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
@Durin

1. In between banishing a daemon and permanently killing them, is there a way to permanently banish a daemon back into the Warp? Would it be easier than permanently killing them?
2. The assault cannon and the lascannon were developed over a period of time rather than being an STC pattern or reverse-engineered from recovered technology. Is it possible for us to do the same over several decades and develop an Impaler anti-tank rifle?
3. You may want to add something about Scott's Young trait to the FAQ.
4. Weapons like bolters and power axes get more powerful over time, eventually becoming relics. Does this apply to technologically simple weapons like swords as well?
5. With the help of Saint Lin, can powerful Chaos weapons be reforged and purified while remaining powerful like the Axe of Morkai? Would it be possible without his help?
6. Khorne and Slaanesh are mutual main rivals while Tzeentch and Nurgle are themselves main rivals of each other. They all disliked the Emperor more than their main rival. Do they all dislike the Abomination more than their main rival? Do they dislike it more than the Emperor?
 
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4. Weapons like bolters and power axes get more powerful over time, eventually becoming relics. Does this apply to technologically simple weapons like swords as well?
Yes, there are several things from Dark Heresy alone that fall under the term "simple" weapons that are relics, you just require enough faith in the thing (true faith.)

For instance there was this "eternally burning pool" of promethium that was found on one planet that just happened to be in the shape of an aquilla.

People's faith made it so that when Las batteries were charged next to it they do extra damage to heretics and demons.

It's actually quite useful sometimes.

5. With the help of Saint Lin, can powerful Chaos weapons be reforged and purified while remaining powerful like the Axe of Morkai? Would it be possible without his help?
The Last Saint (+5M, +2I, +2A, +6L, +9P, +8D, +12C, +100 vs Daemons, +50 vs other Chaos, +1 to all morale, double effect of piety on cultist numbers, harder to kill, can purify and cure Chaos effects) – Deacon Lin is the last to be sainted by the Emperor, who blessed him with what gifts he deemed necessary for the coming trials.
I know from asking that Lin hasn't used this ability all that much, but he used it extensively after the Incursion purifying objects.

It works in a Lay on Hands kinda way.

Would it be possible without his help?
Might want to separate these questions.

In any case after the chaos invasion one of the things that Lin noted was that several pieces of very corrupted gear, including several things that were possessed, were found purified with no explanation and since chaotic influence seems to only hang around when its a full massive rift, I'd say Avernus can purify things over time, but I don't want to test that.

As proof
Sub-Deacon Lin led the majority of the newly arrived priests in their efforts to locate and either purify or destroy all Chaos tainted items left over from the invasion. He coordinated closely with Henry's effort to loot what he could from the battlefield and made similar progress. He reports that there have not being any particularly corrupt artifacts discovered yet and everything was able to be purified, though sometimes after being melted. Also he reports finding several artifacts that were once heavily corrupted, maybe even possessed, but seem to have been already purified.

6. Khorne and Slaanesh are mutual main rivals while Tzeentch and Nurgle are themselves main rivals of each other. They all disliked the Emperor more than their main rival. Do they all dislike the Abomination more than their main rival? Do they dislike it more than the Emperor?
The Abomination has faith as one of its spheres of influence so yeah they hate the Abomination more than average, but probably not more than their rival.
 
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As 24 hour have passed since the update and discussion on the important pieces has happened I post my first draft of a plan.

It has the three write-in grenadiers durin said would work. For Mechanicus I choose against expanding infrastructure and for 50 regiments of Mecharius.

Edit: Enjous posted a plan. So... who would even read this one?

[X] Plan Portec T84

Munitorum
Slot A
Year 1- Expand Military: PDF
Slot B
Year 1- Ready Forces
Year 2- Expand Military: Helltrooper
Expanding the Military. Next turn we have no action to Ready Forces here but in Personal.

Void
Slot A
Year 1- Ready Forces
Year 2- Expedite: Build Advanced Orbital Defence Stations
Here we have another Ready Forces and starting to build the ADS.

Administratum
Slot A
Year 3- Expedite: Population Pressure: Refound Okefenokee
Rebuilding the last city. Than we can see what plans Dieuwer has.

