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
@Portec You might want to switch your vote to my plan as it at least has a variant on the Asgard Titan facility (doesn't emphasize it as much as yours, but better than nothing right?)

should we send some people to have a branch in Vanaheim since they have that trace in their blood? if so certainly with a sound-out because that place is a 'diplomancy' hell/heaven and the leader of that planet would need to know anyway.

We already sounded them out about it. The problem is we need a heroic psyker to run the place and we don't want to give up Xavier or Tamia.
 
@Durin

I had a bunch of questions that I posted a couple days ago, but never got a response, so I'm not sure if you saw them and didn't have time to answer, or if the fast moving pace of the thread meant you didn't see them. If you don't have time to answer that's fine, but can you at least tell that so I know that you did see the questions?

Thanks. (Questions 5 and 6 have the biggest impact on this turn so if you can only answer a few those would be the ones I'd like to know about most).

1: General Schwartz recommended doing both Phase Tiger actions, and I'd like to do all three. Do we have enough Phase Tigers to do all three this turn, or do we need to delay one of them?

1b: Also, can we expedite any of the Phase Tiger actions?

2: I assume these Telepathic options are still available? (They are past actions that were not listed this turn but are still valid as near as I can tell).

Cheating- Recently Archmagos Explorator Tranth and Headmaster Ridcully have come up with the idea to use Headmaster Ridcully's postcognition to discover more about The Well of Urd and the technologies that make it up. This should be very effective and will hopefully be enough to allow Magos Explorator Tranth to learn how to use technologies otherwise incomprehensible.

Time: 1 year. (must be taken by Headmaster Ridcully, Archmagos Explorator Tranth must have taken and Examine Sub-Systems action this year)
Chance of Success: 30%

Cost: 71,000 Thrones, 710 Material, 7 Promethium, 86 Advanced Material, 9.6 Exotic Material.
Reward: permanently reduce the difficulty of the Examine Sub-Systems or an Examine: Any that was found on The Well of Urd or the Ship Graveyard by one percent per three percent that the action is passed or one percent per five the action is passed by if it is Examine: Any

Research (Species that has completed Biologus research) – Many of the more interesting creatures of Avernus use psychic powers in some manner and while Magos Biologis Saren has discovered as much about them as he can, there is still more to learn. Headmaster Ridcully would like to lead a team of Sanctionites to try to discover more about these species, hopefully including how to mimic their innate powers in some manner.

Time: 1 year
Chance of Success: Unknown (uses learning)

Cost: 81,000 thrones, 8,100 Material, 8.6 Advanced Material.
Reward: More information on chosen species, chance of learning new psychic power.

2b: Some species that I don't believe we have researched into their psychic powers include: Kraken (Telekinesis), Island Turtle (We did part one, was there a part two? I can't find it anywhere), Temple Cats (Divination), Hellflame Coral (Pyromancy), Sun Beetle (Pyromancy?), and Illusionary Pine (Telepathy) (not yet completed research, but soon will). Is that an accurate list?

2c: While reviewing the Biologos notes, I noticed that a couple projects were recommended including: further research on the Island Turtle shell in the hope of the Mechanicus being able to replicate it, and the poison gas produced by the Dragon Turtles, as it has better battlefield potential than current chemical weapons (disperses faster, allowing faster deployment of troops behind it, and less ecological damage). Do we need biologos actions to follow up on those things?

3: We had an action last turn "How Did It Happen": which should have added +20% to The Search, is that bonus still in place? (since the action didn't list it). So chance of success is now 55% right?

How did it happen?- A few years ago it was discovered that the missing Chaos Psykers had made it onto your flagship and corrupted or mind controlled a great portion of its crew, including your Admiral and a good deal of his staff. Jane would like to spend a few years trying to piece together exactly how this happened and what could be done to prevent a repeat.

Time: 5 years (will require that you restart Oakheart School of Swordsmanship if not taken as a Personal Attention)
Chance of Success: 20% (-5% per year delayed)

Cost: 16,000,000 Thrones, 2,000,000 Materials, 415 Advanced Materials.
Reward: Information on how the Psykers got into your fleet and how to prevent that happening again, +20 to The Search Success Chance

The Search- A large collection of Chaos Psykers had high level access to the Avernite Navy for what could have been years, time in which many could have been exposed to mematic infection. Saint in wishes to examine all those who could have been infected in order to eradicate traitors and unwitting dupes that the Changer of Ways has planted in your Navy. This will take some time but cleaning your navy is worth the effort.

