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
Elder Haman;

We average 2 Chaos Beta Psykers per turn. Might that convince you to swap some options over to Psyker Hunting? The casualties are quite significant.

Also, I think we really ought to do actions that have a permanent benefit over actions that do not, in leiu of crisises. (With regard to Ministrum; Priest training thing is what i'd go for.)
 
And Underground Railways is quite nice, but I feel that making the Knowledge Chairs available to a much larger amount of the populace is much more valuable. And it will also finish faster, 6 (maybe 5) turns compare to 9/8.
 
@durin the years of actions listed and the years left on actions are inconsistent for Arbites and Ministorum. Please clarify which is the correct number of years. Thanks.

[] Plan Elder Haman T67

Slot 1 (Locked):
Military Expansion

Slot 2 (3 yrs):
Y3: Investigate: New Armour

Slot 3 (4 yrs):
Y2: Investigate: New Aircraft;
Y5: Rearm PDF: Light

Seems like we need to slow down on the refits till we get a handle on the impact on our Advanced Material maintenance. Doing the Investigate options so we see how those are going to effect our costs, so we can prioritize correctly. Doing the PDF refit:Light since we already cannot afford anything else for them (and won't be able to for a long time), and this has minimal maintenance cost.

@durin 1: Since we already did the Refit: PDF are we going to get a Gradual Refit: Militia option?

Slot 1 (4 yrs):
Y2: Expedite: Expand Shipyards

Slot 2 (3 yrs):
Y3: Move Graveyard

Construction Slot (3 yrs):
Y3: Expedite: Construct: Repair: Buccaneer
If possible limit to the number completed in 3 to 4 years.

Have to move the Graveyard. Repair a ship type we survey in the first year. Expand those shipyards. (Spending some Personal Attentions on other Void actions).

Slot 1 (4 yrs):
Y2: Upgrade Defences: Salem and The Fens

Slot 2 (2 yr):
Y4: Expedite: Underground Railways: Expand

Slot 3 (Locked):
Internal Transit Networks: All

Use a personal attention on Knowledge Chairs because we can do it the first turn and use an open Expedite that way. Underground Railways are another cheap in AM cost, so we can expedite.

Slot 1 (5 yrs):
Y1: Double Down: Peace Treaty: Sirens
Y3: Investigate Quartok (Education)
Y4: Investigate Quartok (Military)
Y5: Ear to the ground

Slot 2 (5 yrs):
Y1: Repeat: Sound Out (Navy Construction)
Admiral Freyr wants a meeting about what kind of navies to build. Let's find out who is interested and their thoughts.
Y2: Repeat: Sound Out (Resource Colonies)
Y3: Sound Out (Building more Small Shipyards throughout the Trust)
Y4: Sound Out (Improved Quarantine procedures for Avernite Ships)
Y5: Sound Out (Inter-system Law enforcement Cooperation)
I am assuming that Repeat means that if there is still more to learn we will try again next turn, bumping latter years back (until they drop off). Thus I have put the high priority ones first. I expect we may not get to the last three.
Double Downs on the Y2 and Y3 of Sound Outs

Building more Small Shipyards throughout the Trust

As a way to deal with repairing the many escort wrecks. Imply that Avernus will be generous in distributing some wrecks to those systems that agree to build shipyards.

Improved Quarantine procedures for Avernite Ships
Avernus training for quarantine officials on each other system to handle Avernite risks, providing an increased layered defense.

Inter-system Law enforcement Cooperation
Find out if there is interest in producing greater cooperation between system law enforcement. Something like Interpool.

Two major topics we know are coming up. Let's sound out and not get blindsided. Also Peace Treaty with Sirens and Investigate the Quartoks. Open to reordering.

@durin 2: Are these options okay?

Slot 1 (5 yrs):
Y1: Quarantine Review

Slot 2 (4 yrs):
Y2: Dedicated Spy Network (Vanaheim, Citizenry Opinions and Attitudes)

Get the Quarantine Review, and get a network into understanding Vanaheim popular opinions, since that seems to drive a huge portion of the problems with Vanaheim.

