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
That is pretty neat. 45-50 combat is where our best named heroes sit, psykers included, so the best of the program will almost match up to that. They'll be of great use against Beta-Level psykers, even Xavier is only at 46 combat. And if we luck out and get a Master Chief expy hero unit out of the program that surpasses expectations we'll have someone that can take over for Oakheart when it comes to killing the worst of the worst psykers so we can preserve her Intrigue boni in the long run.
Pity about the age thing.

Oh well.
 
This is batch 1, mind, there are flaws and issues that Oakheart intends to fix for Batch 2 and onward.
 
One thing I really don't like about the plan is attempting to influence other members of the trust in their views, particularly towards the Quartok. Under Diplomacy or Intrigue, they both seem prone to not ending well.

And feels like people keep reaching for those options a bit quickly..
 
This concerns me. I get the feeling that we skipped out on some cool perks for our Elite Operative project.
Let's make sure to contact everyone before making Batch 2.
Well I can't think of many people.

There's the Myrmidons (training advice or augments) but seeing as they're admech Scott or Saren could have already had access to their stuff.

There's the church who've been training elite soldiers for mellenium, we can ask Svartfulheim if we can take them up on that offer for master/relic equipment for em.

One thing I really don't like about the plan is attempting to influence other members of the trust in their views, particularly towards the Quartok. Under Diplomacy or Intrigue, they both seem prone to not ending well.

And feels like people keep reaching for those options a bit quickly..
This time its a lot more inoculous and less likely to offend, besides if we didn't select any options that required rolls because of the possibility of nat ones (which was what sunk us last time rather than any explicit IC reason) then we'd never do anything at all.
 
One thing I really don't like about the plan is attempting to influence other members of the trust in their views, particularly towards the Quartok. Under Diplomacy or Intrigue, they both seem prone to not ending well.

And feels like people keep reaching for those options a bit quickly..

We kind of need to do something about the Quartok though. The clock is ticking, it won't be all that long (speaking in terms of a galactic polity, two or three centuries is my guess) until their population is recovered enough that they'll become a relevant player in the Imperial Trust and they can start to lobby for a planet. If the Trusts opinion of them is still at -1/10 at that point that could easily go tragically wrong.

Elder Haman made a decent case that failure on the Quartok propaganda action is extremely unlikely right now, so why not take it? I don't think we'll get better odds in the future.
 
I'd like to advocate Spend Time With our advisors, for the coming turn. Particularly characters who have a markedly different attribute score from our own, which should increase odds of attribute boosts. In particular:

Klovis-Ulthan: To get his damned character sheet. The lack of info is ridiculous.
Ridcully: Ridcully has poor (A) and (D) attributes. Increasing them can't hurt.
Syr: Mandatory to maintain our relationship (1/10 years), she's our daughter.
Lin: Paragon piety score, short lifespan.
Marian Scott: Learn more about the Mechanicus' inner workings, which will surely help in our advise to reform it.
Tranth: Learning score, learn more about Mechanicus
Xavier: His deep loyalty to Rotbart. Spend some time with him?

A character like Rotbart ought to have as broad a knowledge base, anyhow. Depth of knowledge, outside of military strategy, is not that helpful to him.
 
That is pretty neat. 45-50 combat is where our best named heroes sit, psykers included, so the best of the program will almost match up to that. They'll be of great use against Beta-Level psykers, even Xavier is only at 46 combat. And if we luck out and get a Master Chief expy hero unit out of the program that surpasses expectations we'll have someone that can take over for Oakheart when it comes to killing the worst of the worst psykers so we can preserve her Intrigue boni in the long run.
that is the range of where their average skill will be not the range that their skill will be, you are not sure how good they are yet
 
I imagine Batch 2 will turn out significantly better than Batch 1, particularly since we'll take more Request Aid actions.

Telepathica? Do we even have to ask them?
 
I imagine Batch 2 will turn out significantly better than Batch 1, particularly since we'll take more Request Aid actions.

Telepathica? Do we even have to ask them?
Possibly.

They can probably contribute special rituals to improve coordination anti psykers combat and wards inscribed on their everything.
 
won't be able to get the update up tonight as creating my new psyker system took longer then expected but should have it up tomorrow
 
won't be able to get the update up tonight as creating my new psyker system took longer then expected but should have it up tomorrow
Oh, what's the basis of the new psyker system? What are the main changes and effects compared to the original?

Also, it never really got answered, but:

1) What scale of effects are a Power 14, 19 and 26 Choir are capable of, approximately?
2) How do individual characters like Ridcully and Xavier scale on the Psyker Choir?
 
Hmmmm a thought. @Durin
  1. Does Rotbarts power behave differently against Seers?
I ask because I have this hilarious image of a bunch of Elder Farseers constantly trying to out Creed him with their knowledge of the future and constantly failing.
I assume it still does but playing n steps ahead of someone gets crazy when you can predict what their visions of the future will be.

Anyway as players, we should probably start asking how we think the Trust ought to divide the Colonies.
 
Anyway as players, we should probably start asking how we think the Trust ought to divide the Colonies.

Are you talking in general terms about colonies, or specifically about the (expected) captured Orc planets?

We already have agreed to a model for establishing colonies with the rest of the Trust.

If it's about the specific targeted Ork planets then we don't have a lot of the details to guide us, but there are the following points we know:

Dannan is a Fortress world and the furthest out from the Trust. Also where the major Ork shipyards are.

Dooneeva is the closest to the Trust and the center for Gargent production. Does this mean it has significant valuable natural resources?

There is also a third planet in between Dooneeva and Dannan. We know next to nothing about this planet.

