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
I think we'll have to accept potential dangers and delay rearming by two or three turns, setting for light option for now.

We can take several high-cost, low upkeep option to boost our capabilities while we wait for forge-hives.
 
We should reverse-engineer the Well of Urd's advanced automated factories to reduce manpower requirements for Avernus' industries. Once we implement those systems we can re-direct the freed up manpower towards new manufactorums, ideally of the advanced and exotic types.
 
1. You are right. They would really not notice the difference. Helltrooper and Hellguard have both higher levels in what 'light' will mean. 'light' Hellguard is at least compareable and more likly more advanced than PDF Heavy.

2. Yes. Shipyards cost mainly Material instead of AM and EM. And we don't need that many more. We have ~9 (I count each large as 4) now with two nearly finished andwe need in total (4² huge+ 4*4 large + 10 small) 42 and the speed in which we build more increases as we build more. Around 10 to 15 more turns only. (We started with 100 to 150 years so we are kinda halfway there).

3. You mixed that up. We have 6mil reserve and 4mil income per turn. Upkeep is per year. So the Helltooper Medium cost 3.5mil (we have the reserves to pay for it) and has an upkeep of 5 times 180.000 = 900.000 per turn. A quarter of our income.
Putting a quarter of our income into it when we need it shortly to upgrade admech stuff is to expensive for me...
Thing about the Forges is they tend to be much more pricey on other things, not AM & EM. For example, here's the price of the Greater Forges action, the last one we took:

Cost: 752,600,000 Thrones, 188,200,000 Material, 75,260,000 Metal, 3,763,000 Promethium, 10,840 Advanced Material, 1,210 Exotic Material.

Even if AM cost went up by 100x, it'd still be around 1 million total. That's not something I consider necessary to bank up for.

Good catch on the numbers though, going from upkeep being 1/6th of our production to 1/4th does feel worse.

We should reverse-engineer the Well of Urd's advanced automated factories to reduce manpower requirements for Avernus' industries. Once we implement those systems we can re-direct the freed up manpower towards new manufactorums, ideally of the advanced and exotic types.
AM and EM are Mechanicus only production right now IIRC. Freeing up more menials from the normal factories in our regular cities doesn't help when it's a bottleneck of AdMech population in the Forge Cities that's the great limitation.

I'd still say it's better to do it since there could be some benefit to AM production.
 
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We should reverse-engineer the Well of Urd's advanced automated factories to reduce manpower requirements for Avernus' industries. Once we implement those systems we can re-direct the freed up manpower towards new manufactorums, ideally of the advanced and exotic types.

The problem with AM and EM isn't manpower - we have plenty of that, and regular people can man regular factories. You don't need tech-priests for that. The problem is that we're limited in where we can make Forges and Forge Temples, and of what size we can make them. We need more and bigger Forge Cities respectively for those.
 
The problem with AM and EM isn't manpower - we have plenty of that, and regular people can man regular factories. You don't need tech-priests for that. The problem is that we're limited in where we can make Forges and Forge Temples, and of what size we can make them. We need more and bigger Forge Cities respectively for those.
It could still be worth it. Some of that automation might be applicable to AM production. It'll only take 1 year anyway, so the cost is very low even if it doesn't help.
 
It could still be worth it. Some of that automation might be applicable to AM production. It'll only take 1 year anyway, so the cost is very low even if it doesn't help.

It's possible, though I recall asking durin about it before and he said it was unlikely to affect AM and EM production. We could end up pleasantly surprised, though.
 
The Repair Robot STC might help as well, in a very roundabout manner. Less techpriests needed to do repair and maintenance work, more to work the forges.
At this point I'm grasping at straws to increase AM and EM production.
 
It's possible, though I recall asking durin about it before and he said it was unlikely to affect AM and EM production. We could end up pleasantly surprised, though.
So for a Five Year Slot, Expand Collegia then Examine the factories for maximum bonuses and hope a Crit gives us something nice?
 
So for a Five Year Slot, Expand Collegia then Examine the factories for maximum bonuses and hope a Crit gives us something nice?

Maybe. It might just be better to let the Collegia do it though, as it's one of the techs they could actually work on and it has a good chance of success for them with the current bonuses available.
 
