Uh, if I recall correctly, anybody born with genetic defects are killed, mostly out of mercy more than anything else, eugenics have been going on for a while now.
Uh, if I recall correctly, anybody born with genetic defects are killed, mostly out of mercy more than anything else, eugenics have been going on for a while now.
Mutants are killed, but we don't have many of them as they're caused by pollution and even before we got all the STCs we had anti pollution STCs so natural mutant numbers are negligable. We most get chaos mutants so shoot them... and psykers. People with just defects is correctable however.
Don't have an arm, don't worry Biotics are included free of charge ect.
Wrong. Factually wrong.
As has been stated time and time again we traded 'luxury goods' for basic information, including what creatures they like to eat. It cost us so little that Durin didn't even bother to record a cost.
We have never traded them animals.
Additionally, there is no reason to believe that the Sirens can't get phase tigers and T-Rex or whatever. They are powerful psychic telepaths, it's not like they have to physically overpower the animals. Maybe they don't have access to some of the animals that live far away from the water, perhaps creatures in Aridia. More likely is something from off planet, earth monkeys maybe?
This is rather like saying a pre-Rome British tribe could go hunt lions. Yes they technically have everything they need to travel to the heart of Africa and kill/eat lions. This doesn't change the fact that it would be a decade long expedition through multiple hostile territories and environments.
Can the Siren get any of the land animals we know about? Probably, but only with herculean effort and a horrific number of casualties.
In contrast we can deliver such exotic meals for fairly minor cost.
So please stop acting like the solution is obvious and that I just don't want to do it.
3. We do, but I'm thinking a bit long term here - worlds that can grow Promethium will be able to supply themselves at least partially even if they don't have their own reserves. Beergrass hasn't been noted to be dangerous, so it seems like a viable thing we can export, and would probably increase Alfheim's ability to make bio-Promethium if nothing else.
It would be nice to get something exportable from the bio-research. However I feel we have more urgent things to research. Someone suggested we study the Sphinxes, since we are talking to them about warp rifts anyway.
because Maximal is a perfectionist and trying to upgrade a force that is not exactly base line human anymore
Avernites are on the path to being Abhumans
If the Phase Tigers are becoming Abhumans then either they're dieing of old age and being replaced or Avernus is actively manipulating us and not just guiding evolution.
They're rather unlikely to crit on it, though, and unlike Ace armor I would say that Destroyer is important enough that we'd want Tranth able to add extra features.
They're rather unlikely to crit on it, though, and unlike Ace armor I would say that Destroyer is important enough that we'd want Tranth able to add extra features.
I would also use Tranth for the Ace Armor, I´m pretty sure getting a crit in the five armor models is worth of a trait, or a bonus when dealing with Astartes Tech.
And once we finish the all the Armor variants @Durin confirmed that Tranth will have the chance of examining and upgrading the Dreadnaughts.
They're rather unlikely to crit on it, though, and unlike Ace armor I would say that Destroyer is important enough that we'd want Tranth able to add extra features.
If the Phase Tigers are becoming Abhumans then either they're dieing of old age and being replaced or Avernus is actively manipulating us and not just guiding evolution.
The Phase Tigers are indeed breeding to replenish their numbers.
Although it should be noted that none have yet died of old age and unless we run out of rejuve none are expected to for another four or five centuries.
Just as a reminder, I believe we only have ten of these (@Durin, could you confirm how many Super Exitus Rifles we have in stock? I can't find our stock of unstudied archeotech samples in the AdMech section.), we lose 1d6 in the attempt, and the chance of success is below zero even with a double down. If we're going to study these, we need to do it with a double down and Cheating.
-Y3: Sound Out: Asgard and something about advanced materiel sources, expanding/improving knights production (right now this is rather vague, but it does seem like there is a lot to talk about - need to spend some time figuring exactly what this is in a way that ties it all together).
@Durin
I have some questions regarding the trade with Asgard.
To begin with we had in every trade deal always given Asgard the maximum number of Knights they wanted. That is the norm for over 150 years and will remain for the forseeable future as well.
