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
Can you stop this argument, neither of you are going to convince the other and it isn't very relevant
 
STCs aren't transferable. An STC is an incredibly sophisticated piece of hardware and software that's best compared to a very restricted hyper-intelligent but non-sapient AI controlling an automated factory. You pour what raw materials you have available in the top, tell it what other limitations you're operating under, and it spits out the best version of the template that it can with the feed stock available. That's why there are worlds with wood burning Leman Russ tanks, and others with plasma engines.

STC print outs are what is transferable, but they aren't STCs themselves, they're just the designs for a specific iterations. You actually have to have people work out how to make the design and then build it themselves. What is sent to Mars is the information, not the automated factory.

People don't distinguish the difference all the time, which leads to conclusion.
Standard Template Constructors, the machines are, to my knowledge, considered the mechanicus equivalent of the holy grail. We don't have any, and I don't think that the meechanicus have any either, except on Ark mechanicuses, which are inaccessible.

The "STCs" we have been finding are STC printouts, the blueprints, which is why selling an STC to Atlas has no impact whatever on our ability to produce them.

Further, in pretty much any context in which you have a "[design] STC", it will refer to a template, not a Constructor.

STC constructors aren't transferrable because no-one has any, but STC templates are transferrable, and form the basis of pretty much all imperial tech.

Edit: Not wanting to reignite the debate, but I wanted to clarify an apparent confusion.
 
Vanaheim Trade the Deal
Vanaheim Trade the Deal
You have agreed to provide enough Impalers to outfit the entire Vanaheim PDF as well as a good amount of Metal and Promethium. In return Governor Olaf has agreed to a Military and Navel exchange as well as building fifteen Defense Monitors and ten Asteroid Miners for Avernus and paying one pint six million Thrones per year.
 
Standard Template Constructors, the machines are, to my knowledge, considered the mechanicus equivalent of the holy grail. We don't have any, and I don't think that the meechanicus have any either, except on Ark mechanicuses, which are inaccessible.

The "STCs" we have been finding are STC printouts, the blueprints, which is why selling an STC to Atlas has no impact whatever on our ability to produce them.

Further, in pretty much any context in which you have a "[design] STC", it will refer to a template, not a Constructor.

STC constructors aren't transferrable because no-one has any, but STC templates are transferrable, and form the basis of pretty much all imperial tech.

Edit: Not wanting to reignite the debate, but I wanted to clarify an apparent confusion.

Also not wanting to reignite the debate, just want to further clarify, but I believe there are three things rather than just two:

STC hard copies, which is what the Mechanicus mainly deals with.
STC systems/databases/libraries, the computers that actually have full databases of STCs and can print them out. This is the Holy Grail the Mechanicus is looking for.
The Standard Template Constructor, a sort of auto-factory that makes STCs, with their full capabilities being unknown. The only known example found is the one for the Men of Iron, but it was ordered destroyed due to it having been corrupted by Chaos.
 
Turn Twenty Three
Turn Twenty Three

It has finally been determined where the Tyranid Splinter Fleet is heading, and for once it is not Avernus, though you are not sure that Alfheim is any better. While this means that you will not be attacked as soon, if Splinter Fleet Fenrir takes Alfheim it will grow enormously, as well as taking out a vital wold in the sub-sector. General Drago has suggested that you move to reinforce Alfheim with as many of your forces as possible as well as all of your Imperial Naval detachments, which have already received orders to reinforce Alfheim. It has been relatively quite on the domestic front with the wildlife not being too aggressive. General Drago has finished deploying the Impaler though, which should provide a major advantage against the Tyranids. You have also entered into a trade agreement with Governor Olaf of Vanaheim which includes sending them a large number of Impalers, mostly in exchange for some intra-system craft.

The Shadow of the Warp deepens, increasing diplomacy penalty to -40% outside the Sub-Sector and -20% within the Sub-sector.

The new Impalers are proving to be effective against the wildlife as expected, otherwise several other major military projects are under way. Most importantly, the militia is nearing completion. When completed, instead of being a liability your populace will be able to protect themselves, particularity when inside the fortified structures that make up Avernus' cities.
Four Locked; Choose One


Militia – General Drago has suggested that the citizens of Avernus be armed with basic weapons and trained as a militia. Thanks to having survived on Avernus, even with just a small amount of training the Avernites would form a dangerous militia. General Drago suggests equipping the militia with basic lasguns and flack vests and giving them a mere two hours of training a week to begin with. This would be enough to make your militia significantly more deadly than even the best of the cultists that invaded several years back. While expensive, General Drago tells you that this option would both make the civilian population of Avernus far more dangerous and slightly increase the quality of your professional soldiers.

Time: 4 years.

Cost: 8,082,000 Thrones, 1,078,000 Material, 107,700 Promethium.
Upkeep per year: 808,173 Thrones, 107,756 Material, 5,388 Promethium.
Reward: 80% of the population is trained as militia, +12 to military combat bonus.

Locked – Three out of Four years complete


Wargaming Grounds: All – General Drago proposes building a series of mock battlefields where dozens of regiments can engage in wargames. This should give the forces of Avernus more practice at fighting above a regimental scale and will allow the different regiments to bond. This will fix one of the issues that was noticed about the recent invasion, which was that your forces were unused to fighting large scale conflicts. The wargaming grounds will be huge and expensive to maintain, so only one would be built per region. General Drago considers this to be of medium priority.

Time: 3 years.

Cost: 447,300 Thrones, 148,500 Material, 148,500 Metal, 7,440 Promethium.
Upkeep per year: 44,730 Thrones, 14,850 Material, 14,850 Metal, 744 Promethium.
Reward: Wargaming grounds in each region for soldiers, +5 to all Imperial Guard and PDF combat rolls with an additional +5 when fighting in numbers, PDF gets +25% military tradition bonus (+5).

Locked – One out of Two turns complete (Expedited)


Personal Attention: Specialists – General Drago saw the effectiveness of ad-hoc specialist groups in the battle of Dorthonion and would like to create a group of specialist regiments. These regiments would be deployed in major battles where they will be able to cause great damage. Since the discovery of the Heavy Impaler he has added Sentinel Regiments armed with Heavy Impalers to the list.

Time: 2 years.

Cost: 42,600 Thrones, 10,650 Material, 1,598 Promethium.
Upkeep per year: 4,260 Thrones, 1,385 Material, 1,598 Promethium.
Reward: 3 Hellhound Regiments, 7 Devil Dog Regiments, 5 Sentinel Regiments, 5 Anti-Air Regiments (each regiment consists of 600 tanks of the designated type).

Locked – One out of Two turns complete


Personal Attention: Artillery – Artillery is one of the Imperial Guard's greatest weapons and General Drago believes that Avernus has an insufficient amount of it. To remedy this, he would like to recruit twenty regiments of artillery, which would increase the amount of Imperial Guard artillery platforms you have sixfold (is that right?) and increase your total artillery by 65%.

