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
@Enjou & @Elder Haman

I would suggest that we might be better to Expand Minefield: Deiphobe, than to Repair: Privateers. One is a ship that we don't really need, the other is an action that would greatly improve the defensiveness of the place we are moving ships from the graveyard to.



I am not sure that many of the other things we could spend Mechanicus actions on are quite as useful as the chance for a crit on the automated factories is.



Given that Britton has the chance to crit and introduce a permanent improvement, I think we should have Britton spend at least one action on either advanced or exotic material production every turn.



I am also inclined to the gradual refit. The gradual refit is also more efficient in terms of actions. It also gets the refit started (I fear that we may end up leaving the refit too long if we spend too long thinking) and comes with a nice +35 skill bonus, which would be rather nice for the militia in particular.

Also, I like your plan overall.



I think that, having chosen her career, we should stop yanking Syr about for at least the next decade and let her gain some real experience.

I'd still like to send her to navy school eventually, as well as do some sort of grand tour so she can get some contacts off of Avernus, but I don't think there is any hurry to do either of those at this point.



Well, you convinced me, I was inclined to integrate the psykers into our cities.

@durin:

1. Would the Battle Psyker training city reduce the casualties our Psykers suffer from wildlife attacks?

2. You asked for ideas for non-military actions:

a. Given the committment made by all the governors at the high council meeting, how about a series of actions to swap techniques for making AM and EM between worlds. So starting out with diplomacy and "sounding out" and then going on from there... (I think Svartalfheim's artisan system might be useful if implemented on a small scale on Avernus, and I'd love to import some Muspelheim engineers to perhaps allow the Avernite factories to start producing AM and EM.)

b. Personal actions to improve the Rotbart estate on Asgard. For example, we could start with building better schools and introducing improving levels of farming technology as the skill levels of the serfs improved, until the estate approached productivity levels equivelent to DAoT hydroponics. Then, with the population and prosperity built up on the estate, building a university city and a resort town where Avernites could come on holiday to enjoy being on a living world that wasn't trying to kill them.

c. An action to build bio-promethium converters to turn some of our food surplus into fuel.

d. Options to expand the colonies off of the Avernus surface.

e. The option to build things like space elevators, launch loops, mass drivers, orbital cannons and similar things that reduce the cost of moving things between planetary surfaces and orbit when there is bulk traffic. It seems like Avernus has quite a bit of traffic between planet-side and orbit now.

(Feel free to adapt or ignore any of those ideas as you like.)

fasquardon
1. it would slight;y reduce Battle Psyker casualties
2. I will consider these
 
I don't think you can expedite that. It's not building anything at all. @durin?

@durin allowed expediting all the previous Juvenat actions, why would this be different? And that included the distribution of Juvenat, not just building factories.

@Elder Haman Examining Graviton Weapons with a -16% Chance of success? Even with Cheating and DD that's incredibly likely to fail. Also, examining those components takes 2 years each, not 1. I'd prefer if you keep the Macrocannons in the list and DD on them, so we could hopefully get a similar result as with the Torpedo Launchers last time.

We have to do it sometime. We certainly will not fail if we never attempt it, though that means we will never succeed either. I'll also note that unlike Starship Construction techniques, this one does not have a note about failures making it more difficult in the future.

And that is a year when Ridcully is available for Cheating, which he isn't always.

For our Forge Master action we want to get Closer Look done in good time, I think. We can also use our free slot to start Titan Killers, which I think will be very important in whatever war comes next. I think for the next few turns we can probably expect

This means you will not have a Mechanicus action free in year one of next year to expand Forge Cities.

Mentor the four Gammas, then get Astropathic Rituals started with a Double Down.

You are not mentoring the Beta then?

-Y1: Personal Attention: Long Term Planning
-- IF FAILS, REPEAT UNTIL SUCCESSFUL AND PUSH OTHER OPTIONS DOWN A YEAR

Uh... what? This action does not have a DC. It's an assured success.

-Y2: Replace Orbital Weapons Platforms

I don't think we ought to replace our orbital platforms, we should just add to them.

Spending time with our daughter is always important, even if success chances are low. I'd like her to continue her military career at least a little further, so we'll leave it going for now.

:rage::rage::rage::rage::rage::rage::rage::rage:

You all keep on saying that next turn we'll send Syr to the Navy, but every single time you do something else!

I am not sure about Elder Haman's explorator list. It seems rather risky.

Huh??? How?

How is it risky? In what way?

That makes no sense. Please explain.

