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
Anyway, while we don't need to have both psyker cities built, they do have nice bonuses.
(Okay, statistically speaking, if 1/10000 of our population are psykers, we have about ~290,000 psykers left to find. 1 psyker city would probably be enough to tide us over, barring population booms, or it turning out that there was a gross miscalculation in %psyker in our populace (I believe current estimates are 1/10000 of people on Avernus.)

I expect us to need the other university in ~8 turns, regardless.

While organizing permanent integration of psykers and our general populace is inevitable, it can probably be extended by ~20 turns if we build both cities. Or forever if we're willing to continue build new psyker cities for every 2.5 billion people we have. Which should be entirely viable, by my count. I think. (Not particularly viable if the rate of psyker prevalence is higher that 1/10000, of course.)

The other route, psyker-populace integration hold quite a lot of.. possibilities and benefits. For instance, it'll automatically scale with city size, so this issue should never come up again, at least until psykers go more than 0.01% of population. The other items is that we might well have an increase in aggregate number of psykers due to psykers breeding with the people. As well as dealing with psyker stigma, which should have a pretty good result for us. (Not sure if exposing more psykers to chaos psykers is a good or bad thing, though.)
@durin

1) What's the population capacity of a small hive/regional city/major city/minor city/ruined city/crator/etc?
(Capacity in the sense of population before problems start happening.)
2) Minimum Population?
(How much we should have to avoid increase casualties.)
3) How many nonpsykers does the psyker city house?

4) What are the views of those nonpsykers on psykers?

5) Compared to nonpsykers in regular cities?

6) How often do our psykers succumb to chaos?
 
Anyway, while we don't need to have both psyker cities built, they do have nice bonuses.
(Okay, statistically speaking, if 1/10000 of our population are psykers, we have about ~290,000 psykers left to find. 1 psyker city would probably be enough to tide us over, barring population booms, or it turning out that there was a gross miscalculation in %psyker in our populace (I believe current estimates are 1/10000 of people on Avernus.)

I expect us to need the other university in ~8 turns, regardless.

While organizing permanent integration of psykers and our general populace is inevitable, it can probably be extended by ~20 turns if we build both cities. Or forever if we're willing to continue build new psyker cities for every 2.5 billion people we have. Which should be entirely viable, by my count. I think. (Not particularly viable if the rate of psyker prevalence is higher that 1/10000, of course.)

The other route, psyker-populace integration hold quite a lot of.. possibilities and benefits. For instance, it'll automatically scale with city size, so this issue should never come up again, at least until psykers go more than 0.01% of population. The other items is that we might well have an increase in aggregate number of psykers due to psykers breeding with the people. As well as dealing with psyker stigma, which should have a pretty good result for us. (Not sure if exposing more psykers to chaos psykers is a good or bad thing, though.)
@durin

1) What's the population capacity of a small hive/regional city/major city/minor city/ruined city/crator/etc?
(Capacity in the sense of population before problems start happening.)
2) Minimum Population?
(How much we should have to avoid increase casualties.)
3) How many nonpsykers does the psyker city house?

4) What are the views of those nonpsykers on psykers?

5) Compared to nonpsykers in regular cities?

6) How often do our psykers succumb to chaos?
1. 1,000 mil for small hive, 100 mil for major city, 10 million for minor city, 1 mil for regional city, 0 for others
2. a tenth of that
3. 750,000
4. positive, they are screened for it
5. not as good, there main encounters with psykers are xavier and rogues who kill millions at a time
6. not very often once they are trained
 
Some thoughts:

Adeptus Munitorum:
New action focus on rolling out new vehicels. Phase-Tank Land-Speeder and Goliath-Walker. I like that the specialist regiments do not exclude the integration of the vehicels into other regiments.
Phase-Tanks are low priority but distribution of Land-Speeder and Goliath is marked as medium. Together with refitting the air force we fill up the given action slots for the next 7 years at least.
Than we still need to refit the Helltrooper and Hellguard with advanced weapons. They might feel cross if we only refit the PDF.
I would suggest to put "Air Refit" and "Goliath: PDF" in the 5 year slot and "Land Speeder: PDF" in the 1 year slot (after "Rearm PDF: Light"). "Rearm Helltooper: Medium" should only taken if nothing else heavy on AM is choosen as Medium will it our AM reserves nearly completly. The light version needs so little time (3 years) that it could be used as an personal attention.