Time: 2 years.

Cost: 51,120 Thrones, 12,780 Material, 1,278 Promethium.
Upkeep per year: 5,112 Thrones, 2,556 Material, 1,278 Promethium.
Reward: 20 Artillery Regiments (each regiment consists of 600 Basilisks).

Locked – One out of Two turns complete


Heavy Armour – Now that you have both the Macharius STC and the ability to produce them, General Drago wants to raise several regiments' worth. This will take almost your entire Advanced Material reserves but will allow you to field a large number of Heavy Tanks. General Drago does not consider this to be urgent.

Time: 2 years.

Cost: 20,100 Thrones, 16,080 Material, 402 Promethium, 522 Advanced Material.
Upkeep per year: 2,010 Thrones, 1,608 Material, 201 Promethium, 26 Advanced Material.
Reward: 3 Macharius Heavy Tank Regiments (200 Tanks per Regiment).


Deathstrike – Now that you have the design for the Deathstrike Missile Launcher, General Drago suggests building a few hundred. This will provide you with high-power artillery with an intercontinental range, though you will have to make a new missile with every shot. General Drago does not consider this to be urgent.

Time: 2 years.

Cost: 6,700 Thrones, 3,350 Material, 100 Promethium, 500 Advanced Material.
Upkeep per year: 670 Thrones, 335 Material, 50 Promethium, 25 Advanced Material (upkeep increases massively if used).
Reward: 5 Deathstrike Missile Batteries (100 Deathstrikes per Battery).


Vikings – Now that Archmagos Explorator Tranth has completed the STC of the Viking, General Drago suggests building a few thousand to supplement the Drop Troopers. This will give you a devastating weapon against Tyranid hordes as quickly as possible.

Time: 1 year.

Cost: 39,798 Thrones, 14,593 Material, 3,184 Promethium.
Upkeep per year: 3,980 Thrones, 14,593 Material, 1,592 Promethium.
Reward: 120 Vikings added to every drop trooper regiment.


Bane Wolf – General Drago suggests building ten Bane Wolf Regiments to deal with the Tyranids. Their weapons are highly effective against Tyranids, even if they are not weapons you want to use on Avernus or any other world whose environment you care about, such as Alfheim.

Time: 1 year.

Cost: 40,200 Thrones, 8,040 Material, 2,010 Promethium.
Upkeep per year: 8,040 Thrones, 804 Material, 1,005 Promethium
Reward: 10 Bane Wolf Regiments (600 Bane Wolves per Regiment)


Send Aid to Alfheim – You have recently received news that the Tyranid Splinter Fleet, now designated "Fenrir", is heading towards the Agri-World of Alfheim. You can not let Alfheim fall, both for the amount that the Tyranids would gain by consuming it and because Midgard would begin to starve without Alfheim's food exports. You can ship around one thousand regiments' worth of your forces to Alfheim before the Tyranids arrive.

Time: 1 year

Cost: 1,000,000 Thrones, 10,000 Material, 100,000 Promethium.
Reward: Send one thousand regiments (5 Fighter or Bomber Wings equal 1 regiment, each Naval Attack Craft Squadron equal to 1 regiment, armour regiments count as one half of a regiment), to support Alfheim against the Tyranids

Henry's life continues to remain comparatively stress-free as he informs you that the amount of Thrones and Material income is easily enough to build starships when the shipyards come online the year after next but you need to expand your promethium production. He suggests re-founding Limberlost with a population drawn mostly from Hollin as a way to increase your promethium reserves.
Two Locked; Choose Two


Underground Railway: Aridia and Everglades – Given how successful the underground railway in Elysium has proven to be, Henry proposes building one in Aridia and Everglades. This railway will go under seven hundred and seventy kilometers of swamp and nine hundred and seventy kilometers of desert. The main challenge in construction is dealing the the Titan Scorpions that will be disturbed in Aridia, which is why Henry advises stationing a large military contingent with the excavators. Interestingly, the railway in Everglades will pass under Limberlost, allowing you to more easily reclaim Limberlost and its promethium reserves.

Time: 4 years.

Cost: 2,656,550 Thrones, 233,160 Material, 932,640 Metal, 58,290 Promethium.
Upkeep per year: 132,828 Thrones, 11,658 Materiel, 46,632 Metal, 29,145 Promethium.
Reward: Underground railway linking cities in Aridia and the Everglades, allowing rapid transit, +45% Thrones, +12.5% production.

Locked – Three out of Four years complete


Comprehensive Medical Scheme – Henry has given you a very ambitious plan for a Comprehensive Medical Scheme for Avernus. In this scheme the number of hospitals on Avernus would be tripled and they would provide a large number of services to the general public for free. As well as increasing the general health and prosperity of your citizens, a worthy aim all by itself, this should allow you to catch plagues sooner and deal with them more effectively. This is the final general health care project that Henry has envisioned and he considers it to be of low priority.

Time: 4 years.

Cost: 11,220,000 Thrones, 420,700 Material, 168,300 Metal, 14,020 Promethium.
Upkeep per year: 1,121,800 Thrones, 42,068 Material, 8,414 Metal, 701 Promethium.
Reward: Comprehensive Medical Scheme in all cities, +1% population growth, reduced chance of plagues, +1 civilian morale.

Locked – Two out of Four years complete


Social Policy: Work Harder – Henry has prepared a series of plans which include making the population of Avernus work longer than the 49 hours a week that is the current average working week.
Time: 1 Year.
Cost: 10,000 Thrones.
Reward: Varied; see below
Social Policy: Longer Working Week – The most simple of the plans is to increase the working week to 56 hours. This would have a small effect on morale and give a ten percent increase in productivity. Henry recommends this option.

Reward: -1 Civilian Morale, +10% bonus to base income (multiplicative with morale bonus).


Social Policy: Much Longer Working Week – A harsher plan is to increase the working week to 66.5 hours. This would have a major effect on morale and give a twenty percent increase in productivity.

Reward: -2 Civilian Morale, +20% bonus to base income (multiplicative with morale bonus).


Social Policy: Work to the Bone – A very harsh plan is to increase the working week to 80.5 hours. This massive amount of work would have a major effect on morale and increase productivity by thirty percent. Henry recommends against this option.

Reward: -3 Civilian Morale, +30% bonus to base income (multiplicative with morale bonus).


Examine Planet (Planet) – Now that you have several survey ships from Atlas it would be a good idea to give the other planets in the Avernus System a better examination. Henry would prefer to examine the moons of Avernus Four while Archmagos Explorator Tranth is interested in the ancient warships orbiting Avernus Three.

Time: 1 year.