Diplomacy
Slot A
Year 1- Repeat: Diplomatic Relations (Quartok)
Year X+1- Repeat: Diplomatic Relations (Fjord IV)
Year X+2- Repeat: In Depth Investigation (Alfheim)
Year X+4- Repeat: Diplomatic Relations (Quartok)
Slot B
Year 1- Repeat: Diplomatic Relations (Quartok)
Year X+1- Repeat: Diplomatic Relations (Fjord IV)
Year X+2- Repeat: In Depth Investigation (Alfheim)
Year X+4- Repeat: Diplomatic Relations (Quartok)
The years 1, 4 and 5 have Double Down.
I choose to focus on the Quartok because they have such a low opinion of us. Stacking them to close together makes it even harder so put investigations between it.
As always I am open to change this as decisions on diplomacy is not my strong suit.

Arbites
Slot A
Year 2- Psyker Hunting
Year 3- Psyker Hunting
Year 4- Thoughts on Psyker Hunting
Let Jane hunt and then write about her hunting.

Mechanicus
Explorator Slot- Full
Biologis Slot
Year 2- Preliminary Examination (Psychic Anglerfish)
Year 3- In Depth Examination (Implantation Spider)
Fabricator Slot
Year 5- Mega-Vanquisher Macharius Regiments
50 regiments of superheavies. In 4 years. That will be really noticable should any enemy superheavies come.

Ministorum
Slot A
Year 3- Prepare Missionaries
Slot B
Year 1- Those in the Shadows
Year 2- Repeat: Examine Curse
I choose to put the Missionaries behind the book so that the action may get a bonus out of it.
The Curse has no DD because it can not have one (its cost is free).

Astra Telepahtica
Ridculy Slot-
Year 2- Research: Destructive Frequencies
Year 4- Divination: Attacks
Year 5- Divination: Attacks
Jameson Slot-
Year 2- Research: Destructive Frequencies
Year 4- Compile Force Weapons
Xavier Slot-
Year 1- Mentoring: Beta
Year 2- Mentoring: Gammas
Year 3- Battle Preparations
Year 4- Honing an Edge
Year 5- Battle Preparations
Putting DD on Divination is possible but as it can only work or not and he already gets a bonus of 40+ on it not really that interesting.

Personal
Slot A (Attention)
Year 1- Specialist Grenadiers (Ranger): Planning
Year 2- Expand Military: Hellguard
Slot B (Attention)
Year 4- Specialist Grenadiers (Drop AA Regiment): Planning
Year 5- Specialist Grenadiers (Assault Commandos): Planning
Slot C (Thaddeus)
Year 5- Expedite: Thaddeus Expertise: Ion Shields: All Hives
Slot D
Year 1- Spend Time With (Syr)
Year 2- Spend Time With (Scott)
Year 3- Spend Time With (Jane)
Year 4- Spend Time With (Xavier)
Year 5- Spend Time With (Surt)
I let Rotbart do the write ins to fill the two years Slot B has. That way troop readiness can be done by him next turn.
If you prefer to spent time with someone else fell free to say so.

Expedite:
Year 1-
Year 2- Build Advanced Orbital Defence Stations
Year 3- Population Pressure: Refound Okefenokee
Year 4-
Year 5- Thaddeus Expertise: Ion Shields: All Hives

Double Down:
Year 1- Diplomatic Relations (Quartok)
Year 2- Preliminary Examination (Psychic Anglerfish)
Year 3- In Depth Examination (Implantation Spider)
Year 4- Diplomatic Relations
Year 5- Diplomatic Relations
A: Rangers
These regiments specialise in Avernus wilds -both to fight it and to use it. Set up as Avernus-only regiments their usefullness off planet is low but on planet they are the go to choice for operations away from the cities walls. This means that they handle in peacetime worrisome wildlife and protect VIPs from them while in wartime use their knowledge of the terrain and the wildlifes behavior to engage enemy armies in prolonged harrassing attacks.
Quest mechanics wise they should end with an addtinional bonus to fighting wildlife, an additional bonus to engage in harrassing, an additional/consistent bonus to homeground advantage and the ability to use wildlife in their harrassing attacks either as an additional bonus or as an additional attack (like the bombartment cacti had during the ork ground invasion). On the downside they can not really (as in at all) perform offworld (or outside their homeground) because they are to focused on their terrain and the dangers and probaly get mali in any engagement not beeing harrassing or skreening against it. Positively they really stack all possible boni in their area of expertise and would perform really well.