Void Command
We can do Construct action again but I am against repairing more ships for now as we should first focus on which plan to use.
@durin Please agree in it that "Long Term Planing" will act like Syr education in that it will lead to an additional later vote.
5 year slot should be taking by the Construction action to "Upgrade Shipyards" and with the 3 year slot an expedited "Expand Shipyards" to have it finished with the construction action so that in two turns (10 years) we can compine them into the third large shipyard.
The two year slot could go to building advanced OWP. I think that it is to our advantage to keep the old ones as well and replace them with advanced should they be destroyed. But than again it could be used for everything else as well.
The most important "Long Term Planing" takes one year and would be good as a personal action.

Adeptus Administratum
Only a two year and one year slot this time.
I would prefer to upgrade Azure Island and Everglades and Spine with Juve-Nat as a peronsal attention.

Diplomacy
It is again really open. There are no options that take a lot of time so what is important?
I would like to do a sound out or something to messure the fallout of establishing an embassy with the Sirens.
So slot 1: Sound out (Opinion and Concerns regarding establishing an embassy with the Sirens) on repeat and after that some investigating the Quartoks.
Slot 2: Loan Teacher, Organize branch Vanaheim and Midgard
I am very open to suggestions.

Adeptus Arbites
Impoved Border Secirity is a no brainer. I would put an Dedicated Spy network in Vanaheim or Midgard fucussed on either Cult-Activities or government.
The second slot would be filled with Psyker Hunting. Let Jane have her fun.

Adeptus Mechanicus
Biologis:
After finishing with the Thundabeast he has 4 years left. The last region left to survey is Lindon. That should only take 1 year. Afterwards some Primarly Eximations. Next turn we can start implementing the taming of the Thundabeast should it be possible.
Explorator:
Expanding the Collegia is something we wanted to do or quite some time. The one year left I would ask him to complete the Repair robot in hopes it will reduce upkeep of those very expensive ships.
Fabrication:
Designing the avanced Defence Stations would be the next step to upgrading our defences.
General:
"A Closer Look" is here because it can use the full 5 years. We still wont get an answer next turn because it takes 6 years to complete...
Free survey: Whatever we have not. Starting with the small ships going upwards.

Adeptus Ministorum:
Okey. In the Local System Sheet we still need to re-etablish the church on Jotunheim, Svartalfheim, Niflheim and Muspelheim. All of them have no problem with moral.
So "Good deads: Svartalfheim" would be a possibility but they really don't need it. It would be way better to repeatingly do "Keep the Faith: Vanaheim".

Adeptus Astra Telepathica
We need to expand our psyker city, again. Wait! It is not possible to expand it further! We need to build a second!
All three option given are nice. I would choose all three if I could. But not starting the Astrophatic Ritual has a bad taste for me.
I would propose to start the "Astrophatic Ritual" and build a Psyker City in Aridia because we are so proud of our Battle Spyker.

Personal
Do we want to end Syrs term or not is the question. I would say to let her at it and not choose further education for her for now.
Slot 4 is Family time.
Slot 1 and 2 are taken for the first year. In 1 I would put "Void:Long Term Planing" and "AdMun: Refit Helltooper Light".
Slot 2 would be "AdAdm: Juve Nat"
Slot 3 has full 5 years. I would propose to either expand shipyards (running one with Void and one with Persona attention so that there are not more than two at the same time) OR "AdAdm:Rapid Good Curiers Mass" with one Readiness training OR Phase-Tank Regiments.

Opinions?
 
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Some thoughts:

Adeptus Munitorum:
New action focus on rolling out new vehicels. Phase-Tank Land-Speeder and Goliath-Walker. I like that the specialist regiments do not exclude the integration of the vehicels into other regiments.
Phase-Tanks are low priority but distribution of Land-Speeder and Goliath is marked as medium. Together with refitting the air force we fill up the given action slots for the next 7 years at least.
Than we still need to refit the Helltrooper and Hellguard with advanced weapons. They might feel cross if we only refit the PDF.
I would suggest to put "Air Refit" and "Goliath: PDF" in the 5 year slot and "Land Speeder: PDF" in the 1 year slot (after "Rearm PDF: Light"). "Rearm Helltooper: Medium" should only taken if nothing else heavy on AM is choosen as Medium will it our AM reserves nearly completly. The light version needs so little time (3 years) that it could be used as an personal attention.