Time: 1 year (can be repeated, can be taken multiple times a turn without doubling)
Chance of Success: 35%

Cost: 4,000,000 Thrones
Reward: remove corruption for 5% of your Navy

4: There is no specific Ministorum option to aid Dragon Nest, do we just use a Keeping the Faith action for that?

5: Can Klovis-Ultan do an Investigate action on the warp rifts swallowing Chaos psykers? Will it be effective at all? Or is that better done by someone else. Originally I thought someone else, but then I realized that as an Inquisitor this is probably the sort of thing he is supposed to look into.

6: I have a couple drafts for Sound Outs around the colonization effort, can you tell me if there are any problems with them?

Sound Out: Svartalfheim cooperative colonization
Approach Svartalfheim to determine:
1: Is Svartalfheim interested in colonizing one of the captured worlds?
2: If so, would they be open to cooperation with Avernus in the colonization effort?
3: What kind of Advanced Material resources would Avernus be able to get from this colony?
4: What aid would Svartalfheim want from Avernus?

Suggested approach: When approaching Svartalfheim, start from a discussion about the amount of Advanced Material Avernus is importing, and how Avernus has plenty of other resources, but that Advanced and Exotic Materials are the primary resource need for Avernus. So with the discussion on colonies, it seems to Avernus that a colony founded by Svartalfheim is the most likely (and most quickly) to produce significant amounts of Advanced Material. Ask if Svartalfheim is planing to make a bid for one of the captured planets to colonize. If so open a discussion on what Avernus could do to assist, and what Avernus would receive in exchange. If not, instead discuss the situation from the plan of a hypothetical future joint colonization effort.

Suggested plan is that Svartalfheim would be the primary colonizer, with Avernus providing assistance in the colonization effort. In exchange Avernus would get priority access to advanced material produced by the colony, while Svartalfheim gets the raw materials produced (Metal, Promethium). Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).

Things Avernus can offer:
Providing the initial self-defense fleet (mandated at 30 Monitors and 1 Defense Cruiser, but we could easily go higher if that is important to the bid).
Responsibility for constructing the required Orbital Defenses
Assistance in the provision of the initial deployed PDF
Creating a colonist militia program
Provision of up to 30 million colonists from Avernus per a year
If Midgard is willing, the funding of raising additional colonists from Midgard
Cargo space sufficient to transport large numbers of colonists and/or construction equipment (up to 200 cargo space)
Provision of Administrative support in construction and development of the colonies infrastructure, resource extraction (both for Metal mining and Promethium drilling), heath services, and educational systems, etc. (We even have a good candidate to lead a new colony Administratum: Prefetus Tertius Isaac Gros).
Military and fortification assistance (we even have a Marshal who is an expert in defense, Tychon Rakes, who we could send to lead the Munitorum on the new colony if they want something like that).
Support in setting up the colony Arbites system

We are not suggesting with this list that Svartalfheim can't do these things themselves, just that these are our areas of expertise that we have, and what we would be best able to help with. If there are other things that Svartalfheim wants from us we would be willing to consider it.

Things Avernus would like:
When the colony begins producing excess Advanced Material that it is included in what is taxed by the colonizer, that Avernus receives priority in getting Advanced and Exotic Material (understood that Svartlafhiem will get the other resources)
When the colony becomes independent and the 100 year trade deal is being negotiated that Avernus receives preference in getting Advanced and Exotic Materials.
Avernus understands that at first there will be little to no Advanced Material being produced early on in the colony, though we would like some goals as to what will be achieved when.
Additionally, Avernus is willing to accept getting no return in the early years (thus not getting Metal, Promethium, or other resources that are produced earlier in the colonization period) in exchange for larger returns in the later years of the colony. (The most extreme example of this would be something like Avernus forgoing any payment during the colony's dependence period, but getting exclusive rights to the 100 year trade deal).

Sound Out: Muspelheim cooperative colonization
Approach Muspelheim to follow up on Champion Surt's hints about sharing technology, but concern about the Mechanicus:

Suggested approach: When approaching Muspelheim, follow up on his concerns about the Mechanicus, and suggest that since colonization was being discussed at the same time you are wondering if this would be a way to kill two birds with one stone. If Avernus and Muspelheim cooperated in colonizing a world it would provide a place for controlled cooperation. Muspelheim would be able to control the release of technology as the colony develops, allowing a more gradual acclimatization. On Avernus' side we could arrange for only the most progressive Mechanicus members to be assigned to the new colony. (This shouldn't be too hard, since Avernus is where all the amazing Dark Age discovers are being made, I'd expect most Mechanicus members would prefer to stay at Avernus. Though I suppose we should double check with Scott first.) We could even agree to no Mechanicus members on the new colony if Muspelheim insists, but argue strongly that getting the Mechanicus onside is an important thing to do, and that we would prefer to make that part of this effort. Additionally, this could help with advanced material shortage that Avernus has been dealing with, as the speed of Mechanicus production expansion is not able to keep up with the rest of Avernus. But if the new colony world is primarily functioning using Muspelheim technology, this would allow the Mechanics to continue focusing their resources on expansion at Avernus.