I would suggest that we might be better to Expand Minefield: Deiphobe, than to Repair: Privateers. One is a ship that we don't really need, the other is an action that would greatly improve the defensiveness of the place we are moving ships from the graveyard to.

That slot is our construction slot for ships and shipyard updates, not for expanding minefields.

Minefields are competing with the Expanding Shipyard slots.

Furthermore whats wrong with Privateers?!? Why wouldn't we want torpedo boats?
 
I think that, having chosen her career, we should stop yanking Syr about for at least the next decade and let her gain some real experience.

I'd still like to send her to navy school eventually, as well as do some sort of grand tour so she can get some contacts off of Avernus, but I don't think there is any hurry to do either of those at this point.

Why is this so hard to understand. Syr will not be a great Admiral if we don't send her to the Navy Academy right now.

Hell, everyone is throwing away the chance to have both the greatest Admiral in the Trust, and one of the top 3 Generals in the Trust... to get... a general in the top 3 in the Trust?

It makes no sense.

None at all.

Everyone said it was for the + to Combat so she wouldn't die, well she has that now, but no. You are all still throwing away our chance to get a great Admiral.

Given that Britton has the chance to crit and introduce a permanent improvement, I think we should have Britton spend at least one action on either advanced or exotic material production every turn.

A 1 in 100 chance is not worth a Mechanicus action slot. At least not yet.
 
1. it would slight;y reduce Battle Psyker casualties

Ohhhhh. Slight casualty reductions on a death world are always nice.

That slot is our construction slot for ships and shipyard updates, not for expanding minefields.

Minefields are competing with the Expanding Shipyard slots.

Furthermore whats wrong with Privateers?!? Why wouldn't we want torpedo boats?

OK, I didn't realize about it being in a shipyard-only slot.

Re privateers - so far only half of the proposed fleet builds use them.

Why is this so hard to understand. Syr will not be a great Admiral if we don't send her to the Navy Academy right now.

Hell, everyone is throwing away the chance to have both the greatest Admiral in the Trust, and one of the top 3 Generals in the Trust... to get... a general in the top 3 in the Trust?

It makes no sense.

None at all.

Everyone said it was for the + to Combat so she wouldn't die, well she has that no, but no. You are all still throwing away our chance to get a great Admiral.

As I understand it, the chance to get Syr: ultimate admiral edition already slipped through our fingers last turn. As such, letting her continue her ground officer career for a while will at least allow her to get to grips with her job.

@durin: would sending Syr to naval school this turn lead to her being a better ship commander than if we waited 5-10 game-years before sending her to learn space battling?

fasquardon
 
Huh??? How?

How is it risky? In what way?

That makes no sense. Please explain.
Your plan includes Kinetic Weapons (54% with DD) and Graviton Weapons (4% with DD). Unless my math is horribly off, those are very good chances of us losing the chance to reverse engineer those techs. I'd rather wait on them and focus on easier technologies first.
 
-Y5: Examine: Hellfire Rounds
I'd rather do the Automated Factories as that might affect our resources. Also if you pushed down the propaganda (why them anyways?), we could do a Psyker hunt on year 3, otherwise we're just kind of leaving that year hanging when it comes to psykers.

Aside from those concerns it looks pretty solid.
 
if you wanted to develop any not sending your entire airforce, sometimes including the trainees into the meat grinder to die would have been a good idea

True enough. Still, the last trip into the grinder was the Ork waagh, which was 30 game-years before the start of the current turn. That's over a generation. 30 years from the founding of Avernus, we were on turn 20 and were rolling out the first lot of Juvenat to the army veterans, beginning the creation of the Avernite militia, training medics and sending off our first Tithe. Even accounting for the waste of skilled manpower caused by our previous decisions, I would have expected that over such a long time there would have been some significant improvement (albeit from a low base).

Now, I get the feeling that you find weapons of ground troops more interesting to write about, which is why we have so many more options for the grunts. That's fair enough. Still... The disparity is getting rather incredible. Particularly since a good number of the options for the ground forces have rather hefty price tags. It's like none of the characters in the Departmento Munitorum are thinking "hmm, our air-force is less skilled then even our militia, we'd better look into options to strengthen the weak link in the chain here".

My head-cannon at this point is that the air-force on Avernus has been treated as a sacrificial military force so often that it now has a reputation as the scummy service, where you go if you are really desperate and can't fit in anywhere else in Avernite society, thus explaining why the skill levels there are lower than the skill levels for the militia. And of course, since the officers that lead the Avernite forces (including Rotbart) have grown used to not fighting with effective air cover and used to not thinking of the air-force as effective, they have fallen out of the habit of considering ways to improve the training of air-force (let alone thinking of ways to improve coordination between the air-forces and the ground forces).

