 99
Total Major Battle: 375
Total Minor Battle: 2,811
Total Major Sanctionites : 366
Total Minor Sanctionites : 4,478
Total Witch Sniffers: 3,438

Total Major Psykers in training: 1,320
Total Minor Psykers in training: 25,777

Total Inquisition: 915
Inquisition Major: 62
Inquisition Minor: 853

Just wanted to post this. We have around 3k combat capable psykers. AWESOME.
 
I think lets come up with a good readable format first. I think we should include expedite with the slots but also at the end of the plan recap which action is being expedited and double downed each year for ease of reference.
 
Canon Archeotech Oamkes: Origins of Avernus pattern vehicles
I've written up a general overview of features of Avernus pattern vehicles. The general trend is turning them into things that Ad Mech or Astartes would consider using themselves. Most of these are things that I think are already used by said organizations to one degree or another.

As a general rule, I am pretending that the original vehicles are slimmer and faster than Forge World says they are. We all know about Brittan's traditionally poor understanding of industry and engineering. (If you don't get the last part, feel free to google it. British Leyland was merely the cap stone of their institutional problems.)

Origins of Avernus pattern vehicles
The meteoric rise of Avernus from fledgling death-world colony to military-industrial juggernaut has produced more than a few alterations in it's standard patterns of vehicles. The first changes were minor structural and equipment alterations and optimizations to better suit the constant threats that it was put up against. This was not out of the ordinary, and only amounted to sub-variants. The shift to becoming new patterns in their own right came with the discoveries and re-engineering efforts of then-Magos Tranth. Even before his legendary discovery at Storm's End, Tranth had recovered technologies that opened doors that had been closed since the Horus Heresy.
The first major factor is the incredible economic boom that resulted in a more than 26 fold increase in general productivity. This increase in productivity meant that the local Mechanicus establishment had dramatically more resources to spare on lesser developmental projects such as alternative patterns. The second factor was the successful re-engineering of Self-Repairing Alloys. The resulting shift in engineering methodology was seismic, which when combined with more durable cogitators prompted a complete redesign of fundamental hull shapes and layouts. Additional factors included more fuel efficient engines and Impaler weapons, which reduced the volume of space that needed to be dedicated for fuel and ammunition. These factors resulting in a vehicle than was substantially smaller and lighter than it's predecessors, while retaining the same capabilities.
But perhaps the most visually striking change is the elimination of the majority of view ports. This is the result of an application of Helmet HUD technology. The concept of a "virtual cockpit" was not unheard of in the old Imperium, being quite common among Astartes and Mechanicus forces, but was well outside of even the most well supplies regiments of the Imperial Guard. The low cost of Helmet HUD systems enabled a limited version to be implemented among Avernus vehicles, giving near 360 degree vision to all crew members regardless of their position, while simultaneously removing the structural weaknesses. While this does make the vehicles dependent on an extensive array of external cameras, there are few situations that this would be a greater vulnerability that convention viewing methods.

Armoring
Avernus pattern vehicles use substantially more costly armor materials than other patterns. This is the result of the sunken cost of Self-Repairing Alloys, or SRA. The increased base cost makes it more attractive to use more effective forms of armor, as less of it needs to be used. The most common alloy is a plasma wielded plasteel/ceramic combination that is 1.5 times as effective as more conventional ones. The resulting reduction in weight and bulk creates a cascade effect on total vehicle weight and size. Less armoring means less weight, which needs less structural support, which results in less volume used, requiring less armor, and so on. This rationale is further propelled by alterations in equipment layout, requiring less internal volume. In general, heavily armored vehicles have been shrunk by half a meter in all dimensions.

Engines
While the engines used are not any more powerful than conventional models, they require less fuel for that performance. This means that less fuel is needed to maintain Imperial Armor doctrine, resulting in less internal volumes being required to be set aside for promethium storage. In addition, as armored vehicles have become lighter, they can move faster after some alterations to their drive trains and shock absorbers. The increased maintenance burden is rendered irrelevant by the use of SRA.

Cogitators
More durable cogitators have benefits beyond being resistant to enemy action. It means that they are more resistant to the normal operation of the vehicle they are mounted in. The elimination of the majority of shock resistant and other specialized mountings results in less weight and volume being taken up by electronics, and allows for more widespread deployment. Avernus patterns, on average, have 5x to 6x times more processing power available than comparative patterns, assuming those patterns have cogitators to begin with. This enables a limited implementation of a "Virtual Cockpit", dramatically increasing visibility and information processing ability on the part of the crew. In addition, it also provides for substantial auto-assist programs and EWAR capability.

Weapons
The two biggest changes in weaponry are the use of Impaler technology and a universal inclusion of autoloaders. Unlike Bolters, Impalers rounds are non-volatile, reducing the necessity of protected ammunition storage. They are also much smaller, enabling many more to be stored. Autoloaders are side application of advanced factory automation technology, drawing from a much enlarged base of related parts and technical understanding. Combined with "Virtual Cockpits", turrets no longer need to hold physical crew, enabling their size to be reduced and overall tank profile lowered.