Suggested plan is that Avernus would be the primary colonizer, with Muspelheim providing assistance in the colonization effort. Muspelheim would get priority access to material and promethium produced by the colony, while Avernus would get future sources of Advanced and Exotic Materials. Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).

Primary things we would want from Muspelheim:
Provision of the production technology, with sufficient colonists to support running and expansion of it.
Joint cooperation in establishing the colony education system
Anything else that Muspelheim would like to offer, or thinks they could help with

Avernus would note that similarly to the suggestion with Svartalfheim Avernus will be taking most of the gains in the later years. Assuming we have already negotiated a deal with Svartalfheim suggest that this may be a plan for the future expansion, and not the current two available colony planets.

Sound Out: Asgard Future Knight Titan Production
Approach Asgard about the expansion in the number of Knight Titans they are ordering. Is this expected to continue?
Then broach the topic of Asgard colonizing another world, does this mean that number of Knight Titans needed will increase?

Discuss how Avernus has concerns, because of the deficit of advanced material in the Avernus economy. Currently Avernus is dependent on trade to sustain our Advance Material usage. Right now meeting the needs of Asgard, including the expanded purchase of Knight Titans is not an issue, but if the demand is going to continue increasing Avernus wants to know so that we can make sure to account for that in our plans.

Expansion is already being implemented in the Avernus Mechanicus cities, and we have a backlog of over fifty years of expansion plans. Because of this Avernus does not see much advantage in diverting those Mechanicus resources to colonization of other worlds. It seems that additional increases in production of Advanced Material will need to come from sources outside the Mechanicus. The main worlds that we see being able to potentially do this are Svartalfheim, Muspelheim, and Nilfheim. We have already approached Svartalfheim and Muspleheim about the possibility of a joint colonization effort.

If either Svartalfheim or Muspelheim have responded with approval, discuss with Asgard the upcoming decision on how to divide the current captured worlds. Mention that while have not confirmed it, we expect that Vanaheim will make a bid, and seeing as they gave up colonization of Fjol to make room for the Space Marines, it seems it will be difficult to deny their bid. Is Asgard planing on making a bid this round? If so, discuss whether Asgard would be willing to wait until the next round in 10 to 15 years after we recapture additional worlds from the Orks, and instead support an expansion by Svartalfheim/Avernus or Avernus so as to get a jump start on increasing production of Advanced Material? (Since it is probably going to take quite awhile before the new colonies start producing any). In exchange Avernus can promise a significant commitment to the next campaign (scheduled in five years) to ensure the capture of sufficient planets, and also support for an Asgard bid for a colony in the next round, perhaps even providing some support for the Asgard colony founding (though we'd like some discussion of how Avernite colonists would fit into the society of a new Asgard/Avernus colony since Avernite and Asgard societies are quite different).

Additionally we'd like to bring up questions on how to improve the construction and maintenance of the Knight Titans Avernus has been providing to Asgard. One idea that has been floated is developing a dedicated facility to the construction of Knight Titans, perhaps increasing their quality. What are areas that the Knights of Asgard would like to see improved? Any thoughts on ideas on this issue? The plans for such a facility might also allow the establishment of Knight Titan construction facilities outside of Avernus, ensuring a continued supply to Asgard in the case of Avernus being cut off from the rest of the Trust in a warp storm. Designing and building such a facility will divert some effort away from the expansion plans. What level priority such be put on the effort to create a facility like this?

There was also the idea floated that perhaps some of the Knight construction could benefit from the expertise of those outside the Mechanicus, such as the artisans of Svartalfheim. We have concerns about how the Mechanicus would react to such an idea, but we would like to know Asgard's thoughts about this.

Overall take the tone that we recognize the great service that the Knights of Asgard provide to the Imperial Trust, and so want to make sure that their needs are responded to, and that Avernus is able to serve them effectively as the supplier of Knight Titans.

6b: Do we need to Sound Out Midgard about recruiting colonists from them for any colony we establish? Or is that something we can just assume? Will it be something we negotiate in a trade deal like before?