Cost: 14,200 Thrones, 710 Material, 305 Metal, 3,050 Promethium.
Reward: More information on chosen planet.


Asteroid Miners – One of the most common uses of orbital industry is asteroid mining. Henry proposes that you turn the intrasystem spaceships that you got with the recent orbital infrastructure into asteroid miners. Given that they were originally intended for this, it would not take long and they would be able to begin by the end of the year. This would provide a medium amount of Metal that is more costly compared to mining it on the ground, but far less likely to exhaust your metal reserves. Henry considers this to be of high priority.

Time: 1 year.

Cost: 335,000 Thrones, 3,350 Material, 3,350 Metal, 33,500 Promethium.
Upkeep per year: 67,000 Thrones, 3,350 Material, 3,350 Metal, 3,350 Promethium.
Reward: 5 Asteroid Miners, +250,000 bonus metal income.


Collegia – Henry has suggested building a huge institute of learning in Dis. This will be a hundred times the size of one of the universities and will take the best of the university graduates and further train them in their chosen field. With this Collegia Henry will be able to achieve his dream of making Avernus into one of the best-educated worlds in the Imperium. Henry considers this to be of medium priority.

Time: 3 years.

Cost: 703,500 Thrones, 70,350 Material, 70,350 Metal, 7,035 Promethium.
Upkeep per year: 70,035 Thrones, 3,518 Material, 3,518 Metal, 352 Promethium.
Reward: Collegia in Dis, +5% base Thrones and +2% base Metal, Production Capacity and Promethium in all cities. This bonus is added every year for five years resulting in a +25% increase base Thrones and +10% base Metal, Production Capacity and Promethium. This adds on to the bonus from public schools and universities.


Expand Food Stockpiles – Henry suggests massively expanding the food stockpiles on Avernus to allow you to have enough food to weather any siege or famine. This expansion will give every city at least thirty years' worth of food stockpiles buried deep under it. Henry considers this to be of very low priority.

Time 2 years.

Cost: 611,500 Thrones, 122,300 Material, 61,150 Metal, 12,230 Promethium.
Upkeep per year: 31,575 Thrones, 6,115 Material, 3,158 Metal, 612 Promethium.
Reward: expands maximum food stockpiled to 20,750 units, enough for the current population to live on for over thirty years.


Enlarge Factories: Avernus – Henry has a plan to enlarge the factories of every city in Avernus, which would increase your total production capacity by around 50%. He advises that you expand your mining industry before increasing production this much, as your current mining yields could only barely support this expansion. Henry considers this to be of low priority.

Time 4 years.

Cost: 1,106,000 Thrones, 221,100 Material, 221,100 Metal, 44,220 Promethium.
Upkeep per year: 442,200 Thrones, 44,220 Metal, 8,844 Promethium.
Reward: enlarges factories over rest of Avernus, +170,000 Production Capacity, +200% base production capacity (increase of +100%).


Construct: Asteroid Miner – Henry suggests using your docks to build four more Asteroid Miners and setting them to mining. This will increase your metal income by around 12%, allowing you greater leeway on what is currently your most limited core resource.

Time: 3 years

Cost: 1,340,000 Thrones, 804,000 Material, 8,566 Promethium, 400 Advanced Material.
Upkeep per year: 21,440 Thrones , 10,720 Material, 4,288 Promethium, 8 Advanced Material.
Reward: 4 Asteroid Miners are produced and start working, +200,000 bonus metal income


Population Pressure: Expand Hollin: Phase One – Hollin's population is on the verge of growing too large for its current limits without causing severe overcrowding. One way to fix this problem is for Hollin to be expanded into a hive. Henry's proposal is for the city to expand upwards, building itself into a classic hive. He also plans to split the expansion into two separate phases to limit the amount of resources you need to use at a time. The second expansion will be purely military and bring the defences up to the same level as on Dis.

Time: 2 years.

Cost: 29,040,000 Thrones, 4,573,000 Material, 5,311,000 Metal, 610,500 Promethium, 100 Advanced Material.
Upkeep per year: 542,600 Thrones, 65,977 Material, 52,959 Metal, 17,472 Promethium,1 Advanced Material.
Reward: Hollin expended into small hive, will require another action to bring defenses up to par.


Population Pressure: Displace – The easiest method of dealing with the population pressure on Hollin is to move some of its citizen to the other cities of Lindon, which certainly have room for them. This will be aided by the number of cargo shuttles you have and will allow you more time before having to expand Hollin.

Time: 1 year

Cost: 402,000 Thrones, 40,200 Material, 20,100 Metal, 201,000 Promethium.
Upkeep: None
Reward: 15 million citizens move to Doriath and Lorien.


Population Pressure: Rebuild Limberlost – A more time-consuming but useful method of dealing with the overpopulation in Hollin is to rebuild Limberlost. This is made far easier by the newly completed railway which will allow easy access even for heavy machinery. The main reason to rebuild Limberlost is that it would give you access to the massive promethium reserves that it is built over. Henry has come up with a four year plan to rebuild Limberlost but informs you that General Drago would have to recruit more forces to defend it or thin the defenses around other cities in the Everglades.

Time: 4 years.

Cost: 29,800,000 Thrones, 4,462,000 Material, 4,134,000 Metal, 963,800 Promethium, 1,000 Advanced Material.
Upkeep per year: 1,681,901 Thrones, 142,051 Material, 132,996 Metal, 18,823 Promethium, 10 Advanced Materials.

Lord Klovis-Ultan informs you that the Shadow in the Warp has almost totally cut the Asgard sub-sector off from the rest of the Imperium, but that you can still make more contacts with your neighbors. He also requests that you personally lead reinforcements to Alfheim as he wishes more evidence for the success of Avernus, and believes that you in command of millions of Avernus' best will be able to provide it.
Choose Two


Establish Embassy: Svartalfheim- Now that you have established relations with Svartalfheim, Lord Klovis-Ultan suggests building an embassy. This would both improve your relations with Svartalfheim and allow you to trade with them.

Time: 1 year.
Chance of Success: 70%

Cost: 141 000 Thrones.
Upkeep per year : 14 100 Thrones.
Reward: Embassy established at Svartalfheim, improved relations with Svartalfheim.


Diplomatic Contact (Planet) – Now that you have a basic understanding of the nearby Asgard sub-sector, Lord Klovis-Ultan suggests making contact with one of the Governors. This will allow you to begin trading with the planet in question.

Time: 1 year.
Chance of Success: 70%

Cost: 42,600 Thrones.
Reward: Diplomatic contact with chosen planet.


Request for aid: Adeptus Mechanicus: Specialists (Auxilia Myrmidon) – You can request that the Adeptus Mechanicus send you a group of Auxilia Myrmidon. This will provide a significant boost to your military.