1. Is it right to say that Avernus has gained a good deal of experience in the construction of knight-titans?
2. Do we have an expert that has overseen/took part in the construction process of the knights? (Maybe later to revealed through Person of Interest?)
3. How feasable is building a foundry/construction yard specialiced in knight-titans?
3a. Avernus can not field them but as players we want to advance the project to build titans of our own. So besides economics would such a specialiced building grant understanding or bonuses to any part of the nessecary steps to develop and build our own titans?
3b. Would it help in the repair actions for our damaged titan?
3cI. Would it enable the possibility of master crafted knight-titans? If so: How long until the nessecary artisans have the needed skill level?
3cII. A really long shot idea: How long until the artisans can try to build at low relic grade? I only ask because building equipment at that level seems possible.
3d. What is your opinion on a Sound Out regarding asking for support on the matter? I understand that Ask Planet For Information has to be done seperatly.
Ok, here's my plan. I do still have to determine which cities will get the defence upgrades - I can't find the list for cities that haven't finished upgrading, but I remember someone posting it. Can someone point me to it?
[X] Plan Enjou T90
Munitorum
SLOT A - Year 1
-Y1: Recruit For Trust Guard
-Y4: Phase-Tiger Riders: Helguard Companies
SLOT B - Year 2
-Y2: Phase-Tiger Riders: Phase-Tigers
SLOT C - Year 3
-Y3: Thundabeast Riders : Planning
Void Command
SLOT A - Year 1
-Y1: Advice: Chapter Master Julius
-Y5: Build Advanced Orbital Defence Stations
--EXPEDITE YEAR 5
SLOT B - Year 3 (Construction Action)
-Y3: Construct: Cruisers and Escorts for Midgard
Administratum
SLOT A - Year 3
-Y3: Upgrade Defences: The Fair Isle
Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Investigate Relationship (Vanaheim, Svartalfheim)
-Y4: Investigate Relationship (Vanaheim, Muspelheim)
-Y5: Investigate Relationship (Vanaheim, Byzantium)
SLOT B - Year 1:
-Y1: Investigate (Reputation of Avernus in the Trust)
-Y2: Investigate (Reputation of Rotbart in the Trust)
-Y3: Sound Out (Colonization Plans)
-- Check to see what the colonization plans for Garkill's former worlds are among your fellow Trust members, and if any are interesting in a possible joint colonization project with Avernus.
-- REPEAT UNTIL ALL WORLDS HAVE REPORTED IN.
-Y4-Y5: Diplomatic Relations (Go down list, repeating if failed: Byzantium, Svartalfheim)
Here I decided to go with a bunch of Investigations. Klovis-Ultan suggested that we check on our reputation in the Trust, both for our planet and our Governor, so I'm doing that. I'm also checking on Vanaheim's relationships with some other important players, particularly Svartalfheim (the other major conservative planet), Muspelheim (the other major progressive planet), and Byzantium (the newly founded Astartes Homeworld, which is likely to be a major player going forward).
I am also doing a combined Sound Out to see what the colonization plans for every other world is, and if any of them are interested in doing a joint colonization project with us. (I didn't see the need to turn that into separate actions)
Arbites:
SLOT A - Year 1
-Y1: Oakheart School of Swordsmanship
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Advanced Astartes Power Armour: Destroyer
--DOUBLE DOWN YEAR 2
SLOT B - Year 2 (Biologis)
-Y2: Preliminary Examination (Beergrass)
-Y3: Bionics Part One: Investigation
--DOUBLE DOWN YEAR 3
SLOT C - Year 3 (Free)
-Y3: Expand and Upgrade: Dorthonion
Removed the Beergrass investigation from my draft proposal. EDIT - Nevermind. Added it back. The entire reason I had something in that slot was to get the Double Down timing right.