6c: I assume to learn who else is planning a bid we just use a Sound Out: Colonization plans (can we give a preference order for who we are most interested in?)

7: The three Iota cities in the desert are said to be near metal deposits. Are they already mining this metal (in the two founded) and will they start right away (in the one being built), or do we need to take some additional action to start that?

8: Could we get a small update of the Regional Information for Duat (Region Iota)? Something like the small paragraph descriptions we got for each of the cities in the other regions?

Now that we have cites built or being built at each location, having a few more details would give us something to start coming up with names for the cities instead of Iota 1, 2, 3, etc.

I also did some quick research about some possible city names, assuming we keep the Egyptian motif.
For cities off the river with major ore deposits:

Ain al-Asil - Small Ancient Egyptian city, based around an oasis in the desert, near large iron deposits
Psobthis\Djesdjes (or Desdes) - Large Ancient Egyptian city, based around an oasis in a large depression in the desert also containing large mountains, with massive iron deposits, major point on trade routes to other regions, beautiful black and white deserts, ruins
Trogodyta\Baranis - Large Ancient Egyptian port, coastal, not on the river, with large iron and titanium deposits nearby, precious gem mines (topaz and emeralds), cave system (source of the term "troglodyte")
Hibis\Hebet - Large Ancient Egyptian city, based around an oasis in a large depression in the desert, large alum deposits
Gebtu - Small Ancient Egyptian city, based around a dry river bed, very close to a large city on the river (Waset) running between small mountains/hills, a major quarry, major trade route

For cities on the lakes:

Swenett - Large Ancient Egyptian city, furthest upstream city, lots of sun, hot and dry (despite being on the river), large stone quarries.
Waset - Ancient Egyptian capital (New Kingdom), ruins, sunny, hot, dry
Buhen - Large Ancient Egyptian fortress, copper processing
Khenu\Khenyt - Major Ancient Egyptian quarry site along the river, between a bunch of mountains, sunny, hot, dry

For cities in the river delta:

Inbu-Hedj - Ancient Egyptian capital (Old Kingdom) on an island at the head of the river delta
Per-Bast - Large Ancient Egyptian city on an island in the middle of the river delta
Djedu - Large Ancient Egyptian city on an island in the middle of the river delta, associated with the creation of the underworld
Zau - Large Ancient Egyptian city in the middle of the river delta, associated with the underworld
Avaris\Hawara - Large Ancient Egyptian city on the edge of the river delta, capital during an intermediate period (in between the Middle and New Kingdom)
Djanet - Large Ancient Egyptian city on the river delta near the coast, capital during the intermediate period (after the New Kingdom?)
Per-Wadjet - Large Ancient Egyptian city on the edge of the river delta, associated with cobras, and Horus
Rhacotis - Large Ancient Egyptian city (later capital) on the coast of the river delta, deep harbor

Thank you very much durin. This quest is a very enjoyable one, and I appreciate all the work you put into it.
 
@Durin

I had a bunch of questions that I posted a couple days ago, but never got a response, so I'm not sure if you saw them and didn't have time to answer, or if the fast moving pace of the thread meant you didn't see them. If you don't have time to answer that's fine, but can you at least tell that so I know that you did see the questions?

Thanks. (Questions 5 and 6 have the biggest impact on this turn so if you can only answer a few those would be the ones I'd like to know about most).

1: General Schwartz recommended doing both Phase Tiger actions, and I'd like to do all three. Do we have enough Phase Tigers to do all three this turn, or do we need to delay one of them?

1b: Also, can we expedite any of the Phase Tiger actions?

2: I assume these Telepathic options are still available? (They are past actions that were not listed this turn but are still valid as near as I can tell).





2b: Some species that I don't believe we have researched into their psychic powers include: Kraken (Telekinesis), Island Turtle (We did part one, was there a part two? I can't find it anywhere), Temple Cats (Divination), Hellflame Coral (Pyromancy), Sun Beetle (Pyromancy?), and Illusionary Pine (Telepathy) (not yet completed research, but soon will). Is that an accurate list?

2c: While reviewing the Biologos notes, I noticed that a couple projects were recommended including: further research on the Island Turtle shell in the hope of the Mechanicus being able to replicate it, and the poison gas produced by the Dragon Turtles, as it has better battlefield potential than current chemical weapons (disperses faster, allowing faster deployment of troops behind it, and less ecological damage). Do we need biologos actions to follow up on those things?

3: We had an action last turn "How Did It Happen": which should have added +20% to The Search, is that bonus still in place? (since the action didn't list it). So chance of success is now 55% right?





