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
Warding the ships is not priority. The odds of them needing to defend against psyker bullshit is low and we're flush with cash. Get him started on making an order of anti-psykers so we can deal with Chaos psyker bullshit. Tzeentch is stockpiling some extremely powerful psykers and we need more troops capable of fighting back against them, psychic ones especially.
...I disagree. Tzeentch has been targeting the Trust and we know for a fact the Abomination/Valinor will make a move on us.

[X] Plan Enjou T92

Edit: Also making a new order won't actually help for the same reason Avernus can't stop the portals. They open for a split second, suck in the psykers, then close. That is literally no time to react at all.
 
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Edit: Also making a new order won't actually help for the same reason Avernus can't stop the portals. They open for a split second, suck in the psykers, then close. That is literally no time to react at all.
The Order isn't to stop Tzeentch from taking the psykers, it's to fight them when he unleashes them upon us.
 
I can go behind this idea, I am for putting everything to fight the chaos alphas team (and that is a very scary thought.
And I don't believe that he will stop since here is something that can actually kill him.
 
[X] Plan Enjou T92

Suggestions:
-Y1: Sirens Trade (Agree to trade of the specified list of animals for Banish Rune)
Read the description: Siren Trade is an information request. We want 'Trade Talks (Sirens) to actually enact the exchange.

Diplomatic Relations
The whole point of expanding the embassies is so we don't have to use Diplomatic Relations any more. It will happen automatically.

-Y3: Advanced Wards: Gungnir
Xavier should do the wards for the flagships immediately because the sooner we do the sooner we'll be able to start profiting. Plus it defends them against psyker bullshit, which is always nice.
I maintain that doing more warding is foolish when we are about to buy something that could revolutionise warding. Particularly with how expensive warding is.

Spending some time with Jane, then our new Admiral before and during the start of the campaign. Also some time with Syr since she might be more available due to the campaign.
Fred spent time with both Jane and Syr last turn. Pick other people. Perhaps get back in touch with General Leopold Schwarz, as we will be working with him in the campaign to come. Scott would also be good, as she is kicking things up.

Doing some militia readiness training since the army will be out on campaign for the next seven years, and so they need a bit of a boost against the wildlife.
More of this please. The Orks have never seriously threatened our elite troops, even when massed up and lead by a genius. The wildlife though… The militia needs readiness training more than the army.
 
Suggestions:
Read the description: Siren Trade is an information request. We want 'Trade Talks (Sirens) to actually enact the exchange.

@Durin - could you confirm if we need Trade Talks to make the actual trade, or is Siren Trade fine?

The whole point of expanding the embassies is so we don't have to use Diplomatic Relations any more. It will happen automatically.

It has a chance of happening, but much lower than the actual action.

I maintain that doing more warding is foolish when we are about to buy something that could revolutionise warding. Particularly with how expensive warding is.

We are buying one Rune that does one thing - it banishes hostile warp entities. It won't do squat against other psychic attacks.
 
@Enjou

Do you think you could switch the year three expedite to the warding action? Generally speaking Telepathica actions are a lot more valuable to us than the admin ones, and I don't feel like the cost is prohibitive.
 
Maybe we should divine where exactly are the psykers going? So maybe we can hit that location in realspace if it's near enough.
 
Ok, got a plan together. Fairly similar to Portec's, but there's some noteworthy differences.

[X] Plan Enjou T92

Munitorum
SLOT A - Year 1
-Y1: Helltrooper Power Drop Infantry: Drop Infantry
SLOT B - Year 5
-Y5: Helltrooper Power Infantry: Infantry

Void Command
SLOT A - Year 1
-Y1: Construct: Warships
-- EXPEDITE YEAR 1
SLOT B - Year 2
-Y2: Readiness Training: Fleet
-Y3: Readiness Training: Fleet
-Y4: Campaign: Fleet

Administratum
SLOT A - Year 1
-Y1: Upgrade Defences: Small Hive (Edvin's Choice)
SLOT B - Year 3
-Y3: Upgrade Defences: Ain al-Asil and Waset
-- EXPEDITE YEAR 3

Gotta finish off the two remaining major cities needing upgrades.

Diplomacy
SLOT A - Year 1
-Y1: Expand Embassies
SLOT B - Year 1
-Y1: Sirens Trade (Agree to trade of the specified list of animals for Banish Rune)
-Y2: Diplomatic Relations (Svartalfheim)
-Y3: Re-Investigate (Muspelheim)
-- DOUBLE DOWN YEAR 3
-Y5: Diplomatic Relations (Vanaheim)
-- DOUBLE DOWN YEAR 5

Agreeing to the Siren trade, then taking a couple actions to deal with the fallout with the two planets that are likely to be salty about it, and re-investigating Muspelheim. No Persons of Interest because I'm sure Durin would like a break from making character sheets for a bit.

