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
Revised Draft Plan

Military:
Slot One: Locked
Slot Two: Locked
Slot Three: Y1: Locked, Y2: Locked, Y3: Recruit (6 years)

Cost: 741,500,000 Thrones, 67,020,000 Material, 27,790,000 Promethium, 7,000,000 Advanced Material, 5,654 Exotic Material.

Void:
Slot One: Locked
Slot Two: Locked
Slot Three: Y1: Bombardment, Y2: Bombardment, Y3: Bombardment, Y4: Bombardment,

Cost: 160,000,000 Thrones, 80,000,000 Material, 8,000,000 Promethium, 33,200 Advanced Material

Administration:
Slot One: Locked
Slot Two: Locked
Slot Three: Y1: Expedite Repair (4 years)

Cost: 545,600,000 Thrones, 496,000,000 Material, 79,280,000 Promethium, 139,400 Advanced Material, 6,310

Diplomacy:
Slot One: Y1: Propaganda about the current campaign, Y2: Persons of Interest, Y3: Sound Out (Colonization of Captured Ork Planets), Y4: Sound Out (Attack on Valinor)
Slot Two: Y1: Pysker Propaganda, Y2: Re-Investigate (Midgard), Y3: Persons of Interest, Y4: Ear To The Ground

Current Campaign Propaganda: Collect information and video about the different forces involved in the Trust campaign in Garkill's domain. Create "episodes" about various units, force types, making sure to include representatives for each system in the Trust. Include an episode about psykers (emphasizing their careful training and loyalty). Include an episode about the Quartok Death Harbingers (emphasizing their loyalty). Make the series available to all the planetary systems in the Trust that would like it.

Psyker Propaganda: A propaganda campaign encouraging family and friends to report any children showing psyker abilities to the Unseen University. Emphasis on how properly trained psykers are an asset to the Trust, and a way to honorably serve the Emperor. Include documentation of how they aided in defending against Garkill and their service in the current campaign. Offer the propaganda material to General Aelfric in case he would like to run a similar campaign on Midgard.

Sound Out (Attack on Valinor): Find out support and thoughts on attacking Valinor. Including preferred target(s) (such as shipyards, agricultural planet, etc), the willingness to use extreme weapons (such as Avernite biological based weapons - life eater fungus, berserk fungus, etc), and what approach to take with a surviving occupied populace.

Arbites:
Slot One: Locked
Slot Two: Y1: Locked, Y2: Locked, Y3: Psyker Hunting, Y4: Psyker Hunting

Mechanicus:
Explorator Slot: Locked
Biologis Slot: Y1: Complete Examination (Berserk Fungus) (6 years)
Fabricator Slot: Locked
Free Slot: Y1: Locked, Y2: Double Down Advanced Ramilies Design: Forward Operating Base

Ministorum:
Slot One: Y1: Those In The Shadows, Y2: Those In The Shadows, Y3: Those In The Shadows, Y4: Those In The Shadows
Slot Two: Y1: Keeping the Faith (Midgard), Y2: Keeping the Faith (Vanaheim), Y3: Keeping the Faith (Midgard), Y4: If Trust systems are not yet at morale 10, use Keeping the Faith on that system, otherwise Those In The Shadows

Telepathica:
Slot One: Locked
Slot Two: Locked
Slot Three: Y1: Double Down Divination (Old One Battle Stations), Y2: Mentoring Betas, Y3: Mentoring Gammas, Y4: Divination: Attacks

Personal:
Slot One (Personal Attention): Y1: Ork Infestation: Containment Measures, Y2: Ork Infestation: Containment Measures, Y3: Ork Infestation: Containment Measures, Y4: Ork Infestation: Containment Measures
Slot Two (Personal Attention): Y1: Ork Infestation: Assault (Duat), Y2: Lessons Learned: Siege, Y3: Double Down Ork Infestation: Assault (Aridia: north of Silver Lake, east of Beirut, central), Y4: Double Down Ork Infestation: Assault (Aridia west of Hollin, Malea, Lindon)
Slot Three (Thaddeus Expertise): Y1: Locked, Y2: Expedite Upgrade Defenses: (Casarrondo, Malea, Yphax, Beirut) (5 years)
Slot Four: Y1: Speak To The People, Y2: Spend Time With (Jane), Y3: Spend Time With (Klovis-Ultan), Y4: Spend Time With (Edvin Dieuwer)