@durin When we eventually get the next Expand Collegia action, will it act like a bonus action slot for reverse engineering archaeotech similar to the Surveyors, in that we can select which options to research via turn plans?
 
Maybe. It might just be better to let the Collegia do it though, as it's one of the techs they could actually work on and it has a good chance of success for them with the current bonuses available.
Yea, but that selection finishes perfectly at 5 turns, and we want at least one slot ready to go next turn to get Forge Expansion ASAP, right?

In other thoughts, is anyone interesting in planning an exploration force? Those options have been lying around for a few turns now, and I'm quite curious to see what the rest of Avernus has to offer.

Right now my ideal Munitorum looks like

5 Year: Air Refit
5 Year: Prepare for Expedition: Armies -> Goliath: PDF
1 Year: Landspeeder: PDF

This does basically lock up Munitorum actions next turn, but it means everything finishes at almost the same time so we will have significantly upgraded our forces by the time we can go exploring.

Void Command: Construct: Upgrade Shipyards is probably a given, and so is Expanding Shipyards again. We probably want to deal with Long Term Planning here too, which leaves one slot to be filled. I'd prefer Void Superiority or Pilot Armor over messing with the Minefield or Orbital Weapons Platforms.

Administratum: Juvnat is probably a shoe-in, so either upgrade Avernus' Spine's Defences or expand Promethium refineries some more so we can trade with people that need it?

Diplomancy: loaning teachers and organizing Branch universities is guaranteed, but that only fills one slot. Don't have any ideas for the others.

Arbites: Border Security is a Yes, dunno about the rest.

AdMech:
Free Surveys: Saint, Pope, and Templar class Carriers, Hero and Champion class Battleships.
Explorator (5 Year): Expand Collegia Reconstructus -> Examine: Automated Factories
Biologis(4 Year): Regional Survey (Lindon) -> Complete Examination (Nog). We've never looked at the Avernus Variant of the Nug yet, so lets see what's so special about them. This or Raptors IMO.
Fab-Gen(4 Year): A Closer Look. For Obvious reasons.
General(5 Year): Examine: Macrocannons (Maybe with a Cheat to maximize chances of Crits?) -> Complete STC fragment: Repair Robot -> Detailed Survey (Knight Class Cruiser) -> Detailed Survey (Youxia Class Escort Cruiser)

Ministorum: Probably Good Deeds to one of the two. That or more ritual investigation.

Telepathica: I like the idea of Psyker Quarters, but Psyker City: Aridia is the safer choice. That leaves us with only one slot for Mentoring/Cheating/Researching/Examining Black Crystal Stuff, so I don't think we can do Astropathic Rituals yet.

Personal: Hoo boy. Do we pull Syr out and send her to the Navy/University against her wishes? Could easily fit Rearm Helltroopers: Light in, could do Rapid Good Couriers: Mass, deal with Void Superiority or Pilot Suits on our own time, stuff like that. Lots of choices and none that immediately seem necessary.

But, the most important option: Spend Time With (Person) has appeared! Everyone that wants to ship Rotbart with Jane 'Killfrenzy' Oakheart, now's your chance!
 
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Yea, but that selection finishes perfectly at 5 turns, and we want at least one slot ready to go next turn to get Forge Expansion ASAP, right?

Yes, but Tranth isn't the one responsible for Forge Expansion. That's Britton. Whether we need that depends on what we do with the free slot.

We could also do something else, like the Hellfire Rounds. Even just the chemical from that would be useful to get so we could use it against the Tyranids.

Biologis(4 Year): Regional Survey (Aridia) -> Complete Examination (Nog). We've never looked at the Avernus Variant of the Nug yet, so lets see what's so special about them. This or Raptors IMO.

There is no "Avernus Variant" of the Nog. It exists only on Avernus.
 
Yes, but Tranth isn't the one responsible for Forge Expansion. That's Britton. Whether we need that depends on what we do with the free slot.

We could also do something else, like the Hellfire Rounds. Even just the chemical from that would be useful to get so we could use it against the Tyranids.



