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
Except that means that both our Personal Attention actions will be locked at the start of next turn...

Also, do we really need to take the action to combine the shipyards again right away? Why not wait until we have 8 small shipyards, and then combine them into two large shipyards, and then combine the large shipyards into a huge one?
I guess I just favor a path that gets us the most shipyards the quickest, though if we have 8 small and can combine them into two large with one action, or two actions at the same time that would be fine

25% doesn't seem over extended...
More something to be aware of also we have other projects like upgrading city defenses that take AM, I just worry that between upgrading our ground forces and the ships we have being repaired by Vanheim and upgrades to our cities we may end up exceeding our native production and would be vulnerable if a warp storm cuts off one or more of our suppliers.


If we have a double down available, shouldn't we try something that can use the double down?
Yeah, the torpedo launchers you switched to are probably a better idea, very good chance to succeed but something we would still want to DD. Kinetic weapons would be the other option.
 
@Elder Haman Have you thought on doing the More Specialists? it will give us some weapons very useful against the tyranids and more artillery, that is good for everything?

Id rather not do that until we investigate the new vehicles and determine what our new vehicle of choice will be. Could have a big impact on More Specialists.

Would you change the order in Biologis Actions, If we are going to breed thunderbeast better do it ASAP

No. Cacti pollen is a trade good, so I'd like it done this turn. An additional four years are not that big a deal for the Thunderbeast.

Reorganizing the church is good deeds, not missionary work, and according to the turn the last place for that is Jotunheim. Course, it's possible that that's a typo, but if so it's a big one.

First you do Missionary Work, that then unlocks Good Deeds. Once you have done both, then the church is reorganized.
 
Id rather not do that until we investigate the new vehicles and determine what our new vehicle of choice will be. Could have a big impact on More Specialists.



No. Cacti pollen is a trade good, so I'd like it done this turn. An additional four years are not that big a deal for the Thunderbeast.



First you do Missionary Work, that then unlocks Good Deeds. Once you have done both, then the church is reorganized.

Ah, missed that.
 
[X] Plan Elder Haman T67

@Elder Haman Automated factories is at 99% and may lower the difficulty for the advanced star-ship production technology.
 
(@durin - Do cultist numbers affect how likely psykers are to go chaotic?)
/QUOTE]
not until they rise by enough that you do not catch every one in less then a year

@durin would we be able to send Saint Lin to the Admech to help with their stability?
not by much

@Elder Haman , The big things I still have differing opinions on are Diplomacy and Ad Mech.

@durin just how significant is the Criminal problem right now?


@durin if we do Single Plasma Foils, we don't have enough to do with Fred's 4th action slot, unless we can double up on Syr.

As a general note, if we spend so much Arbite and Minitorum time on dealing with Pykers, we are it's going to take forever to do other projects.
1. Minor but I am still rolling to see if it cases moderate issues
2. You can double up on Syr
 
Thoughts on the new draft?

Just going to reiterate my thoughts on two of the things you're sounding out that I think are wastes of actions:

1. Sound Out (Navy Construction) seems pointless. The High Council meeting will be after this turn, so the meeting of Governors whose systems want fleets will be then and we'll end up with the exact same information. There's not really anything about this that could blindside us, and we can't actually take action regarding this until next turn anyways.

2. Sound Out (Building more Small Shipyards throughout the Trust) - here is durin's exact quote on building small shipyards throughout the Trust:

yes, however you already know that several planets would prefer not to build any shipyards and that spreading them out like that is inefficient

Thus far we've got four worlds with shipyards - Vanaheim, Avernus, Midgard, and Asgard in order of largest to smallest. That's four out of nine. Maybe one more out of the rest might be interested, but with Vanaheim being out of the Warp Storm and producing ships again I don't think we'd convince enough people to vote for the Trust to fund building another small shipyard elsewhere, so worlds that want them will just have to build them on their own. It's probably not all that efficient to do more either. This is also something we can ask about directly during the upcoming naval meeting, as it's likely anyone who wants to build shipyards will also want to maintain a fleet. Or we could just wait to see who builds a shipyard, as our spy networks would report on that.
 
@Enjou

Was just looking at the psyker sheet and I saw that in 6 years we've got both a Beta and a Gamma psyker coming up with both of our ministorium actions locked. With all the other psykers we have this turn, I'd really prefer to do Shadows x 4, then Missionary Work (Svartheim), then (next turn) Shadows x 1, Good Deeds (Svartheim) for slot A.

I really don't want to miss Those in Shadow for a year where we're testing a bit over 150 major psykers (year 2), even if they're mostly epsilon and zeta level, or for years where we have a beta coming up as they're such a rare resource. Plus it'd be great to have a larger core of Primaris Pyskers when we get around to building psyker academies at the planets that could use them.
 