Explorator Slot (5 yrs):
Y1: Train Surveyors
Y4: Double Down: Examine: Graviton Weapons


Biologus Slot (5 yrs):
Y1: In-depth Examination (Bombardment Cacti)
Y4: In-depth Examination (Thundabeasts)

Construction Slot (4 yr):
Y2: Lie of the Land
Y5: Design Advanced Troop Transports

Anything Slot (5 yr):
Y1: Detailed Survey (Buccaneer Class Light Cruiser);
Y2: Detailed Survey (Berserker Class Battleship)
Y3: Detailed Survey (Cossak Class Cruiser)
Y4: Examine Adamantine Forges
Y5: Double Down: Examine: Starship Construction Technologies- The Well of Urd

Bonus Survey Slot (2 Yr):
Y4: Detailed Survey (Privateer Class Raider)
Y5: Detailed Survey (Legionnaire Class Destroyer)

Want to get another (non-Carrier) Light Cruiser type before Construction slot opens up. Want to get the last two major escort types surveyed, since we might be distributing them at the High Council meeting to those that want to build navies. There is an intact Berserker class Battleships, so it would be cheap to repair. (Sell the rest to Vanahiem). Get the Torpedo Cruiser

Hopefully if we get the Well of Urd Graviton Weapon (w/ Cheating) figured out it will help us with the Gravatic Array. Also get Starship Construction (w/ Cheating) tech before council meeting on Navy Building. Maybe Adamantium Forges will help with AM production?

Slot 1 (5 yrs):
Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Those in the Shadows
Y5: Missionary Work (Svartalfheim)

Slot 2 (1 yr):
Y5: Investigate Rituals for Taint: Part Three

Have Saint Lin complete the last remaining valid target for Missionary Work. Meanwhile, start the Rituals for Taint Part Two so it will finish at the end of next turn. Giving us the full bonus to further ritual research two turns from now.

Slot 1 (5 yrs):
Y1: Mentoring
Y2: Mentoring
Y3: Mentoring
Y4: Research: Black Crystal Items (Crown)

Slot 2 (2 yrs):
Y4: Cheating: Examine: Graviton Weapons
Y5: Cheating: Examine: Starship Construction Technologies- The Well of Urd

Gives us Mentoring on 6 to 7 Gammas and 1 Beta. Get cheating on Examining tech.

Personal Attention Slot 1 (5 yrs):
Y1: Personal Attention: Expedite: Knowledge Implantation Chairs: Large Factory: All

Personal Attention Slot 2 (5 yrs):
Y1: Personal Attention: Pilot Armour: Attack Craft Wings
Y4: Personal Attention: Specialist Grenadiers (Sappers): Planning
Y5: Personal Attention: Expedite: Expand Shipyards

Sappers would be units dedicated to breaching enemy walls and other stationary defenses. Tunneling, clearing minefields, demolitions, construction of field defenses/bridges while under fire, etc.

General Slot 1 (5 yrs):
Y1: Further Education: Syr
Y2: Tutor Syr (Administration);
Y3: Tutor Syr (Combat)
Y4: Tutor Syr (Administration);
Y5: Tutor Syr (Combat)

General Slot 2 (5 yrs):
Y1: Spend Time With Syr;
Y2: Spend Time With Syr;
Y3: Spend Time With Syr;
Y4: Spend Time With Syr;
Y5: Spend Time With Syr

Spend Time with Syr, further her education. If Tutoring really is still allowed, tutor, otherwise I will replace with Governor's Own Plasma Foils. Choose Personal Attentions primarily based on what was affordable to Expedite, and so we could use all our Expedites. The expedite schedule necessitates a one year action between Pilot Armor and Shipyards. So I needed a one year action, am open to replacing with something else, but it seems to me that Grenadiers for Elite Sapper Units might be a good idea.

Yr 1: Knowledge Implantation Chairs: Large Factory: All
Yr 2: Expand Shipyards
Yr 3: Construct: Repair: Buccaneer
Yr 4: Underground Railways: Expand
Yr 5: Expand Shipyards

Yr 1: Peace Treaty: Sirens
Yr 2: Sound Out
Yr 3: Sound Out
Yr 4: Examine: Graviton Weapons
Yr 5: Examine: Starship Construction Technologies

First rough draft. Opinions?

(Going to bed, will review critiques and adjust n the morning)
1. that is what the current gradual refit will do
2. yes
 
@durin I have two questions.
  1. What's happening to all the old gear we're replacing? Is it getting recycled or stored?
  2. The obsolete Orbital Weapons Platforms, Heavy or otherwise. If we replace them can we sell them to other systems? I would think we could dissemble and reassemble them else where if we use Mass Convoyers to haul it piece by piece. It would be cheaper and faster than making new ones for whoever buys them.
1. Stored
2. Yes they can be sold but given their obsolete nature you may have trouble finding a buyer
 
@Elder Haman ok, where to start. The big thing is than I focus more from an Action economy perspective.

Munitorum: Fred's martial bonuses make those rolls a certainty, and they are only 3 years each.

Void: At this point I don't want to commit to one fleet arrangement. I can see the obvious use for the Buccaneers though.