Time: 1 year.
Chance of Success: 40%

Cost: 14,200 Thrones
Reward: A group of Auxilia Myrmidon are dispatched to Avernus, providing an elite unit.


Request for aid: Adeptus Administratum – You can request that the Administratum send you extra resources to aid the further development of Avernus. It will take several years for any aid sent to reach Avernus.

Time: 1 year.
Chance of Success: 60%

Cost: 14,200 Thrones
Reward: Either 500,000 Thrones, 100,000 Metal, Material or Promethium -OR- 100,000 Thrones and 20,000 Metal, Material and Promethium.


Request for aid: Ordo Malleus – You can request that the Ordo Malleus send agents or information to Avernus. Even if they come, you have no way of predicting their actions.

Time: 1 year.
Chance of Success: 32%

Cost: 14,200 Thrones
Reward: Unknown Ordo Malleus assistance.


Request for aid: Adeptus Ministorum – You can request that the Ecclesiarchy send a contingent of priests to minister to your populace. It will take several years for any aid sent to reach Avernus.

Time: 1 year.
Chance of Success: 35%

Cost: 14,200 Thrones
Reward: More priests who increase civilian morale by 1 and reduce the chance of cults by 5%.

Arbitrator Oakheart is glad that she has finally dealt with the cult in Beirut and is hopeful that she will be able to eradicate all the cults on Avernus within a few years. Other than that, she is slightly worried about the slowly dropping numbers of Psyker Hunters but is sure that you have a few years before it becomes important.
Two Locked; Choose One


Assassins: Avernus – Arbitrator Oakheart suggest training dedicated assassins to aid her spy network in killing the more elusive cultists. These cultists will often notice the arrival of the authorities and scurry off before they are caught. Arbitrator Oakheart suggests training assassins who can approach and deal with the cultists before they realize that they have been discovered. She considers this to be of low urgency and would prefer to wait until she has a quiet period before beginning this project.

Time: 5 years.
Chance of Success: 40%, rolled separately in each region.

Cost: 5,609,000 Thrones, 56,090 Material, 5,609 Promethium.
Upkeep per year: 284,500 Thrones, 2,845 Material, 142 Promethium
Reward: Assassins trained to operate in Avernus, gain 700 Arbites Assassins, +5% to detecting cultists and +20% to detecting inner circle cultists.

Locked – Three out of Five years complete


Arbites Precinct: Avernus – Now that she has an Arbites Precinct in Dis, Arbitrator Oakheart wishes to position one in every other city in Avernus. This will allow Adeptus Arbites to command every city's police, greatly increasing the efficiency. It will also provide Oakheart with a five hundred man elite unit of Arbitrators to deal with any issues.

Time: 5 years.

Cost: 4,750,000 Thrones, 950,000 Material, 950,000 Metal, 95,000 Promethium.
Upkeep per year: 237,500 Thrones, 47,500 Material, 47,500 Metal, 950 Promethium
Reward: Arbites Precinct in all cities, 500 man Adeptus Arbites Arbitrator unit, +10% to detecting cultists, inner circle cultists and psykers in all cities.

Locked – Two out of Four years complete (Expedited)


Police Training: Common Crime – The vast majority of your Police Officers' time is spent dealing with the ordinary crimes and misdemeanors of the civilian population, the military having their own system of punishments. Arbitrator Oakheart wishes to increase the amount of training that they receive for this, which, while not as important, does make up the majority of their job.

Time: 1 year.
Chance of Success: 65%.

Cost: 71,000 Thrones, 7,100 Material, 710 Promethium.
Reward: +1 civilian morale.


Targeted Cultist Hunt: Yphax – Arbitrator Oakheart is sure that the vast Yphax contains the last major Chaos Cult on Avernus. She would like to personally lead the hunt there so that she can wipe it out. Given Yphax's small size she is confident that she will be able to clear the cult within a few years.

Time: 1 year.
Chance of Success: 70%.

Cost: 7,100 Thrones.
Reward: add triple the margin of success to all attempts to find cultists in Yphax this year.


Social Policy: Police State – Arbitrator Oakheart has prepared a series of plans to increase the amount of surveillance on the citizens of Avernus in an attempt to detect more cultists. This plan, while effective, will not be popular among the citizenry.
Time: 1 year
Cost: Varied see below.
Reward: Varied see below
Social Policy: Decrease Surveillance – This plan involves disabling the surveillance equipment in all public spaces. It would lead to a marked decrease in the number of cultist caught while increasing the general morale of the population.

Cost: Free
Reward: -10% Chance of detecting cultists and an additional -5% to detect inner circle cultists, +1 Civilian Morale.


Social Policy: Greatly Increased Surveillance – This plan involves also putting surveillance equipment in the less personal private locations and using this data to try and catch or track cultists. It would make catching Inner Circle Cultists far easier but would be rather intrusive and moderately expensive.

Cost: 153,652 Thrones, 15,365 Material.
Upkeep per year: 15,365 Thrones, 1,537 Material.
Reward: +5% Chance of detecting cultists and an additional +10% to detect inner circle cultists, -1 Civilian Morale.


Social Policy: Big Brother – This would involve installing surveillance equipment in all private locations including every citizen's home. This would make catching cultists far easier but would be incredibly expensive and intrusive.

Cost: 768,476 Thrones, 76,848 Material.
Upkeep per year: 76,848 Thrones, 7,685 Material.
Reward: +15% Chance of detecting cultists and an additional +20% to detecting inner circle cultists, -2 Civilian Morale.

Note that surveillance costs include the cost of the previous upgrade, so if you go from level one to level three, it is cheaper than going from level zero to level three. Also, it does not cost anything to go to a lower level or to return to a level that you have previously held.


Constant Recruitment: Psyker Hunters – the Psyker Hunters are being ground down by constant casualties and Arbitrator Oakheart has a plan to deal with this. She intends to constantly select those who show potential as a Psyker Hunter and put them though a specialized training course she will create before having them join the Psyker Hunters. This will allow around thirty new Psyker Hunters to join the force per year which should mostly cover losses.

Time: 3 years

Cost: 670,000 Thrones, 13,400 Material, 670 Metal, 67 Promethium.
Upkeep per year: 67,000 Thrones, 1,340 Material, 67 Metal, 7 Promethium.
Reward: recruit 3d20 Psyker Hunters per year.

Forge Master Britton is glad to have begun work on enlarging the Forge and continues to be surprised at the number of valuable technology that is found on Avernus. As Archmagos Explorator Tranth continues to explore the ruins under Silver Lake Magos Biologis Saren informs you that he has nearly completed his research into weaponizing the Life-Eater Fungus.
Two Locked; Choose Two


In-depth Examination (Life-Eater Fungus) – Magos Biologis Saren wants to spend some time working out how to weaponize the Life-Eater Fungus. While he will not be able to develop anything nearly as deadly as the Life-Eater Virus itself, he believes that he may be able to come up with a truly deadly weapon. As an added bonus, the Deathstrike Missile Launcher would be a perfect delivery system.