Yet another load of ideas for omakes that I don't have time to write.

Still, whether or not the state of the air-force as you imagine it is quite so bad as how I imagine it, I'd really love to see ways to improve the air-force's training, the efficiency of their ground crews and the ability of the airmen to cooperate with the grunts on the ground.

fasquardon
 
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Enjou, could you include a Gradual Refit option in your actions?

It saves us a LOT of time.
 
Ohhhhh. Slight casualty reductions on a death world are always nice.



OK, I didn't realize about it being in a shipyard-only slot.

Re privateers - so far only half of the proposed fleet builds use them.



As I understand it, the chance to get Syr: ultimate admiral edition already slipped through our fingers last turn. As such, letting her continue her ground officer career for a while will at least allow her to get to grips with her job.

@durin: would sending Syr to naval school this turn lead to her being a better ship commander than if we waited 5-10 game-years before sending her to learn space battling?

fasquardon
yes but it would lead to Syr having some problems with her military career if she decides to continue it
 
True enough. Still, the last trip into the grinder was the Ork waagh, which was 30 game-years before the start of the current turn. That's over a generation. 30 years from the founding of Avernus, we were on turn 20 and were rolling out the first lot of Juvenat to the army veterans, beginning the creation of the Avernite militia, training medics and sending off our first Tithe. Even accounting for the waste of skilled manpower caused by our previous decisions, I would have expected that over such a long time there would have been some significant improvement (albeit from a low base).

Now, I get the feeling that you find weapons of ground troops more interesting to write about, which is why we have so many more options for the grunts. That's fair enough. Still... The disparity is getting rather incredible. Particularly since a good number of the options for the ground forces have rather hefty price tags. It's like none of the characters in the Departmento Munitorum are thinking "hmm, our air-force is less skilled then even our militia, we'd better look into options to strengthen the weak link in the chain here".

My head-cannon at this point is that the air-force on Avernus has been treated as a sacrificial military force so often that it now has a reputation as the scummy service, where you go if you are really desperate and can't fit in anywhere else in Avernite society, thus explaining why the skill levels there are lower than the skill levels for the militia. And of course, since the officers that lead the Avernite forces (including Rotbart) have grown used to not fighting with effective air cover and used to not thinking of the air-force as effective, they have fallen out of the habit of considering ways to improve the training of air-force (let alone thinking of ways to improve coordination between the air-forces and the ground forces).

Yet another load of ideas for omakes that I don't have time to write.

Still, whether or not the state of the air-force as you imagine it is quite so bad as how I imagine it, I'd really love to see ways to improve the air-force's training, the efficiency of their ground crews and the ability of the airmen to cooperate with the grunts on the ground.

fasquardon
the airforce does have a bad reputation but you have to realize that it is actually one of the best air forces in the Imperial Trust, the issue that you have is that it is not ridicualy good like your ground force. You will not be able to develop it to anywhere near the same level
In other words you have specialized in ground forces and so will not be able to specialize in other areas and if you focus on improving it enough to bring it to anywhere near the same level your ground forces will fall behind
basically this is the same reason that you should not try to develop a navy on par with Vanaheims
 
@Enjou, I feel than you've been incredibly disingenuous regarding Syr's education. I'll admit that I missed the vote last time, but almost every vote for sending her into the Heltroopers came from an obsession with increasing her immediate survival chances. This is directly coming at the cost of long term benifits. You seem to be completely ignoring the fact that we need a better naval commander far more than we need another great general. I seriously have to wonder if you actually care about the naval situation at all.

You've already cost us our best chance to improve our Navy. Stop it.
 
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I was going to do a Omake of Admiral Parnell war gaming the different fleet plans for a trait but it became such a jumbled mess I'm scrubbing it and letting someone else take a crack with the idea.
 
the airforce does have a bad reputation but you have to realize that it is actually one of the best air forces in the Imperial Trust, the issue that you have is that it is not ridicualy good like your ground force. You will not be able to develop it to anywhere near the same level

Yes, I realize it is still good by interplanetary standards and I realize that we will never be able to develop it to the same level as our ground forces. That's fine and shiny.

Getting the air-force up to the point where they are of equal skill to the militia would be nice, as would getting to the skill level where we could start training both air and ground forces in better close air support tactics and airmobile infantry tactics (which I think would be really useful exploring new areas - particularly with flying fortresses as part of it).