Double Down:
Y1: Divination (Old One Battle Stations)
Y2: Advanced Ramilies Design: Forward Operating Base
Y3: Ork Infestation: Assault (Aridia: north of Silver Lake, east of Beirut, central)
Y4: Ork Infestation: Assault (Aridia west of Hollin, Malea, Lindon)

Expedite:
Y1: Repair
Y2: Upgrade Defenses: (Casarrondo, Malea, Yphax, Beirut)
Y3:
Y4:

--------------------------------------------------------------------------------------------------

So, we have a couple Expedites free. We could drop mentoring the Gammas, and use one on SAM wards (reducing that to a 1 turn action). We could probably use it on the Oakheart School of Swordsmanship.

However, I'd really like to take a Quartok Propaganda action since there is a bonus to it right now due to the Quartok fighting in allegiance to us in the current campaign. However I don't want to attempt it without a Double Down. One option would be to focus our Spy Network first, but I also would prefer a Double Down on that. But we are using those Double Downs on Ork Assaults. Though we could reduce the number of forts to just one and that would free up a Double Down.

Thoughts on these trade offs?
 
Slot Two: Y1: Locked, Y2: Locked, Y3: Psyker Hunting, Y4: Psyker Hunting
Why not do the Swordsmanship School for Y4 action here? If so we'll be able to finish it next turn. It doesn't look like we have anything urgent in Arbites either.

As for the Quartok Propaganda could we fit that in Y3 and give it a DD instead of the Ork-Countermeasures?
 
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Why not do the Swordsmanship School for Y4 action here? If so we'll be able to finish it next turn. It doesn't look like we have anything urgent in Arbites either.

As for the Quartok Propaganda could we fit that in Y3 and give it a DD instead of the Ork-Countermeasures?
Quartok Propaganda is 6 years. Also I explained that not DD on Ork Infestation Assault was a possibility, but that lowers the Assault succes rate to 72% (unless we only assault one fort in which case it stays at 92%)

Swordsmanship School is 10 years, so it means locking all our Arbites options for 10 years.
 
The Adeptus Mechanicus are alternating between terror and awe as they consider the orbital defences that made a brief appearance over Avernus.
Has anyone noticed the admech are apparently in awe?

Like that's kinda a big deal, the admech in awe of xeno tech even if its from one of the most advanced civilisations ever!

Reforms must actually be doing something, or maybe its just the admech on Avernus.

which their seers had predicted a level of success for.
The idea that Ridcully is so good he's counter seeing Valinor's seers and spying on them rather than just listening in on officers conversations to learn this amuses me :D
2. terrified, they almost reflexively called to Exterminatus Avernus before stopping and thinking
AHHH my exterminatus hand is acting out again!!
 
Swordsmanship School is 10 years, so it means locking all our Arbites options for 10 years.
Right, I misread the time requirements.
In that case the Quartok propaganda with DD for Y4 sounds good, letting us get it out of the way in 1 full turn. Otherwise the success chance is too low at 20% without the current war-boost.
 
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The idea that Ridcully is so good he's counter seeing Valinor's seers and spying on them rather than just listening in on officers conversations to learn this amuses me :D
Their Seers literally do not consider Ridcully as even a factor at all. Which means they can't even anticipate player actions.

This really screws them up.
 
1: Are we certain that they will trade valuable anything for animals? My impression was that they were not impressed with animal souls. Even Ork souls aren't appealing enough for trade. They want human souls or Elvish souls.
We don't know if they will trade, hence it being a diplomatic rather than admin option. We are asking them about a deal, not implementing one.
As to animals, they have expressed some interest. Orks are tasteless but filling, Sphinxes are (wisely) off limits and large/powerful/rare land animals are interesting.

2: Just looking for something else that the Sirens might value that won't cause massive problems for us diplomatically. Since Sirens seem interested in song, offering them music seems like a safe thing to explore.
Watsonian: we can get them souls, we can give them tech, we could open the way to the stars. There aren't likely to trade for show tunes.
Doylist: Durin isn't going to give us game changing warp knowledge cheaply.