Time: 3 years.
Chance of Success: unknown.

Cost: 274,500 Thrones, 13,725 Material, 13,725 Metal, 2,130 Promethium.
Reward: Discover information about Life-eater, including how to weaponize it.

Locked – Two out of Three years complete


Enlarge Forge – Given that Advanced Materials are one of the few few resource choke points that Avernus currently has, Forge Master Britton has suggested expanding the Forge in Dorthonion. This will be an expensive and time consuming process, but you can easily afford it with the economic boosts from the new STC templates that you have bought from Atlas.

Time: 4 years.

Cost: 9,380,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge in Dorthonion, +100% to base Advanced Material Production, +300 Advanced Material produced a turn (+750 after STC bonus applied).

Locked – One out of Four years complete


Must Choose at least One of the following

Explore Ruins – The ruins under Silver Lake seem to be the largest yet discovered and Archmagos Explorator Tranth hopes that they will have archeotech and STCs to match their size.

Time: 1 year.
Chance of Success: Unknown but high.

Cost: 7,100 Thrones, 710 Material, 355 Metal, 71 Promethium.
Reward: Gain ancient tech from the ruins under Silver Lake.


Research Station – Now that you have some orbital industry, Archmagos Explorator Tranth could start to investigate the ancient starfleet. The first step in this process would be to set up a research station orbiting Avernus Three. From this research station Tranth could investigate the nearby starships without having to return to Avernus too often.

Time: 2 years.

Cost: 1,340,000 Thrones, 268,000 Material, 67,000 Metal, 26,400 Promethium, 10 Advanced Material.
Upkeep per year: 134,000 Thrones, 26,800 Material, 6,700 Metal, 1,340 Promethium, 0.5 Advanced Material.
Reward: Research Station orbiting Avernus Three, can begin investigating ancient starships.


Examine: Any – Examine one of the samples of ancient technology found within the ruins of Avernus and attempt to reverse engineer it.

Time: 1 year

Cost: 7,100 Thrones, 1,420 Material, 31 Metal, 8 Promethium.

Examine Refractor Field – The refractor fields in the ruins of Gamma-4 are of a different design than the type that Archmagos Explorator Tranth is familiar with, and they also seem to be more simple in design. This means that if he manages to figure out how to make them, they will be more easily produced than the currently available type. Archmagos Explorator Tranth wishes to reverse engineer the refractor fields found in Gamma-4.

Chance of Success: 40%.
Reward: Gain blueprints for new refractor field; lose d6 refractor fields, starting with the non-functional examples.


Examine Hydra Variants: Under Silver Lake Archmagos Explorator Tranth found a hangar full of an ancient Hydra design armed with a quad lascannon. He wishes to take apart some of the nonoperational examples and figure out how to make more. This will provide a significant boost to your mobile forces' ability to deal with heavy fliers.

Chance of Success: 50%
Reward: Gain blueprints of lascannon armed Hydra variant; lose d6 nonoperational variant Hydras.


Examine Ion Shields: Last year Archmagos Explorator Tranth discovered an interesting Ion Shield designed to protect firing slits from incoming fire. He wishes to try to figure out how to reproduce them as they would be a very useful addition to the defenses of your most important facilities.

Chance of Success: 0% (62% after bonuses)
Reward: Gain blueprints of small ion shields designed to protect firing slits; lose d6 of the nonoperative examples.


Examine Medical Diagnostic Pod: Last year Archmagos Explorator Tranth discovered a collection of Medical Diagnostic Pods. If reverse engineered, these will be able to quickly diagnose injuries and diseases, allowing for quicker and better treatment.

Chance of Success: 20%
Reward: Gain blueprints of Medical Diagnostic Pods; lose d6 of the nonoperative examples.


Examine Adamantine Forges – The Adamantine Forges found under Babylon are notably faster than those currently used by the Adeptus Mechanicus. For this reason, Archmagos Explorator Tranth wishes to reverse engineer them and figure out how to make more. He believes that he should be able to do this within a year at the cost of only a handful of the non-functional Forges.

Chance of Success: 20%.
Reward: Gain blueprints for new Adamantine Forges; lose d6 Adamantine Forges, starting with the non-functional examples.


Try to Complete STC Fragment: Any – Examine one of the partial STC fragments found within the ruins of Avernus and attempt to complete it.

Time: 1 year

Cost: 7,100 Thrones, 1,420 Material, 31 Metal, 8 Promethium.
Try to complete STC fragment: Very Advanced Hydroponics – Last year Archmagos Explorator Tranth discovered fragments of an STC showing a very advanced hydroponics system. This system will be able to increase the efficiency of your hydroponics by 50%, greatly expanding how large your cities can grow.

Chance of Success: -10% (52% after bonuses).
Reward: Gain complete blueprints of Very Advanced Hydroponics System.


Try to complete STC fragment: Stealth Planes – In the ruins under Babylon Archmagos Explorator Tranth found fragments of an advanced stealth plane STC. He believes that he can probably complete this given a few years due to several similarities both to known planes and to Monitors. If successful, you will have the design of a Military Stealth Plane of some type (he is not yet sure of the exact specialty).

Chance of Success: -20% (42% after bonuses).
Reward: Gain complete blueprints of Stealth Plane.


Try to complete STC fragment: Warp Scanners – Archmagos Explorator Tranth would like to study the advanced warp scanner that he found in Babylon. It will take some time as it is very complex and he does not have a very good level of understanding of the warp, but if successful you will be able to double your warning for attacks and make calculated jumps to most of the planets in the Asgard sub-sector.

Chance of Success: -30% (42% after bonuses).
Reward: Gain complete blueprints of Warp Scanners.


Try to complete STC fragment: Wider Bandwidth Vox – The Wider Bandwidth Vox that was found under Dorthonion would be useful in high volume communication such as scouts sending images and datastreams. Archmagos Explorator Tranth is willing to spend some time figuring out how to complete the partial STC and is confident that he will be able to do so within a year.

Chance of Success: 60% (99% after bonuses).
Reward: Gain complete blueprints of Wider Bandwidth Vox.


Try to complete STC fragment: Flamer variant – A partial STC of an unusual variant of a flamer was found under Silver Lake. Archmagos Explorator Tranth wants to examine it to determine what the differences are and what effect they have.

Chance of Success: 30%
Reward: Gain complete blueprints of Flamer variant.


May Choose One of the following

Preliminary Examination (Species) – There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next.

Time: 1 year.
Chance of Success: unknown.

Cost: 30,500 Thrones, 1,525 Material, 1,525 Metal, 710 Promethium.
Reward: Discover more about selected species, including whether or not it is possible to tame or weaponize it, and how warp-tainted it is.