@Enjou

Was just looking at the psyker sheet and I saw that in 6 years we've got both a Beta and a Gamma psyker coming up with both of our ministorium actions locked. With all the other psykers we have this turn, I'd really prefer to do Shadows x 4, then Missionary Work (Svartheim), then (next turn) Shadows x 1, Good Deeds (Svartheim) for slot A.

I really don't want to miss Those in Shadow for a year where we're testing a bit over 150 major psykers (year 2), even if they're mostly epsilon and zeta level, or for years where we have a beta coming up as they're such a rare resource. Plus it'd be great to have a larger core of Primaris Pyskers when we get around to building psyker academies at the planets that could use them.

I am aware of the fact that there's a Beta at the start of next turn. That's why I'm leaving open the option to Mentor at the start of next year for Xavier, and with the Ordo Psykana bonus that Beta will hopefully pass. And there's also a Beta the turn after that. And the turn after that. And likely will be the turn after that once we get the psykers from this turn.

At some point we can't juggle around that kind of thing too much. We have valuable actions that need to be taken, and delaying them to attempt to try to ensure every powerful major psyker passes is just going to come back to bite us in the ass when we don't have the things we need done by the time they need to be done. I am perfectly fine with not having Saint Lin available to do Those In The Shadows next turn. He's got a lot of other stuff that he needs to get done.
 
1. Sound Out (Navy Construction) seems pointless. The High Council meeting will be after this turn, so the meeting of Governors whose systems want fleets will be then and we'll end up with the exact same information. There's not really anything about this that could blindside us, and we can't actually take action regarding this until next turn anyways.

No more pointless than Sounding Out Colonies was.

We didn't take any turn actions on that subject either but it was still useful.

It is very possible that Admiral Freyr may talk to us prior to the Naval Construction sub conference during which we hash out an initial proposal.

I would make sense for Avernus to be heavily involved in that since we are the ones with the hulks.
 
I am aware of the fact that there's a Beta at the start of next turn. That's why I'm leaving open the option to Mentor at the start of next year for Xavier, and with the Ordo Psykana bonus that Beta will hopefully pass. And there's also a Beta the turn after that. And the turn after that. And likely will be the turn after that once we get the psykers from this turn.

At some point we can't juggle around that kind of thing too much. We have valuable actions that need to be taken, and delaying them to attempt to try to ensure every powerful major psyker passes is just going to come back to bite us in the ass when we don't have the things we need done by the time they need to be done. I am perfectly fine with not having Saint Lin available to do Those In The Shadows next turn. He's got a lot of other stuff that he needs to get done.

Alright, I get the need to up the priority on those, but how about doing one more Those in Shadows the 2nd year of this turn, when we've got 150 major psykers doing trials. I would also argue that the rituals part 3 isn't something that needs to get done immediately--they're described as very obscure rituals, so I doubt they have a significant impact on the general population, and it doesn't add much to the success chance of the Telepathica ritual research.
 
No more pointless than Sounding Out Colonies was.

We didn't take any turn actions on that subject either but it was still useful.

It is very possible that Admiral Freyr may talk to us prior to the Naval Construction sub conference during which we hash out an initial proposal.

I would make sense for Avernus to be heavily involved in that since we are the ones with the hulks.

Sounding out Colonies was useful because we needed to be able to make a proposal, which we were able to do quite successfully. Here the meeting itself is more informational in nature - what kind of ships they will want is something we'll likely come out of the meeting knowing.

Also, I don't think Freyr is likely to meet us beforehand - that's the kind of thing Clovis-Ultan would have told us in advance here if it was the case. It's more likely he'd want to talk after he's heard what everyone else has to say.


Alright, I get the need to up the priority on those, but how about doing one more Those in Shadows the 2nd year of this turn, when we've got 150 major psykers doing trials.

Already told Elder Haman I was gonna switch to that, just haven't gotten around to it because I wanted to wait for durin to answer my question.
 
Sounding out Colonies was useful because we needed to be able to make a proposal, which we were able to do quite successfully. Here the meeting itself is more informational in nature - what kind of ships they will want is something we'll likely come out of the meeting knowing.

Also, I don't think Freyr is likely to meet us beforehand - that's the kind of thing Clovis-Ultan would have told us in advance here if it was the case. It's more likely he'd want to talk after he's heard what everyone else has to say.

Not sure if it is entirely informational.

It sounded like Admiral Freyr wants to suggest that each system Navy focus on some specific kind of mission (in addition to planetary defense).

Like we are thinking of planetary assault, others might focus on convoy escort duty, etc.

It seemed to me that Admiral Freyr wanted to try and get everyone to discuss it before hand so there is less competing for resources.
 
Final Draft:

[X] 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

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

Slot 2 (3 yrs):
Y3: Move Graveyard

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

Have to move the Graveyard. Repair a ship type we survey in the first year. Expand those shipyards.

