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 think allowing citizens to emmigrate/retire to subsector capitals (and our colony if we get around taking one) would be right move morality-wise, while majority of our population are willing (and maybe even happy) to live on Avernus forcing the minority that aren't sounds cruel and inhumane, and alowing emigration would provably increase the morale as well. Obviuosly we should limit the max number of emmigrants (no more than 0.5% of our total population or maybe no more than 25% of our population growth last year sounds good), prioritising those with PTSD/depression or those who generally suffered great losses, parents with sickly/weak children who have almost no chance of reaching adulthood on Avernus, etc.
 
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They discovered a reactor similar to the one found at Objective Alpha-Two and Champion Surt was able to determine enough about it to delay the explosion for up to three days.
I just noticed this, but Surt's learning (which we know is one of his main skills) is high enough to stop the explosion of Dark Eldar Dark Matter generators for three days despite working through a different language, while not being a psyker to our knowledge.

Yikes.
 
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I just noticed this, but Surt's learning (which we know is one of his main skills) is high enough to stop the explosion of Dark Eldar Dark Matter generators for three days despite working through a different language, while not being a psyker to our knowledge.

Yikes.
I just want him to share his AM/EM tech. It's our biggest bottleneck to having a "complete" military. Shit, imagine if the entire trust got it, things would be absolutely insane.
 
I just want him to share his AM/EM tech. It's our biggest bottleneck to having a "complete" military. Shit, imagine if the entire trust got it, things would be absolutely insane.
Wiggles hands.

Who knows how much he actually has.

Well him and Niflehiem have more than the rest of the Trust, but for all we know he has shared a lot of the production STCs and the reason he has so much is a combination of lulzy education and all his cities having Forge Equivalents.

Then again
Niflheim
Mining World
Founding Member of the Imperial Trust with High Council Seat
Population: 3.33 Billion
Governor: Governor Ulrik
Technology Level: 18+
View of Avernus: 8/10
.

That reminds me.

@Durin
1. That bribe that Muspelheim used on Granalf to make him vote for the Quartok waaaaay back
Divination Re-Roll d100=62+ 15(diplomacy) + 10(astropathic choir)+10(Grandmaster of Divination)+50 (Muspelheim)=147: Critical Success
Svartalfheim will vote for the Quartok

Argument For Quartok: When the warp storms end, we are going to have to deal with a universe that is no longer dominated by humans. Xenos have been a threat to humans in the past, and we must take precautions to avoid being endangered by them. However, Xenocide is likely to no longer be feasible. We will need to change our behavior, and that creates risk. The Quartoks provide us with a perfect test case to experiment with, allowing us to learn how to deal with Xenos without resorting to pure Xenophobia. They are small in number, concentrated in a single city, on a Deathworld that is also a Fortress World. They are incapable of threatening worlds other than Avernus, and Avernus has sufficient forces to defend against them. They have agreed to Arbites monitoring in their city, so they will not be able to conceal any improper actions. If they became actively hostile to humanity, they could easily be wiped out. We are unlikely to again find such an easy scenario to practice dealing with Xenos, while still maintaining absolute human superiority in the relationship. Taking in the Quartoks is the more cautious action, as it allows us to prepare for future situations that are currently strange to us.

After being delayed a bit by Headmaster Ridcully your diplomats set off to convince First Artisan Granalf that the Quartok may possible be able to act as a test case and are unlikely to be in any danger. They found that a delegation from Muspelheim arrived on Svartalfheim for the same reason and the combination of your pragmatic arguments and Muspelheim's use of historical data, and some sort of bribe that your diplomats didn't catch, was able to convince First Artisan Granalf to vote to support the Quartoks. You were rather surprised by this outcome given that you were expecting to be able to convince him to abstain at best.

In turn 54, can Ridcully have a peak at what that was?
 
Who knows how much he actually has.

Well him and Niflehiem have more than the rest of the Trust, but for all we know he has shared a lot of the production STCs and the reason he has so much is a combination of lulzy education and all his cities having Forge Equivalents.
Oh well, guess it's best to jointly colonize with the Svarts. I figure their colonies will eventually make a good amount of AM/EM.
 
Oh well, guess it's best to jointly colonize with the Svarts. I figure their colonies will eventually make a good amount of AM/EM.
Shrug.