Ministorum
SLOT A - Year 1
-Y1-Y5: The Search
-- IF NAVY IS FULLY CLEARED BEFORE THE TURN IS OVER, THEN SWITCH TO Those in the Shadows
SLOT B - Year 1
-Y1-Y5: The Search
-- IF NAVY IS FULLY CLEARED BEFORE THE TURN IS OVER, THEN SWITCH TO Those in the Shadows
Added a caveat to switch to Those in the Shadows if
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Research: Neo-Astropathic Receiver Choirs
-- REPEAT IF FAILED
-- DOUBLE DOWN YEAR 1
-Y4: Research: Destructive Frequencies
-- DOUBLE DOWN YEAR 4
SLOT B - Year 3 (Xavier)
-Y3: Advanced Wards: Fólkvangr
-- EXPEDITE YEAR 3
SLOT C - Year 1 (Tamia)
-Y1: Research: Neo-Astropathic Receiver Choirs
-- REPEAT IF FAILED
-Y4: Research: Destructive Frequencies
I'm sticking with doing both the Choir and Destructive Frequencies. These are both actions that require coordination from Ridcully and Tamia, and trying to coordinate them is a pain sometimes, but things line up nicely here. A number of players have also wanted to get Destructive Frequencies done, and this is a chance to do it.
Personal
SLOT A - Year 1
-Y1: Personal Attention: Expand Phase-Tiger Enclosures
--EXPEDITE YEAR 1
-Y5: Readiness Training: Fleet
SLOT B - Year 1
-Y5: Spend Time With (Chapter Master Julius)
-Y2: Promotion (Marshal)
-Y3: Chain of Command
-Y4: A New Admiral
-Y5: Spend Time With (Chapter Master Julius)
SLOT C - Year 4
-Y4: Thaddeus Expertise: Upgrade Defences: Gormec, Lonely Citadel, Lemnos, Arbor
Just as a reminder, I believe we only have ten of these (@Durin, could you confirm how many Super Exitus Rifles we have in stock? I can't find our stock of unstudied archeotech samples in the AdMech section.), we lose 1d6 in the attempt, and the chance of success is below zero even with a double down. If we're going to study these, we need to do it with a double down and Cheating.
Really think we need to investigate the psyker eating warp rifts. If you have a better idea than asking the Sphinxes then by all means but this isn't something we should leave to fester.
Not sure about this. Getting the fleet back together after the purge is important but there is some chance that the purge will still be ongoing when this occurs.
Perhaps spend time with the new admiral instead?
Enjous Plan. I replaced one Investigate actions for an additional Sound out regarding the possibility of knight titan foundry.
Munitorum
SLOT A - Year 1
-Y1: Recruit For Trust Guard
-Y4: Phase-Tiger Riders: Helguard Companies
SLOT B - Year 2
-Y2: Phase-Tiger Riders: Phase-Tigers
SLOT C - Year 3
-Y3: Thundabeast Riders : Planning
Void Command
SLOT A - Year 1
-Y1: Advice: Chapter Master Julius
-Y5: Build Advanced Heavy Orbital Weapons Platforms
--EXPEDITE YEAR 5
SLOT B - Year 3 (Construction Action)
-Y3: Construct: Cruisers and Escorts for Midgard
Administratum
SLOT A - Year 3
-Y3: Upgrade Defences: Small Hive
Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Investigate Relationship (Vanaheim, Svartalfheim)
-Y4: Investigate Relationship (Vanaheim, Muspelheim)
-Y5: Investigate Relationship (Vanaheim, Byzantium)
SLOT B - Year 1:
-Y1: Sound Out (Knight Titan Foundry)
To relaiably provide Asgard with Knight-Titans Avernus plans to build a foundry/factory/workshop focussed on these. Given how complex any sort of titans are and that a goal of a specialiced facility is the creation of master crafted works any insight given into the topic even if its only remotely connected is apreciated. Concerns and advise equally.
Avernus respects Svartalfheim's senjority in matters of artisans and will not pursue the idea further should the such a facility be in conflict with the guilds.
It is planed to serve as the primary maintainance facility for Knights in system as well so advise for practical and correct maintainance and repair of them will help greatly as well.
-Y2: IF NOT ALL REACHED Sound Out (Knight Titan Foundry) ELSE Investigate (Reputation of Rotbart in the Trust)
-Y3: Sound Out (Colonization Plans)
-- Check to see what the colonization plans for Garkill's former worlds are among your fellow Trust members, and if any are interesting in a possible joint colonization project with Avernus.