4: There is no specific Ministorum option to aid Dragon Nest, do we just use a Keeping the Faith action for that?

5: Can Klovis-Ultan do an Investigate action on the warp rifts swallowing Chaos psykers? Will it be effective at all? Or is that better done by someone else. Originally I thought someone else, but then I realized that as an Inquisitor this is probably the sort of thing he is supposed to look into.

6: I have a couple drafts for Sound Outs around the colonization effort, can you tell me if there are any problems with them?

Sound Out: Svartalfheim cooperative colonization
Approach Svartalfheim to determine:
1: Is Svartalfheim interested in colonizing one of the captured worlds?
2: If so, would they be open to cooperation with Avernus in the colonization effort?
3: What kind of Advanced Material resources would Avernus be able to get from this colony?
4: What aid would Svartalfheim want from Avernus?

Suggested approach: When approaching Svartalfheim, start from a discussion about the amount of Advanced Material Avernus is importing, and how Avernus has plenty of other resources, but that Advanced and Exotic Materials are the primary resource need for Avernus. So with the discussion on colonies, it seems to Avernus that a colony founded by Svartalfheim is the most likely (and most quickly) to produce significant amounts of Advanced Material. Ask if Svartalfheim is planing to make a bid for one of the captured planets to colonize. If so open a discussion on what Avernus could do to assist, and what Avernus would receive in exchange. If not, instead discuss the situation from the plan of a hypothetical future joint colonization effort.

Suggested plan is that Svartalfheim would be the primary colonizer, with Avernus providing assistance in the colonization effort. In exchange Avernus would get priority access to advanced material produced by the colony, while Svartalfheim gets the raw materials produced (Metal, Promethium). Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).

Things Avernus can offer:
Providing the initial self-defense fleet (mandated at 30 Monitors and 1 Defense Cruiser, but we could easily go higher if that is important to the bid).
Responsibility for constructing the required Orbital Defenses
Assistance in the provision of the initial deployed PDF
Creating a colonist militia program
Provision of up to 30 million colonists from Avernus per a year
If Midgard is willing, the funding of raising additional colonists from Midgard
Cargo space sufficient to transport large numbers of colonists and/or construction equipment (up to 200 cargo space)
Provision of Administrative support in construction and development of the colonies infrastructure, resource extraction (both for Metal mining and Promethium drilling), heath services, and educational systems, etc. (We even have a good candidate to lead a new colony Administratum: Prefetus Tertius Isaac Gros).
Military and fortification assistance (we even have a Marshal who is an expert in defense, Tychon Rakes, who we could send to lead the Munitorum on the new colony if they want something like that).
Support in setting up the colony Arbites system

We are not suggesting with this list that Svartalfheim can't do these things themselves, just that these are our areas of expertise that we have, and what we would be best able to help with. If there are other things that Svartalfheim wants from us we would be willing to consider it.

Things Avernus would like:
When the colony begins producing excess Advanced Material that it is included in what is taxed by the colonizer, that Avernus receives priority in getting Advanced and Exotic Material (understood that Svartlafhiem will get the other resources)
When the colony becomes independent and the 100 year trade deal is being negotiated that Avernus receives preference in getting Advanced and Exotic Materials.
Avernus understands that at first there will be little to no Advanced Material being produced early on in the colony, though we would like some goals as to what will be achieved when.
Additionally, Avernus is willing to accept getting no return in the early years (thus not getting Metal, Promethium, or other resources that are produced earlier in the colonization period) in exchange for larger returns in the later years of the colony. (The most extreme example of this would be something like Avernus forgoing any payment during the colony's dependence period, but getting exclusive rights to the 100 year trade deal).

Sound Out: Muspelheim cooperative colonization
Approach Muspelheim to follow up on Champion Surt's hints about sharing technology, but concern about the Mechanicus:

Suggested approach: When approaching Muspelheim, follow up on his concerns about the Mechanicus, and suggest that since colonization was being discussed at the same time you are wondering if this would be a way to kill two birds with one stone. If Avernus and Muspelheim cooperated in colonizing a world it would provide a place for controlled cooperation. Muspelheim would be able to control the release of technology as the colony develops, allowing a more gradual acclimatization. On Avernus' side we could arrange for only the most progressive Mechanicus members to be assigned to the new colony. (This shouldn't be too hard, since Avernus is where all the amazing Dark Age discovers are being made, I'd expect most Mechanicus members would prefer to stay at Avernus. Though I suppose we should double check with Scott first.) We could even agree to no Mechanicus members on the new colony if Muspelheim insists, but argue strongly that getting the Mechanicus onside is an important thing to do, and that we would prefer to make that part of this effort. Additionally, this could help with advanced material shortage that Avernus has been dealing with, as the speed of Mechanicus production expansion is not able to keep up with the rest of Avernus. But if the new colony world is primarily functioning using Muspelheim technology, this would allow the Mechanics to continue focusing their resources on expansion at Avernus.