Honestly I'd rather convince Muspelheim and Nifleheim (so Muspelhiem) to do a joint colony with us.

Rational. we're the progressive block (Well us and Jotunheim, but all 4 maybe stretching here) so it benefits us to do it and draws our leadership and worlds closer together, we're some of the most efficient of the nine worlds (in fact I think we are the top 3 most efficient) as well as some of the richest.

We also produce large amounts of AM/EM.

Muspelhiem can probably convince Niflehiem as they seem to do what Surt says, Muspelhiem has run out of room on its Nomad cities so their population should go some where and Niflehiem seem able to reproduce at an ungodly rate and more blanks always being a good thing. It would also get us a guaranteed vote on the high council when the chips are in.

Pipe dream probably (politics, getting them out of their shell ect.), but a nice one to consider.

To be clear I have no issue with a joint colony with Svart in fact it might be very beneficial and endear ourselves closer with their artisans ect. and get them to share their more advanced secrets as well (yeah they're holding back as well unless they were STCs we found).
 
Hopefully there will be some deathworlds around to colonize.
Given a majority of death worlds are either uninhabitable rocks, ice balls or magma balls, I think we've got most angles covered.

Any animal like ones we've also got covered.

Also all colonies will be on Ork Worlds so technically they all are :).
 
Given a majority of death worlds are either uninhabitable rocks, ice balls or magma balls, I think we've got most angles covered.

Any animal like ones we've also got covered.

Also all colonies will be on Ork Worlds so technically they all are :).
Heh, I just want to do whatever we can to get more AM/EM through the Trust's colonizations.
 
I think we should get Ridcully to take a nice long look at Surt the next time he's even slightly free. I'm sick of this mystery, and while he might put tech us, we can definitely out magic him.
 
the poor ridcully is being overworked^^, and considering that he also try to protect the governor and his assessors I am all for helping boost his manager skills (He truly need give his position), can he get the one of the 'Avernite Administrator' variants? I already say that probably not because none that I remember right now have it are from military and the other sectors from our planet (and I hope that all help that could be give from inter-department know hows and knowledge are being distributed, since all our team is very competent in what they do and usually don't need us to micro manager them).

But since we are giving ridcully stuff to do, what about Salem? last time that I check we were receiving a 'every thing is normal?' (I think, i probably wrong in this one), do that place continuous to make lots of psyker? (I really don't remember).
 
We can contribute to a colonizing project(maybe the trust one this time) or two but colonizing offworld ourselves is abit useless during the current system more or less beside the politics angle .
Should send abit away as a "valve" of sorts or people who want safer place to leave but otherwise not much. Maybe like 100-250mil per turn like we kept sending to byzantium isnt uber massive considering that we have hit over a billion pop growth
We can pay for colonizing for the regular resources i guess ( i mean thrones materials mainly with some metal thrown in maybe?)

@Durin
1) Since we have stopped sending people to byzantium does that mean we can finally get info on the world and can build the embassy during the upcoming turn?
2) Now that we are done with duat expansion can we start colonizing another region this turn or atleast do a action or two preparing for that this turn?

I think allowing citizens to emmigrate/retire to subsector capitals (and our colony if we get around taking one) would be right move morality-wise, while majority of our population are willing (and maybe even happy) to live on Avernus forcing the minority that aren't sounds cruel and inhumane, and alowing emigration would provably increase the morale as well. Obviuosly we should limit the max number of emmigrants (no more than 0.5% of our total population or maybe no more than 25% of our population growth last year sounds good), prioritising those with PTSD/depression or those who generally suffered great losses, parents with sickly/weak children who have almost no chance of reaching adulthood on Avernus, etc.

I took a bit of a look at the population growth, we were growing an average of 1.5% last turn. So that's roughly 165 million people over 5 years. That's about 33 million a years. And I think that was one of the lower growth turns. So I figure 10 million makes a nice round figure for the number of yearly colonists we can send out.
 
I took a bit of a look at the population growth, we were growing an average of 1.5% last turn. So that's roughly 165 million people over 5 years. That's about 33 million a years. And I think that was one of the lower growth turns. So I figure 10 million makes a nice round figure for the number of yearly colonists we can send out.

No, it's 1.59% growth per year. Over the 5 year turn it's 7.92% growth, or about 830 millions.
 