To put it another way: I'd like to build up the air-force to the point where it can effectively support our ground force specialization.

Going gung-ho for something like Britain's WW2 Bomber Command is, I think, distinctly against the interests of Avernus.

basically this is the same reason that you should not try to develop a navy on par with Vanaheims

Has anyone suggested that we build a navy on par with that of Vanaheim? I've seen many different ideas about how to build a navy that would most effectively support our grunt specialization, but I can't remember any case being put forward that we should change focus.

fasquardon
 
[X] Plan Enjou T68

I prefer this plan for the Siren Embassies, Titan Killers, and replacing our OWPs.
 
So, couple ideas on plans.

First, my "ideal" Administratum policy looks like this
Administratum:
Slot A (locked)
Slot B (2 year):
Upgrade Defenses: Avernus' Spine
Slot C (1 year):
Rapid Good Couriers: Mass
PA (year 1):
Increase Juv-Nat: All

We start the upgrade to the most important defense option fairly early, we get the Juv-Nat increase to actually come into play this turn, and we expand our economy a bit more by finally getting the rapid good couriers rolled out. We really need to keep our economy expanding somewhat aggressively if we're going to keep building in orbit--those facilities cost big bucks, and we're planning on basically increasing our presence there by an order of magnitude. Also, see proverb on the best time to plant a tree being 20 years ago.

I didn't really like the diplo options. I think we'd have a much stronger argument that we're being appropriately cautious about the sirens if we waited a decade or so after establishing a basic peace treaty before opening an embassy--that way we could easily claim that we ensured they negotiated in good faith before we opened more comprehensive relations with them. I also think this is a pretty good time to bring up some ideas we've had for the council--specifically, the idea of creating a comprehensive system by which local Arbiters can share intelligence, experience, and expertise throughout the Trust and the question of what the Trust as a whole should do when we inevitably exit the warp storm.

Given that regardless of what we plan, our psykers are going to be too busy to look into their tips and we don't need their info on other regions yet, I really see no discernible upside in setting up the Siren Embassy now.

My "ideal" diplomacy slot looks something like this:
Diplomacy:
Slot A (5 year):
y1 Loan Teachers to Midgard
y2-3 Organize Branch Universities: Midgard
y4 Sound out: Plans for the end of the Warp Storm (with further explanation)
y5 Repeat, if complete Investigate Quartok: Economy
Slot B (5 year):
y1-2 Organize Branch Universities: Vanaheim
y3 Investigate Quartok: Government
y4 Investigate Quartok: Technology
y5 Sound out: Law enforcement cooperation (with further explanation)

For Mechanicus, rather than doing more research on a decently understood creature, I'd like to do Preliminary Investigations on Giant Mosquitos, Mirage Palms, Psyrodactyls, and Butcher Birds. These guys seem like they've all got potentially interesting powers, and once we've got a cursory look at them we can step back and see if any warrant deeper investigation.

For Tranth, I'd rather look at spider bots, the Well's macro cannons (or KE weapons if both DD and Cheating are free), the gravitic battleship's reactors, and the Repair Bot STC (1/20 chance of finishing each year takes too long). The way I see it, while the acid in the hellfire rounds is may be cool, but I'd rather grab the stuff that's more or less guaranteed to have a significant impact on our combat potential.

One other idea is to double down on Britton overseeing the forges for AM one year in our "free" slot. We do produce enough AM locally that a 5% boost for 5 years isn't trivial, and with DD and Britton's recent learning upgrade the crit chances aren't terrible...

For the Astra Telepathica, I honestly just want to start the new research city and the neo-Astropaths ritual year 1. I'd be okay with delaying Xavier building the expansion a bit I guess, as we'd be able to cope with the delay, but right now the "normal" neo-Astropath setup (epsilon sender, epsilon receiver) is useless--they can only reach 7-8 light years, significantly shorter than the distance between most two planets. With a longer reach for a normal pair, plus the disproportionate benefits from the higher-ranked ones, we could actually start to use them to relay information. Just a heads up--we're at 4 Astropaths total on Avernus right now, and I don't think that any of the technology we're looking at this turn really needs Cheating.

For Lin, I would take advantage of the lack of immediate issues to establish the church in Svarelfheim. Even though I like Those in Shadow, I also like not having a big backlog for him, and we're about to want to set up seminaries everywhere.

Personal:
Syr to naval academy. As far as I'm concerned she should have been there last turn.
 