Also, what exactly do you want to investigate, because I'm not sure what it is you want.
I want to know who is conquering Garkill's domain and whether they will contest the planets we are trying to conquer.
 
Ministorum:
Slot One: Y1: Those In The Shadows, Y2: Those In The Shadows, Y3: Those In The Shadows, Y4: Those In The Shadows
Slot Two: Y1: Keeping the Faith (Midgard), Y2: Keeping the Faith (Vanaheim), Y3: Keeping the Faith (Midgard), Y4: If Trust systems are not yet at morale 10, use Keeping the Faith on that system, otherwise Those In The Shadows
I would suggest taking the Cure Curse at least once or twice (using 2 actions that year so we get the +20) each turn while the option is still available. We won´t be able to completely remove the curse (unless we get a crit), but if we can at least cure Master Julius from his seizures, the Whole trust will get an invaluable asset.
 
I would suggest taking the Cure Curse at least once or twice (using 2 actions that year so we get the +20) each turn while the option is still available. We won´t be able to completely remove the curse (unless we get a crit), but if we can at least cure Master Julius from his seizures, the Whole trust will get an invaluable asset.
I don't think the option's gonna go until Lin's dead so I think we're fine there.
 
Diplomacy:
Slot One: Y1: Propaganda about the current campaign, Y2: Persons of Interest, Y3: Sound Out (Colonization of Captured Ork Planets), Y4: Sound Out (Attack on Valinor)
Slot Two: Y1: Pysker Propaganda, Y2: Re-Investigate (Midgard), Y3: Persons of Interest, Y4: Ear To The Ground

Current Campaign Propaganda: Collect information and video about the different forces involved in the Trust campaign in Garkill's domain. Create "episodes" about various units, force types, making sure to include representatives for each system in the Trust. Include an episode about psykers (emphasizing their careful training and loyalty). Include an episode about the Quartok Death Harbingers (emphasizing their loyalty). Make the series available to all the planetary systems in the Trust that would like it.

Psyker Propaganda: A propaganda campaign encouraging family and friends to report any children showing psyker abilities to the Unseen University. Emphasis on how properly trained psykers are an asset to the Trust, and a way to honorably serve the Emperor. Include documentation of how they aided in defending against Garkill and their service in the current campaign. Offer the propaganda material to General Aelfric in case he would like to run a similar campaign on Midgard.

Does having Klovis Ultan do propaganda on our own planet even fall under his job description? @Durin, are those actions valid for Diplomacy?

Sound Out (Attack on Valinor): Find out support and thoughts on attacking Valinor. Including preferred target(s) (such as shipyards, agricultural planet, etc), the willingness to use extreme weapons (such as Avernite biological based weapons - life eater fungus, berserk fungus, etc), and what approach to take with a surviving occupied populace.

I think this should wait until next turn - the results of the current campaign will factor in greatly on people's thoughts on this.

Also, the approach to an occupied Valinor populace is not in question - every last one of them is an Abomination cultist, tainted through multiple generations. There won't be any occupied populations. We're not even going to occupy their cities because that's too dangerous with all the Abomination symbols and taint in the area forming a memetic hazard. We're just going to destroy their cities and kill every last cultist.

Biologis Slot: Y1: Complete Examination (Berserk Fungus) (6 years)

Why do this? We've already done year 1 of the Berserk Fungus investigation, so why not do the second and third tier ones, which will only take 5 years total?
 
Can someone explain to me what the Paragon trait does? I don't understand.
Our forces are somewhat quantum. We can simply deploy an unspecified number and types of regiments, and only decide what types of regiments and how many were deployed once they engage in combat or are cut off (when that size and composition starts to matter). We can't suddenly get more units than we have (i.e., we can't decide a force includes 20 power helguard mechanized regiments when we only have 10 of those, total), but we can put off determining exact force composition until the very last moment, so we should have a much better idea of what we're facing, and thus be able to pick a foce composition to more effectively counter it.
 
