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
@durin
1) Should we decide to equip our forces with DAoT weapons, will the mechanicus allow us to use our stores of archeotech to reduce the cost?


We have tens of thousands of pieces of various equipment, no point to letting them gather dust in a storeroom. Especially for the ones we have designs to make more of.
yes
@durin - I think there's a possible discrepancy in the number for Exotic Material. You have us at a net loss of 77 EM, but I calculate the total we spent should have been 5340.6 EM, and we had a gross income of 7,133. As such, we should have an increase in our total stockpile of 1792.4 EM. The only thing I can think of that would result in this is a massive increase in the cost of the defence upgrade due to finishing the reactor research and that result being applied, but it's not mentioned so I thought I should check.
you are right

@durin
  1. You have a orphan line here in bold
  2. What's the numbers in front of the Battleships and Battlecruisers? They're not the total for that class.
  3. Only 2 Darkness Class Stealth Battleships and both in good condition?
  4. No other ships Intact, just lower escorts and a few BB's with the middle ones all busted?
To the rest of the thread we have 2 Intact Battleships which we may be able to fix here. With the damage the Navy took I'm thinking we send mostly Light Crusiers and Escorts at first with a pair of Command Battleships to Vanaheim to get fix. With the Intact Battleships how about sending the Brute type Berserker Class to the Navy and upgrade Klovis-Ultan's personal ride from that Overlord-Class Battlecruiser, Velvet Glove to the Darkness Class Stealth Battleship or just sell it to the Inquisition.
1. Thanks
2. relics that I should have deleted
3.Yes
4. Yes
 
Very nice set of results.

Things that stood out to me:
1. Its good to have a firm grasp of the psyker situation for the Imperial Trust.
2. I imagine that Rotbart will only be able to develop his naval command abilities the hard way (long term command and/or combat experience)
3. Lowered Abomination cultist numbers are great. If we want to verify if its just our actions (fewer deaths, better medicine, etc.) we should ask our neighbors if they have experienced a noticeable change as well.
4. Those new designs for orbital defenses look potent, but I am really appreciative of the fact that they require 75% fewer crew manning them.
5. The Cacti Aphrodisiac is potent indeed, this should keep population growth numbers up once it can be mass produced/harvested.
6. The Siren Queen's name is Azshara? Huh, bet she is rather vain and attractive member of her species as well? Is she pining away at some male warp daemon prince level being? Is there a large warp portal on the sea floor?
7. Happy to see other people are paranoid about the long break in invasions and are fortifying as well.
 
So, stuff happened.

I'm glad that the worlds that actually produce psykers want them trained. I wonder how much of that is because of how incredibly badass our heroic psykers are. I mean, look at what Xavier has done in full view of the trust--wiping out corrupted hive cities, killing chaos champions, fucking over Dark Eldar by sneaking in, killing strongpoints that the elites in the army couldn't, and then mind controlling the prisoners to get into the tac net... I do wonder why they want to leave their psykers under our supervision. I mean, I can think of a couple reasons, such as them wanting us to pay for it or thinking that we have a much better handle on psyker use/training than they do, but I do find it a bit odd that they're effectively giving us some ground on their worlds. It probably won't be very fast setting it up--we'll need to construct facilities, send teachers, and coordinate with locals, at each location. We might be able to get a two-for-one by sending some of our witch hunters and the like in the same action.

I really like where our novel psyker research is going. Better kinetic shielding is a great all around power, and the bombardment cacti thing should be good once the inevitable return of the Necrons occurs--and they look like they'll be pretty quick to research. I'm glad we're finally reaching the point that we should see some fruit from the frequency research, and we've also managed to open up another game-changing field of novel psyker research. Of course, I'm pretty leery of doing anything with it yet--working with the Sirens seems like a great way to freak out the trust, especially if it involves something with similarities to sorcery, and we've already got a lot to do that involves more immediate benefit.

One more thing--have we checked to see if taking an animal as a familiar shifts your frequency towards it? Cause that seems like it would be a good way to improve reach without needing to worry about being exposed to some nasty influences.

I'm glad we can finally do void command stuff, although I wish we could do it better. Still, we might be able to reduce the martial penalty on it without direct command experience--working on void projects could work. Eh, something to think about. It is more than a little bit amusing that taking away 15 from our martial for it still leaves us near the top of the heap in void command.

I like the weapon options. Despite the high costs, I'm really tempted to do the high-end gear. Perhaps it's just my desire to see the looks on everyone's faces when our scouts go through a company of Chaos Space Marines like they aren't even there. Pity we're not going to be using the silver steel designs for aircraft much--maybe we'll be able to repurpose the research for an upgrade to our DAoT craft, but I doubt it'd be anywhere close to as big of a boost.
 
So, stuff happened.

I'm glad that the worlds that actually produce psykers want them trained. I wonder how much of that is because of how incredibly badass our heroic psykers are. I mean, look at what Xavier has done in full view of the trust--wiping out corrupted hive cities, killing chaos champions, fucking over Dark Eldar by sneaking in, killing strongpoints that the elites in the army couldn't, and then mind controlling the prisoners to get into the tac net... I do wonder why they want to leave their psykers under our supervision. I mean, I can think of a couple reasons, such as them wanting us to pay for it or thinking that we have a much better handle on psyker use/training than they do, but I do find it a bit odd that they're effectively giving us some ground on their worlds. It probably won't be very fast setting it up--we'll need to construct facilities, send teachers, and coordinate with locals, at each location. We might be able to get a two-for-one by sending some of our witch hunters and the like in the same action.

