- Location
- Alice Springs, Australia
no you cantI don't think you can expedite that. It's not building anything at all. @durin?
no you cantI don't think you can expedite that. It's not building anything at all. @durin?
1. it would slight;y reduce Battle Psyker casualties@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
I don't think you can expedite that. It's not building anything at all. @durin?
@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.
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
Mentor the four Gammas, then get Astropathic Rituals started with a Double Down.
-Y1: Personal Attention: Long Term Planning
-- IF FAILS, REPEAT UNTIL SUCCESSFUL AND PUSH OTHER OPTIONS DOWN A YEAR
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.
I am not sure about Elder Haman's explorator list. It seems rather risky.
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 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.
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.
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?
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.
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.Huh??? How?
How is it risky? In what way?
That makes no sense. Please explain.
I copied Durin's post and cut out the ones that had been marked as surveyed, I didn't bother checking it against the updates as I trusted Durin to have kept it up to date.That is not a list of the ships we need to survey, as you include several ships that we have already surveyed...
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.
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
yes but it would lead to Syr having some problems with her military career if she decides to continue itOhhhhh. 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
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 levelTrue 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
basically this is the same reason that you should not try to develop a navy on par with Vanaheims
not unless you crit fail@durin: Does failing to reverse-engineer the Kinetic Weapon/Gravitic Weapon cause their chance of success to decrease the next time around?
Yes. But than the shipyards could be finished to late when the construction slot opens.Isn't this backwards? Shouldn't Void Superiority be the Personal Action?
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 fillSeems like we should be spending Personal Attentions on Military and Void actions not Administorum.
Because it makes maintainance easier? It is a shot in the dark but maybe it will help for all the repairing action as well?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.
Yes I am. I see no reason to cuddle them when Vanaheim still has problems.
You did see that the part you quoted belongs to the Double down summery, right?
Why repairing more escorts that no proposed plan needs? Do you hope to sell them?Construction Slot (5 yrs):
Y1: Expedite: Construct: Repair: Privateers
Y2: Expedite: Construct: Upgrade Shipyards
That is not a valid use of Expedite.
Really? The Colliga does not help for ship tech. Even with double down that is only a 50% chance.Explorator Slot (5 yrs):
Y1: Expand Colliga Reconstructus
Y5: Double Down: Examine: Kinetic Weapons
YOu ignore Vanaheim.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 said that Personal action should be spend on Void and/or Military actions. So why do you have this?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)
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.
You all keep on saying that next turn we'll send Syr to the Navy, but every single time you do something else!
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.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
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.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)
You leave no action open in the first year next turn. Was that not important to start expanding the forge cities?SLOT B - Year 1 (Free)
-Y1: Titan Killers
SLOT D - Year 2 (Forge Master)
-Y2: A Closer Look
You ignore Vanaheim.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
Long term Planning can not fail.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
I thought we have enough backlog of needed action. How come this? Any other reason than it is a new option?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)