Admin: If I did the math right, RGS Mass has almost the same benefit to time expended as the Railways, and is much cheaper to Expedite.

Diplo: You're really trying to get proposal ideas aren't you? In may opinion, the only two things worth currently sounding out are Navy Construction and Law Enforcement. I think that the Siren Treaty can wait a year if it's to get the DD on something very important, such as Admin Reorg.

Arbites: I just realized that the base chance on propaganda on Vanaheim in 84. If we DD on it, we don't have any use for the focused net. A Nat 1 still fails regardless.
20 (base) + 40(Spynet) + 24 (Jane Intrigue + Trait)

Ad Mech: The big difference is that I want to Collegia to start picking up it weight, and hopefully get an additional bonus to Archeotech. On the other hand I can see the obvious benefits of having a few more ships to trade at the next Council meeting. Grav Weapons are just too much of a long shot right now, even with Ridcully, and we have more immediate pay offs to look at.

Munitorum: Really boils down to personal choice. I'm not sold on my current picks.

UU: We can only do 2 mentoring actions first off. Ridcully is honestly a better mentor than Xavier.

Personal: The odds of Tutoring Syr are so bad at this point I don't think it's worth it. She's only 2 Admin behind us, and most of our Combat traits have to earned. You also tie us down with an 8 year action with the Yards. The big reason I'm going for Admin Reorg on Fred is due to Henry's schedual and DD availability

DD: Ok, personal opinion here, but it's just PAINFUL to see you put have them like that. The Sound outs don't really need them, and we can other mid to long shot options to enhance.
 
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@durin 2 questions
  1. What is the Imperial Navies preference of which ship of each class it gets first?
  2. Are we still supposed to have the Tutor action? Last Chance text is from last turn. Could we have a Quartok relations action instead or something? We don't have enough thing to do otherwise.
 
I really want to research the Very Advanced Reactors: Stable

That +50% power increase sounds very nice... that said, it's not going to be as useful till we start designing ships of our own... and if we did it, we'd be locked out on controversial Ad Mech choices for at least two turns afterwards I'd say, just for safety, might change once we find out just how they are feeling but...

Having said that, I think we should be dedicating as much of the Ad Mech actions to building things like the new Mobile Command Centre, the Flying Research Facility and reverse-engineering DAoT technology and STCs... because those are all the things that the 'Old Guard' Ad Mech think are really close to holy...
 
The thing about the reactor though is that Vanaheim is currently repairing and building new ships that can use the improved version. It'd be better to get it over with right now instead of having to refit everything later.
 
I really want to research the Very Advanced Reactors: Stable

That +50% power increase sounds very nice... that said, it's not going to be as useful till we start designing ships of our own... and if we did it, we'd be locked out on controversial Ad Mech choices for at least two turns afterwards I'd say, just for safety, might change once we find out just how they are feeling but...

Having said that, I think we should be dedicating as much of the Ad Mech actions to building things like the new Mobile Command Centre, the Flying Research Facility and reverse-engineering DAoT technology and STCs... because those are all the things that the 'Old Guard' Ad Mech think are really close to holy...
Once we cut Tranth's backlog, sure. Until then, I call the Ad Mech general slot "Also Tranth" for a reason. We should avoid pissing the Old Guard off though.
 
1. Stored
2. Yes they can be sold but given their obsolete nature you may have trouble finding a buyer
That's still 300 light and 60 heavy OWP's. For some of the more security conscious but lightly protected worlds like Jotunheim or Niflheim it might be better to get a lot of cheap, weaker OWP's now rather than wait for the better stuff to be built later.
 
And Underground Railways is quite nice, but I feel that making the Knowledge Chairs available to a much larger amount of the populace is much more valuable. And it will also finish faster, 6 (maybe 5) turns compare to 9/8.

He's got the chairs set as personal attention year 1

On the Those in Shadows church action, we've got a LOT of psykers coming up in the next four years--over 100 major psykers a year, with 8 gamma psykers and one beta.

@Elder Haman
I would really like to see Lin starting the priest training in the year 5 slot instead of doing part 3 rituals.

I'd also like to do the Thundabeast armor rather than the crown examination, but that's just me.

For the Mechanicus, I'd really prefer to spend most of our actions on research instead of even more ship surveys. I think we've pretty convincingly filled the repair queue of Vaneheim for the near future, and even though we're doing naval planning with the Trust, I don't think it'd add a lot to the conversation to have everything cleared out. I'd also prefer kinetic energy weapons over graviton weapons--text has it as a significant upgrade, with the focus it'd be high success chance too. Even if we lucked out and got starship graviton weapons, they'd cost shitloads of exotic material anyway.

