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
I read a lot more than one page and can safely say that it does not mean what you think it means, the reason behind it is explained in other articles btw. But whatever, I really don`t care all that much if you don`t like it. Different people and all that.
3. A Warp scanner that doubles the distance of safe calculated jumps and doubles warning times.
I really don`t get where people are getting that calculated jumps even with better scanners are going to be safe. The description of the warp scanners does not say it will make calculated jumps safer, it just says they will allow us to make longer jumps:
The first as a partial STC, 68% complete, that seems to be a better warp scanner, that would allow you to spot ships approaching in the warp sooner and to make longer range calculated jumps.
Just a minor nitpick ;)
 
Is there any other way to increase mining income other then the miner space craft at this junction? Any untapped locations on the planet, or that weren't fully exploited?

There will be loads of places on-planet that are unexploited - the problem is that to support our orbital industry with those resources will require us to launch them out of our gravity well.

They can mine for Promethium but will take a refit and not as effectively

Hmmm. So I guess that would take longer than the year it takes us to activate asteroid miners? How about manufacturing promethium miners from scratch? Does it take longer than the 3 years required to manufacture new asteroid miners?

fasquardon
 
I really don`t get where people are getting that calculated jumps even with better scanners are going to be safe. The description of the warp scanners does not say it will make calculated jumps safer, it just says they will allow us to make longer jumps:

Just a minor nitpick ;)

Current warp scanners can calculate jumps longer than 4 light years, it just isn't safe to do so.

http://warhammer40k.wikia.com/wiki/Warp-Drive

It is not safe to make a calculated jump of more than four light years at one go. The longer the jump, the greater the chances of a significant change in Warp current movement.

The risk increases exponentially past the four light year barrier, so nobody actually does calculated jumps beyond four light years even though they technically could. To say that it doubles how far you can jump implies a safe jump, because if it wasn't safer then why would you risk it? The advanced scanner would scan farther, and thus have more information, and thus would be able to make better predictions on current changes since it has more information to work with. It would make sense that the distance you can jump safely would also increase.

Of course 'safe' is a relative term in regards to Warp travel. There is always a chance something can go wrong, it's just a matter of acceptable measures of risk.
 
@durin how will the Small Shipyard work?

Will we get free options of what we pick to build out of it equal to the number of build projects it can do and pay the costs of the ships or do we need to dedicate Administrator actions?

I would prefer the former as action numbers are getting more scarce especially with the multi-year build projects taking up slots for a long time.
 
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how will the Small Shipyard work?

Will we get free options of what we pick to build out of it equal to the number of build projects it can do and pay the costs of the ships or do we need to dedicate Administrator actions?

I would prefer the former as action numbers are getting more scarce especially with the multi-year build projects taking up slots for a long time.
It will take ether admin or military actions
 
Of course 'safe' is a relative term in regards to Warp travel. There is always a chance something can go wrong, it's just a matter of acceptable measures of risk.
Keep in mind that we are going to get hit with warp storms. I fully expect durin to start rolling how well the jump went, when that time comes. With us having some negative modifiers due to storms making warp even more unpredictable than it already is.
 
It will take ether admin or military actions

Will it be an additional action on top of what we have now?


Keep in mind that we are going to get hit with warp storms. I fully expect durin to start rolling how well the jump went, when that time comes. With us having some negative modifiers due to storms making warp even more unpredictable than it already is.

Warp storms are bad for any kind of Warp travel, safe or otherwise, so... yeah.
 
Will it be an additional action on top of what we have now?

It seems unlikely. Durin has stated in the past that he is highly sensitive to giving us too many actions per year. I am of two minds on this. As an involved quest player, I always want more actions. As a disinterested observer, I completely understand his viewpoint; Look at what we've managed in twenty years given what we got now...
 
It seems unlikely. Durin has stated in the past that he is highly sensitive to giving us too many actions per year. I am of two minds on this. As an involved quest player, I always want more actions. As a disinterested observer, I completely understand his viewpoint; Look at what we've managed in twenty years given what we got now...

If there are additional actions for it, I would expect them to be sub-types of an action. We have three types of Mechanicus actions (Explorator, Biologis, and Forge Master) and two types of Administratum actions (ground and orbital) with minimums enforced for each, and I believe on freestyle action for both. If he goes with making it a Munitorum action I would guess it'd be a new type, because honestly I don't see General Drago having to spend any time on building ships - that would be something I'd expect Admiral Parnell to handle.

The shipyard has the "can build up to four cruisers or a two dozen escorts at a time, can build anything up to a battlecruiser" and a cruiser can take 5 to 20 years to build depending on the shipyard. It would seem odd to leave it doing nothing, considering how much it costs, just because of lack of actions.

It might be best to just create a Shipyard action section, like the Psykana one. Give it two slots, dividing up the capacity. Most projects are long term (3 to 6 years, more in some instances) and generally high costs so the action slots are locked up most of the time. Action types would probably include things like...

-Build 2 cruisers (5-6 years)
-Build 2 light cruisers (4 years)
-Build one battlecruiser (6-8 years)
-Build a dozen escorts (3-4 years)
-Build [n] troop transports (3 years)
-Repair/Refit up to 2 wrecked cruisers (2 years)
-Repair/Refit wrecked escorts (variable, depending on how many hulks you have)
-Repair/Refit DAoT ships (variable, depending on size)
-Upgrade systems in existing ships (varies, depending on how many ships don't have the latest upgrades and how many upgrades there are to do)

Something like that would make sense, IMO.

EDIT - The upgrade action could also have us upgrading some ships for Vanaheim for profit.
 
