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
I've cleaned up the worst of it. On the plus side, our tanks are now fast enough to actually do a moving engagement. I'm going to pretend that the original values weren't as stupid in universe.
 
40k vehicles are still actual viable for their in-universe reasoning, but GW makes no attempts at hiding the fact that all vehicles are based around Rule of Cool first and design second.

It's what you get with writers that don't know how things work.
 
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The first common issue with the original proposal was that ships given to the Imperial Navy were only loaned and not given. You have agreed to change this so that the ownerships of these ships is now given to the Imperial Navy and that one half, rounding down, of all new ships acquired, excluding replacements for combat losses, are given to the Imperial Navy. These ships must be of equivalent or better quality and size as those kept be the Planetary Governor. The Imperial Navy may buy or build new ships with its budget or enter into an arrangement where it will loan ships from a Planetary Government for a period of time.
Look back at the constitution when we made it I noticed this. @durin, If I'm right does this mean we can rebuild the ships we lost against the DE without having to build a equal amount for the Navy as they were our personal ships lost in a joint combat operation?
 
40k vehicles are still actual viable for their in-universe reasoning, but GW makes no attempts at hiding the fact that all vehicles are based around Rule of Cool first and design second.

It's what you get with writers that don't know how things work.
More like they just don't care. Why bother working it out when you can just shrug and point to Warp Bullshit and different laws of physics?
 
Helheim pattern Rhino Armored Personnel Carrier
More like they just don't care. Why bother working it out when you can just shrug and point to Warp Bullshit and different laws of physics?
I know that arguing anything resembling common sense or logical engineering is pointless in canon 40K, but even then I still get disappointed by the idiots in charge. Here's my Rhino write-up, based on the Deimos pattern.

Helheim pattern Rhino Armored Personnel Carrier
The Helheim pattern Rhino sets the tone of what to expect of its extended family. Just as capable, but smaller and faster. Ironically enough, Helheim was the one planet of the Nine Worlds that this pattern did not see use on, with even Muspelheim using them as inter-city transports. It was most commonly used by lower tier garrison forces, rarely carrying anyone with equipment better than basic Trooper armor. Some examples can be found in the most ancient vaults of Svartalfheim, and it is still in active use in the Nomad Cities of Muspelheim.

Helheim Rhino
Planet of Origin: Avernus (Helheim)
Known Patterns: I-IV
Crew: Driver
Powerplant: Quad MkIV Adaptable Thermic Combustor Reactor
Weight: 20 tons
Length: 6m
Width: 3.5m
Height: 2.7m
Ground Clearance: .44m
Max Speed -Road: 80 kph
Max Speed -Off Road: 60 kph
Main Armament: Dual Impaler Rifle turrets
Main Ammunition: 1500 rounds each
Traverse: 360
Elevation: -65 to 65
Armor
Superstructure: 40mm
Hull: 40mm
 
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I partially object to it. I think we should build up to restore the original force parity. We don't have to make up the slack from the other planets though.
I look at it as Vanaheim having the major yards so they build the Navy's ships to replace combat losses while we first fix up our shattered fleet then we can help out the navy.
 
Good thing that an Avernite is not part of the review board or else things they see as no dangers would get passed that could lead to the destruction of the whole Trust!

Avernus natives have a very skewed idea of what is dangerous which comes with the fact they live in the most hostile environment in the galaxy that isn't a Daemon World.
I'm not sure about that, I would wager that Avernus could give quite a few Daemon Worlds a run for their money when it comes to danger.
 
On a more personal note, there was an assassination attempt made on you by Necron Deathmarks while visiting Storm's End with Henry last year.
LOL. Still going though the old updates when I saw this bit. Random Necron assassination attempt that looked to be a prelude to Necron invasion part 2 but we got Chaos at Midgard instead. We never did find out how they got here. Maybe part of the original invasion that stayed behind to take a shot at us for defeating them? It was a 16 year gap and we've heard nothing since.
 