Suggested plan is that Avernus would be the primary colonizer, with Muspelheim providing assistance in the colonization effort. Muspelheim would get priority access to material and promethium produced by the colony, while Avernus would get future sources of Advanced and Exotic Materials. Details to be determined in negotiations. (Rather than try to write something that makes assumptions about the back and forth I think it would be better to depict this discussion as an event that occurs using Rotbart's diplomacy and admin skills, with the resulting deal presented as "the best deal we could get offered" and then let the players decide if they accept the deal or not. So basically we have a list of things we could offer, and things we would like, and then we get back a deal that represents something equitable, perhaps modified by a diplomacy roll or something. Or alternatively three different options, one with high cost and high benefits, one low cost and low benefits, and one medium plan, and then the players choose which one we prefer).

Primary things we would want from Muspelheim:
Provision of the production technology, with sufficient colonists to support running and expansion of it.
Joint cooperation in establishing the colony education system
Anything else that Muspelheim would like to offer, or thinks they could help with

Avernus would note that similarly to the suggestion with Svartalfheim Avernus will be taking most of the gains in the later years. Assuming we have already negotiated a deal with Svartalfheim suggest that this may be a plan for the future expansion, and not the current two available colony planets.

Sound Out: Asgard Future Knight Titan Production
Approach Asgard about the expansion in the number of Knight Titans they are ordering. Is this expected to continue?
Then broach the topic of Asgard colonizing another world, does this mean that number of Knight Titans needed will increase?

Discuss how Avernus has concerns, because of the deficit of advanced material in the Avernus economy. Currently Avernus is dependent on trade to sustain our Advance Material usage. Right now meeting the needs of Asgard, including the expanded purchase of Knight Titans is not an issue, but if the demand is going to continue increasing Avernus wants to know so that we can make sure to account for that in our plans.

Expansion is already being implemented in the Avernus Mechanicus cities, and we have a backlog of over fifty years of expansion plans. Because of this Avernus does not see much advantage in diverting those Mechanicus resources to colonization of other worlds. It seems that additional increases in production of Advanced Material will need to come from sources outside the Mechanicus. The main worlds that we see being able to potentially do this are Svartalfheim, Muspelheim, and Nilfheim. We have already approached Svartalfheim and Muspleheim about the possibility of a joint colonization effort.

If either Svartalfheim or Muspelheim have responded with approval, discuss with Asgard the upcoming decision on how to divide the current captured worlds. Mention that while have not confirmed it, we expect that Vanaheim will make a bid, and seeing as they gave up colonization of Fjol to make room for the Space Marines, it seems it will be difficult to deny their bid. Is Asgard planing on making a bid this round? If so, discuss whether Asgard would be willing to wait until the next round in 10 to 15 years after we recapture additional worlds from the Orks, and instead support an expansion by Svartalfheim/Avernus or Avernus so as to get a jump start on increasing production of Advanced Material? (Since it is probably going to take quite awhile before the new colonies start producing any). In exchange Avernus can promise a significant commitment to the next campaign (scheduled in five years) to ensure the capture of sufficient planets, and also support for an Asgard bid for a colony in the next round, perhaps even providing some support for the Asgard colony founding (though we'd like some discussion of how Avernite colonists would fit into the society of a new Asgard/Avernus colony since Avernite and Asgard societies are quite different).

Additionally we'd like to bring up questions on how to improve the construction and maintenance of the Knight Titans Avernus has been providing to Asgard. One idea that has been floated is developing a dedicated facility to the construction of Knight Titans, perhaps increasing their quality. What are areas that the Knights of Asgard would like to see improved? Any thoughts on ideas on this issue? The plans for such a facility might also allow the establishment of Knight Titan construction facilities outside of Avernus, ensuring a continued supply to Asgard in the case of Avernus being cut off from the rest of the Trust in a warp storm. Designing and building such a facility will divert some effort away from the expansion plans. What level priority such be put on the effort to create a facility like this?

There was also the idea floated that perhaps some of the Knight construction could benefit from the expertise of those outside the Mechanicus, such as the artisans of Svartalfheim. We have concerns about how the Mechanicus would react to such an idea, but we would like to know Asgard's thoughts about this.