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Specialized categories or restricted actions is the way to deal with the danger of "action inflation".

In the bits and pieces I play with, the idea is you get a single action for having an advisor, lieutenant or whatever who's competent in the category (and if you quality, you can spend a personal action as, well, 'personal attention' in this quest). You can get a second from infrastructure and organization that has upkeep, but you are very rarely going to be able to get a third (ie, supernatural assistance, very exclusive training, genius advisors and so on).

But let's take Mechanicus actions in this quest. We have what would be a "broken" amount. But really, we have three sub-categories, each of which get a single action to choose, and a single 'Mechanicus-wide' action that can be from any. So once, say, the Forge Master doesn't have new expansion projects, that action lies fallow until that changes. Rather than discussing "which four Mechanicus actions should we take", we discuss "which species should we investigate" or "explore a ruin or try and complete something we've found".

Our new Astra Telepathica category has only two options - hunt down minor talents and train in the Emperor's Tarot. Once the latter completes, unless others are unlocked, that action choice has become "optional upkeep to hunt minor psykers".

The other way is to widen the scope of objective a single action/year performs, which is probably a bit trickier to handle. What if we upgraded the Biologis infrastructure, and the effect isn't to get a second Biologis action, but to allow the second tier of species examination to be done in one year instead of two and the third tier to be completed in two years instead of three? We still go through the vast amount of surveying and dissection and analysis Avernus has to offer faster over time, but we still have that focus on a single thing each year.
 
The other way is to widen the scope of objective a single action/year performs, which is probably a bit trickier to handle. What if we upgraded the Biologis infrastructure, and the effect isn't to get a second Biologis action, but to allow the second tier of species examination to be done in one year instead of two and the third tier to be completed in two years instead of three? We still go through the vast amount of surveying and dissection and analysis Avernus has to offer faster over time, but we still have that focus on a single thing each year.

We got the Genetors which means we now have a passive chance each year of discovering new species.

@durin How great is the % chance of discovering new species?
 
I'd presume our ships with flight decks will be bringing some along, but in transports? Probably not.

EDIT - Also keep in mind that Vanaheim will likely have their naval forces there as well.

Transports carrying Navy fighters and Bombers is totally a thing. They are specifically listed in the Warhammer wiki as a thing - sometimes used to surprise pirates.

More Navy firepower is always good.
 
1000 Regiment Plan:

[] Navy (100 Wings = 100 regiments worth)
-[] 50 Wings: Fury Interceptor
-[] 50 Wings: Starhawk Bombers

Better to fight the enemy in space instead of on the ground where there is biomass. Also with 5 wings taking up as much space as a regiment, and fighter and bomber wings already being higher firepower then a single regiment it's obvious we should take as much as we can safely spare. This is a little less then half our Space based fighters and bombers. We should be able to deal with anything like a small raiding force attacking Avernus while we are gone.

[] Airforce (177 Wings = 35.4 regiments worth)
-[] 50 Wings: Thunderbolts
-[] 25 Wings: Lightnings
-[] 25 Wings: Avengers
-[] 15 Wings: Marauder Bombers
-[] 5 Wings: Marauder Vigilants
-[] 4 Wings: Wings of Thunder
-[] 3 Wings: Psyrodactyl
-[] 50 Wings: Cargo Ships

We've learned from painful experience what it is like to be fighting without conroling the skies. We want a sizable air force supplementing our ground troops. This leaves 50+ Fighter wings on Avernus along with roughly half our bombers and ground strike fighters. Cargo ships allow rapid redeployment of troops. We cannot ignore potential logistical issues. This should be enough Cargo Ships to move 40 regiments an hour or thereabouts? @durin Can you confirm?

[] Elites and IG = 155.6
-[] 2 Shadowswords = 0.2
-[] 2 Baneblades = 0.2
-[] 2 Stormlords = 0.2
-[] 1 Vanquisher (Lemon Russ) Regiment = 1
-[] 14 Black Irons = 14
-[] 30 Drop Infantry = 30
-[] 25 IG Rough Riders = 25
-[] 20 IG Armor = 10
-[] 15 IG Heavy Infantry = 15
-[] 20 IG Light Infantry = 20
-[] 15 IG Mechanized Infantry = 15
-[] 25 IG Infantry = 25

Leave the Shadowblades behind so just in case something horrible happens Avernus will have at least 2 Squadrons of Titan-killer level weapons. Taking most of the IG level forces.

[] 30 Specialist Regiments = 15 regiments space worth
-[] 10 Artillery Regiments
-[] 3 Hellhound Regiments
-[] 7 Devil Dog Regiments
-[] 5 Sentinel Regiments
-[] 5 Anti-Air Regiments

[] PDF Forces = 694
-[] 100 PDF Armor = 50
-[] 104 PDF Mechanized Infantry = 104
-[] 300 PDF Infantry = 250
-[] 105 PDF Light Infantry = 105
-[] 50 PDF Heavy Infantry = 50
-[] 180 PDF Rough Riders = 115

I think we want to bring Rough Riders. They have as many Lemon Russ as the Mech. Infantry, and as many Monitors as Light Infantry. They seem pretty close to something like dragoons (mounted Infantry) or heavy cavalry.

Unless the camels will have difficulty with the Tyranids. I suppose that might be a reason to leave them behind.

@durin What are General Drago's thoughts on the above list for reinforcing Alfhiem? Are there certain types he thinks we should bring more of? Certain types he thinks we should avoid bringing? Certain types he thinks we need to leave more of behind on Avernus?
 
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