Our forces are somewhat quantum. We can simply deploy an unspecified number and types of regiments, and only decide what types of regiments and how many were deployed once they engage in combat or are cut off (when that size and composition starts to matter). We can't suddenly get more units than we have (i.e., we can't decide a force includes 20 power helguard mechanized regiments when we only have 10 of those, total), but we can put off determining exact force composition until the very last moment, so we should have a much better idea of what we're facing, and thus be able to pick a foce composition to more effectively counter it.
Pretty much, it is OP and impossible but that is a pretty good description of Paragon Traits
 
Our forces are somewhat quantum. We can simply deploy an unspecified number and types of regiments, and only decide what types of regiments and how many were deployed once they engage in combat or are cut off (when that size and composition starts to matter). We can't suddenly get more units than we have (i.e., we can't decide a force includes 20 power helguard mechanized regiments when we only have 10 of those, total), but we can put off determining exact force composition until the very last moment, so we should have a much better idea of what we're facing, and thus be able to pick a foce composition to more effectively counter it.
To give an example:
We send out a 'scout force' into Ork territory. If they stumble across a vast horde of speed freaks we can retroactively decide the 'scout force' consisted of a single unit of rough riders, which we can lose without blinking. If they manage to find a warboss we can instead decide our 'scout force' is several mechanised Helguard regiments, which can kill the warboss and be worth losing to do it. If they find the enemy's main industrial base we can choose to have the 'scout force' actually be two Warhound Titans backed by half our mechanised Helguard regiments, thus essentially deploying an army instantly.
 
To give an example:
We send out a 'scout force' into Ork territory. If they stumble across a vast horde of speed freaks we can retroactively decide the 'scout force' consisted of a single unit of rough riders, which we can lose without blinking. If they manage to find a warboss we can instead decide our 'scout force' is several mechanised Helguard regiments, which can kill the warboss and be worth losing to do it. If they find the enemy's main industrial base we can choose to have the 'scout force' actually be two Warhound Titans backed by half our mechanised Helguard regiments, thus essentially deploying an army instantly.
Its like the OP combination of Creed and Schrodinger's cat.
 
Ok, posting a plan. This is by and large @Elder Haman's plan, though with a few tweaks.

[X] Plan Enjou T87

Munitorum
SLOT A - Year 3
-Y3: Recruit

Replace our losses.

Void Command
SLOT A - Year 1
-Y1-Y4: Bombardment

Bombard the Orks.

Administratum
SLOT A - Year 1
-Y1: Rebuild
--EXPEDITE YEAR 1

Fix our stuff.

Diplomacy
SLOT A - Year 1
-Y1: Propaganda about the current campaign
-- Collect information and video about the different forces involved in the Trust campaign in Garkill's domain. Create "episodes" about various units, force types, making sure to include representatives for each system in the Trust. Include an episode about psykers (emphasizing their careful training and loyalty). Include an episode about the Quartok Death Harbingers (emphasizing their loyalty). Make the series available to all the planetary systems in the Trust that would like them to use as they see fit.
-Y2: Persons of Interest
-Y3: Re-Investigate (Midgard)
SLOT B - Year 1
-Y1: Pysker Propaganda
-- A propaganda campaign encouraging family and friends to report any children showing psyker abilities to the Unseen University. Emphasis on how properly trained psykers are an asset to the Trust, and a way to honorably serve the Emperor. Include documentation of how they aided in defending against Garkill and their service in the current campaign. Offer the propaganda material to General Aelfric in case he would like to run a similar campaign on Midgard.
-Y2: Persons of Interest
-Y3: Sound Out (Colonization of Captured Ork Planets)
-Y4: Ear to the Ground

Elder Haman had good ideas here, but I'm not going to Sound Out on attacking Valinor just yet - people's opinions on that will vary depending on the results of the campaign in Garkill's Domain, so asking now seems like a waste of a slot. (also he missed that Re-Investigate on a planet takes two years)

Arbites
SLOT A - Year 3
-Y3: Psyker Hunting
-Y4: Oakheart's School of Swordsmanship
--EXPEDITE YEAR 4

Doing a bit of psyker hunting before starting the swordsmanship school so Jane doesn't lose her edge during the time doing that, but I do want to start the sword school this turn.

AdMech
SLOT A - Year 1 (Biologis)
-Y1: Detailed Survey (Berserk Fungus)
--REPEAT IF FAILED
-Y3: In Depth Exampination (Berserk Fungus)
SLOT B - Year 2 (Free)
-Y2: Ramilies Design: Forward Operating Base
-- DOUBLE DOWN YEAR 2
SLOT C - Year 1 (Bonus Survey)
-Y1-Y4: Space Hulk Wreckage (Look for info on any xeno ships in the hulks, pieces of wraithbone to lock away for future study, etc.)
-SLOT D - Year 1 (Explorator)
-Y1: Old Ones Defence Stations
-- DOUBLE DOWN YEAR 1

Finish up our investigations on Berserk Fungus.
Also, our forces could use a good forward base in the campaigns to come.