Overall take the tone that we recognize the great service that the Knights of Asgard provide to the Imperial Trust, and so want to make sure that their needs are responded to, and that Avernus is able to serve them effectively as the supplier of Knight Titans.

6b: Do we need to Sound Out Midgard about recruiting colonists from them for any colony we establish? Or is that something we can just assume? Will it be something we negotiate in a trade deal like before?

6c: I assume to learn who else is planning a bid we just use a Sound Out: Colonization plans (can we give a preference order for who we are most interested in?)

7: The three Iota cities in the desert are said to be near metal deposits. Are they already mining this metal (in the two founded) and will they start right away (in the one being built), or do we need to take some additional action to start that?

8: Could we get a small update of the Regional Information for Duat (Region Iota)? Something like the small paragraph descriptions we got for each of the cities in the other regions?

Now that we have cites built or being built at each location, having a few more details would give us something to start coming up with names for the cities instead of Iota 1, 2, 3, etc.

I also did some quick research about some possible city names, assuming we keep the Egyptian motif.
For cities off the river with major ore deposits:

Ain al-Asil - Small Ancient Egyptian city, based around an oasis in the desert, near large iron deposits
Psobthis\Djesdjes (or Desdes) - Large Ancient Egyptian city, based around an oasis in a large depression in the desert also containing large mountains, with massive iron deposits, major point on trade routes to other regions, beautiful black and white deserts, ruins
Trogodyta\Baranis - Large Ancient Egyptian port, coastal, not on the river, with large iron and titanium deposits nearby, precious gem mines (topaz and emeralds), cave system (source of the term "troglodyte")
Hibis\Hebet - Large Ancient Egyptian city, based around an oasis in a large depression in the desert, large alum deposits
Gebtu - Small Ancient Egyptian city, based around a dry river bed, very close to a large city on the river (Waset) running between small mountains/hills, a major quarry, major trade route

For cities on the lakes:

Swenett - Large Ancient Egyptian city, furthest upstream city, lots of sun, hot and dry (despite being on the river), large stone quarries.
Waset - Ancient Egyptian capital (New Kingdom), ruins, sunny, hot, dry
Buhen - Large Ancient Egyptian fortress, copper processing
Khenu\Khenyt - Major Ancient Egyptian quarry site along the river, between a bunch of mountains, sunny, hot, dry

For cities in the river delta:

Inbu-Hedj - Ancient Egyptian capital (Old Kingdom) on an island at the head of the river delta
Per-Bast - Large Ancient Egyptian city on an island in the middle of the river delta
Djedu - Large Ancient Egyptian city on an island in the middle of the river delta, associated with the creation of the underworld
Zau - Large Ancient Egyptian city in the middle of the river delta, associated with the underworld
Avaris\Hawara - Large Ancient Egyptian city on the edge of the river delta, capital during an intermediate period (in between the Middle and New Kingdom)
Djanet - Large Ancient Egyptian city on the river delta near the coast, capital during the intermediate period (after the New Kingdom?)
Per-Wadjet - Large Ancient Egyptian city on the edge of the river delta, associated with cobras, and Horus
Rhacotis - Large Ancient Egyptian city (later capital) on the coast of the river delta, deep harbor

Thank you very much durin. This quest is a very enjoyable one, and I appreciate all the work you put into it.
1. you ave enough to do all 3, just
1b. no
2. yes, added
2b. yes
2c. yes, I will provide them as some pit, thanks for the reminder
3. yes
4. it will not be provided until after negotiations finish
5. yes he can, he is unsure how effective he will be, Ridcully would be far more effective
6. they are all fine, not guaranteeing that they will be agreed with of course but they make sense and would be possible
6b. yes, though they are almsot certain to agree
6c. yes
7. they are either mining it now or will start when completed, however this amount is small compared to the Forge-Hives on the metal moon
8. I will get around to this at some point, it is on my list
 
Changes made in keeping with the new information from Durin:

Diplomacy
SLOT A - Year 1:
-Y1: Build Embassy and Investigate: Byzantium
-Y3: Sound Out: Asgard on Future Knight Titan production
-Y4: Investigate: Reputation of Avernus in Imperial Trust
-Y5: IF A JOINT COLONY PLAN WAS AGREED TO:
--Sound Out: Midgard about recruiting colonists for colony foundation.
-ELSE:
--Investigate: Reputation of Rotbart in Imperial Trust