Even if the grav-array command battle ship sure is shiny...

I'm with Shard on the psyker hunting. Psykers hurt.

For diplo, I'd rather not make a bunch of penny-ante fleets. Consolidated locations have a lot of benefits in effiency, reduce the areas our fleets need to have heavily defended, and have better trained crews due to specialization. Obviously becoming too centralized is a risk too, but I think we've done a decent job avoiding a single point of failure. Maybe we can replace this with an inquiry to Niffleheim about their education system? I think we've been vaguely planning that for ages...

I'd also rather finish our internal quarantine review before we sound out about training others, but I like the idea of improving the cooperation of the Arbites. We might need to word it better though, given that there's already supposed to be some cooperation.
 
@durin 2 questions
  1. What is the Imperial Navies preference of which ship of each class it gets first?
  2. Are we still supposed to have the Tutor action? Last Chance text is from last turn. Could we have a Quartok relations action instead or something? We don't have enough thing to do otherwise.
1. they are not sure,you will find out in the Hi Council meeting
2. No, I removed it quite some time ago
 
@durin - Weren't you going to start doing a voting moratorium for the strategy turns to encourage discussion, like you did with the tertiary education vote (but a bit longer, since these votes last 48 hours)? Did you change your mind on that?
 
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So I would suggest holding off on any of the options to equip our troops with better weapons as the advanced material upkeep is huge and we don't have the income for some of them. In addition we have ships big repaired by vanheim and other projects that will consume more of our advanced material.

For void two actions should go to expanding our shipyard with the last maybe on replacing the fighters.

For the admech I would like to train surveyors first and then two survey actions after that.

With the other slot I would like to research the forges, stealth shuttle and spider mines along with the well macro cannons. I want to see if we can unlock expanding the collegia to so that with a double down and cheating we can get it into the high 60s low 70s for success. Also forges may help with our AM income which we need badly
 
@durin A couple of questions

1. Are the Replace Orbital Weapons Platforms and Build Orbital Weapons Platforms options compatible, or if we choose one we lose the other?

2. If we take for example Rearm Helguard: Light, are we stuck wit it, or we can choose later Rearm Helguard: Medium or Heavy (when we have the resources to pay for all of it )?
 
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@Elder Haman: Are the detailed survey actions in your plan guidelines for the survey team that gets trained early in your plan or tasks for Tranth himself?

Thoughts for how to deal with Mechanicus tension:

Send Syr to serve with the Skittari or the Myrmidon legion (I think we got one from Atlas right?)

St. Lin gives the Mechanicus some attention and missionary work (similar to what was done for the Psykers)

Rotbart himself tours the Mechanicus settlements of Avernus, meeting people, shaking mechandrites and asking them "and what do you do here"

fasquardon
 
Given the real chance of a mechanicus civil war, we want fellblades before that happens so we can deal with any titans that get thrown at us.
 
@Elder Haman: Are the detailed survey actions in your plan guidelines for the survey team that gets trained early in your plan or tasks for Tranth himself?

Thoughts for how to deal with Mechanicus tension:

Send Syr to serve with the Skittari or the Myrmidon legion (I think we got one from Atlas right?)

St. Lin gives the Mechanicus some attention and missionary work (similar to what was done for the Psykers)

Rotbart himself tours the Mechanicus settlements of Avernus, meeting people, shaking mechandrites and asking them "and what do you do here"

fasquardon
You know that skitarii usually have brain-implants that we really don't want in our family? Or anyone else who values free will and a full spectrum of human emotions.
 
Woke up and having trouble getting back to sleep so I suppose I'l respond:

Elder Haman;

We average 2 Chaos Beta Psykers per turn. Might that convince you to swap some options over to Psyker Hunting? The casualties are quite significant.

Also, I think we really ought to do actions that have a permanent benefit over actions that do not, in leiu of crisises. (With regard to Ministrum; Priest training thing is what i'd go for.)

Well, the sample size is rather small. We only have two turns, so I'm not sure if we can generalize yet that we average 2 Chaos Betas every five years. Additionally, I'm not sure if Jane's Psyker hunting will help if we pick a year when a Chaos Beta does not occur, or if the years have to match up.

Additionally I hesitate to pick something without permanent benefit over something with a permanent benefit.

Which, by the way, is why I favor Those in the Shadows and Missionary work for Saint Lin. We have a truly massive number of psykers coming along, and reestablishing the church on Svartalfheim ought to be a very very high priority for us. (Don't want the Artisan world going over to the Abomination). We could go with Priest Training, I could be persuaded to do that, but we'd have to drop Rituals to do it.

