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
We have Fellblades and upgraded macharius.

While I'd love to get bane blades we also have to reverse engineer them as well.

I think that there's still a niche for Baneblades. Fellblades often are overkill against lighter targets.
Oh yeah, I thought that we bought them from BD for some reason.

NO. The advantages of railways to the Azure Islands are far outweighed by the dangers of Digging Too Deep.

Yes, I suspect so. So I asked Durin what our advisers think about it.
 
More wildlife attacks might increase the population wildlife bonus, though.
It is not a mere matter of increased wildlife attacks. We're talking seriously major threats like Balrogs, Forgotten Beasts, Demons of the Deep, and potentially even Deep Ones. Those creatures (barring Deep Ones) are something that only the best of our regular military are qualified to fight, and even then never in drawn-out confrontations. We cannot expose our civilian centres to them.
 
Iirc we can't dd and cheating can only be done at the project start.

@Durin
1. In universe is the hand off reform worded more like how it sounds? A delegation of time allowing lay people to do the work rather than stripping the admech of their right to build stuff as some think?

Cause at the moment it pretty much says it let's the local forge master can let the administratum do it for them so they can do actual important work and perceived diminishing of independence is fanciful


Do you really want to move a majority of our army from the front?
1. yes it is it takes no rights from the Ad Mech at all
We can't DD free actions like Spying On Gods, and I'm pretty sure that we did multiple cheatings before.

@Durin, I have some questions:

1) Can we get an action to upgrade Baneblades? Why BD didn't offered Baneblade blueprints during the trade? Or are they included in "All other Astartes equipment"?
2) Can we get an AAT action on researching the Phase Tigers, or is it not enough?
3) Does rejuvenats work on purely biochemical principles, or is there a spiritual effect too?
4) BTW, is there still anything unusual about Salem?
5) Shipyards of what size are needed for building Nomad Cities?
6) How much more complicated they are than Command Battleships?
7) How high do our advisers estimate the chance that The Changeling survived and now has a personal grudge against Jane?
8) Do we still have a bonus to diplomacy with Necrons, or transmitting the message and leaving counts as diplomacy?
9) Can we expedite Order creation?
10) How much dangerous do Maximal and other advisers estimates creation of undersea tunnels?
11) Cheating: can it be taken multiple times on the same Tranth's action, and can we Double Down on it?
12) How soon can we get an action to capture more Krakens and to try breeding them in captivity?
1. they did not have any
2. you could, you will find nothing strange yet again though
3. biochemical
4. not that you know of
5. unknown, none have been made in the last 20,000 years
6. not incredibly, they are more just big
7. unknown
8. no
9. no
10. unknown
11. no it can no and number
12. when you next find one
@Durin You missed my questions:
1 Is there any negative effects for being at 8/10 AdMech Unrest?
2 Can we use the argument that the Trust will soon face dire threats to reduce the Unrest caused by the Titan upgrade? (As we attempted with the reactor upgrtade.)
1. chance of triggering admech civil war, high chance of triggering limited uprisings
2. no, they have arguments against that, especially given the time constraints that you are acting under. the upgrading will take at elast a decade, you have only 2 before the Orks may awaken and a lot of other projects that need to be don
@Durin
1) what diplomacy action can we use to find out how the various factions within the Imperial Trust view Avernus?
2) could finding such out potentially unlock diplomacy or Personal actions to fix the worst aspects? Like misunderstandings for example.
1. read diplomacy
2. possibly
 
2. no, they have arguments against that, especially given the time constraints that you are acting under. the upgrading will take at elast a decade, you have only 2 before the Orks may awaken and a lot of other projects that need to be don
I think our psykers are more tactically significant anyway.

Though if it matters I would be against anything Titan unless we run out of things to do or the ork threat subsides.
 
I say forget about the reforms, at least for now. Let it wait another half century or so. By then Scott will have gained more influence and her progressive education coup will begin paying dividends.