B: Assault Commandos
These regiments specialise in asymetrical warfare behind enemy lines. As such they are only usefull while assaulting a planet and would heavily use stealth and stealth transports for rapid redeployment. They have 3 tasks:
1. Infiltrating enemy installation and causing catastrophic damage (as in 'blowing up the central reactor') which is the most dangerous goal and rarely doable. This is a high goal to be archived but given the small chance not expected.
2. Destruction of enemy infrastructure to hamper their ability to respond. Like on Midgard (Chaos used bombardment to damage train tracks) the complete defence of the infrastructure is neigh impossible and attacks on it will be an ever present thorn in the side of the enemy.
3. Terror attacks against enemy troops. These are not meant to deal noticable damage to enemy troops but more to keep them in constant fear of hidden snipers and explosive traps that might be there. Assasination of officers would be the high goal of this task.
Quest mechanics wise they are something like light infantry/Phase Tigers exspys. Not all enemy installations are heavily fortified large cities/hives or forts. Through responding to the primary army(s) they have to leave some places with fewer defenders (we do the same). I imagine them to be most effective on planets like Alfheim (agriworlds) were there are many small installations that would still be trivial for the main army to simply overrun but costly still.

C: Orbital Drop AA Regiments
The first engagement planetside are always between aircraft until enough troops have been landed to help drive of the enemies. This heavily mechaniced regiments are outfitted for orbital drops to be planetside as fast as possible to build up an AA umbrella. The high training level of grenadiers with their heavier focus against aircraft compared to ground forces will make them very dangerous.
Quest mechanics wise they are just that: AA regiments on grenadier level with the ability of orbital drops. Like all AA regiments they shine if fighting aircraft. Else not so much.
 
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I strongly disagree with putting off AdMech infrastructure. We need to up our AM production for when the trades run out.
The added tanks would be nice, but I think it is a gap the Asgard knights can cover in the short term.

Also, I have a mild interest in the illusionary pine for prelim survey.
 
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Ok, here's my plan. It's similar to Portec's in some respects, but there are a number of differences. As always subject to some changes due to discussion.

[X] Plan Enjou T84

Munitorum
SLOT A - Year 1
-Y1: Expand Military: PDF
SLOT B - Year 1
-Y1: Ready Forces
-Y2: Expand Military: Helltrooper

Get the two larger forces of our military going, and ready our forces for deployment if need be.

Void Command
SLOT A - Year 1
-Y1: Ready Forces
-Y2: Build Advanced Orbital Defence Stations
--EXPEDITE YEAR 2

Ready our fleet, and build some Orbital Defense Stations.

Administratum
SLOT A - Year 3
-Y3: Population Pressure: Refound Okefenokee
--EXPEDITE YEAR 3

I agree we need to just refound the one last city in our area. Hopefully we won't get invaded while it's being built up, but an expedite should help.

Diplomacy
SLOT A - Year 1
-Y1: In Depth Investigation (Svartalfheim)
--DOUBLE DOWN YEAR 1
-Y3: Diplomatic Relations (Jotunheim)
--REPEAT IF FAILED
-Y4: Diplomatic Relations (Fjol IV)
--REPEAT IF FAILED
-Y5: Diplomatic Relations (Quartok)
--REPEAT IF FAILED
SLOT B - Year 1
-Y1: In Depth Investigation (Svartalfheim)
-Y3: Diplomatic Relations (Jotunheim)
--REPEAT IF FAILED
-Y4: Diplomatic Relations (Fjol IV)
--REPEAT IF FAILED
-Y5: Diplomatic Relations (Quartok)
--REPEAT IF FAILED

We've had in depth investigations on our plate for a while. I think we should get started on them. Doing one this turn to see how it goes (don't want to risk multiple incidents) and then just doing relationship increase attempts.

Arbites
SLOT A - Year 2
-Y2: Psyker Hunting
-Y3: Psyker Hunting
-Y4: Thoughts on Cult Elimination

Give Jane some pysker hunting to keep her edge as requested, and then get her cult elimination knowledge down.