Regional Survey (Region) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 30,500 Thrones, 1,525 Material, 305 Metal, 710 Promethium.
Reward: Find out more about wildlife in selected region, possibly discover new interesting species.


Detailed Survey (Trolls) – Now that Magos Biologis Saren has completed his preliminary survey of the Trolls, he wishes to spend more time investigating them. In particular he wants to investigate their social system and how they move through rock, as well as finding out if they are connected with any known Xenos species.

Time: 2 years.
Chance of Success: unknown.

Cost: 91,500 Thrones, 4,575 Material, 4,575 Metal, 2,130 Promethium.
Reward: Discover more about Trolls


May Choose One of the following

Expand Temple-Forge – Forge Master Britton has suggested that you enlarge your Minor Temple-Forge into a Major Temple-Forge. As well as improving the general benefits of the Temple-Forge, this will allow the production of some of the most complex and advanced technology that the Imperium currently possesses. Forge Master Britton believes that this should wait until you have enlarged the Forge but acknowledges that both options would be equally viable.

Time: 4 years.

Cost: 8,040,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge-Temple in Dorthonion, +40 to all Adeptus Mechanicus rolls, +30 Advanced Material produced a turn (+75 after STC bonus applied), 5 Exotic Material Produced per turn.

Deacon Lin has spent most of the last year organizing both Chaplains training and the recruitment system for more Witch Hunters. As a result his military leadership and combat skills have increased.
Deacon Lin gains trait Warrior (+2M,+2C)
Two Locked; Choose None


Chaplains – Deacon Lin suggests adding Chaplains to your forces at a platoon or squadron level. This will greatly encourage your men and kindle their hate against Traitors and Heretics, as well as providing a small measure of protection against daemons and witches.

Time 3 years.

Cost: 436,960 Thrones, 43,696 Material, 874 Promethium.
Upkeep per year: 11,952 Thrones, 2,386 Material, 48 Promethium
Reward: one Chaplain added per platoon or squadron, +1 military and militia morale, +10 against Chaos, +5 against Heretics and Psykers, +5 to morale rolls, +5 to melee rolls.

Locked – Two out of Three years complete


Constant Recruitment: Witch Hunters – Like the Psyker Hunters the Witch Hunters are being ground down by casualties and Deacon Lin also plans to deal with this by setting up a system that will constantly feed new recruits into the Witch Hunters. The new recruits for the Witch Hunters will mostly come from the Seminaries and the Chaplains and they will be taught in a specialized Seminary in Dis.

Time: 3 years

Cost: 1,005,000 Thrones, 20,100 Material, 1,005 Metal, 105 Promethium.
Upkeep per year: 100,500 Thrones, 2,010 Material, 101 Metal, 1 Promethium.
Reward: recruit 5d20 Witch Hunters per year

Locked – One out of Three years complete

Headmaster Ridcully is annoyed that his students haven't mastered the Emperors Tarot yet but is willing to continue to teach them. Otherwise the first group of minor psykers are most of the way through their training and will finish by the end of next year.
Choose One


Minor Talents – There are most likely thousands of minor psykers on Avernus who have not been found because of their weaker powers. Headmaster Ridcully suggests using his Sanctionites to lead the search for these minor talents as they will be able to detect them. When found the minor talents can be trained by the Scholastica Psykana for a variety of tasks, including finding other minor talents.

Time: 1 year.
Chance of Success: 80%

Cost: 67,000 Thrones, 670 Promethium.
Reward: Find minor psykers this year.


Emperor's Tarot- The Emperors Tarot can be a powerful tool of divination in the hands of someone trained in its use. Headmaster Ridcully would like to finish training his diviners in how to use it. He estimates that this should take one or two more years.

Time: 1 years.
Chance of Success: 25%

Cost: 67 000 Thrones, 1 Advanced Material.
Upkeep per year: 67 000 Thrones, 0.5 Advanced Material.
Reward: Emperor's Tarot, one action re-roll per year.

You have spent the last year getting yourself and your forces ready for the Tyranids and believe you are ready to face them. In fact, you are slightly disappointed that they are attacking Alfheim rather then Avernus. While you have been focusing on the upcoming war, Caroline has taken over a lot of the day-to-day running of Avernus and has done a very good job of it.
Three Locked; Choose One


Personal attention: Artillery – You are highly capable of military command, administration, and intrigue and are capable of managing a project in any of those fields.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum or Adeptus Arbites action with your characteristic bonus.

Locked – One out of Two years complete


Personal attention: Specialists – You are highly capable of military command, administration, and intrigue and are capable of managing a project in any of those fields.

Time: as project.

Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum or Adeptus Arbites action with your characteristic bonus.

Locked – One out of Two years complete


Way of the Blade – Arbitrator Oakheart is a master of the blade and willing to teach you. The next step is focused on learning the details of Arbitrator Oakheart's style.

Time: 3 years.
Chance of Success: 30% (55% after modifiers).

Cost: Free
Reward: become Expert Bladesman (+30% to melee combat rolls, +3C)

Locked – One out of Three years complete


Lead Reinforcements – You are a very talented General and could lead the forces sent to reinforce Alfheim.

Time: 1 year

Cost: Free
Reward: Personally lead the forces sent to Alfheim to battle the Tyranids.


Expedite Administratum request – You have a good understanding of the Administratum and many contacts within it, and can use this to increase the likelihood that a request to the Administratum is carried out and how much you gain from it.

Time: 1 year.
Chance of Success: 49%

Cost: 14,200 Thrones
Reward: Request for aid: Adeptus Administratum gets +20 to success chance and has improved yield.


Speak to the People – Much to the surprise of both you and your advisors, you are a highly popular figure on Avernus. You can use this popularity to run a series of Tel-casts to raise the morale of both the civilians and the military.

Time: 1 Year.
Chance of Success: 60%

Cost: 3 550 Thrones
Reward: +1 to Civilian and Military Morale.


Seek the Emperor – You can study and meditate on the holy scriptures and strengthen your faith.

Time: 1 Year.
Chance of Success: 50%

Cost: Free
Reward: +1 Piety.


Courtly Manners – You can undergo etiquette training and learn how to negotiate more effectively.

Time: 1 Year.
Chance of Success: 50%

Cost: Free
Reward: +1 Diplomacy


Shadow Games – You can learn more about the shadow games played by the Inquisition and their forces from Arbitrator Oakheart.

Time: 1 Year.
Chance of Success: 45%

Cost: Free
Reward: +1 Intrigue


Investigate Headmaster Ridcully – Headmaster Ridcully is the head of the local Scholastica Psykana and therefore the leader of the local psykers. You should try to get information on him from the Adeptus Astra Telepathica.