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: Ear to the ground
Y5: Investigate Quartok (Military)

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: Request Information (Nilfheim: Education System)
Y4: Sound Out (Inter-system Law enforcement Cooperation)
Y5: Ear to the ground
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.

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.


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

Explorator Slot (5 yrs):
Y1: Train Surveyors
Y4: Double Down: Examine: Examine: Torpedo Launchers


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: Examine Adamantine Forges
Y2: Detailed Survey (Legionnaire Class Destroyer)
Y3: Double Down: Examine: Stealth Assault Shuttle
Y4: Detailed Survey (Corsair Class Fast Cruiser)
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 (Berserker Class Battleship)

Escorts are a must, others are a bit more flexible. Though again I point out an intact Berserker Battleship. (And it's one of the types Admiral Parnell would like). Got the Legionnaire first since that is what Admiral Parnell wants.

Got Admamantine Forges first year in case they give auto bonus to AM.

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: Expedite: Theological Studies Seminaries

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 starts reforms of the church on the targeted system). Lots of psykers so do Those in the Shadows. Expedite the construction of Seminaries.

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

Slot 2 (2 yrs):
Y4: Cheating: Examine: Torpedo Launchers
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: Further Education: Syr
Y2: Personal Attention: Double Down: Administratum Reorganisation: Part Five

General Slot 1 (5 yrs):
Y1: 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 (or Attend High Council Meeting)

Spend Time with Syr, further her education. Choose Personal Attentions so we could use all our Expedites. Every time we fail to use an expedite it costs us an action year. So we need a good reason to not use one.

Getting Admin Reorg to reduce further our consumption of Adv. Material, set so we can use a Double Down on it.

Yr 1: Knowledge Implantation Chairs: Large Factory: All
Yr 2: Expand Shipyards
Yr 3: Construct: Repair: Legionnaire
Yr 4: Underground Railways: Expand
Yr 5: Theological Studies Seminaries

Yr 1: Peace Treaty: Sirens
Yr 2: Administratum Reorganisation: Part Five
Yr 3: Examine: Stealth Assault Shuttle
Yr 4: Examine: Torpedo Launchers
Yr 5: Examine: Starship Construction Technologies

Heading to bed, posting this so that people can vote for it if they want to when voting opens.

EDIT: Fixed for the correction durin gave below.
 
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sorry misunderstood the question he would prefer either the Corsair, the Knight or the Legionnaire

What's the logic behind those? I kind of understood going with the Marauder, as we could repair about 8 to 10 of those and they were good generalist battlecruisers that added some lance range to our fleet, but what do these add to a planetary assault fleet, so I'm not sure what to choose. Sorry if it's obvious, but I'm flagging and need to get to bed soon.
 
What's the logic behind those? I kind of understood going with the Marauder, as we could repair about 8 to 10 of those and they were good generalist battlecruisers that added some lance range to our fleet, but what do these add to a planetary assault fleet, so I'm not sure what to choose. Sorry if it's obvious, but I'm flagging and need to get to bed soon.

Legionnaire and Knight are heavy armored designed to smash a line. So they make sense for a Brute squad to smash defenses.

The Corsairs are the fast Cruisers. Not as certain about the reasoning for those.
 
What's the logic behind those? I kind of understood going with the Marauder, as we could repair about 8 to 10 of those and they were good generalist battlecruisers that added some lance range to our fleet, but what do these add to a planetary assault fleet, so I'm not sure what to choose. Sorry if it's obvious, but I'm flagging and need to get to bed soon.
the Corsair for a good fast cruiser, the KNight for a basic Armored Cruiser, which is the best class for planetary assault and defence and the Legionnaire for a cheap hunter escort
 
@durin, can we have Syr study as a clergywoman? Her Pious trait shows that she has interest and the skills she'll pick up will be quite useful in a variety of areas.
 
@Enjou @Elder Haman do we have to start rearming people now?

Maybe we can simply do more specialists instead and not start reequipping people till we look over all the new new stuff we have?

Also when can we study the improved forges so we can get more AM production so we have more when we do start reequipping our forces in general?
 
Ok, second draft. This'll be the version I'm likely to edit from here on out until the vote closes, if I need to make any further changes. Or I might repost in the morning, we'll see.

Prior version and the logic for my choices are here. Changes are noted here.

[X] Plan Enjou T67

SLOT A - Year 2
Y2: Investigate: New Armour
SLOT B - Year 3
Y3: Investigate: New Aircraft
Y5: Rearm PDF: Light

No changes here.

SLOT A - Year 2
Y2: Expand Shipyards
- EXPEDITE YEAR 2
SLOT B - Year 3
Y3: Move Graveyard
SLOT C - Year 3 (Construction Slot)
Y3: Construct: Repair: Legionnaire Destroyers, enough for 3 to 4 years of time.
- EXPEDITE YEAR 3

Set the ships to be constructed to be the Legionnaires based on Parnell's recommendation.