SLOT B - Year 1:
-Y1: Sound Out: Svartalfheim joint colonization
-Y2: Sound Out: Muspelheim joint colonization
-Y3: Sound Out: Colonization Plans (Priority Order: Vanaheim, MIdgard, Jotunhiem, Mechanicus, Security Council, Inquisition, Alfheim, Nilfheim)
--REPEAT IF NOT COMPLETED
-Y4-5: Investigate Relationship (Go down the list repeating if failed, Vanaheim:Svartalfheim, Vanaheim:Asgard)
--IF NOT USED BY MECHANICUS ACTIONS DOUBLE DOWN YEAR 5

AdMech
SLOT A - Year 2 (Explorator)
-Y2: Examine: Super-Exitus Rifles
--DOUBLE DOWN YEAR 2
-Y3: Examine: Vortex Torpedoes
-Y4: IF NOT YET A SUCCESS:
--Examine: Super-Exitus Rifles
--REPEAT IF FAILED
-ELSE:
--Advanced Astartes Power Armour: Destroyer
--DOUBLE DOWN YEAR 4
--DOUBLE DOWN YEAR 5 (Unless we started Astartes Power Armor in Year 4)

With the freeing up of Double Downs through out Y3 to Y5 I was able to rewrite the Mechanicus to continue working on the Rifles until success, and then switch to Astares Power Armor, and be sure of having a Double Down ready for it. (Since people seem to really want that).

Another possible choice this brings up is we could change the Telepathica actions. Either replace Greater Divination on the Necrons with a Greater Divination on the warp rifts, or alternatively drop both the cheating and the Greater Divination for a Divination: Target on the warp rifts (gives +20% bonus over Greater Divination, but takes two years).

Wasn't as certain about changing that though, so waiting to see if there is any real push in the thread to do that.

We should limit these to Ancient Egyptian names, since there's a clear distinction between Ancient Egypt and Arabic Egypt.

EDIT: Huh, are all these Ancient Egyptian? Ain al-Asil sounds vaguely Arabic.

I tried to get ancient Egypt names where ever possible. Ain al-Asil is one the only one where I could find no information on what the name is (Arabic or Eygptian).
 
I think doing a greater divination on the warp rifts would be better than on necrons since the warp rift issue is closer to home and might be leading to a big problem in the near future.
 
With the freeing up of Double Downs through out Y3 to Y5 I was able to rewrite the Mechanicus to continue working on the Rifles until success, and then switch to Astares Power Armor, and be sure of having a Double Down ready for it. (Since people seem to really want that).
I'm really iffy about doing the Vortex Torpedoes without a Double Down or Cheating. I mean, low chance of success + higher chance of catastrophe (which I assume @Durin will do a roll on, since Vortex!Weapon) is a really bad equation.

Is there anything else we can put there?
 
With the freeing up of Double Downs through out Y3 to Y5 I was able to rewrite the Mechanicus to continue working on the Rifles until success, and then switch to Astares Power Armor, and be sure of having a Double Down ready for it. (Since people seem to really want that).
What do you think the odds are of us starting Astartes Destroyer armor this turn? Given the repeats on the rifles.
 
I'm really iffy about doing the Vortex Torpedoes without a Double Down or Cheating. I mean, low chance of success + higher chance of catastrophe (which I assume @Durin will do a roll on, since Vortex!Weapon) is a really bad equation.

Is there anything else we can put there?

Actually Vortex Torpedoes are the best chance of success for a one year action. 39% chance of success, 31 torpedoes to test, so on average 10 chances, and at minimum 6.

Bad things happening are probably only rolled on for a critical failure. Durin has been good about telling us if the lower chances on something leads to something unusually bad happening.

What do you think the odds are of us starting Astartes Destroyer armor this turn? Given the repeats on the rifles.

40% chance of starting the the Astares armor this turn. (Assuming the expected value of the Cheating roll. If we get a good role there it will change the chances. If we roll anything above an 80 on the Cheating, that means we will have above a 50% chance of starting the Astares Armor this turn).

That does not take into account possible re-rolls.

If we assumed rerolls on both the mechanicus attempts, the odds are... 78% that we start the Astares Armor this turn (again this assumes an average roll of 50 on the Cheating action).
 
40% chance of starting the the Astares armor this turn. (Assuming the expected value of the Cheating roll. If we get a good role there it will change the chances. If we roll anything above an 80 on the Cheating, that means we will have above a 50% chance of starting the Astares Armor this turn).

That does not take into account possible re-rolls.

If we assumed rerolls on both the mechanicus attempts, the odds are... 78% that we start the Astares Armor this turn (again this assumes an average roll of 50 on the Cheating action).
I guess I'll have to live with that :p thanks for the information.
 
Back
Top