Arbites
SLOT A - Year 1
-Y1: Raise the Bar
-Y2: Elite Psyker Hunters
SLOT B - Year 5
-Y5: Super Elite Operatives: Batch Two

Putting Raise the Bar first so it goes into effect immediately.
No need for Psyker Hunting to keep Jane's skill up this turn - that can wait until next turn since we did it last turn.

AdMech
SLOT A - Year 4 (Free)
-Y4: IF Examine: Graviton Weapons: Part Two THEN REPEAT ELSE Examine: Kinetic Weapons: Part Two
SLOT B - Year 2 (Biologis)
-Y2: Dragon-Turtle Gas
SLOT C - Year 5 (Fabricator General)
-Y5: Expand and Upgrade: Silver Lake
-- EXPEDITE YEAR 5

Doing the Kinetic Weapons if the Graviton ones finish up. They pack a mean punch, so we definitely want them.

Ministorum
SLOT A - Year 1
-Y1: Train Missionaries

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Unknown Galactic Threat)
-- DOUBLE DOWN YEAR 1
-Y2: Divination (Danaan Subsector - Info to assist campaign)
-- DOUBLE DOWN YEAR 2
-Y4: Cheating
-- DOUBLE DOWN YEAR 4
-Y5: Mentoring: Beta
SLOT B - Year 3 (Xavier)
-Y3: Advanced Wards: Gungnir

I'm having Ridcully spend some time doing Divination on the Danaan Subsector in order to provide more information to help the campaign go smoothly - strong and weakpoints, likely times the Orks will be in certain places, etc.
Xavier should do the wards for the flagships immediately because the sooner we do the sooner we'll be able to start profiting. Plus it defends them against psyker bullshit, which is always nice.

Personal
SLOT A - Year 1
-Y1: Speak to the People
-Y2: Spend Time With (Jane)
-Y3: Spend Time With (Admiral Sarnow)
-Y4: Spend Time With (Admiral Sarnow)
-Y5: Spend Time With (Syr)
SLOT B - Year 1
-Y1: Personal Attention: Readiness Training
-Y2: Personal Attention: Militia Readiness Training
-Y3: Personal Attention: Readiness Training
-Y4: Personal Attention: Campaign: Army
SLOT C - Year 3
-Y3: Personal Attention: Readiness Training: Fleet
-Y4: Personal Attention: Campaign: Fleet

Spending some time with Jane, then our new Admiral before and during the start of the campaign. Also some time with Syr since she might be more available due to the campaign.
Doing some militia readiness training since the army will be out on campaign for the next seven years, and so they need a bit of a boost against the wildlife.
I would really like to change that Y5 Mentoring: Beta to Divination or Focused Divination (Valinor Military). We really need a updated info sheet on all three of our hostile neighbors and what they're up to. The Orks we can find out next turn if Divination (Danaan Subsector) doesn't do so.
 
@Durin - could you confirm if we need Trade Talks to make the actual trade, or is Siren Trade fine?



It has a chance of happening, but much lower than the actual action.



We are buying one Rune that does one thing - it banishes hostile warp entities. It won't do squat against other psychic attacks.
Siren Trade with that write in is fine
 
If you're looking for something [unethical] to trade to Sirens, we can try eldar artifacts, especially soul-based ones. I'm sure they would appreciate a soulstone with a powerful soul inside, or dark eldar tech that can be used to spice up the soul a bit before consumption.
 
It would also rob souls from Ynnead, damning them to True Death. Let's not trade soulstones.

Let's keep the option open on Dark Eldar captives though, because screw them.
 
Let's keep the option open on Dark Eldar captives though, because screw them.
I think Ynnead has dibs on them too, they are Eldar after all. So it'll piss them off a little, though not as much as feeding on soulstones.
Also, come to think of it, there's got to be a lot of utility and recreational Eldar and generally weird stuff we could offer if we had it. Illusionary pines bonsai? Holoprojectors? Education machines?
 
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I think Ynnead has dibs on them too, they are Eldar after all. So it'll piss them off a little, though not as much as feeding on soulstones.
Also, come to think of it, there's got to be a lot of utility and recreational Eldar and generally weird stuff we could offer if we had it. Illusionary pines bonsai? Holoprojectors? Education machines?
Dark Eldar stuff doesn't use psyker stuff.

The Homunculi were starting to experiment, but they couldn't risk the attention of She who thirsts.
 
Yeah, but they literally feast on suffering and that's close enough to feasting on souls that I think sirens may take interest in their recreational/feeding related oddities.
Those oddities are caused by their souls constantly being drained, so they use suffering to draw our the souls of other beings so they can be absorbed.

Its a characteristic they have, not one that can be used by other species especially the sirens who seem to just nom them.

Unless fear spices the soul or something its a waste of time for them.
 
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