Considering we destroyed all of their ships (and their teleporters), those were likely stragglers left abandoned on Avernus looking for revenge.
 
Ok, I'm going to tackle the rest of the Rhino variants next.
The Whirlwind is a straightforward and cheap missile support platform.
The Vindicator was originally an unmanned expendable assets, but the rebellion forced the inclusion of a single operator.
The Vindicator Destroyer was a desperate field conversion against MoI armored units.
The Razorback was an IFV configuration for garrisons that had more chassis than they could normally use.
The Lascannon Hydra we found was based on a Rhino chassis, and is a variant of the Stalker
The Hunter was a slightly higher end version of the Whirlwind Hyperios.
 
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It's more likely that the necron assassins suffered from time shenanigans, were eaten by the wildlife and had to regrow from necrodermis chunks, or both.
 
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Considering we destroyed all of their ships (and their teleporters), those were likely stragglers left abandoned on Avernus looking for revenge.
It was just odd that it was in the Azure Isles, which are surrounded by water and some of the most deadly shit in existence, when the invasion was in Lindon so how did they get there?
 
It was just odd that it was in the Azure Isles, which are surrounded by water and some of the most deadly shit in existence, when the invasion was in Lindon so how did they get there?
They could have been infiltrators sent in to prepare for Necron attacks on those cities. I don't know, that Necron Lord was an idiot when it came to prosecuting a war so it could be anything.
 
They could have been infiltrators sent in to prepare for Necron attacks on those cities. I don't know, that Necron Lord was an idiot when it came to prosecuting a war so it could be anything.
I'm would find it funny if once we tame a Kraken we find a Raider or something on the ocean floor that they landed in.
 
Helheim pattern Rhino variants
Helheim pattern Rhino variants
The Rhino was so common that engineers looked for other ways to make use of the hulls. By the time of the Men of Iron rebelion, there was a small catalog of codified variants that could be created via field conversion. The Helheim Predator was too much of a step away to be considered a proper part of it.

Damocles
Simply a Rhino with command facilities. Typically issued one to a company, quite frequently less as the rebellion dragged on. Muspelheim uses them for Foreman coordination duties during hull repair operations too the Nomad cities.

Razorback
The Razorback was a cheap IFV configuration for garrisons that had a surplus of Rhino chassis. It was marginally more popular among the troops that used it, but it was always considered inferior to a proper, dedicated design.
Weight: 21.4 tons
Height: 4m
Main Armament: Dual Gatling Impalers or other similar Heavy Weapons
Main Ammunition: 6000 rounds
Traverse: 360
Elevation: 0 to 55
Armor
Turret: 30mm

Whirlwind
The Whirlwind configuration was a straightforward missile support vehicle. It primary munitions were meant for use against Ork bands. Alternative munitions included an anti-armored infantry missile similar to the Scorpius, and an anti-aircraft missile roughly analog to the Hyperios. It was by far the most popular of the variants, with all troops appreciating the virtues of accurate artillery support.
Crew: Driver, Gunner
Weight: 23 tons
Main Armament: Whirlwind Launcher
Main Ammunition: 60 Missiles
Secondary: Dual Impaler Rifle turrets
Secondary: 1500 rounds each

Skyspear
A specialist sub-pattern of the Whirlwind, the Skyspear was meant solely for use against aircraft. Usually stayed within the grounds of the garrison unless a major operation was taking place.
Main Armament: Skyspear Launcher
Main Ammunition: 20 Missiles

Hydra
The Stalker was not part of the local STC catalog, with the role being fill by what can only be considered a predecessor to the Hydra-Chimera. Generally, it was only used when Hyperios and Skyspear munitions were in short supply, or the enemy had an overwhelming advantage in numbers.
Main Armament: Quad Accelerator Autocannons or Dual Lascannons
Main Ammunition: 1200 rounds or 60 shot battery