AdMech
SLOT A - Year 2 (Biologis)
-Y2: In Depth Examination (Implantation Spider)
-Y5: Preliminary Examination (Temple Cats)
SLOT B - Year 5 (Free)
-Y5: Mega-Vanquisher Macharius Regiments
SLOT C - Year 1 (Bonus Survey)
-Y1-Y5: Parnell's Choice

Let's finish our investigation on Implantation Spiders. After that... well, I know you all love the Temple Cats, so why not?
We could seriously use some more super heavies given the Orks are likely to attack us with a crapton of Gargants. It's a relatively short action, so worth taking the time from infrastructure. @Durin - is it possible to expedite this?

Ministorum
SLOT A - Year 1
-Y1: Those in the Shadows
-Y2: Those in the Shadows
-Y3: Examine Curse
--REPEAT IF FAILED
-Y5: Those in the Shadows
SLOT B - Year 3
-Y3: Examine Curse
--REPEAT IF FAILED
-Y5: Prepare Missionaries

Missionaries won't be going out soon, so putting them in Year 3. Trying to pass as many psykers as we can this turn, if the curse examination is successful in the first attempt. EDIT - Doubled up on curse checking.

Astra Telepathica
SLOT A - Year 2 (Ridcully)
-Y2: Divination: Attacks
-- DOUBLE DOWN YEAR 2
-Y3: Divination: Attacks
-- DOUBLE DOWN YEAR 3
-Y4: Diviniation (Detected Attacker, othewise Garkill's domain)
-- DOUBLE DOWN YEAR 4
SLOT B - Year 1 (Xavier)
-Y1: Mentoring: Beta
-Y2: Mentoring: Gammas
-Y3: Honing an Edge
-Y4: Battle Preparations
-Y5: Battle Preparations
SLOT C - Year 2 (Tamia)
-Y2: Compile Force Weapons
-Y5: Honing an Edge

We need as much information as we can get right now, so Ridcully is on that. Start by trying to detect as much info on the coming attacks as he can. Then follow up on that by getting more info on whoever is attacking us, or if nobody is detected yet then Garkill since he's the one most likely to attack us.
Xavier will be doing short term projects.
Tamia can compile our Force Weapon knowledge and then hone her skills for possible battle.

Personal
SLOT A - Year 1
-Y1: Personal Attention: Readiness Training
-Y2: Personal Attention: Militia Readiness Training
-Y3: Expand Military: Hellguard
SLOT B - Year 4
-Y4: Personal Attention: Readiness Training: Defences
--REPEAT IF FAILED
-Y5: Personal Attention: Readiness Training: Fleet
-- DOUBLE DOWN YEAR 5 (on either possible action)
SLOT C - Year 5
-Y5: Thaddeus Expertise: Ion Shields: All Hives
--EXPEDITE YEAR 5
SLOT D - Year 1
-Y1: Spend Time With (Syr)
-Y2: Spend Time With (Klovis-Ultan)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Spend Time With (Surt)
-Y4: Spend Time With (Zaren)

We don't really need to be trying to design a bunch of specialists right now - we've got a massive backlog already. I also don't want to start recruiting for the Helguard until next year, since we're already spending a lot of AM this year on other things. So Rotbart will be doing a lot of Readiness Training to prepare our forces for the inevitable attack that's coming. EDIT - Added Helguard expansion.
Thaddeus can get our Hives that don't have them set up with Ion Shields.
Spending some time with Syr, Klovis-Ultan (trying to get his character sheet again), and two foreign leaders. Surt we just want to increase our relationship with, but Zaren might have a chance of actually getting a stat increase from talking with Rotbart due to his relatively low stats.
 
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@Enjou

You should change one of the Personal Attentions into Expand Military: Helguard, assuming we can afford it (and maybe Expand Mines, cause Metal deficit). The other one is including 2 Re-Examine on.. people. Maybe Diplo Relations on Asgard? They have a +20 bonus due to Lord-Marshall, so it's like they're 8/10.
 
@Enjou

You should change one of the Personal Attentions into Expand Military: Helguard, assuming we can afford it (and maybe Expand Mines, cause Metal deficit).

I stated I'd like to wait a turn on that, though if someone could do the math of my current plan cost to see how affordable it is I could possibly change it.

As far as expanding the mine, we'll be fine on waiting a bit on that since we have another mine expansion already in the works.
 