Secondary Mounts
Secondary weapons have also seen changes. The most fundamental is the transition of previously directly controlled sponson and pintle mounts into remote versions. Similar to the sponsons of the Astartes Predator and later marks of Land Raider, these new mountings have much improved fire arcs. Pintle mounts in particular have benefited, being able to mount a full heavy weapon, normally a Heavy Impaler.
The majority of sponson mounts are are Heavy Impalers. These are followed by Lascannons (primarily in Elysium) and Orthus Heavy Flamers (Lindon and Everglades). Multi-Meltas (of the improved Muspelheim pattern) see some limited use in siege regiments. There is a noted lack of Plasma Cannons variants, but Ad Mech units have been seen experimenting in the years since work began in recovering the ship graveyard of Cocceio.
There are rumors of additional experimental models in the works. The most common, and by far the oldest, is a Gatling Impaler version. More recent suggestions include talks of reverse engineered Neutron Lasers and Accelerator Autocannons.

Hull Shaping/Crew Spaces
While light and transport designs are essentially unchanged, tanks have seen a dramatic shift in crew accommodations. The use of autoloaders eliminates the loader position, and remote automation have remove the need to physically man the sponsons. "Virtual Cockpits" also remove the vast majority of visibility concerns, removing the need for crew members to be close to the outer hull. These factors combine to dramatically reduce the required interior volume dedicate towards the crew, with little to no loss of comfort. Crew compartments have shifted to being an armored cocoon nestled firmly in the center of the vehicle, with Super Heavies making compromises to enable interior access to critical components.

Helheim pattern Track Propulsion
(The recovered local STC designs)
One of the most notable technical features of Helheim pattern vehicles is an alternative track propulsion method. Unlike most other track systems, the Helheim pattern is pulled by magnetic motors. While substantially more costly in terms of energy, these magnetic tracks take up dramatically less internal volume and are much easier to maintain in the field. One of the chief benefits is that it is nearly impossible to "break track", immobilizing the vehicle. As an additional benefit, sponsons can be mounted significantly higher, granting improved field of fire and reduced profiles.

Chimera variants
Leman Russ variants
Sentinel variants
Macharius variants
Valkyrie variants
Thunder, Centaur, Atlas, and Trojan
Crassus variants
(Non-Canon) Baneblade and Shadowsword variants
Lightning (Not done)
Thunderbolt (Not done)
Marauder (Not done)

Non-Cannon so far
Land Speeder (not posted)
Rhino APC
Rhino variants
Predator
Storm Eagle
Land Raider (Not done, and I don't particularly care either)
Spartan
Fellblade and Fellsword

Diamondback
Banshee
Goliath
Adder (original)
 
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Ok, I've redesigned my plan so it should be somewhat easier on the eyes, with everything group by general action category and in what order the actions shall be taken. Questions/comments/criticisms?
 
Also after getting skilled swordsmanship should we send her to the academy? Will we still be able to tutor her and such?
 
Deepen Spy Network ( Svartalfheim)-

What is the status of our deeping spy networks on Vanaheim and Midgard?

2) Now that the Vanheim is back we dont have such an urgency to keep building Shipyards, instead of doing 2 shipyards at once, I would take the defence stations, and start bulding another Shipyard once we have finished the current one.

Urgency is still there. We have a single point of failure, and we still need a massive build up of our fleets.

3) We have way too much useful samples of aerotech without investigating, I would use at least 5 of the explorator actions to get the new new tech...

Actions have to be prioritized by needs, not by arbitrary numbers.
 
@durin in my sample plan I put a conditional on some of the actions can you review to see if we can make plans that way

I think the first turn will be the hardest adjusting to planning for five years along with estimating our resource expenditures but the next should be easier
 
@durin in my sample plan I put a conditional on some of the actions can you review to see if we can make plans that way

I think the first turn will be the hardest adjusting to planning for five years along with estimating our resource expenditures but the next should be easier
conditionals are fine, if they would be impossible, or are not clear, I will tell you
 
Upgrade Defences: Salem and The Fens- Now that construction is well under way at The Fair Isle and Garden Grove Henry has put forward a plan to further upgrade the defences of both Salem and The Fens. This will be expensive and time consuming but will bring the defence of Avernus one step closer to the next level. Henry would prefer to wait until the current upgrades are near finished before starting these upgrades.

Time: 6 years

Cost: 702,700,000 Thrones, 683,200,000 Material, 644,200,000 Metal, 144,900,000 Promethium, 29,280 Advanced Material.
Upkeep per year: 7,027,200 Thrones, 6,832,000 Material, 6,551,600 Metal, 1,449,360 Promethium, 293 Advanced Material.
Reward: upgrade the defences of Salem and The Fens to Super-Heavy

Locked – One out of Six years completed
@durin Copy-paste error this should not be locked.
 
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@durin - hopefully the last question so I can make my plan. If we fail on the peace treaties can we just try again immediately or would we need to wait a while to try again?
 
@durin

If we research the Reverse Engineer Component: Plasma Reactor do we then have to do another research action to develop the plans for the Escort Destroyers before we can start repairing them? If so, how long will that action take?
 
@durin

If we research the Reverse Engineer Component: Plasma Reactor do we then have to do another research action to develop the plans for the Escort Destroyers before we can start repairing them? If so, how long will that action take?
yes you will, I will offer it the turn after you finish the action and it will take a few years
 
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