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@Durin:
1) what's the current average population growth rate for Midgard:
1a) right now?
1b) without birth control?
1c) with fertility drugs?

With the last option we'll likely have to create an ceaseless shuttle service between Midgard and colony worlds.
 
1) what's the current average population growth rate for Midgard:
1a) right now?
0.55% per year, it's in in the Imperial Trust Sytems post, under Midgard > Statistics. As for growth without birth control - Asgard is keeping 3% growth while Alfheim and Jotunheim are both at 2.3%, to give general idea how much population can grow when space isn't restricted.
 
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I'm a bit concerned at the fact that most of our citizens are living in impregnable fortress cities, relatively safe from Avernus. We need to better promote the wilderness survivalist types lest our people become too locked into a comfortable siege mentality.

What we need is to colonize a region on Avernus whose wildlife or geographical features actively discourage large, permanent concentrations of civilization. Perhaps these colonists can live nomadic lives on village-skiffs that house entire clans, or in a network of ghost towns that fluctuate between flourishing or empty as the inhabitants move about the region in accordance to their needs. These people won't be economically productive, but will pay their tithes in the form of the best unaugmented human infiltrators and light infantry in the galaxy after the Phase Tigers.

@Durin is this possible?
 
I'm a bit concerned at the fact that most of our citizens are living in impregnable fortress cities, relatively safe from Avernus. We need to better promote the wilderness survivalist types lest our people become too locked into a comfortable siege mentality.
The comfortable siege mentality doesn't work so well when spiders keep appearing out of no where.

Or spiders come out of the walls.

@Durin did make a point that despite our now ludicrous defences the Wildlife still bypasses them.
 
yeah, just was busy with work, will have next updates up today
I'm a bit concerned at the fact that most of our citizens are living in impregnable fortress cities, relatively safe from Avernus. We need to better promote the wilderness survivalist types lest our people become too locked into a comfortable siege mentality.

What we need is to colonize a region on Avernus whose wildlife or geographical features actively discourage large, permanent concentrations of civilization. Perhaps these colonists can live nomadic lives on village-skiffs that house entire clans, or in a network of ghost towns that fluctuate between flourishing or empty as the inhabitants move about the region in accordance to their needs. These people won't be economically productive, but will pay their tithes in the form of the best unaugmented human infiltrators and light infantry in the galaxy after the Phase Tigers.

@Durin is this possible?
if you find the right region yes, though I will mention that around a precent of your population either lives outside the main cities or works outside the main cities
 
yeah, just was busy with work, will have next updates up today
Hope its all going good then :).

if you find the right region yes, though I will mention that around a precent of your population either lives outside the main cities or works outside the main cities
I take it the ones that live outside are the strange even by our standards lot, like hunter muc hunt mcgins?
 
if you find the right region yes, though I will mention that around a precent of your population either lives outside the main cities or works outside the main cities
What kind of work do these people have? Can't imagine what work they have out there unless they're military personnel doing gardening.

Also the last update had the wrong title and threadmark title.
The Thirteenth Meeting of the High Council Part Five: An Discussion on Colonisation
The Ninths Meeting of the High Council Part Six: Trading Begins
 
With all the talk about colonization, populations and their growth rates, I made a easy to read table for populations of Imperial Trust Systems at the end of turn 89:
System Population (in billions) Average Growth Per Year Last Turn
Midgard 196.22 0.55%
Vanaheim 52.50 0.85%
Svartalfheim 15.03 1.40%
Helheim 11.10 1.11%
Nilfheim 6.04 2.00%
Alfheim 4.49 2.30%
Byzantium 3.99+ 3.53+%
Jotunheim 3.60 2.30%
Muspelheim 1.10 0.00%
Asgard 0.70 3.00%
Imperial Trust 294.76+ 0.79+%
I approximated Byzantium population on these facts:
Reward: Send fifty million colonists to Fjol IV for the next forty years, 50% of the total population ends up Avernite
1. This seems to indicate that Byzantium receives 100 million immigrants per year
2. There will also be some natural population growth (especially since half of population are Avernites who breed like rabbits), however this is a relatively new world and everyone will be quite busy settling in and creating infrastructure so I assumed relatively conservative 0.75% per year growth.
3. We have been sending colonist for 35 years.
 
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