Void Command
We can do Construct action again but I am against repairing more ships for now as we should first focus on which plan to use.
@durin Please agree in it that "Long Term Planing" will act like Syr education in that it will lead to an additional later vote.
5 year slot should be taking by the Construction action to "Upgrade Shipyards" and with the 3 year slot an expedited "Expand Shipyards" to have it finished with the construction action so that in two turns (10 years) we can compine them into the third large shipyard.
The two year slot could go to building advanced OWP. I think that it is to our advantage to keep the old ones as well and replace them with advanced should they be destroyed. But than again it could be used for everything else as well.
The most important "Long Term Planing" takes one year and would be good as a personal action.

Adeptus Administratum
Only a two year and one year slot this time.
I would prefer to upgrade Azure Island and Everglades and Spine with Juve-Nat as a peronsal attention.

Diplomacy
It is again really open. There are no options that take a lot of time so what is important?
I would like to do a sound out or something to messure the fallout of establishing an embassy with the Sirens.
So slot 1: Sound out (Opinion and Concerns regarding establishing an embassy with the Sirens) on repeat and after that some investigating the Quartoks.
Slot 2: Loan Teacher, Organize branch Vanaheim and Midgard
I am very open to suggestions.

Adeptus Arbites
Impoved Border Secirity is a no brainer. I would put an Dedicated Spy network in Vanaheim or Midgard fucussed on either Cult-Activities or government.
The second slot would be filled with Psyker Hunting. Let Jane have her fun.

Adeptus Mechanicus
Biologis:
After finishing with the Thundabeast he has 4 years left. The last region left to survey is Lindon. That should only take 1 year. Afterwards some Primarly Eximations. Next turn we can start implementing the taming of the Thundabeast should it be possible.
Explorator:
Expanding the Collegia is something we wanted to do or quite some time. The one year left I would ask him to complete the Repair robot in hopes it will reduce upkeep of those very expensive ships.
Fabrication:
Designing the avanced Defence Stations would be the next step to upgrading our defences.
General:
"A Closer Look" is here because it can use the full 5 years. We still wont get an answer next turn because it takes 6 years to complete...
Free survey: Whatever we have not. Starting with the small ships going upwards.

Adeptus Ministorum:
Okey. In the Local System Sheet we still need to re-etablish the church on Jotunheim, Svartalfheim, Niflheim and Muspelheim. All of them have no problem with moral.
So "Good deads: Svartalfheim" would be a possibility but they really don't need it. It would be way better to repeatingly do "Keep the Faith: Vanaheim".

Adeptus Astra Telepathica
We need to expand our psyker city, again. Wait! It is not possible to expand it further! We need to build a second!
All three option given are nice. I would choose all three if I could. But not starting the Astrophatic Ritual has a bad taste for me.
I would propose to start the "Astrophatic Ritual" and build a Psyker City in Aridia because we are so proud of our Battle Spyker.

Personal
Do we want to end Syrs term or not is the question. I would say to let her at it and not choose further education for her for now.
Slot 4 is Family time.
Slot 1 and 2 are taken for the first year. In 1 I would put "Void:Long Term Planing" and "AdMun: Refit Helltooper Light".
Slot 2 would be "AdAdm: Juve Nat"
Slot 3 has full 5 years. I would propose to either expand shipyards (running one with Void and one with Persona attention so that there are not more than two at the same time) OR "AdAdm:Rapid Good Curiers Mass" with one Readiness training OR Phase-Tank Regiments.

Opinions?
yes there will be another vote on long term planning
 
On the whole I approve of those ideas Portec. My personal opinion though: the cost and upkeep of Rearm Helltroopers: Heavy is incredibly close to Helltroopers: Medium. I'd rather not rearm anyone, deal with Refits & Landspeeders/Goliaths this turn, then do Helltroopers: Heavy next turn so our infantry is maximum stronk.
 
So, I'd rather wait a bit on psyker integration. I agree that we will eventually need to have the rest of Avernus take a more positive view of psykers, but I'd rather focus right now on improving the quality of our psykers through the specialized cities. Ideally we'll figure out something that further reduces the chances of them going batshit before we move it into general practice. For that reason I'm more interested in the research city than the battle psyker city--assuming we take both eventually, having the bonus to research first ends up with more long-term benefits. If we were involved in a lot of conflicts right now the battle psyker option would be better, but right now they're just sitting around looking pretty--and I'd hardly call them unprepared in case of invasion.

On that topic, it might be nice to spend some time with Xavier on diplomacy. At least on Avernus, he's the face of psykers, and on top of that he's got reasonable diplomatic skills--which is rare for a psyker. It might also be a good idea to do something like trial runs of psykers in normal cities. Even though I want the bonuses to our psykers the specialized cities give, it would be great if the rest of Avernus had neutral or positive experiences with psykers too.
 