There is no "Avernus Variant" of the Nog. It exists only on Avernus.
You know what I meant :V

As for the Hellfire rounds... I dunno. The fact that we only see them as rare bullets for the super rare Super-Exitus rifle, and are noted as being exceptionally difficult to make (and difficult to make always seems to mean expensive), makes me wonder how widespread we actually could make its use against Tyranids. If even the DAoT didn't have this stuff in wide circulation, I can't imagine we could pull that off.

Though having some Snipers with Exitus Rifles ready to take out Zoanthropes & Hive Tyrants would be handy. The number of those we'd need to matter against a real Tyranid ground invasion is still huge.
 
The one year left I would ask him to complete the Repair robot in hopes it will reduce upkeep of those very expensive ships.

That is one of the few STCs that the Collegia can complete, so I'd rather leave it to them.

The last region left to survey is Lindon. That should only take 1 year.

Pretty sure we already surveyed Lindon, didn't we?

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.

Nilfheim and Muspelheim do not need the church to be re-established.

So "Good deads: Svartalfheim" would be a possibility but they really don't need it.

Good Deeds action is how you re-establish the church.

Either way, we now get 6 million AM per turn. If we spend 3 million this turn on other things, next turn we will have 7 million to spend, and Helltroopers : Heavy costs 4. That still would leave 3 million to do whatever next turn.

Look at the upkeep. Upkeep is the worry, not the cost.

Maybe. It might just be better to let the Collegia do it though, as it's one of the techs they could actually work on and it has a good chance of success for them with the current bonuses available.

Agreed. Also, unlikely to effect Adv. Material or Exotic production.

Yea, but that selection finishes perfectly at 5 turns, and we want at least one slot ready to go next turn to get Forge Expansion ASAP, right?

There are plenty of other 1 year actions.

In other thoughts, is anyone interesting in planning an exploration force? Those options have been lying around for a few turns now, and I'm quite curious to see what the rest of Avernus has to offer.

Most people feel we should rearm our army first, and then after they have the best gear, plan an expedition.
 
That is one of the few STCs that the Collegia can complete, so I'd rather leave it to them.
You have thrown me for a loop. Both STC fragments left have a base chance of -20%. Before the upgrade the Collegia was limited to base chance 10% or better. The upgrade lifted the -100% penality for them to -85%. So 15% better.
So would they now not be limited to -5% or better base chance? Where do you get those numbers? Better even: Where stand what the Collegia can archive?

Pretty sure we already surveyed Lindon, didn't we?
Avernus' Spine (turn 24)
Everglades (turn 48)
The Azure Islands (turn 65)
Elysium (turn 65)
Aridia (turn 65)
Lindon is still missing based on the AdMech sheet and it was updated after last turn.

Nilfheim and Muspelheim do not need the church to be re-established.
They don't need it because they never had problems. I know but on the sheet they are not marked as such. Basically it would need but practically it does not. Durin already canceled any atemt to do it based on limiting the avaiable planets.

Good Deeds action is how you re-establish the church.
I know. But do they need it with their moral or does Vanaheim needs attention? I am in favor of Vanaheim.
 
You have thrown me for a loop. Both STC fragments left have a base chance of -20%. Before the upgrade the Collegia was limited to base chance 10% or better. The upgrade lifted the -100% penality for them to -85%. So 15% better.
So would they now not be limited to -5% or better base chance? Where do you get those numbers? Better even: Where stand what the Collegia can archive?


Avernus' Spine (turn 24)
Everglades (turn 48)
The Azure Islands (turn 65)
Elysium (turn 65)
Aridia (turn 65)
Lindon is still missing based on the AdMech sheet and it was updated after last turn.


They don't need it because they never had problems. I know but on the sheet they are not marked as such. Basically it would need but practically it does not. Durin already canceled any atemt to do it based on limiting the avaiable planets.


I know. But do they need it with their moral or does Vanaheim needs attention? I am in favor of Vanaheim.
Saren did day in the results for Aridia that he wants to go back since he never found something cool there and is sure it exists, but since we've never been through Lindon that is more pressing.
 
As for the Hellfire rounds... I dunno. The fact that we only see them as rare bullets for the super rare Super-Exitus rifle, and are noted as being exceptionally difficult to make (and difficult to make always seems to mean expensive), makes me wonder how widespread we actually could make its use against Tyranids. If even the DAoT didn't have this stuff in wide circulation, I can't imagine we could pull that off.