Time: 1 Year.
Chance of Success: 50%

Cost: 13,700 Thrones
Reward: Character sheet on Headmaster Ridcully.

Project Cost Thrones Cost Materials Cost Metal Cost Promethium Cost Advanced Material
Send Aid to Alfheim 1,000,000 10,000   100,000  
Deathstrike 6,700 3,350   100 500
Vikings 39,798 14,593   3,184  
Bane Wolf 40,200 8,040   2,010  
Social Policy: Work Harder 10,000        
Examine Planet (Planet) 14,200 710 305 3,050  
Asteroid Miners 335,000 3,350 3,350 33,500  
Collegia 703,500 70,350 70,350 7,035  
Expand Food Stockpiles 611,500 122,300 61,150 12,230  
Enlarge Factories: Avernus 1,106,000 221,100 221,100 44,220  
Construct: Asteroid Miner 1,340,000 804,000   8,566 400
Population Pressure: Displace 402,000 40,200 20,100 201,000  
Population Pressure: Expand Hollin: Phase One 29,040,000 4,573,000 5,311,000 610,500 100
Population Pressure: Rebuild Limberlost 29,800,000 4,462,000 4,134,000 963,800 1,000
Establish Embassy 141,000        
Diplomatic Contact 42,600        
Deliver STC to Mechanicus 14,200        
Request for aid: Any 14,200        
Greet Tourists 7,100        
Trade Negotiations (Planet) 14,200        
Cultist Hunt 7,100        
Social Policy: Greatly Increased Surveillance 153,652 15,365      
Social Policy: Big Brother 768,259 76,826      
Police Training: Any 71,000 7,100   710  
Constant Recruitment: Psyker Hunters 670,000 13,400 670 67  
Explore Ruins 7,100 710 355 71  
Examine: Any 7,100 1,420 31 8  
Try to complete STC fragment: Any 7,100 1,420 31 8  
Research Station 1,340,000 268,000 67,000 26,400 10
Preliminary Examination (Species) 30,500 1,525 1,525 710  
Detailed Survey 91,500 4,575 4,575 710  
Regional Survey (Region) 30,500 1,525 325 710  
Expand Temple-Forge 8,040,000 2,345,000 469,000 23,450 100
Emperors Tarot 67,000       1
Expedite: Any 14,200        
Speak to the People 3,050        

  Thrones Material Metal Promethium Advanced Material
Gross Income 87,619,134 31,729,205 8,467,179 6,364,646 -12
Current Reserves 69,074,479 71,361,595 16,373,071 18,902,392 747
 
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Ok, plan time. Not a lot of hard choices this turn.

[X] Send Aid to Alfheim

Well, sucks that we won't have Vikings, but

[X] Asteroid Miners
[] Population Pressure: Rebuild Limberlost
[X] Collegia
-[X] Expedite: Collegia

We have to do one orbital action, and Astroid Miners is currently the only one availalbe. It'll also increase our metal production, so that's good.
We want to get Liberlost rebuilt ASAP because we want that Promethium. Liberlost is not affordable due to Advanced Material constraints. Needs to wait a year. Figuring out the best alternative.
Expanding Hollin. Now that we know Avernus isn't under threat we can go ahead and start a Hive Expansion. Decided to go with Collegia. We can wait one turn for the Forge Complex to come online and Expand Limberlost.

[X] Establish Embassy: Svartalfheim
[X] Diplomatic Contact (Niflheim)

Go ahead and try to get the embassy established, and Niflheim is desirable but if it fails due to the Shadow in the Warp it's not a big deal.

[X] Targeted Cultist Hunt: Yphax

Since Oakheart thinks we've still got a few years before we need to start replacing Psyker Hunters, I'd like to make a major dent in the remaining large cult before we do. Psyker Hunters can start next year.

[X] Explore Ruins
[X] Examine Hydra Variants

Explore the ruins again to continue clearing it out.
Examining the Refractors because A) we've had them for a while and B) they are pretty much a sure success with our bonuses, barring a critical failure. I could be convinced to switch to something else, but this will also open up a project to give all the Governor's Own Refractors as well. Changed to Hydra Variant. It's also pretty much a sure thing, and we won't be able to do the Refractor action next turn anyways due to our plans to expand Limberlost.

[X] Emperors Tarot
-[X] Double Down: Emperor's Tarot

Try again on the Tarot. Double down because chances are still low

[X] Lead Reinforcements
-[X] Free Action: For the battle, equip one of the working archeotech Refractors

We should lead the reinforcements. Equipping one of the working Refractors to further minimize our chances of getting killed.
 
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So one question durin on doing some of the adeptus mechanics examine item actions like the refractor field and the vox stc ; if we roll well on them would they be able to deploy a few of them even if only for the governor to use?

Also a thought on our friendly local inquisitor, I think he is of the Thorian faction who look for certain individuals who happen to be a lot more successful than they should be as possible champions of the god emperor. He is pushing the governor to be the leader to see how much the Emperor supports us.
 
@durin

I assume there is a preference for certain types of regiments on Alfheim? Such as Armor and Mechanized Infantry? Does General Drago have a recommended mix? Will we choose the mixture in a later vote or just whatever General Drago picks?

Will any of the Specialist or Artillery Regiments be available to deploy?
 
[X] Targeted Cultist Hunt: Yphax

Since Oakheart thinks we've still got a few years before we need to start replacing Psyker Hunters, I'd like to make a major dent in the remaining large cult before we do. Psyker Hunters can start next year.
Doesn't this mean you should take it this turn considering it takes three years to complete and to come into effect?
 
[X] Population Pressure: Expand Hollin: Phase One

Expanding Hollin. Now that we know Avernus isn't under threat we can go ahead and start a Hive Expansion.

Are you sure a hive expansion is as safe as you think it is? We might not be under threat from the Tyranids but we've still got our native wildlife to fear and we're going to be missing a lot of our troop numbers thanks to reinforcing Alfheim. Assuming we max out on reinforcements we're looking at potentially over half our forces committed off world.

As an aside, what are the chances of the fight with the 'nids taking more then a single week to resolve like our other wars? Specifically, are we looking at the possibility of a multi-turn war? Cos if we are then those Vikings might still have some potential uses.
 
[X] Enjou
Pretty much what I want(although I'd give Myrmidons a try. FINALLY)

Also, the idea of wearing one of the working refractors for going into battle seems to be a good idea. Although... Shouldn't we already have had one? Regular refractors are standard issue for Guard Colonels on the tabletop.
 
Crap... this is what happens when trying to be clever and get all the goodies in time instead of being safe and just getting the Vikings last turn. My fault as I'm the one that argued for that plan.

Military:

[X] Send Aid to Alfheim
1,000,000 Thrones, 10,000 Material, 100,000 Promethium
------------------------------------------

I'll try to come up with a plan on what 1,000 regiments to send. Fortunately the Milita will be done and that will make it safer to send lots of forces away.