So, I'd rather wait a bit on psyker integration. I agree that we will eventually need to have the rest of Avernus take a more positive view of psykers, but I'd rather focus right now on improving the quality of our psykers through the specialized cities. Ideally we'll figure out something that further reduces the chances of them going batshit before we move it into general practice. For that reason I'm more interested in the research city than the battle psyker city--assuming we take both eventually, having the bonus to research first ends up with more long-term benefits. If we were involved in a lot of conflicts right now the battle psyker option would be better, but right now they're just sitting around looking pretty--and I'd hardly call them unprepared in case of invasion.

On that topic, it might be nice to spend some time with Xavier on diplomacy. At least on Avernus, he's the face of psykers, and on top of that he's got reasonable diplomatic skills--which is rare for a psyker. It might also be a good idea to do something like trial runs of psykers in normal cities. Even though I want the bonuses to our psykers the specialized cities give, it would be great if the rest of Avernus had neutral or positive experiences with psykers too.
They are not just sitting around. They do fight chaotic psykers and, since we lose some to the wildlife every year, I guess they help there too.
 
From the information about the Quartok Protectorate:
- You will accept a representative chosen by the Quartoks onto your council of advisers.
Is this something we should ask the Quartoks about, or are they still training up their represenatative?


From the diplomatic options this turn via Klovis-Ultan:
Loan Teachers to Midgard-
I'm guessing this is a shoe in due to the reputation gain with Midgard? Improving the quality and productivity of the population of the by far most populous planet in the sector does not hurt either...
 
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On the whole I approve of those ideas Portec. My personal opinion though: the cost and upkeep of Rearm Helltroopers: Heavy is incredibly close to Helltroopers: Medium. I'd rather not rearm anyone, deal with Refits & Landspeeders/Goliaths this turn, then do Helltroopers: Heavy next turn so our infantry is maximum stronk.
The thing is that we need to pay for so many other stuff as well that the AM cost is hard to somach. The fleet will eat into it as well massively so that Helguard: Heavy would never be possible...
But would you like to be "promoted" from PDF to Trooper only to have to give up your new fancy weapons? I am afraid it will lead to loss of moral if the profesional soldiers don't get what the defence force get. Rolling it out in stages is all right but not doing so might be bad.
 
The thing is that we need to pay for so many other stuff as well that the AM cost is hard to somach. The fleet will eat into it as well massively so that Helguard: Heavy would never be possible...
MMM, with all the equipment we're getting out of the ships the cost for rearming the helguard has gone down immensely and the cost for the Hellguard has also gone down.

I do think we should do the rearming next year, and defiantly heavy for the Helguard, and I think that heavy for the Hellguard will be possible in the future.
 
I do think we should do the rearming next year, and defiantly heavy for the Helguard, and I think that heavy for the Hellguard will be possible in the future.
But rearm light will reduce the cost of rearm heavy.
It is stated with Rearm Hellguard: Heavy that we can not supstain its AM upkeep. I know that it is 'only' around 800,000 while we have 4mil gross income but that gross is for 5 years.
Without trade we would not be able to substain it. All that keeps our AM and EM income positive is trade. We need more Am and EM badly so useing to much can be getting bad fast.
 
But rearm light will reduce the cost of rearm heavy.
It is stated with Rearm Hellguard: Heavy that we can not supstain its AM upkeep. I know that it is 'only' around 800,000 while we have 4mil gross income but that gross is for 5 years.
Without trade we would not be able to substain it. All that keeps our AM and EM income positive is trade. We need more Am and EM badly so useing to much can be getting bad fast.
Fair enough.

One of the main reasons I really want to work the forge is that we could get a permanent boost, which would be awesome... sigh o well.
 
One thing to keep in mind is that we will be able to start upgrading our AM and EM production by increasing the size of our Forge Cities. Another 20-25 years are needed to start that I think, and we also need to factor in the time it will take to actually build the cities and upgraded forges.
 
One thing to keep in mind is that we will be able to start upgrading our AM and EM production by increasing the size of our Forge Cities. Another 20-25 years are needed to start that I think, and we also need to factor in the time it will take to actually build the cities and upgraded forges.
actually you will get your first options to expand Forge cities next year
 
Question: What are the levels of the Avernite Military?

1. PDF
2. Black Iron
3. Helltrooper
4. HellGuard

Where 4 is greatest before getting into the Governos own?
 
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