Though having some Snipers with Exitus Rifles ready to take out Zoanthropes & Hive Tyrants would be handy. The number of those we'd need to matter against a real Tyranid ground invasion is still huge.

Keep in mind that the rounds are designed to be used in the Super-Exitus rifle, which means that the acid has to be protected so it doesn't just boil off or bust out prematurely due to all the physical forces involved in getting the round to move as fast as a Super-Exitus rifle can fire it. Designing some other kind of round, like a Bolter round, would probably be much easier. It might also help with understanding the rifle itself. There may also be other methods we could use to deploy the acid, if it isn't too hard to make.

Saren did day in the results for Aridia that he wants to go back since he never found something cool there

We already did. The Sand Shark. Remember?
 
@durin: A question for you:

my understanding of why Avernites have such high bonuses to ground ops is because the Avernite environment encourages teamwork, selects for paranoid people with quick reflexes and because the Avernite government trains the military hard and takes care of the soldiers. If this is correct, then could we take future military actions to extend these advantages to the air-force? For example, devising air combat doctrines built around the Avernite "buddy system", or studying the reflexes of new recruits in order to devise new training methods that would build on those reflexes and re-train the reflexes that undermine good flying.

I hate you
I will try to add it to the warships section however

I know. Thankyou.

Once I have more info on the carriers I'll make a stab at designing a carrier-based planetary assault fleet.

Actually, there weren't any political repercussions for spending Midgardian lives this way IIRC.

I thought we were told OOC that this was one of the reasons why King Zaren was the way he was during his meeting with the Guv'nor?

If I misunderstood, then clearly we've yet to see the sort of fight where the ground losses would be so horrendous that we need to think about trading expensive ships for lives.

fasquardon
 
Keep in mind that the rounds are designed to be used in the Super-Exitus rifle, which means that the acid has to be protected so it doesn't just boil off or bust out prematurely due to all the physical forces involved in getting the round to move as fast as a Super-Exitus rifle can fire it. Designing some other kind of round, like a Bolter round, would probably be much easier. It might also help with understanding the rifle itself. There may also be other methods we could use to deploy the acid, if it isn't too hard to make.



We already did. The Sand Shark. Remember?
I thought the Shark was his helpers finally doing something, not re-surveying? When we/they found the Sand Shark did Saren say he thinks Aridia is clear of new stuff now? If so then more time on Aridia is unnecessary. Though the current description in the survey log could be updated a bit.

True about the stresses needing better protection, but the acid payload is also noted as being much stronger. That means the vessel for it, either Bolter Shell, Acid Sprayer, Chem Cannon or whatever, will need to be reinforced using much stronger/fancier material that won't react at all to this super acid.
 
Current thoughts on next turn:

Military:

Air Refit - got to do.
Land Speeders
Goliaths

Have to be really careful on the refits that we don't go over our Adv. Material income in upkeep. Ultimately want Helguard: Medium and Helltroopers: Heavy I think.

Void:
Y1: Expedite Privateers
Y2: Expedite Shipyard Upgrade
Y3: Expedite Expand Shipyards
Y4: Expedite Expand Shipyards (2nd)

Shipyards are one of the few ways to get more Adv. and Exotic Material. Keep pushing them. Use as many Expedites on the Construct actions as possible. Use a Personal Action to get the Long Term Planning and Pilot Armor. Maybe Void Superiority.

Administorum:
Y4: Upgrade Defences Avernus Spine
Y5: Expedite: Juvenat: All

Diplomacy:

Loan Teachers to Midgard
Organize Branch University (Midgard and Vanaheim)
Trade Talks with Midgard (let's sell them a few hulks, etc.)
Investigate Quartok (Economy?)
Trade Talks with Muspelheim (sell them a few hulks - means we need to survey stealth ships)

Arbites:

Border Control
Open to several different actions

Mechanicus:

Expand Collegia
Reverse Engineer something (probably a starship component)

Bonus Survey: Knight Class, Darkness Class, Night Class, Shadow Destroyer, Bishop Class

Biologus as usual.