One option is to just take the three highest population Trust members: Midgard, Vanaheim, and Svartalfheim and divide the planets between them. (Avernus is #4 in population size)

Dannan as a Fortress world and the most exposed makes some sense for Avernite settlement (due to our expertise in Siege Warfare) especially since the Orks there are likely to take a significant amount of time to fully dislodge. As the most distant from the Trust, it does not seem like it would make sense to base an large shipyard facility there (so Vanaheim's expertise would be wasted). Svartalfheim might also be well suited to Dannan as they also have significant siege experience.

If Dooneeva has significant natural resources Svartalfheim/Vanaheim might be suited to organize colonization there. Being close to the Trust it might be beneficial to have a significant naval presences there, perhaps as the forward base for naval operations in Garkill's domain. Naval defenses there might also help in increasing protection of Alfheim.

If any of the worlds have significant amounts of terrain suitable for mechanized infantry that might make it a good candidate for Midgard colonization.

Until we know more though I don't think we can reach a strong position.
 
Um as far i can tell the colonizing plan will be to certain point and in general not specific world wise altough alot of the pop will come from midgard atm and not planet specific. And i wanna conquer all the worlds we can get so the orks dont get stronger while we do altough it will probably delay the next realm expansion abit.
 
Midgard can push out a few civilized world's worth of people every year (especially if they switch birth control to fertility drugs). If the rest of the Trust can back this up with required infrastructure (I think it's difficult but doable), IT can colonize the entire Garkill's domain in a few turns.
Maybe it's better to wait until Midgard has proper militia, though.
 
Midgard can push out a few civilized world's worth of people every year (especially if they switch birth control to fertility drugs). If the rest of the Trust can back this up with required infrastructure (I think it's difficult but doable), IT can colonize the entire Garkill's domain in a few turns.
Maybe it's better to wait until Midgard has proper militia, though.

A resource world would be so USEFUL right about now grrr. Oh well but I do remember that we'll have to look into defense for these new worlds as well as finding out who will be in charge as well as internal security (got to keep those filthy Tyranid infiltrators OUT!).
 
Maybe it's better to wait until Midgard has proper militia, though.
I believe that Midgard has already instituted an Avernite style system
hey have also recently finished instating a Avernus grade militia program, which while not particularly popular is leading to massive improvements in the skill level of the average Midgaridan solider, and civilian.

Though while it maybe possible to colonise every world building them up to defensible standards is another matter.

This is another area the Factory ships could probably help out in.
 
Are you talking in general terms about colonies, or specifically about the (expected) captured Orc planets?

We already have agreed to a model for establishing colonies with the rest of the Trust.
Erm yes specifics. There are a couple of reasons this we perhaps should not just point this at the constitution and say done,
3.i. Uninhabited and unclaimed systems are considered to be the property of the nearest Low Council Member. The owner must give permission for any colonies or resrouce colonies to be in a system.
Garkills domain is east of Alfheim, our little Argi world probably can't handle 8 colonies all of a sudden so we ought to know who they're being divided. Alfheim gets first pick and the rest are divied out by the security council? Alfheim gets the rights to all of them and gets to sell the rights during trade deals?
And these planets are outside the domain we originally claimed.
2. The Imperial Trust claims all star systems within a ten light year radius of any of the Nine Worlds as falling under its borders at the time of founding.
Does the nearest location rule rely on it being within those ten light years?

Secondly, it doesn't cover if the Trust itself or the Mechanicus (The Ecclesiarchy as well however given how Lin is trying to marginalise their power in all aspects that aren't about faith this won't come up soon) are allowed to colonise. In many ways giving the Gargant planet to the Mechanicus to make into a true forge world would be better than have it be a resource colony for Svartfelheim.
 
Erm yes specifics. There are a couple of reasons this we perhaps should not just point this at the constitution and say done,
Honestly in this case I think that they should be a collaborative effort by the trust administered by the low council until they have been deemed capable of independence within the guidelines we have set down. Each world that is part of the trust and is willing or capable sending man power and resources will contribute. These three worlds are too important and dangerous to be the responsibility of just one world, then when they're built up they can colonise in the guidelines we have set down.

More cultural diversity though probably a Midgard majority and solves the problem to an extent I think.

Secondly, it doesn't cover if the Trust itself or the Mechanicus (The Ecclesiarchy as well however given how Lin is trying to marginalise their power in all aspects that aren't about faith this won't come up soon) are allowed to colonise. In many ways giving the Gargant planet to the Mechanicus to make into a true forge world would be better than have it be a resource colony for Svartfelheim.
Actually that I can answer the Ecclesarchy is just no Lin wouldn't allow it and I'd say its never likely to happen especially since there are only two (maybe three) who would support that Zaren and Olaf (maybe the inquisitorial representative it depends if Yin is there) especially since faith worlds do... pretty much jack and shit.

The admech is also unlikely, they are now a planet (as far as rights and representation are concerned) bound to the Trust with as far as I am aware no intention of building one nor the population to build one.

Especially now that they've basically been given the moons to play with and massive amounts of influence within the trust thanks to the new technology (hell they're probably more important now then they were in the Imperium on their Forge Worlds.)

So in the future we may see admech put in a request for one, but ATM I doubt it, especially since they currently lack the STC's required to make one (and yes there are STCs needed for a Forge World specifically anything that doesn't is a factory world/hive world.)
 
Garkills domain is east of Alfheim, our little Argi world probably can't handle 8 colonies all of a sudden so we ought to know who they're being divided.
Not sure, but it would be logical if system conquested by IT navy and IT guard would be auto-claimed by IT. Apart from that, most worlds out there are inhabited (by Orks), do no auto-claim by Alfheim, follow SOP to claim them.
 
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