SLOT A - Year 2
Y2: Upgrade Defences: Salem and The Fens
SLOT B - Year 4
Y4: Underground Railways: Expand
- EXPEDITE YEAR 4

No changes here.

SLOT A - Year 1
Y1: Peace Treaty: Sirens
- DOUBLE DOWN YEAR 1
Y3: Investigate Quartok (Technology)
Y4: Investigate Quartok (Military)
Y5: Ear to the Ground
SLOT B - Year 1
Y1: Investigate Quartok (System of Government)
Y2: Request Information (Niflheim: Education System)
- DOUBLE DOWN YEAR 2
Y3: Sound Out (Inter-system Law enforcement Cooperation)
Y4: Sound Out (Resource Colonies)
Y5: Conditional
- IF Sound Out (Resource Colonies) polled less than max, repeat it.
- IF Sound Out (Inter-system Law enforcement Cooperation) polled less than max, repeat it.
- Else do...
-- Investigate Quartok (Education)

Removed the Double Down on Y3 to use it elsewhere. Shuffled to add the request for info from Niflheim, which I'm doubling down on because they're rather secretive.

SLOT A - Year 1
Y1: Quarantine Review
SLOT B - Year 2
Y2: Psyker Hunting
Y3: Propaganda about Quartok: (Vanaheim)
- DOUBLE DOWN YEAR 3

Changed this to have us doing Quartok Propaganda on the world that opposes them most. Should be interesting to see how that turns out.

SLOT A - Year 1 (Tranth)
Y1: Train Surveyors
Y4: Examine: Starship Construction Technologies- The Well of Urd
- DOUBLE DOWN YEAR 4
Y5: Examine: Stealth Assault Shuttle
SLOT B - Year 1 (Free)
Y1: Examine Adamantine Forges
Y2: Detailed Survey (Legionnaire Class Destroyer)
Y3: Detailed Survey (Berserker Class Battleship)
Y4: Detailed Survey (Corsair Class Fast Cruiser)
Y5: Titan Killers
SLOT C - Year 1 (Saren)
Y1: In-depth Examination (Bombardment Cacti)
Y4: In-depth Examination (Thundabeasts)
SLOT D - Year 2 (Britton)
Y2: Lay of the Land
Y5: Design Advanced Troop Transports

BONUS SURVEY SLOT - Year 4
Y4: Detailed Survey (Privateer Class Raider)
Y5: Detailed Survey (Knight Class Cruiser)

Moved the Adamantine Forges to the start of the turn in case we can get benefits immediately. Changed up the surveys based on Parnell's recommendations. Added in the Stealth Assault Shuttle to be examined - no need for a double down, as we've got 23 samples of them and we'd lose only 1d3 here, and there's a 74% chance of success which is plenty.

SLOT A - Year 1
Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Missionary Work (Svartalfheim)
Y5: Good Deeds (Jotunheim)
SLOT B - Year 5
Y5: Investigate Rituals for Taint: Part Three

Switched out Y2 to do Those in the Shadows due to abnormally high number of Zetas that year, pushed Missionary work up to Y4 and Good Deeds up to Y5.

SLOT A - Year 1 (Xavier)
Y1: Mentoring
Y2: Mentoring
Y3: Mentoring
Y4: Research: Black Crystal Items (Crown)
SLOT B - Year 4 (Ridcully)
Y4: Cheating (Starship Construction Technologies)
Y5: Research: Thundabeast Kinetic Shield
- DOUBLE DOWN YEAR 5

No changes here.

SLOT A - Year 1
Y1: Personal Attention: Knowledge Implantation Chairs: Large Factory: All
- EXPEDITE YEAR 1
SLOT B - Year 1
Y1: Further Education: Syr
Y2: Personal Attention: Pilot Armour: Attack Craft Wings
Y5: Personal Attention: Expand Shipyards
- EXPEDITE YEAR 5
SLOT C - Year 1
Y1: Governor's Own: Duel Plasma Foils
SLOT D - Year 1
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 (or Attend High Council Meeting, if required)

No changes here.

Double Down:
Y1: Peace Treaty: Sirens
Y2: Request Information (Nilfheim: Education System)
Y3: Propaganda about Quartok: (Vanaheim)
Y4: Examine: Starship Construction Technologies- The Well of Urd
Y5: Research: Thundabeast Kinetic Shield

Expedite
Y1: Personal Attention: Knowledge Implantation Chairs: Large Factory: All
Y2: Expand Shipyards
Y3: Construct: Repair: <TBD>
Y4: Underground Railways: Expand
Y5: Personal Attention: Expand Shipyards


As usual, thoughts, feedback, and suggestions are welcome.
 
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