A Closer Look

Wildcard slot:
Y1: Reverse Engineer something
Y2: Reverse Engineer something that needs Cheating
Y3: Titan Killers

Ministorum:

Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Investigate Rituals for Taint

Telepathica:

Y1: Mentoring
Y1: Psyker City Azure Isles
Y2: Cheating
Y3: Astropathic Rituals
 
That is one of the few STCs that the Collegia can complete, so I'd rather leave it to them.

Look at the upkeep. Upkeep is the worry, not the cost.

Agreed. Also, unlikely to effect Adv. Material or Exotic production.

Most people feel we should rearm our army first, and then after they have the best gear, plan an expedition.
1: It's also an STC that has great potential to reduce AM & EM costs by keeping more units combat-effective in the field, and as Portec said I don't see how the base -20% chance means the Collegia can complete it even after the boost.

2: I did again since I got our reserves and production swapped. Rearm Helltroopers: Heavy costs us 1/5th of our current AM production for a huge increase in combat power. It is a significant chunk of resources, but we want the best Army and so we'll have to pay for it, and I'd prefer to not wait too long in case the next big threat is one that Ridcully can't or doesn't see coming. Not this turn, but I'd prefer to have it done by the end of next turn. That means we could actually use the new gear when exploring.

3: Unlikely doesn't mean it can't with a good enough roll, and if we leave the new Collegia to it there's no chance of them getting a better result. Anything that has the potential for permanent AM gain is worth the single action it'll take. More productive than surveying another ship type IMO.

4: I didn't think the new gear would change the plan enough for waiting until after it's done to matter, though @durin would know.

As to your plan, for the most part I like it, though I have a few questions/issues.

A: Why build Privateers before we know if we/the Trust Navy will want them?

B: Why survey so many of the Stealth ships? There's so few hulls of those compared to other types that we could be checking over.

C: No interest in finishing the Refroms of the Church this turn?
 
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Mechanicus:

Expand Collegia
Reverse Engineer something (probably a starship component)

Bonus Survey: Knight Class, Darkness Class, Night Class, Shadow Destroyer, Bishop Class

Biologus as usual.

A Closer Look

Wildcard slot:
Y1: Reverse Engineer something
Y2: Reverse Engineer something that needs Cheating
Y3: Titan Killers

One thing to keep in mind - we probably want to have an open slot on Year 1 next turn for Britton so we can get started on Forge City expansions ASAP. Durin has told us that it would be coming up next turn.
 
I know that voting is still closed for the few hours but than I will have no chance to post. So please bear with me for now.

[X] Plan Portec T-68

Adeptus Munitorum:
Slot1:
-Year5: Land Speeder: PDF
Slot2:
-Year1: Air Refit
Slot3:
-Year1: Goliath: PDF
Personal Attention: Rearm Helltrooper: Light

Air refit has to be done. The AM cost of Medium is just to high at the moment and can be taken later. Both the Land Speeder and Goliath are considered medium priority for Drago.
@durin 1. I think all of those actions are mainly training the troops to use them. So no Expedite for it. Correct?


Void Command
Slot1 Construction:
-Year1: Expedite: Upgrade Shipyards
Slot2:
-Year3: Expedite: Expand Shipyards
Slot3:
-Year4: Void Superiority
Personal Attention: Expedite: Expand Shipyards

We are still building up our shipyards. As they are here they will finish together so that the next large shipyard can be combined. As we have currently expand Shipyards for 8 and for 9 years I don't know wich is right but as in year 2 over personal attention starts Expand Shipyards as well one of the two will be finished. I am open to suggestion regarding Void Superiority but rolling out the new stuff for the void fighters together with atmo fighter seems right.


Adeptus Administratum
Slot1: Full
Slot2:
-Year4: Upgrade Defences: The Azure Islands and Everglades
Slot3:
-Year5: Upgrade Defences: Avernus' Spine
Personal Attention: Increase Juve-Nat: All

Continue to upgrade the defences. The Personal attention on Juve-Nat is because it fits right in there without blocking us next turn.