And Underground Railways is quite nice, but I feel that making the Knowledge Chairs available to a much larger amount of the populace is much more valuable. And it will also finish faster, 6 (maybe 5) turns compare to 9/8.

I am doing Knowledge Chairs, I'm doing it as a Personal Attention so that we can start it in year 1 so that we can Expedite it. Which means it will be finished at end of turn.

Munitorum: Fred's martial bonuses make those rolls a certainty, and they are only 3 years each.

Not certain what you are suggesting here. Are you saying that Rotbart ought to spend a Personal Attention on these actions? Recognize that Personal Attentions can be spent on up to 5 years worth of actions without losing flexibility.

Also, with Drago's bonus the rolls are also a near certainty, and the Expedite schedule makes it more valuable for Rotbart to be doing other actions that can be expedited. Otherwise we will not use the expedite action.

Void: At this point I don't want to commit to one fleet arrangement. I can see the obvious use for the Buccaneers though.

Yes, one of the reasons I picked that one was that no matter what fleet arrangement we decide on, we will want at least a dozen or so Buccaneers. As scouts if nothing else. So I don't see it as committing us to one type of fleet yet. Do other people disagree?

Admin: If I did the math right, RGS Mass has almost the same benefit to time expended as the Railways, and is much cheaper to Expedite.

Railroads cost: 8,000 Advanced Material. 16,000 if expedited.

RGS Mass cost: 172,000 Advanced Material.

Not even close on the costs. RGS Mass costs 10x as much as expediting the Railway.

Diplo: You're really trying to get proposal ideas aren't you? In may opinion, the only two things worth currently sounding out are Navy Construction and Law Enforcement. I think that the Siren Treaty can wait a year if it's to get the DD on something very important, such as Admin Reorg.

I considered DD on Admin Reorg. However, after thinking about it, that meant Rotbart was doing two Admin actions filling both his Personal Attention slots, and what we are really crunched on are Void slots. That's the whole reason we went tot he Academy.

Plus the Expedite Schedule would mean we can't expedite anything in year 5 without expending too large an amount of AM.

Arbites: I just realized that the base chance on propaganda on Vanaheim in 84. If we DD on it, we don't have any use for the focused net. A Nat 1 still fails regardless.
20 (base) + 40(Spynet) + 24 (Jane Intrigue + Trait)

Possible. I could switch to this. It just seemed like citizen opinion on Vanaheim has importance beyond the Quartok, so a dedicated network may have additional benefits. What do others think?

Ad Mech: The big difference is that I want to Collegia to start picking up it weight, and hopefully get an additional bonus to Archeotech. On the other hand I can see the obvious benefits of having a few more ships to trade at the next Council meeting. Grav Weapons are just too much of a long shot right now, even with Ridcully, and we have more immediate pay offs to look at.

Umm... couple things:

1: We do want to have more ship types. I'm only getting five additional ship classes,so I don't think I'm going overboard there.

2: If the whole Trust is going to embark on Naval building then Starship Construction becomes a high priority.

3: I think we need to get Grav Weapons so that we have a chance at the Gravatic Array, which I'd like to figure out sometime in the next couple decades.

4: That means I am doing three Archeotech research actions, which considering the number of ship classes left in the graveyard is rather significant number of resources to spend on it.

UU: We can only do 2 mentoring actions first off. Ridcully is honestly a better mentor than Xavier.

Uh... no? durin says we can do Mentoring in Y1, Y2, Y3, and Y4 since that's when the Gammas and Bets are. 4 Gammas in Y1, 2 Gammas in Y2, a Beta and Gamma in year 3, and 1 Gamma in year 4, which is why I decided to forgo that year.

Furthermore, Ridcully is already committed Y1 through 3 and not available.

Finally, we have another Beta in 6 years, so I want to have actions free to Mentor that year as well.

Personal: The odds of Tutoring Syr are so bad at this point I don't think it's worth it. She's only 2 Admin behind us, and most of our Combat traits have to earned. You also tie us down with an 8 year action with the Yards. The big reason I'm going for Admin Reorg on Fred is due to Henry's schedual and DD availability

AS I said, if not allowed I will drop it for Plasma Foils. durin said leaving the option in was a mistake, so I will switch.

DD: Ok, personal opinion here, but it's just PAINFUL to see you put have them like that. The Sound outs don't really need them, and we can other mid to long shot options to enhance.

Which mid to long range chances? They are tied up Y4 and Y5, and there is nothing significant in Y2 or Y3 to use it on. Why not use it on Sound Out? It's cheap, and it increases the number of systems surveyed by two.