Vindicator
The Helheim Vindicator was originally an unmanned vehicle, with it's roll being considered to be too dangerous for humans. The Men of Iron rebellion forced the inclusion of a single operator. The Demolisher Cannon variant was based on Impaler/Accelerator technology, greatly reducing the amount of propellant required for use. As a result, the shells were substantially lighter, enabling variation of the warhead. The primary shell was of the conventional variety, but the second traded some of the blast strength for cover penetration capability.
Crew: Driver
Weight: 28 tons
Length: 7.5m
Max Speed -Road: 74 kph
Max Speed -Off Road: 58 kph
Main Armament: Accelerator Demolisher Cannon
Main Ammunition: 20 rounds
Traverse: 3
Elevation: 0 to 45
Armor
Gun Mantlet: 40mm

Vindicator Destroyer
(Desperate field conversion, meant to slow down MoI armored columns. Technical failings considered irrelevant considering shot expected time to destruction. Would have been ironed out if there had been time)
Main Armament: Neutron Destroyer
Main Ammunition: 30 blasts
 
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Cool...that was a pretty good passage of new proposals.

-1 Relationship with Vanaheim, puts us at 9/10, but that's okay. We and Vanaheim are going to become best buddies soon, so we can mend fences.

So who too meet with...

Well, I think that clearly the most important thing to talk about is the Colonization question. That's the big next step. So let's review the situation:

Colonization Rules: Vanaheim is the one who wants to start colonizing, so they are the most invested in this.

The main concern of Midgard about colonisation is that each colony will be another location that needs to be defended. From what you can gather they would prefer there to be minimum levels of military forces and static defences that you need to build a colony with and that a colony must have after certain periods of time.

The main concern of Muspelheim is that there be some method for a colony to gain independence from the planet that colonised it over time and gain a seat on the Low Council and even the High Council given enough time. This combined with several oversights to prevent colonies being overly exploited should prove to be enough to prevent colonies from growing to resent their motherworld or the Imperial Trust and becoming rebellious.

Governor Garp of Jotunheim believes that each colony should be the responsibility of the coloniser, with them having near total control but being required to follow a set of laws put into place by the Imperial Trust. This would provide the Nine Worlds with major incentive to heavily invest in their colonies while providing checks on the powers of the coloniser.

Like Governor Garp the view of Vanaheim is that the coloniser should maintain control over the colony with the Imperial Trust providing limits on the power of the coloniser. Some of the limits that are suggested is a maximum taxation rate, a minimum portion of a colony's taxes that must be spent on it and some method for colonists to complain to the Imperial trust and be heard.

Lord Marshal Sigurd of the Aesir proposes a feudal model in which each colony would be independent but subordinate to the coloniser and would give up its independence and tax in exchange for protection and other aid. While this may seem a bit primitive the feudal model proved to be rather effective in the Imperium and so should not be discounted.

he most simple was King Zaren of Alfheim whose main worry is that there be some mechanism to prevent too many colonies being founded and the Imperial Trust becoming militarily overextended and vulnerable. While at first this seems to be a very simple issue, when you think on it you can see how care will have to be taken to avoid this problem.

The opinion of Svartalfheim is not quite as simple as that of Alfheim. First Artisan Granalf tells your diplomats that he believes that there should be two types of colonies, resource colonies and full colonies. A resource colony exists purely to provide a certain resource to the coloniesr and should be the responsibility of the coloniser. These colonies would be required to be small and to have limited information of the more advanced Imperial Trust technologies to make attacks on them less damaging then attacks on normal colonies, they would usually be on inhospitable worlds with high promethium or metal reserves. Full colonies on the other hand should be able to reach independence from their coloniser within a hundred years of founding. These colonies would be expected to be able to defend themselves from determined attacks, survive long periods cut off from trade, provide military forces to the Imperial Trust and otherwise act as full members of the Imperial Trust. First Artisan Granalf believes that full colonies should be viewed as children of their coloniser and therefore expected to break out on their own after reaching adulthood, though not without maintaining ties of gratitude and kinship to their parents.