Administorum:

[X] Asteroid Miners
335,000 Thrones, 3,350 Material, 3,350 Metal, 33,500 Promethium
[X] Collegia
703,500 Thrones, 70,350 Material, 70,350 Metal, 7,035 Promethium
-[X] Expedite: Collegia
703,500 Thrones, 70,350 Material, 70,350 Metal, 7,035 Promethium
------------------------------------------------

We can't refound Limberlost because it requires 1,000 Advanced Materials and we only have 700+. Why it costs that much I have no idea. Previous re-foundings didn't cost any advanced material.

Diplomacy:

@durin Shouldn't we have the option of Trade Negotiations with Asgard? We did establish an embassy there. Would it be helpful to negotiate with them for Asgard to send forces to help defend Alfheim as well? Or they already doing that?

[X] Establish Embassy: Svartalfheim
141 000 Thrones
[X] Diplomatic Contact (Nilfheim)
42,600 Thrones.

Might switch to Trade with Asgard if durin says that is an option.

Arbites:

[X] Constant Recruitment: Psyker Hunters
670,000 Thrones, 13,400 Material, 670 Metal, 67 Promethium

We are only 2 turns away from more open Arbites actions and I feel Yphax can wait that long. Frankly it is such a small city that it's not as high a priority to me as keeping psykers under control.

Mechanicus:

[X] Explore Ruins
7,100 Thrones, 710 Material, 355 Metal, 71 Promethium
[X] Examine Hydra Variants
7,100 Thrones, 1,420 Material, 31 Metal, 8 Promethium

Decided to go after the Hydra first.

Telepathica:

[X] Emperors Tarot
67 000 Thrones, 1 Advanced Material
-[X] Double Down: Emperors Tarot
67 000 Thrones, 1 Advanced Material

Personal:

[X] Lead Reinforcements
Free
 
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[X] Enjou
Pretty much what I want(although I'd give Myrmidons a try. FINALLY)

Also, the idea of wearing one of the working refractors for going into battle seems to be a good idea. Although... Shouldn't we already have had one? Regular refractors are standard issue for Guard Colonels on the tabletop.

We could always just take one of the working versions with us. We have something like 5 or 6 that are completely functional.
 
Are you sure a hive expansion is as safe as you think it is? We might not be under threat from the Tyranids but we've still got our native wildlife to fear and we're going to be missing a lot of our troop numbers thanks to reinforcing Alfheim. Assuming we max out on reinforcements we're looking at potentially over half our forces committed off world.

As an aside, what are the chances of the fight with the 'nids taking more then a single week to resolve like our other wars? Specifically, are we looking at the possibility of a multi-turn war? Cos if we are then those Vikings might still have some potential uses.

Yes, it should be fine. We expanded our forces specifically so we could field an army without stretching our defenses thing, and the city still has the enhanced defenses.

We could always just take one of the working versions with us. We have something like 5 or 6 that are completely functional.

I included this in my vote:

-[] Free Action: For the battle, equip one of the working archeotech Refractors
 
We can't refound Limberlost because it requires 1,000 Advanced Materials and we only have 700+. Why it costs that much I have no idea. Previous re-foundings didn't cost any advanced material.

Previous refoundings did not include the defenses we currently have.


Also, don't forget to double down on the Tarot. And you should Expedite the Collegia. It's quite affordable to do so.

EDIT - I'm changing over to Collegia. I'd rather start refounding Liberlost next turn, since we could afford it due to the Forge Complex coming online at the end of this turn.
 
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I propose:

[X] Send Aid to Alfheim

Not really a choice.

[X] Construct: Asteroid Miner
I prefer to increase the number of space ships while we can, and I expect we'll want the existing intra-system ships when the Moon Cities are established.

[X] Population Pressure: Expand Hollin: Phase One

The only thing we can really afford to fix rather than move the problem

[X] Establish Embassy: Svartalfheim
[X] Diplomatic Contact (Nilfheim)

Not much else to so with the warp as it is

[X] Targeted Cultist Hunt: Yphax

Let's break the back of them while we can

[X] Try to Complete STC Fragment: Warp Scanners

More warning about attacks would be very useful particularly if there are incoming waves of tyranids.

[X] Expand Temple-Forge
-[X]Expedite: Expand Temple-Forge

We can't trade with Atlas, we have a big backlog of research to do, and a big backlog of manufacturing already researched equipment, so we might as well expand our infrastructure in the lull while the payoff from research and exploration is further away

[X] Emperors Tarot

Let's get this done

[X] Lead Reinforcements

Another obligatory one
 
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FYI to those voting for my plan, I changed to doing the Hydra Variant this turn instead of Refractors. We'll have open military actions next turn, and we won't be able to afford to do the Governor's Own action next year if we want to expand Limberlost next turn. Hydra Variants are more optimal.

@Alratan - You forgot a Personal action and a Pyskana action. Also, we just bought 10 Asteroid Miners. And don't forget to double down on something.
 
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I've added the last two actions.

I wouldn't count on having many open military actions next year. If we spend the year campaigning on Alfheim we may not have the personal attention to give, as we won't be there, and we're going to want to be building up

For example, if we're fighting the Tyranids, we're really going to want to get both Deathstrike Missiles and Macharius Heavy tanks to counter tyranid synapse creatures as soon as possible, and that's not mentioning the Vikings that are obvious. I think we need them more than Limberlost.
 
[X]Send Aid to Alfheim

Want to keep this planet, or at least slow down the rate at which it falls.

[X]Asteroid Miners
[X] Population Pressure: Expand Hollin: Phase One

Metal constraints, pressure because we're campaigning to stall the Tyranids.

[X] Establish Embassy: Svartalfheim
[X] Diplomatic Contact (Niflheim)

Don't care about any, requests for aid are too low due to shadow in the warp.

[X]Constant Recruitment: Psyker Hunters

Want to get this done, we're grinding away at the cults anyway. Better if we don't risk running out of Psyker hunters in a few years because we were too busy otherwise.

[X]Explore Ruins
-[X] Double Down: Explore Ruins
[X]Expand Temple-Forge
-[X]Expedite: Expand Temple-Forge

Advanced material constraints suck, want to alleviate this even more. Also another +10 bonus to rolls. Which is good since we have a pretty big backlog of negative base chance actions.

[X]Emperors Tarot

Re-roll, 'nuff said.

[X]Lead Reinforcements

Because we are an awesome general. If things become too hot for us we can retreat.

Edit: If we can't expedite the psyker hunters we might as well expedite upgrading the forge.
 
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Can we expedite Collegia?


EDIT:

[X] Enjou.

I wonder if we can finish Specialists and Artillery before we have to depart. Hm.
 
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