I could use one on Propaganda. I'll consider making that change, but I don't consider the Double Down schedule to be the main driver the way expedite schedules should be.

You are failing to use all our Expedite actions which means losing an action year somewhere.

@Elder Haman: wouldn't it be more action-efficient to train up surveyors instead of having Tranth do all the leg work?

Which... I am? In the first year too so that we get two years work from them this turn?

First of all, we need something surveyed in the first year so that we can repair them when our shipyards become available.

Second, perhaps people don't understand how many additional ship classes are left to survey? Well over thirty.

I'm only spending three of Tranth's actions on Ship Survey this turn so that we have a decent mix of ship types before the council meeting.

That does not seem like a heavy expenditure of actions.

I really want to research the Very Advanced Reactors: Stable

That +50% power increase sounds very nice... that said, it's not going to be as useful till we start designing ships of our own... and if we did it, we'd be locked out on controversial Ad Mech choices for at least two turns afterwards I'd say, just for safety, might change once we find out just how they are feeling but...

Having said that, I think we should be dedicating as much of the Ad Mech actions to building things like the new Mobile Command Centre, the Flying Research Facility and reverse-engineering DAoT technology and STCs... because those are all the things that the 'Old Guard' Ad Mech think are really close to holy...

I think we need to get Lay of the Land first before we assume we know how to sooth the AdMech.

The thing about the reactor though is that Vanaheim is currently repairing and building new ships that can use the improved version. It'd be better to get it over with right now instead of having to refit everything later.

Actually, we'd probably have to do a design action as well, and not all the ships could be refitted during the build, as they are being repaired instead of built fresh.

On the Those in Shadows church action, we've got a LOT of psykers coming up in the next four years--over 100 major psykers a year, with 8 gamma psykers and one beta.

Yup. That's why we need it.

@Elder Haman
I would really like to see Lin starting the priest training in the year 5 slot instead of doing part 3 rituals.

I could be persuaded to this perhaps. I'm even considering doing Those in the Shadows in year 5, we have 50 Zetas, and they would benefit a lot from a +5 to their pass rolls.

I'd also like to do the Thundabeast armor rather than the crown examination, but that's just me.

I want the Telepathica options free in Y6 as we have a Beta that year, so that mean I need a two year action that does not need a double down and not a three year action.

For the Mechanicus, I'd really prefer to spend most of our actions on research instead of even more ship surveys. I think we've pretty convincingly filled the repair queue of Vaneheim for the near future, and even though we're doing naval planning with the Trust, I don't think it'd add a lot to the conversation to have everything cleared out. I'd also prefer kinetic energy weapons over graviton weapons--text has it as a significant upgrade, with the focus it'd be high success chance too. Even if we lucked out and got starship graviton weapons, they'd cost shitloads of exotic material anyway.

We aren't anywhere close to having everything cleared out. I'm only getting the main escort types, the Battleship with the intact one, the primary Light Cruiser scout, and the Cruiser sized Torpedo boat (since that is a big hole in everyone's fleet). Maybe I could drop the Cruiser in favor of Archetech, but I think we need to get at least the other four before the Council meeting.

I'm with Shard on the psyker hunting. Psykers hurt.

I could be persuaded on this, but it means we are delaying long term benefits for short term benefits.

For diplo, I'd rather not make a bunch of penny-ante fleets. Consolidated locations have a lot of benefits in effiency, reduce the areas our fleets need to have heavily defended, and have better trained crews due to specialization. Obviously becoming too centralized is a risk too, but I think we've done a decent job avoiding a single point of failure. Maybe we can replace this with an inquiry to Niffleheim about their education system? I think we've been vaguely planning that for ages...

Um... not sure what you are recommending here.

Remember that for every ship built by a System, the Central Fleet gets the same number of ships, so we want systems to build navies. Also, durin just told us that this is going to be a topic at the next Council meeting because Admiral Freyr wants to discuss it. Which means that if you want to oppose it you should be even more keen to Sound Out the subject so we know what everyone else is planning and how to persuade them otherwise.

@Elder Haman: Are the detailed survey actions in your plan guidelines for the survey team that gets trained early in your plan or tasks for Tranth himself?

Both. The Survey team is clearly marked, they are available for two years. I also have Tranth doing three surveys, first so that we have a ship class to repair once our shipyards are available, and second so that we have a good mix of additional ship classes to trade to Midgard and Asgard (and maybe even a few to Vanaheim) at the next High Council.

Given the real chance of a mechanicus civil war, we want fellblades before that happens so we can deal with any titans that get thrown at us.

And why would the Fellblades not also be a part of the Civil War?

