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
No? I was always under the impression that it was a recently repaired ship, and given the performance of our Einherjar relative to it, I doubt it was too far above a standard daot battleship. I imagine when we build our hero and saint, that they'll be almost as monsterous
Nope it's been they're flagship since the Dark Age of technology.

It was first mentioned during the first high council meeting, but we never saw it until the invasion of Midgard

Admiral Freyr's flagship, the Skídblaðnir,

As for the power of the Einherjar, that's simply a size and tech difference.

One is more powerful than the other, but I'm willing to bet the Skidbladnir is much stronger than a normal battle ship even accounting for DAoT.

You know, I had a thought. A Gellar Field projects a space of reality in the warp. Could there be an opposite of it, a Warp Field, as it were, projecting a space of warp in reality?
I think that's just called the warp.

The warp in reality is just the warp/demons.
 
You know, I had a thought. A Gellar Field projects a space of reality in the warp. Could there be an opposite of it, a Warp Field, as it were, projecting a space of warp in reality?
We call it a Warp Rift and we do not want.

Aside from that the Word Bearers actually have some kind of tower that constantly projects Warp-energy to turn the planet it was build upon into a Daemonworld.
 
@Enjou

Do you really think it wise to go so heavily into debt with pretty much everyone?

I gave my reasoning for it in the post - we want to stockpile AM and EM before the tithes on them are raised, which will likely happen at the next High Council meeting I would guess. Once that happens the amount available for trade will likely be less, and our own supplies won't provide as much, so I find it to be in our interests to get as much as we can now.
 
But we pretty much can't get any AM/EM in the next round of trades, though?

@durin
In any case, though could the trade system be revamped? As it is now it's fairly cumbersome, with us managing trade with 8 separate planets (and more if additional planets and polities become available).

I suggest a system whereby we could trade with the trust as a whole, so we'd only have to make one trade plan.
 
@durin: Would it be possible to trade Vanaheim debt with other worlds?

[X] Plan Stockpile

@Enjou: Any chance of buying more material from Midgard to maximize the amount of cargo capacity we are using? Considering the scale of the projects we need to do, more material would be good.

fasquardon
 
But we pretty much can't get any AM/EM in the next round of trades, though?

@durin
In any case, though could the trade system be revamped? As it is now it's fairly cumbersome, with us managing trade with 8 separate planets (and more if additional planets and polities become available).

I suggest a system whereby we could trade with the trust as a whole, so we'd only have to make one trade plan.
not easily, while it might be far simpler for you doing it that way it would be a nightmare for me

@durin: Would it be possible to trade Vanaheim debt with other worlds?

[X] Plan Stockpile

@Enjou: Any chance of buying more material from Midgard to maximize the amount of cargo capacity we are using? Considering the scale of the projects we need to do, more material would be good.

fasquardon
at the moment no, you need a better relationship with Vanaheim for that
 
[X] Plan Stockpile

A few quibbles, but nothing worth the amount of time it would take for me to make my own plan.

@Enjou

Do you really think it wise to go so heavily into debt with pretty much everyone?

Actually, this sets up an interesting dynamic. Vanaheim owes Avernus an enormous amount of credits, and then Avernus owes most of the rest of the Trust. In some ways, this can reassure the rest of the Trust that Avernus will not gain too much influence over Vanaheim via our debt.

But we pretty much can't get any AM/EM in the next round of trades, though?

@durin
In any case, though could the trade system be revamped? As it is now it's fairly cumbersome, with us managing trade with 8 separate planets (and more if additional planets and polities become available).

I suggest a system whereby we could trade with the trust as a whole, so we'd only have to make one trade plan.

Not sure I would like such a new system. I actually like the current system because it means we have to balance the needs of all the other planets and not think of them as a collective centralized government.
 
Actually, this sets up an interesting dynamic. Vanaheim owes Avernus an enormous amount of credits, and then Avernus owes most of the rest of the Trust. In some ways, this can reassure the rest of the Trust that Avernus will not gain too much influence over Vanaheim via our debt.

Yes, this is exactly why I like the plan so much.