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Isn't this backwards? Shouldn't Void Superiority be the Personal Action?
Yes. But than the shipyards could be finished to late when the construction slot opens.
Seems like we should be spending Personal Attentions on Military and Void actions not Administorum.
I prefer to not bog down personal actions over serveral turns. Defense upgrades are to expensive to expedite so I choose the admin action to fill
Repair Robot will not reduce upkeep. Why do you think it will? It says right there on it that it's for repairs during battles.
Because it makes maintainance easier? It is a shot in the dark but maybe it will help for all the repairing action as well?
You are ignoring the psykers...
Yes I am. I see no reason to cuddle them when Vanaheim still has problems.
Err... Branch Universities are a Diplomacy action....
You did see that the part you quoted belongs to the Double down summery, right?

Construction Slot (5 yrs):
Y1: Expedite: Construct: Repair: Privateers
Y2: Expedite: Construct: Upgrade Shipyards
Why repairing more escorts that no proposed plan needs? Do you hope to sell them?
Slot 1 (1 yrs):
Y5: Expedite: Increase Juve-Nat: All
That is not a valid use of Expedite.

Explorator Slot (5 yrs):
Y1: Expand Colliga Reconstructus
Y5: Double Down: Examine: Kinetic Weapons
Really? The Colliga does not help for ship tech. Even with double down that is only a 50% chance.
Slot 1 (5 yrs):
Y1: Those in the Shadows
Y2: Those in the Shadows
Y3: Those in the Shadows
Y4: Investigate Rituals for Taint: Part Three
YOu ignore Vanaheim.
General Slot 1 (4 yrs):
Y2: Spend Time With (Henry)
Y3: Spend Time With (Jane)
Y4: Spend Time With (Xavier)
Y5: Spend Time With (Ridcully)
You said that Personal action should be spend on Void and/or Military actions. So why do you have this?
:rage::rage::rage::rage::rage::rage::rage::rage:

You all keep on saying that next turn we'll send Syr to the Navy, but every single time you do something else!
Do you want the answer? Because now it is better to leave her there. The dice have fallen and now the way to the Navy school is at this point not even pointless but a bad for Syr.
So feel angry but feel angry for the right reasons. Not sending her is the right reason now because last turn the vote had come up that way. So Please remove "Further Education" from your plan.

Void Command
SLOT A - Year 1 (Construction Slot)
-Y1: Construct: Repair: Privateers
-- EXPEDITE YEAR 1
-Y2: Construct: Upgrade Shipyards
-- EXPEDITE YEAR 2
SLOT B - Year 3
-Y3: Expand Shipyards
--EXPEDITE YEAR 3
SLOT C - Year 4
-Y4: Expand Shipyards
--EXPEDITE YEAR 4
Why again do you propose to repair Privateer Escorts? No plan has them! Do you hope to sell them to Midgard who wants a cheap fleet? Vanaheim wants the fast one.
Diplomacy
SLOT A - Year 1
-Y1: Establish Embassy: Sirens
-- DOUBLE DOWN YEAR 1
-Y4: Diplomatic Relations (Vanaheim)
-- DOUBLE DOWN YEAR 4
-Y5: Trade Talks (Midgard)
There are enough problems already. The Embassy will only make it worse. Lets plan ahead some before jumping on every foot in the trust. We may end up with a reputation of no longer crazy but mindraped.
SLOT B - Year 1 (Free)
-Y1: Titan Killers

SLOT D - Year 2 (Forge Master)
-Y2: A Closer Look
You leave no action open in the first year next turn. Was that not important to start expanding the forge cities?
Slot A - Year 1
-Y1: Those in the Shadows
-Y2: Those in the Shadows
-Y3: Those in the Shadows
-Y4: Investigate Rituals for Taint: Part Three
You ignore Vanaheim.
SLOT A - Year 1 (PA Available Slot)
-Y1: Personal Attention: Long Term Planning
-- IF FAILS, REPEAT UNTIL SUCCESSFUL AND PUSH OTHER OPTIONS DOWN A YEAR
-Y2: Replace Orbital Weapons Platforms
Long term Planning can not fail.
Why replacing the OWP? Because it is one year faster? They have ignorable upkeep cost so that can not be it.
SLOT D - Year 2
-Y2: Spend Time With (Jane)
-Y3: Spend Time With (Henry)
-Y4: Spend Time With (Admiral Parnell)
-Y5: Spend Time With (Aryz)
I thought we have enough backlog of needed action. How come this? Any other reason than it is a new option?
 
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