I really like where our novel psyker research is going. Better kinetic shielding is a great all around power, and the bombardment cacti thing should be good once the inevitable return of the Necrons occurs--and they look like they'll be pretty quick to research. I'm glad we're finally reaching the point that we should see some fruit from the frequency research, and we've also managed to open up another game-changing field of novel psyker research. Of course, I'm pretty leery of doing anything with it yet--working with the Sirens seems like a great way to freak out the trust, especially if it involves something with similarities to sorcery, and we've already got a lot to do that involves more immediate benefit.

One more thing--have we checked to see if taking an animal as a familiar shifts your frequency towards it? Cause that seems like it would be a good way to improve reach without needing to worry about being exposed to some nasty influences.

I'm glad we can finally do void command stuff, although I wish we could do it better. Still, we might be able to reduce the martial penalty on it without direct command experience--working on void projects could work. Eh, something to think about. It is more than a little bit amusing that taking away 15 from our martial for it still leaves us near the top of the heap in void command.

I like the weapon options. Despite the high costs, I'm really tempted to do the high-end gear. Perhaps it's just my desire to see the looks on everyone's faces when our scouts go through a company of Chaos Space Marines like they aren't even there. Pity we're not going to be using the silver steel designs for aircraft much--maybe we'll be able to repurpose the research for an upgrade to our DAoT craft, but I doubt it'd be anywhere close to as big of a boost.
the DAoT ships already have silversteel
 
That's a great idea. Even if it won't get rid of the malus easily, doing periodic war games amongst the Imperial Trust militaries would be a great boon.
@durin:
1) What do our advisors think about establishing a tradition of pan-Trust wargames?
2) Would Fabricator General Britton be open to having the Skitarii, the Techguard and the Titan Legions join in?
3) Would such a thing introduce economic maluses?
4) Would such a thing potentially strengthen inter-planetary bonds?
 
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hat's a great idea. Even if it won't get rid of the malus easily, doing periodic war games amongst the Imperial Trust militaries would be a great boon.
@durin:
1) What do our advisors think about establishing a tradition of pan-Trust wargames?
2) Would Fabricator General Britton be open to having the Skitarii, the Techguard and the Titan Legions join in?
3) Would such a thing introduce economic maluses?
4) Would such a thing potentially strengthen inter-planetary bonds?
1. A worthwhile but expensive idea
2. He is fine with it
3. Yes
4. Yes, or weaken them
 
Tertiary Education Choices
Tertiary Education Choices

There are half a dozen real choices for tertiary education that you can send Syr to. While over time you want her to go to at least half of them the first higher education that she has will have the biggest effect.


Avernus Officers Academy (++M, +A, +C)- Syr's preferred form of tertiary education is to go the the Avernus Officers Academy. This would give her a thorough education in military command, which is her best skill and one that is very important on Avernus. It would also train her in administrative matters and combat to an extent, but not as much as other options.

Avernite Naval Academy (+M, +A, can command fleets)- One possible form of tertiary education that Syr can have is the Avernite Naval Academy. This will train her in naval combat and provide a smaller boost to her normal command and administrative skills. One additional bonus is that it would keep her off Avernus for a few years reducing her chance of being killed by the wildlife.

Boot Camp (+M, +P, ++C, boost to military morale)- A third possibility is to send Syr to one of the boot camps that dot Avernus. This would give her a lot better combat training than any of the other options and provide a boost to her popularity with the military but is the most dangerous option and would not improve her non-combat skills by much. One additional advantage of sending Syr to boot camp is that it would give her a better understanding of how the average Avernite lives and what it is like.

University (+I, +A, ++L,+D)- The classic form of tertiary education is attending one of the Universities of Avernus. This would provide Syr with a well rounded education that will help prepare her for the non-military aspects of governorship. In other words this would shore up her weakness rather then build on her strengths.

Grand Tour (+I, +L, ++D, chance of better relationship with all worlds) – One option that you have thought of is to send Syr on a Grand Tour of the Nine Worlds. This would give her a good bit of diplomatic practice and expand her knowledge base a bit but Syr is strongly against it and it would not provide many skills that are useful for governing.

Write in

Choices are in order from Syr's preferred choice at the top to Syr's most disliked choice at the bottom.
 
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Officer's Academy sounds like an excellent choice to me. That'll give her the best training to compliment her skills.
 
Here's Syr's current stats:
Syr Rotbart
the number in brackets is what her stat will be will be when she hits 18, currently it is 1/3rd of that
Age: 28
M: 19+14=33
I:18+3=21
A:15+7=22
L: 17+2=19
P: 15+2=17
D: 16+4=20
C: 22+9=31

Syr's very close to the 20-threshold needed to do Personal Attention for Learning actions. This means that we don't have to spend lots of attention shoring up her stats in that direction. As such I'd like advocate sending Syr to the Officer's Academy. Doing her preferred education would make our daughter happy, and I suspect that her own enthusiasm will provide bonus to her chance of obtaining new positive traits.

PS: @durin the comment about Syr's pre-adult stat modifier can be removed now.
 
I really want to send her to University to strengthen where she is weak then send her to the Officer school personally.
 
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