By making ourselves so dependent on the other Trust members, it reassures Vanaheim since if we start using their debt as a weapon, we will open ourselves to having our debts with everyone else used against us in turn.

fasquardon
 
I'm pretty sure we have that already.

We did have a lot of imperial surplus left over after all.
Durin has vetoed the proposal ones already based on cost. Or he has it in the backlog until it is doable.

Here the relevant posts.
About the KI-Chairs:

An atmospheric Pilot needs a total of (Familization1 + Basic2 + Specialized3 + AdvPowArFamilization1 + AdvPowArTraining3 =) 10 levels installed. So the full Chair training can start the soonest at 36 to be finished at 41 for a random citizen. We can reduce that by some through old fashioned manual training to (Specialized3 + AdvPowArTraining3) 6 levels with could be started with no problem at 24 years. In the years between 18 and 24 can the normal training take place for Familization1 and Basic2 and AdvPowArFamilization1.

The thing is that the Chairs roughly implant the knowledge of one year in half the time so recruits could be taken at the soonest at the age of 20 to beginn training and be finished at (24 + 6/2 = ) 27. That are still 7 years of training with an always functioning training program from civilist to fighter pilot. Only using the chairs would reduce it to 5 years of training but only for people of 46 years or older.

Here is a propolsal to maybe reduce it even more:

Militia Air Bases: General Drago is aware that it is borderline insane to hand out such expensive and destructive equipment to the militia but if there is one thing all citizen on Avernus agree on than it is that you can not stack the deck to much in your favor in a fight. The obvious advantage would be the large numbers of squadrons you could field in the defence. Furthermore it would give you a large pool of canditates to draw from for your professional air force. Given that each militia fighter would have serveral pilots over the day with the needed support crews the integrity of the militia wings would hold even during heavy recruting. It would be easy to integrate the program into the existing militia training regime for potentional pilots and gives your forces from their time as militia upwards experience in working together with air forces. The time consuming part of the proposal is the training of the needed instructors, a number in the 10,000, as knowledge implating chairs would set a bad exemplar for drills and the time would be needed by your professionals to finish their training.
Time: 15 years
Reward: +10 to groundforces while supporting or beeing supported by airforces, +10 to airforces while supporting or beeing supported by groundforces, gain (0.1/0.5/1) mixed (fighter/gunships/bomber/transport) squadrons per militia siege battalion, reduce number militia siege battalions by (1/2/3)%, militia bonus apply to air force

@durin
1. Would that, or after it beeing balanced, be a valid choice for AdMun?
2. For reference this first: Our population is (rounded down) 4,3 bil. 80% of that are 3,44 bil wich are 34400 militia brigades.
We have (rounded down) after turn 65 (after air superiority finished) a total of 3300 squadrons of different build.
If 0.5 wings option is choosen it would be 17200 new squadrons while 0.1 "only" double it. Given how "weak" our air force is and that we would like to double it again (to 6600 squadrons) having three to five times the numbers (option 0.5 to 1) in militia would seem alright.
Now the question: Is it blanace breaking to tie the number of militia wings to the number of militia brigades?
3. How much would it cost to outfit the mitia with DAoT machines compared to imperial ones? Twice? AM as well?

1. Yes, however it will be incredibly expensive and will not appear for a while
2. No given that you will be paying for them
 
I'm now more and more interested in this Embers X 40k High School universe.
Meanwhile, some were staring at the blackened robes and high crest of an Eldar delegate, the very same who the Emperor had shaken hands with. His presence was a mystery, and his purpose inscrutable.
What's the relationship between the Imperium and the Eldar in this verse?
 
Wraithbone is crystallised Warp created by the Eldar. @durin, now that Chaos Eldar are capable of existing, is it possible for crystallised Chaos to come into being in the form of Warpstone?
 
Wraithbone is crystallised Warp created by the Eldar. @durin, now that Chaos Eldar are capable of existing, is it possible for crystallised Chaos to come into being in the form of Warpstone?
Wait chaos eldar where did that come from?

The Homunculi back on Fyjol did something like that, grabbing demons and sticking them in engines of pain, but not really the same.
 
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