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
We have been dealing with betas for ages with less losses than we had this turn.



I am assuming that losses were already decided and that Durin just made the chaos psyker Nurgle followers and so that they were nurgle cultists irrelevent. And progarms get canceled all the time because they were found to be not as effective as they could be or they just weren't working out. We pretty much spent a ton of time and resources to start a program which would put our psykers in more danger by putting them on the front lines which increases their fatality. Only for them to not make any noticeable difference the turn they are implemented and for the worst loss of life to happen the turn after.

I wouldn't have mined the operative project taken some time to finish but it taking 35 years to finish after we spent decades just getting it started locking away one of actions for that time seems extreme. Not to mention that any time it's asked how much they would actually help Durin doesn't give a straight answer and just says that they would help. Really worried that by the time we do get them they aren't anyomore helpful then the dedicated battle psykers we send with our witchhunters which against don't seem to help much or even noticeably. So unless Durin gives an actual number I am just going to assume that they aren't going to be worth all the effort we are putting into them and why I think we may just want to put the resources towards something we can accomplish much more quikly to help with the psyker problem.
without the Psykers losses would ave approximately doubled this turn, you rolled really bad and there were several Betas
 
We have been dealing with betas for ages with less losses than we had this turn.



I am assuming that losses were already decided and that Durin just made the chaos psyker Nurgle followers and so that they were nurgle cultists irrelevent. And progarms get canceled all the time because they were found to be not as effective as they could be or they just weren't working out. We pretty much spent a ton of time and resources to start a program which would put our psykers in more danger by putting them on the front lines which increases their fatality. Only for them to not make any noticeable difference the turn they are implemented and for the worst loss of life to happen the turn after.

I wouldn't have mined the operative project taken some time to finish but it taking 35 years to finish after we spent decades just getting it started locking away one of actions for that time seems extreme. Not to mention that any time it's asked how much they would actually help Durin doesn't give a straight answer and just says that they would help. Really worried that by the time we do get them they aren't anyomore helpful then the dedicated battle psykers we send with our witchhunters which against don't seem to help much or even noticeably. So unless Durin gives an actual number I am just going to assume that they aren't going to be worth all the effort we are putting into them and why I think we may just want to put the resources towards something we can accomplish much more quikly to help with the psyker problem.

You know, the people of Britain had a saying for people going through what you're going through. Not like, actual war, but the sensation of loss of control and the need to panic that ensues.

 
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Okay, so next turn we need to do 2 things,
1) prepare for war
2) examine the ammut crocs so that we can be prepared for any bullshit they might pull when we go hunting for our next black-crystal item
 
We know for a fact that the groups tasked with handling the chaotic psykers are working. We're just in a situation where it tends to be something like two steps forward and one step back.

While the Elite Operatives aren't going to be *finished* for a long ass time, we'll probably be seeing concrete benefits well before that point. Our Psyker Hunters and Witch Hunters are getting close to the point where we can institute an Elite program for them. Moving some of the psyker quarters out to the cities will provide another major bonus to our psykers in psyker hunting. General improvements to our trained psyker number and quality will also help, such as better force weapons our artisans are unlocking.

The issue is that the numbers of psykers we're dealing with continues to surge, as both our population continues to grow and the prevalence of psykers within it increase. We're at the point where the only chaos psykers that have a real chance of doing more than trivial damage are the Betas, and even then we've got a reasonable chance of taking them out fast. It's just that we're getting multiple Betas a turn.
 
I think we have a higher chance than normal detecting alphas, since one being born is enough of a beacon that they show up fairly clear on divination, so hopefully we have one or more on psyker hunting duty before we have our first chaos alpha.
 
Does anyone know why graviton weapons don't work on shielded targets? They work using gravity and ships with void shields on are affected by gravity.
 
Does anyone know why graviton weapons don't work on shielded targets? They work using gravity and ships with void shields on are affected by gravity.
Because Space Magic.

Either way, it seems like it'll be an amazing way to deal with Hulks once we've taken down their shields, as well as having real potential for taking out ships in salvageable condition

Plus, it might work against the unshielded fighter/bomber swarms. Just focus and bam! An entire wing or three is splatted inside their ship.
 
Involving the Super Elite program, I'd like for Jane to maybe spend a full turn going over ALL aspects of it after the first batch.

To consider what went right, what went wrong, and what can be better. A review of the system AFTER it's finished completion. It might allow for us to do something to further enhance it or save time.
 
1. Hmm, looking at population you seems to have forgotten to take the emigration into account when calculating final population (we have ~7.5% more population than we started with, while it should have been ~4.5% after subtracting the emigration).
2. Are close to one percent population losses are incorporated in the population growth/loss numbers?
 
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I am worried about Saint Lin warn us about spread the teaching,We need to survive here.

But I guess we need to have some allied and turtle ourselves maybe not a best way to survive in this universe,I think we need to be careful which planet we send our missionary to but we need to made sure that they accept our missionary first.
 
I'm hazarding a guess that we should first clear the local sector of all enemies, exhaustively conclude that the Dragons can be trusted, build up a solid rapport, and then move the missionaries in.
 
I am worried about Saint Lin warn us about spread the teaching,We need to survive here.

But I guess we need to have some allied and turtle ourselves maybe not a best way to survive in this universe,I think we need to be careful which planet we send our missionary to but we need to made sure that they accept our missionary first.

I think it is a warning to not overextend ourselves. Because at the end of the day there is only so much you can do when you are as small a polity as us.

Let's be honest, there are going to be some humongous Chaos Imperiums that could absolutely crush us.

Unless we are going to do a discount Grand Crusade, we should be careful about spreading ourselves thin.
 
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