Much to your surprise not only does Niflheim actually have an opinion on this matter but your diplomats are able to get it out of Lower Councillor Ulric the Lesser. He tells you that Niflheim is worried that the Nine Worlds will colonise a world that another species or organisation has a claim over and get into a war that we might not be able to win because of it. The solution that he proposes in thoroughly exploring each world for signs of previous habitation and ensure that none of the other local powers have a claim before colonising a world.

While he had trouble determining the opinion of the Security Council on colonisation Inquisitor Klovis-Ultan was unsurprisingly able to give you the current views of the Inquisition and the Mechanicus. He tells you that the Inquisition believes that there has to be some way of the colonies to make their opinion heard, even if it is not agreed with and that otherwise cares little about this issue.

The main concern of the Mechanicus is that each new colony site is carefully chosen so that the most resources are accessible. They also insist that each world have minimum level of defences before they are given access to each level of STCs in order to prevent the Holy STCs falling into the hands of the unworthy.

Inquisitor Klovis-Ultan was able to gather the general opinion of the security council on colonisation this year. He tells you that as expected the main concern of the security council is defence. In particular they believes that each colony must have a minimum level of ground and orbital defences as well as a minimum garrison which can be provided by the coloniser. They also believe that permission should be requested of the Security Council before founding a new colony in order to ensure that it can be properly defended.

To sum up:

1: Midgard, Mechanicus, and the Security Council are focused on defenses, requiring min lvl of defenses, with stages of defenses that need to be built up (Mech. want to tie STC availability to these levels, and Security Council wants colonizers to get their permission first). Nilfheim has a related concern that we should avoid claiming planets claimed by other races and get drawn into fights.

2: Alfheim is worried that we will become overextended with too many colonies.

3: Muspelheim wants to ensure eventual independence and ability to advance to Low and even High Council. Prevent any abuses.

4: Vanaheim, Jotunheim, and the Inquisition feel that colonies should remain under their colonizer, but with safe guards to prevent abuses, and ensure a right to petition the High Council.

5: Asgard proposes full Feudal System with colonies sworn to colonizers in exchange for protection and aid.

6: Svartalfheim proposes two types of colonies: full colonies (which have a path to eventual independence and safe guards) vs resource colonies which are solely for the exploitation of the colonizer (probably on inhospitable worlds with lots of metal and promethium).

So that is what the rest of the Imperial Trust is thinking.

Here is my first rough draft on concrete proposals to deal with Colonization:

1: Thank Svartalfheim for pointing out the possibility of a difference between full and resource colonies. Discuss the suggested differences. Propose that any system containing a human habitable planet must be established as a full colony. Propose that this Council only concern itself with establishing rules for full colonies as we have a series of questions to still answer on resource colonies. Rules for resource colonies (including if they are allowed) will be decided at a future Council after we have answers to the following questions:

a. What level of defenses are acceptable for a resource colony? Must the resource colony be setup so abandonment can occur easily? To what extent can we create resource colonies without overextending the Imperial Trust military? Propose the Security Council be given the task to evaluate these issues and present their findings and recommendations to the Council in ten years.

b. What STCs can be safely extended to a resource colony? Which ones cannot? How will this impact resource production? How viable will the resource colonies be? Propose that the Mechanics be given the task to evaluate these questions, with the assistance of Trust Administorum experts on efficiency. That the findings and recommendations be presented to the Council in ten years.

c. What would be required to protect resource colonies from rebellion threats and Chaotic infiltration? Propose the Inquisition, Ministorum, and representatives from the various Arbites organizations form a committee to review this question, and present their findings and recommendations to the Council in ten years.

d. What if resource colonies want to become full colonies? Some inhospitable and resource extraction planets can become major systems. Look at Nilfheim and Muspelheim. Will there be a method for resource colonies to advance if they prove themselves viable? Will they have the right to petition? Propose that the Governors consider these questions and that we discuss it again in ten years.

e. Point out that we need to know more about the density and distribution of resources in the surrounding systems to help us in evaluating this idea. Method to gain this knowledge to be addressed in a different proposal.
2: Propose that when a system wishes to establish a full colony they must seek initial approval from the Security Council, which shall evaluate both the extent to which it would extend the military resources of the Imperial Trust, and if there are any competing claims by outside powers that could entangle us in conflicts. Security Council decisions are preliminary until the next High Council meeting which will either approve or overrule the Security Council decision. The High Council must always approve the settlement of a system claimed by an outside power prior to colonization efforts beginning. (Point out Fjol IV as an instance where we would support colonization despite being claimed by an outside power - the Dark Eldar - because we'd be fighting them anyway.)