I think the more important thing is to avoid the civil war in the first place, and not planning to fight one.

I'd also rather finish our internal quarantine review before we sound out about training others, but I like the idea of improving the cooperation of the Arbites. We might need to word it better though, given that there's already supposed to be some cooperation.

That's a good point. I'll move that to the last year of Sound Outs.

I think also that for Sound Outs we can assume it is being wording diplomatically. That's the purpose of a Sound Out after all.

2. No, I removed it quite some time ago

Okay, will remove Tutoring for Plasma foils.

So I would suggest holding off on any of the options to equip our troops with better weapons as the advanced material upkeep is huge and we don't have the income for some of them. In addition we have ships big repaired by vanheim and other projects that will consume more of our advanced material.

What about the PDF Light?

For void two actions should go to expanding our shipyard with the last maybe on replacing the fighters.

I am spending two actions on Expanding Shipyard. To maximize use of Expedites that means using one of Rotbart's Personal Attention actions. We also need to spend a Void slot on a Construction action. And we need to move the Graveyard.

For the admech I would like to train surveyors first and then two survey actions after that.

I am doing that

With the other slot I would like to research the forges, stealth shuttle and spider mines along with the well macro cannons. I want to see if we can unlock expanding the collegia to so that with a double down and cheating we can get it into the high 60s low 70s for success. Also forges may help with our AM income which we need badly

Get what into the high 60s and low 70s?

Doing the Forges, since they might help with AM.

I think Examine Starship Construction is essential. Since we had an extra Cheating slot open I also picked Gavatron Weapons...

I guess I could switch that out, but is that really the best action?

1. Are the Replace Orbital Weapons Platforms and Replace Orbital Weapons Platforms options compatible, or if we choose one we lose the other?

I think you didn't mean to ask that.

And of course Replace and Build are incompatible. They cost the same amount and build the same number of platforms, they just differ on mothballing the old weapon platforms.

2. If we take for example Rearm Helguard: Light, are we stuck wit it, or we can choose later Rearm Helguard: Medium or Heavy (when we have the resources to pay for all of it )?

I'd assume that the answer is yes, we can choose to improve further later. Don't see why it wouldn't be allowed.
 
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Actually, we'd probably have to do a design action as well, and not all the ships could be refitted during the build, as they are being repaired instead of built fresh.
The reward for that action says we get the better stable reactor, with no ambiguous language. Though just in case; @durin does the improve stable reactor action get us the better reactor right away?
 
Second draft based on feedback:

[] Plan Elder Haman T67

Slot 1 (Locked):
Military Expansion

Slot 2 (3 yrs):
Y3: Investigate: New Armour

Slot 3 (4 yrs):
Y2: Investigate: New Aircraft;
Y5: Rearm PDF: Light

Need some more input here. Should I do something else besides Rearm PDF:Light?

Maybe prepare an expedition?

Slot 1 (4 yrs):
Y2: Expedite: Expand Shipyards

Slot 2 (3 yrs):
Y3: Move Graveyard

Construction Slot (3 yrs):
Y3: Expedite: Construct: Repair: Buccaneer
If possible limit to the number completed in 3 to 4 years.

Have to move the Graveyard. Repair a ship type we survey in the first year. Expand those shipyards. (Spending some Personal Attentions on other Void actions).

Slot 1 (4 yrs):
Y2: Upgrade Defences: Salem and The Fens

Slot 2 (2 yr):
Y4: Expedite: Underground Railways: Expand

Slot 3 (Locked):
Internal Transit Networks: All

Use a personal attention on Knowledge Chairs because we can do it the first turn and use an open Expedite that way. Underground Railways are another cheap in AM cost, so we can expedite.

Slot 1 (5 yrs):
Y1: Double Down: Peace Treaty: Sirens
Y3: Investigate Quartok (Education)
Y4: Investigate Quartok (Military)
Y5: Ear to the ground

Slot 2 (5 yrs):
Y1: Repeat: Sound Out (Navy Construction)
Admiral Freyr wants a meeting about what kind of navies to build. Let's find out who is interested and their thoughts.
Y2: Repeat: Sound Out (Resource Colonies)
Y3: Sound Out (Building more Small Shipyards throughout the Trust)
Y4: Sound Out (Inter-system Law enforcement Cooperation)
Y5: Sound Out (Improved Quarantine procedures for Avernite Ships)
I am assuming that Repeat means that if there is still more to learn we will try again next turn, bumping latter years back (until they drop off). Thus I have put the high priority ones first. I expect we may not get to the last three.
Double Downs on the Y2 and Y3 of Sound Outs

Building more Small Shipyards throughout the Trust

As a way to deal with repairing the many escort wrecks. Imply that Avernus will be generous in distributing some wrecks to those systems that agree to build shipyards.