Diplomacy
Slot1:
-Year1: Repeat: Sound Out (Opinion and Concerns regarding establishing an embassy with the civilised species on Avernus)
-Year2 (Backlog): Investigate Quartok (system of governor)
-Year3 (Backlog): Investigate Quartok (Manufactoring/Economy)
-Year4 (Backlog): Investigate Quartok (nobility/clan leader)
Slot2:
-Year1: Double Down: Organise Branch Universities(Midgard)
-Year3: Double Down: Organise Branch Universities(Vanaheim)
-Year5: Loan Teachers to Midgard

Sound Out (Opinion and Concerns regarding establishing an embassy with the civilised species on Avernus):
During the etablishing of peace treaties with the sentient creatures on Avernus our diplomats were aproached by significantly more civilised creatures than expected. In this case the aquatic Sirens requested the establishing of an embassy in their city. Before anything further can be decided we ask for your opinions, concerns and suggestions regarding forming closer relations with sentient wildlife.

I am not good with Sound Out's. I am very open to suggestions.
Slot 2 handles the stuff most likely to just be waved through. Those Branches will probaly increase the number of spyker a lot.


Adeptus Arbites
Slot1 (hunting):
-Year1: Repeat: Psyker Hunting
Slot2:
-Year1: Improve Border Security
-Year4: Double Down: Dedicated Spy Network (Midgard, government)

Jane love hunting. Let her do it. There is nothing pressing for her.
About the dedicated Spy Network I am unsure and open for suggestion. Midgard is the seat of the cuncil and we might get some more infos from there but I don't know. The bonus out of the existing network are 40 so 40% base + 20% double down + 15 Intruige = 75 so having diplomatic issues is unlikely especially if the existing network bonus wil be added as well (I don't know right now if that is true).


Adeptus Mechanicus
Biologis:
-Year2: Repeat: Regional Survey (Lindon)
-Year3: Preliminary Examination (Carniflower)
-Year4: Preliminary Examination (Tyrant Lizard)
-Year5: Preliminary Examination (Glory Aquila)

Finishing the Survey. I put the Glory Aquila in there mostly as a joke because Frederick has one as a pet for quite some time now. Next turn we can look into implementing the Thundabeast taming.

Explorator:
-Year1: Expand Colliga Reconstructus
-Year5: Try to complete STC fragment: Repair Robot

Expanding the Collegia is something we wanted to do for 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:
-Year2: A Closer Look

General Slot:
-Year1: Design Advanced Defence Station

Designing the avanced Defence Stations would be the next step to upgrading our defences.
"A Closer Look" is there because so we can have an action ready in the first year next turn to upgrade the mechanicus cities to increase our AM and EM production. Delaying "A closer look" on the off change that we need two seperate action to upgrade all mechanicus cities is unlikely as needing one per hive to be build is more likely than that. We still wont get an answer out of "A closer look" next turn because it takes 6 years to complete...

Free survey:
-Year1: Detailed Survey (Youxia Class Escort Cruiser)
-Year2: Detailed Survey (Buccaneer Class Light Cruiser)
-Year3: Detailed Survey (Shadow Class Destroyer)
-Year4: Detailed Survey (Adherent Class Light Carrier)
-Year5: Detailed Survey (Knight Class Cruiser)

Many of those are not interesting for us but for the rest of the Worlds.


Adeptus Ministorum:
Slot1: Full
Slot2:
-Year1: Repeat: Keeping the Faith (Vanaheim)

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:
Slot1:
-Year1: Establish new Psyker City: Aridia
Slot2:
-Year1: Double Down: Astropathic Rituals

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:
Slot1:
-Year2: Long Term Planing
-Year3: Refit Helltooper: Light
Slot2:
-Year2: Expand Shipyards
Slot3:
-Year1: Increase Juve-Nat: All
-Year5:
Slot4:
-Year1: Repeat: Spend Time With Syr

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. Except for the Shipyard all action

Bonus Action: Double Down
-Year1: Organise Branch Universities(Midgard)
-Year2: Astropathic Rituals
-Year3: Organise Branch Universities(Vanaheim)
-Year4: Dedicated Spy Network (Midgard, government)
-Year5:

Bonus Action: Expedite
-Year1: Upgrade Shipyards
-Year2: Personal Attention: Expand Shipyards
-Year3: Expand Shipyards
-Year4:
-Year5:

I am actually against expediting Upgrade Defence because of the high extra cost in AM. With it this plan uses more AM (in building, not upkeep) than our income is.
 
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