3: Propose that full colonies must have a minimum level of defenses, with STC availability tied to those defense levels. That there are required defense improvements that must happen by a certain number of years after colonization.

4: Propose that each system in the Imperial Trust can sponsor no more than one full colony at a time. However, systems that are uninterested in colonization may trade their sponsorship slot to another system. Or cooperate with another system in a joint settlement of their colony. This will prevent us from becoming overextended and limit us to nine full colonies at most at one time. It also provides incentives for colonizers to help their colonies achieve independence.

5: Propose that full colonies have protections: maximum taxation rate, a minimum portion of a colony's taxes that must be spent on it, a local government drawn from local residents, and right to petition the High Council (by the local government).

6: Propose that full colonies shall be established with the expectation of independence within one hundred years, at which point they will gain a seat on the Low Council. However, a favorable long term trade agreement may be established between the colony and colonizer, that can extend for no longer than 100 years after independence. If a colony has not achieved independence within one hundred years of its founding, it may petition the High Council to be moved from the colonizer's control and be directly administered by the Imperial Trust instead. In such cases the Trust will act to improve the colony to full independence as soon as possible.

7: Propose that full colonies must have at least one secondary sponsor (selected by the primary sponsor with agreement by the secondary), who, if the primary sponsor is cut off by warp storm, will take on responsibility for the defense and maintenance of the colony. If all the sponsors are cut off, then the Imperial Trust shall appoint a temporary sponsor until such time as the original sponsors are available.

8: Propose that over the next ten years, each system begin an initial exploration of their nearby systems for an assessment of resources and ease of colonization. And to establish Imperial Trust claims prior to the collapse of the Warp Storm. With aid by the Imperial Trust Navy to systems proportionate to the size of their system navy (offering more help to those with smaller fleets). Information gained to be shared at the next Council in ten years, when we assess the feasibility of resource colonies. Any current information (based on old records or more recent Navy scouting) to be shared with all Trust members at the conclusion of this Council so as to allow more efficient exploration over the next ten years.

So I think the first thing to ask is how does the rest of the player base feel? Are there any strong feelings about this?

That will probably drive how we approach the issue.

The most obvious approach would be to talk to Vanaheim over the break. They are the ones who first raised the issue. They are the ones most invested in the question. We also want to help their first colony on Fjol IV to be successful.

So the straight forward approach would be to talk to Vanaheim during the break. Present all our information on what the rest of the Imperial Trust is thinking. Present our initial draft of proposals that tries to synthesize those feelings into concrete action and see if they want any changes, and if we can achieve a united front on the issue.

Note that Vanaheim appears to not want Independence of colonies, but that the difference between resource colonies and full colonies might provide us a persuasive argument for full colony eventual independence.

We could also discuss other issues with Vanaheim as a sidebar to the main conversation:

Give them some details of the fleet graveyard, and get their thoughts.
Discuss the need for your pilots to get more training, and suggest that Vanaheim is the expert in this area
Discuss the need for an adviser to help with the Administration aspects of the Avernite Shipyards.
Discuss what aid Avernus can give to make the Vanaheim colony on Fjol IV thrive.
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The alternative strategy would be to approach one of the other systems, and try to get them on board. Looking at the list, Alfheim and Svartalfheim seem like the most likely ones to be useful to hammer out if our proposals meet their concerns.

We do have several sidebars to discuss with Alfheim, but I think we can wait for diplomatic actions later. Nothing urgent.

So I'm more for the straightforward, talk to Vanaheim approach. What do other people think?
 
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