-- REPEAT UNTIL ALL WORLDS HAVE REPORTED IN.
-Y4-Y5: Diplomatic Relations (Go down list, repeating if failed: Byzantium, Svartalfheim)
Removed one/two Investigate actions for an additional Sound out.
Arbites:
SLOT A - Year 1
-Y1: Oakheart School of Swordsmanship
AdMech
SLOT A - Year 2 (Explorator)
-Y2: Advanced Astartes Power Armour: Destroyer
--DOUBLE DOWN YEAR 2
SLOT B - Year 2 (Biologis)
-Y2: Preliminary Examination (Beergrass)
-Y3: Bionics Part One: Investigation
--DOUBLE DOWN YEAR 3
SLOT C - Year 3 (Free)
-Y3: Expand and Upgrade: Dorthonion
@Enjou
Added the Beergrass investigation again to fill the year gap to use the double down of year 3.
Ministorum
SLOT A - Year 1
-Y1-Y5: The Search
-- IF NAVY IS FULLY CLEARED BEFORE THE TURN IS OVER, THEN SWITCH TO Those in the Shadows
SLOT B - Year 1
-Y1-Y5: The Search
-- IF NAVY IS FULLY CLEARED BEFORE THE TURN IS OVER, THEN SWITCH TO Those in the Shadows
Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Research: Neo-Astropathic Receiver Choirs
-- REPEAT IF FAILED
-- DOUBLE DOWN YEAR 1
-Y4: Research: Destructive Frequencies
-- DOUBLE DOWN YEAR 4
SLOT B - Year 3 (Xavier)
-Y3: Advanced Wards: Fólkvangr
SLOT C - Year 1 (Tamia)
-Y1: Research: Neo-Astropathic Receiver Choirs
-- REPEAT IF FAILED
-Y4: Research: Destructive Frequencies
Personal
SLOT A - Year 1
-Y1: Personal Attention: Expand Phase-Tiger Enclosures
--EXPEDITE YEAR 1
-Y5: Readiness Training: Fleet
SLOT B - Year 1
-Y1: Promotion (Marshal)
-Y2: Chain of Command
-Y3: A New Admiral
-Y4: Spend Time With (Chapter Master Julius)
-Y5: Spend Time With (Chapter Master Julius)
SLOT C - Year 4
-Y4: Thaddeus Expertise: Upgrade Defences: <four cities>
Really think we need to investigate the psyker eating warp rifts. If you have a better idea than asking the Sphinxes then by all means but this isn't something we should leave to fester.
I could have Ridcully do some divination on it. IIRC that was supposed to be an option, and is probably better than asking the Sphinx when we haven't even investigated whether Diplomacy with them is possible or not. Anyone have any objections to that?
Not sure about this. Getting the fleet back together after the purge is important but there is some chance that the purge will still be ongoing when this occurs.
Perhaps spend time with the new admiral instead?
I could have Ridcully do some divination on it. IIRC that was supposed to be an option, and is probably better than asking the Sphinx when we haven't even investigated whether Diplomacy with them is possible or not. Anyone have any objections to that?
Generally Ridcully's actions are in very high demand, while diplomacy is mostly incremental grinding. Plus divination of Avernus's warp aspect has been unreliable.
I think I recall Durin saying we could diplomance the Sphinxes but not sure where. Easy fix. @Durin
1 Can we use diplomacy to ask the Sphinxes about the warp rifts that chaos psykers are being pulled through?
2 Would any of our advisors or fellow governors object to this?
3 Does Ridcully think he could divine where the psykers are being taken?
This is a misrepresentation of the situation. I actually did try and include a trade with the Sirens seeing if music might be a possible trade goods, but there was a lot of blow back. The opposition to trading with the Sirens is very broad among the player base, it is not just due to some opposition by Enjou and I.
In fact I would very much like to find something to trade with the Sirens, the problem is that we do not have any good leads on anything to trade.
Actually reading the thread people seem to only have a problem trading human souls. Durin also mentioned that we may be able to trade exotic animals and a lot of people suggested that over human souls and Durin said the Trust wouldn't even care.