Ministorum
SLOT A - Year 1
-Y1-Y4: Those In The Shadows
SLOT B - Year 1
-Y1: Keeping the Faith (Midgard)
-Y2: Keeping the Faith (Midgard)
-Y3: Keeping the Faith (Vanaheim)
-Y4: IF Midgard or Vanaheim are not yet at morale 10, use Keeping the Faith on one of them w/ priority on Midgard, ELSE Those In The Shadows

Same as Elder Haman's but just have both Midgard actions happening in a row to minimize Saint Lin's travel times.

Astra Telepathica
SLOT A - Year 1
-Y1: Divination (Old One Battle Stations)
-Y3: Mentoring: Beta
-Y4: Divination: Attacks

Adjusted from Elder Haman's plan due to Divination being a two year action.

Personal
SLOT A - Year 1
-Y1-Y4: Ork Infestation: Containment Measures
SLOT B - Year 1
-Y1: Ork Infestation: Assault (Duat)
-Y2: Lessons Learned: Siege
-Y3: Ork Infestation: Assault (Aridia: north of Silver Lake, east of Beirut, central)
-- DOUBLE DOWN YEAR 3
-Y4: Ork Infestation: Assault (Aridia west of Hollin, Malea, Lindon)
-- DOUBLE DOWN YEAR 4
SLOT C - Year 1
-Y1: Speak To The People
-Y2: Spend Time With (Jane)
-Y3: Spend Time With (Klovis-Ultan)
-Y4: Spend Time With (Edvin Dieuwer)
SLOT D - Year 2
-Y2: Thaddeus Expertise: Upgrade Defenses: (Casarrondo, Malea, Yphax, Beirut)
-- EXPEDITE YEAR 2

Same as Elder Haman's proposed plan.
 
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Governor Rotbart combines traits Intelligent (+1 to all stats), Glorious Aquila (+1D), Good Judge of Character (+2I, +2D), Faith is Stronger then Steel (+4P), Very Well Educated (+4L), Reader of Philosophy (+2L, +1P) and Better to have Loved and Lost... (+1D, +2P) into title "The Great"-(+5I, +9L, +10P, +7D, +3 to all other stats, +1 to all morales, -10% cult formation, +10 morale to all forces under his command)- In recent years Governor Fredrick Rotbart ha been called Rotbart the Great by both his own people and by the rest of the Imperial Trust. This is in recognition of his management of Avernus, as it has grown from a small colony to one of the major powers in the Imperial Trust in a short time despite several major invasions. To make matters even more impressive it has managed to become one of the better places to live in, despite the ever present threat of the wildlife.
Governor Rotbart gains Paragon Trait: n steps ahead - (does not have to specify number or composition of forces until they either are isolated or engage in combat)- Governor Rotbart is a master reading the flow of a war and determining what will happen well in advance. As a result of this he is always able to position his forces to maximum effect, often taking advantage an an enemies actions before the opposing general knows what he will do.

I really would like to know what our new smurfy blue neighbors think of the good governor. Also as a personal vote I think we should go hunting for the Ork that has that chest plate armor or ours before he becomes a Super Warboss.
 
@Durin Does Rotbart's ability also apply to void warships? By which I mean, if he's commanding the invasion of an enemy star system, until the fleets actually come out of warp in the system, and we get a reading on how many defences and starships there are in the system, we do not need to state how many warships and troop transports we brought?

Because if it does... Dear Unborn-Emperor just how powerful would that have been back before the Imperium collapsed... Though limited by if Rotbart needs to be personally present on the star system the battle is happening in, the interstellar theatre, or if he just needs to be in control of the entire multisector/whatever campaign...

Can you imagine how absolutely ludicrous that trait would be if it applied to an old Imperium Segmentum Admiral, and the entire segmentum's forces under his command? Which is why it wouldn't, at least at this level...

Oh, and vote:
[X] Plan Enjou T87
 
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