We can afford the Advanced Material cost (Though we'd be in deficit by about 3.4~ Million AM this turn). The cost in other resources is insignificant and affordable (Particularly since they have no Metal cost).

Our reserves are 17 million AM.
 
You know, I kind of think we should spend a bit of time with Xavier at some point. It's been years since we did, and he is like Rotbart's adopted son.
 
We need as much information as we can get right now, so Ridcully is on that. Start by trying to detect as much info on the coming attacks as he can. Then follow up on that by getting more info on whoever is attacking us, or if nobody is detected yet then Garkill since he's the one most likely to attack us.
Xavier will be doing short term projects.
Tamia can compile our Force Weapon knowledge and then hone her skills for possible battle.
We have heard of several options now that we can only do after getting Psyker Quarters and we know that it will be important for the integration of psykers and their acceptance by our regular population.

How long have we delayed that now? We can afford it and we could have afforded it for quite some time.
 
[x] plan: Noliar T84

Munitorum
Slot A

Year 1- Expand Military: PDF
Slot B
Year 1- Ready Forces
Year 2- Expand Military: Helltrooper

Void
Slot A
Year 1- Ready Forces
Year 2- Expedite: Build Advanced Orbital Defence Stations

Administratum
Slot A
Year 3- Expedite: Expand Mines: Belisama
We're OK for population pressure, the Trust is perennially short of metal and, this uses less advanced materials than refounding a city.


Diplomacy
Slot A
Year 1- Repeat: Diplomatic Relations (Quartok)
Year X+1- Repeat: Diplomatic Relations (Fjord IV)
Year X+2- Repeat: In Depth Investigation (Alfheim)
Year X+3- Repeat: In Depth Investigation (Jotunheim)
Year X+4- Repeat: Diplomatic Relations (Quartok)
Slot B
Year 1- Repeat: Diplomatic Relations (Quartok)
Year X+1- Repeat: Diplomatic Relations (Fjord IV)
Year X+2- Repeat: In Depth Investigation (Alfheim)
Year X+3- Repeat: In Depth Investigation (Jotunheim)
Year X+4- Repeat: Diplomatic Relations (Quartok)
The years 1, 4 and 5 have Double Down
Two Five years
As Portec

Arbites
SLOT A - Year 2
-Y2: Psyker Hunting
-Y3: Thoughts on Cult Elimination

AdMech
SLOT A - Year 2 (Biologis)
-Y2: In Depth Examination (Implantation Spider)
-Y5: Preliminary Examination (Temple Cats)
SLOT B - Year 5 (Free)
-Y5: Expand and Upgrade: Silver Lake
SLOT C - Year 1 (Bonus Survey)
-Y1-Y5: Parnell's Choice

Not refounding Okonofee so should be able to expand Dorthonion which will help our AM position long term

Ministorum
SLOT A - Year 1
-Y1: Those in the Shadows
-Y2: Examine Curse
--REPEAT IF FAILED
-Y4: Those in the Shadows
-Y5: Those in the Shadows
SLOT B - Year 3
-Y3: Prepare Missionaries

Astra Telepathica
SLOT A - Year 2 (Ridcully)
-Y2: Divination: Attacks
-- DOUBLE DOWN YEAR 2
-Y3: Divination: Attacks
-- DOUBLE DOWN YEAR 3
-Y4: Diviniation (Detected Attacker, othewise Garkill's domain)
-- DOUBLE DOWN YEAR 4
SLOT B - Year 1 (Xavier)
-Y1: Mentoring: Beta
-Y2: Mentoring: Gammas
-Y3: Honing an Edge
-Y4: Battle Preparations
-Y5: Battle Preparations
SLOT C - Year 2 (Tamia)
-Y2: Compile Force Weapons
-Y5: Honing an Edge

Personal
SLOT A - Year 1
-Y1: Personal Attention: Readiness Training
-Y2: Personal Attention: Militia Readiness Training
-Y3: Personal Attention: Phase Infantry Battalions: Planning
SLOT B - Year 4
-Y4: Personal Attention: Readiness Training: Defences
--REPEAT IF FAILED
-Y5: Personal Attention: Readiness Training: Fleet
-- DOUBLE DOWN YEAR 5 (on either possible action)
SLOT C - Year 5
-Y5: Thaddeus Expertise: Ion Shields: All Hives
--EXPEDITE YEAR 5
SLOT D - Year 1
-Y1: Spend Time With (Ridcully)
-Y2: Spend Time With (Syr)
-Y3: Spend Time With (Dieuwer)
-Y4: Spend Time With (Surt)
-Y4: Spend Time With (Zaren)

Those phase Tigers are just sitting there eating our meat, let's do something with them.
Ridcully is doing a reorganisation with with poor admin so he might benefit from our company. We haven't spent time with Edwin yet and he too could with some rounding.
 