Inter-system Law enforcement Cooperation
Find out if there is interest in producing greater cooperation between system law enforcement. Something like Interpool.

Improved Quarantine procedures for Avernite Ships
Avernus training for quarantine officials on each other system to handle Avernite risks, providing an increased layered defense.

Two major topics we know are coming up. Let's sound out and not get blindsided. Also Peace Treaty with Sirens and Investigate the Quartoks. Open to reordering.

Slot 1 (5 yrs):
Y1: Quarantine Review

Slot 2 (4 yrs):
Y2: Psyker Hunting
Y3: Psyker Hunting
Y4: Psyker Hunting
Y5: Psyker Hunting

Get the Quarantine Review, and Psyker Hunting?

Could replace Psyker Hunting with Propaganda on Quartoks with a Double Down, or replace with a Dedicated Spy Network.

Explorator Slot (5 yrs):
Y1: Train Surveyors
Y4: Double Down: Examine: Graviton Weapons


Biologus Slot (5 yrs):
Y1: In-depth Examination (Bombardment Cacti)
Y4: In-depth Examination (Thundabeasts)

Construction Slot (4 yr):
Y2: Lie of the Land
Y5: Design Advanced Troop Transports

Anything Slot (5 yr):
Y1: Detailed Survey (Buccaneer Class Light Cruiser);
Y2: Detailed Survey (Berserker Class Battleship)
Y3: Detailed Survey (Cossak Class Cruiser)
Y4: Examine Adamantine Forges
Y5: Double Down: Examine: Starship Construction Technologies- The Well of Urd

Bonus Survey Slot (2 Yr):
Y4: Detailed Survey (Privateer Class Raider)
Y5: Detailed Survey (Legionnaire Class Destroyer)

Would like some more discussion on Graviton Weapons vs examining other Archnotech. Also on what ship classes would be best to have for the High Council. Escorts and Buccaneer are a must, others are a bit more flexible. Though again I point out an intact Battleship.

Slot 1 (5 yrs):
Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Those in the Shadows
Y5: Those in the Shadows

Slot 2 (1 yr):
Y5: Missionary Work (Svartalfheim)

Have Saint Lin complete the last remaining valid target for Missionary Work (this is very very important, it reformes the church on the targeted system). Lots of psykers so do Those in the Shadows.

Slot 1 (5 yrs):
Y1: Mentoring
Y2: Mentoring
Y3: Mentoring
Y4: Research: Black Crystal Items (Crown)

Slot 2 (2 yrs):
Y4: Cheating: Examine: Graviton Weapons
Y5: Cheating: Examine: Starship Construction Technologies- The Well of Urd

Gives us Mentoring on 6 to 7 Gammas and 1 Beta. Get cheating on Examining tech.

Personal Attention Slot 1 (5 yrs):
Y1: Personal Attention: Expedite: Knowledge Implantation Chairs: Large Factory: All

Personal Attention Slot 2 (5 yrs):
Y1: Personal Attention: Pilot Armour: Attack Craft Wings
Y4: Personal Attention: Specialist Grenadiers (Sappers): Planning
Y5: Personal Attention: Expedite: Expand Shipyards

Sappers would be units dedicated to breaching enemy walls and other stationary defenses. Tunneling, clearing minefields, demolitions, construction of field defenses/bridges while under fire, etc.

General Slot 1 (5 yrs):
Y1: Further Education: Syr
Y2: Governor's Own: Duel Plasma Foils

General Slot 2 (5 yrs):
Y1: Spend Time With Syr;
Y2: Spend Time With Syr;
Y3: Spend Time With Syr;
Y4: Spend Time With Syr;
Y5: Spend Time With Syr

Spend Time with Syr, further her education. Choose Personal Attentions primarily based on what was affordable to Expedite, and so we could use all our Expedites. The expedite schedule necessitates a one year action between Pilot Armor and Shipyards. So I needed a one year action, am open to replacing with something else, but it seems to me that Grenadiers for Elite Sapper Units might be a good idea.

Yr 1: Knowledge Implantation Chairs: Large Factory: All
Yr 2: Expand Shipyards
Yr 3: Construct: Repair: Buccaneer
Yr 4: Underground Railways: Expand
Yr 5: Expand Shipyards

Yr 1: Peace Treaty: Sirens
Yr 2: Sound Out
Yr 3: Sound Out
Yr 4: Examine: Graviton Weapons
Yr 5: Examine: Starship Construction Technologies

Thoughts on the new draft?
 
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