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
So, here are my thoughts.

Munitorum: Air refit is strongly encouraged, for obvious reasons. I'd like to roll out the Goliath walkers too, and maybe also do our helguard upgrade, but I haven't crunched the numbers on what's affordable. Probably throw in a personal attention or two to get those rolled out quickly.

Void: I'd like to get our local defenses up to snuff mostly. We can fit in planning for our fleet and some construction too of course.

Admin: roll out the juvenat and start the upgrades? Probably worth a PA slot to get the ball rolling early.

Diplo: definitely do the Teachers--we can use the rep, and we're 110% on board for what they're trying to do. I'd also do the diplomatic setup for both branch universities. I would like to hold off a bit more on setting up the embassy with the sirens--as Durin said, they're scary Xenos and I'd really like to avoid it looking at all like we're hopping into bed with them. If we wait, we can spin it as we ensured that they would respect the treaty and spent some time evaluating the risks.

Arbites: Improved border security is a no-brainer. Psyker hunting is going to be even more crazy effective with her trait upgrade. We might want to do Quartok propaganda in Vanaheim if we've got free actions.

Mechanicus: Keep scouting out unrest. Colliga expansion is a big deal and we should get that done. Should probably also focus on reverse-engineering ship tech--some combination of the gravitic command ship's reactor, the Well's macrocannons, and the Well's KE weapons. For Biologis, we might want to look for something with potentially useful powers for our psykers--maybe the butcher birds, mirage palms, psyrodactal, or giant mosquitos (calming aura, extremely strong illusions, sneaky fast attack, and easy ability to find targets, respectively).

Ministorum: Getting good deeds finished out would be great. Then next turn we can focus on spreading the seminaries. At some point we should finish out the ritual research, but the marginal benefit just isn't there at this point when we've got other important things to do.

Astra Telepathica: We need the neo-Astropaths effective, so that essentially locks in the one ritual research. On the expansion, I'd rather build the new cities before we work on integrating. My preference would be the research city first--we've got a lot of useful psyker research to do, and with any luck some of the research will lead to improved psyker stability.

Personal: Our personal attentions should probably be split between the military and admin. We might want to spend some time with Parnell--he seems like a good guy and our personal relationship is pretty minimal--or maybe Xavier (who could use bonuses to admin and diplo--plus, I don't think we've been exactly keeping up with him). I'd also like to get Syr void training.
 
Phase-Tanks: Helguard- Phase-Tanks would make a useful addition to your conventional regiments, with their ability to strike from unexpected directions working very well in conjunction with almost any of your troops. General Drago suggests added ten to each of your Helguard Infantry, Armour, Rough Rider and Mechanised Infantry Regiments. This would not provide as many benefits as a full role out but would

Time: 4 years


Cost: 99,000 Thrones, 20,625 Material, 1,650 Promethium, 3,075 Advanced Material, 69 Exotic Material.
Upkeep per year: 19,800 Thrones, 4,126 Material, 825 Promethium, 308 Advanced Material, 3 Exotic Material.
Reward: add 10 Phase-Tanks to each Helguard Power Infantry, Helguard Mechanised Power Infantry, Helguard Rough Riders and Helguard Armour Regiments.
durin your post cut off a bit here.
 
So just putting this out there but our em income without trade is 132 per year and AM is 183k a year. We need to watch em upkeep costs.

Also I agree with getting the collegia up and running for arcotech wow we almost lost tranth and Britton to wildlife
 
It's practically Eldar BS working for us!

On that note, have the Eldar gotten a new batch of Farseers yet? Because I worry that our little slice of the galaxy may be viewed as a great place to nudge really annoying problems as far as the Eldar are concerned...
 
Magos Biologis (+1L, +2D, +1I, -2M, -2C)- Quintus Saren is a Magos Biologis, one of the Adeptus Mechanicus' experts on biology and xenology.
Archmagos Biologis
(+4L, +2D, +1I, +2P, -1M, -1C)- In recent years Magos Biologis Quintus Saren has ascended to the honoured rank of Archmagos, securing his position as one of the the highest ranking members of the Adeptus Mechanicus of the Imperial Trust. As expected for someone carrying this rank his knowledge of biology and xenology is unmatched within the Imperial Trust.
Should probably get rid of 'Magos Biologis' now that it's been upgraded.
 
It's practically Eldar BS working for us!

On that note, have the Eldar gotten a new batch of Farseers yet? Because I worry that our little slice of the galaxy may be viewed as a great place to nudge really annoying problems as far as the Eldar are concerned...
its been a hundred or so years for them so probably
 
I've got a draft plan up here..

Military:
5: Air Refit (5/10)
5: Gradual Refit: All (4/4), ???
1: ???
(No idea about military, my miltary knowledge is poor, but I think that a Gradual Refit action is rather more efficient in terms of turns.)

Admin:
1:Upgrade Defences: Avernus' Spine (1/5)
2:Upgrade Defences: The Azure Islands and Everglades (2/5)

Diplomacy:
5: Organize Branch University (Midgard), Loan Teachers to Midgard, Ear to the Ground, Diplomatic Relations (Svartalfheim)
5: Organize Branch University (Vanaheim), Establish Embassy: Sirens
Note: Svartalfheim and Niflheim are tied for lowest view of Avernus, both at 7/10.

Intrigue:
5: Improve Border Security, Propaganda about Quartok (???)
5: Psyker Hunting * 5
??? Being whichever planet has to worst view of the Quartoks..

Adeptus Mechanicus:
5: Expand Colliga Reconstructus, ???
5: A Closer Look (5/6)
4: Complete Examination (???)
4: Design Advanced Defence Station (4/5)
Survey Actions: ???

Piety:
5: Keeping the Faith (Vanaheim), Investigate Rituals of Taint Part 3 (4/9)
Note: Vanaheim's morale is at 4/10, currently lowest among the imperial trust.

Psykana:
5: Establish New Psyker City: The Azure Islands
5: Establish New Psyker CIty: Aridia

Look, we might as well get these done in advance.

Personal:
4: Personal Attention: Increase Juve-Nat: All
4: Personal Attention: ??? OR Spend Time with (???)
5: Spend Time with (???) * 5
5: Spend Time With Syr * 5

Bonus Action: ??? (No idea)
 
Would it be possible to ask Tranth if a dedicated EM production facility exists, and if so, what its requirements is?

Otherwise I suspect we want to research ways to make equipment and ships that do not use exotic materials.
 
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The forges, if I understand correctly, mostly make materials. Advanced materials and especially exotic materials are minor 'extras'. On the other hand, deviating from the standard way of creating stuff might make more Mechanicus unrest, so... *sigh*

On that note, do we actually have any way of improving Mechanicus morale?
 
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The forges, if I understand correctly, mostly make materials. Advanced materials and especially exotic materials are minor 'extras'. On the other hand, deviating from the standard way of creating stuff might make more Mechanicus unrest, so... *sigh*
Temple-Forges make EM. They need bigger hives as well to further expand.
 
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