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Issues and suggestions:

We just got a massive relations boost with the trust. This makes Diplomatic Relations Actions both less likely to succeed and less needed.
In which case we can afford to spend 1 year doing a Siren trade. If the trade goes well our psykers could get a massive boost in effectiveness.

Year 2- Preliminary Examination (Psychic Anglerfish)
There are more important animals to research. The Sphinxes or Temple Cats for example.
Or even the Chasm Fiends if they are available.

Year 5- Mega-Vanquisher Macharius Regiments
50 regiments of superheavies. In 4 years. That will be really noticable should any enemy superheavies come.
This is spending yet more money and raising upkeep yet again rather than working to get our income into the black.

Just so everyone is clear this is NOT having him look for possible attacks. It is him spending extra time to find out the size and composition of possible attacks.
Considering that Orks are not known for divination or organised scouting they almost certainly did not have advanced warning of the storm ending. Thus it is better to have Ridcully look at what they have rather than just what they might be sending at us.

Is this even worth it anymore? We have enough psykers that a slightly better chance of getting a few extra doesn't seem a good use of Actions.

On a side note our previous Spend Time With actions were:
Ridcully in Turn 83
Syr T82
Syr T80
Jane T80
Syr T79
Scott T79 x2

Remember that we need to spend time with a person once a decade to maintain close, non-working, relations with them. Surt is good, but Ridcully can wait a turn.
 
We just got a massive relations boost with the trust. This makes Diplomatic Relations Actions both less likely to succeed and less needed.
In which case we can afford to spend 1 year doing a Siren trade. If the trade goes well our psykers could get a massive boost in effectiveness.

We have nothing that we're yet willing to trade with the Sirens in exchange for their psychic knowledge that the other planets would consider acceptable at this time, and we haven't done a sound out on any possible trades either.

This is spending yet more money and raising upkeep yet again rather than working to get our income into the black.

The upkeep increase is rather small, and the value in terms of our ability to eliminate Ork Gargants in the war that is likely coming very soon is well worth it.
 
Hmm. It is worth noting that with how relations work (Action/2Turns), we can maintain in theory 10 relationships. (20 if we use our other Personal Action.)

Syr is there, and we could put Jane, Ridcully, Lin, Xavier there too. That leaves 5 slots to spend.
 
As long as we can start the compile option.

I'm also of the mind of increasing our native AM and EM production partially because I want the Forge Hives defenses upgraded, but also because we're gonna need the Psyker zones soon and those are quite pricey to say the least.
 
The upkeep increase is rather small, and the value in terms of our ability to eliminate Ork Gargants in the war that is likely coming very soon is well worth it.

The main cost in this case is time/opportunity cost. We want to get our AM production up for when our trade deals come to an end.
The Trust as a whole has anti-gargant resources (Mk2 Knight Errants for one thing).

Hmm. It is worth noting that with how relations work (Action/2Turns), we can maintain in theory 10 relationships. (20 if we use our other Personal Action.)

Syr is there, and we could put Jane, Ridcully, Lin, Xavier there too. That leaves 5 slots to spend.

I'd vote for Surt (WHAT ARE YOU HIDING?), Sigurd (Asgard/Avernus fo' life), Scott (Reformation, GO!), Aelfric (our first friend among the governors) and Garp (eh, why not)
 
The main cost in this case is time/opportunity cost. We want to get our AM production up for when our trade deals come to an end.
The Trust as a whole has anti-gargant resources (Mk2 Knight Errants for one thing).

We can't rely on having Knights available in large numbers at all times. If Garkill does what he did the first time he attacked, the forces of the Trust will be split.

As far as the trade deals coming to an end, we'll just make new trade deals.
 
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