Instead, we should repair and upgrade the Sanctus Furorem. Doing so will get us a Hero Warlord Titan and it may even allow us to begin making our own Titans. That is more important than Scott's planned reforms.
 
I say forget about the reforms, at least for now. Let it wait another half century or so. By then Scott will have gained more influence and her progressive education coup will begin paying dividends.

Instead, we should repair and upgrade the Sanctus Furorem. Doing so will get us a Hero Warlord Titan and it may even allow us to begin making our own Titans. That is more important than Scott's planned reforms.
This is sarcasm, right?
 
I say forget about the reforms, at least for now. Let it wait another half century or so. By then Scott will have gained more influence and her progressive education coup will begin paying dividends.

Instead, we should repair and upgrade the Sanctus Furorem. Doing so will get us a Hero Warlord Titan and it may even allow us to begin making our own Titans. That is more important than Scott's planned reforms.

As much as I dig giant robots, I disagree. It's way more important given the time constraints to finish reinforcing all of our forge-cities. We will need as much production as we can squeeze out and to protect as many of our citizens as possible in the coming decades. A heroic titan is a big deal, but more so are vastly expanded legions of vehicles and increased capacity for producing powered armor and bionics for our troops.
 
This is sarcasm, right?
No. Titans are extremely powerful, moreso than anything but the most powerful and high-ranking of our psykers. They will be invaluable when the ork gods awaken.

As much as I dig giant robots, I disagree. It's way more important given the time constraints to finish reinforcing all of our forge-cities. We will need as much production as we can squeeze out and to protect as many of our citizens as possible in the coming decades. A heroic titan is a big deal, but more so are vastly expanded legions of vehicles and increased capacity for producing powered armor and bionics for our troops.
We cannot build Titans. We can repair them, but we cannot create new ones. We need to rectify that. We can expand forge cities already. We can increase their defences already. It takes some of Scott's time, but it can be done. We cannot build Titans. We need to build Titans.
 
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No. Titans are extremely powerful, moreso than anything but the most powerful and high-ranking of our psykers. They will be invaluable when the ork gods awaken.


We cannot build Titans. We can repair them, but we cannot create new ones. We need to rectify that. We can expand forge cities already. We can increase their defences already. It takes some of Scott's time, but it can be done. We cannot build Titans. We need to build Titans.
We don't have the time.

Prioritize. Don't chase Shinies.
 
Just a thought :

The Forge temples of the AdMech are holy sites. So allowing thier construction/expansion by the uninitiated may very well be viewed as sacrilege.
 
Updated version of my preliminary plan.

Munitorum

SLOT A - Year 1
-Y1: Thundabest Riders: Planning
SLOT B - Year 2
-Y2: Helltrooper Power Combat Engineers
SLOT C - Year 4
-Y4: PDF Bionics

Void Command

SLOT A - Year 3
-Y3: Attack Craft Reserves

Administratum

Most actions are quite AM-heavy. We need to build up some reserves.
Not sure that digging under a sea full of horrors is a good idea... But on the other hand, we aren't gonna live in that tunnels. With enough precautions like good sensors, explosive charges and super-heavy blast doors, we should be able to keep whatever things lurk in the depths(except those which are able to reach our cities without tunnels anyway) away from our cities. On the plus side, invaders would have hard time with destroying those tunnels to cut islands from the rest of our forces.

SLOT A - Year 1
-Y1: Underground Railways: Azure Islands
SLOT B - Year 1
-Y1-Y5: Educational Review
SLOT C - Year 2
-Y2-Y5: Educational Review

Diplomacy

We shouldn't forget about Quartok. And now we have auto actions and temporary malus, it's a good time to spend some actions.
It seems that we are already getting all the possible AM from rest of Trust, so no trade yet.

SLOT A - Year 1
-Y1: Investigate Relationship(Avernus, Quartok)
-Y2-Y5: Diplomatic Relations (Quartok)

Adeptus Arbites

SLOT A - Year 1
-Y1-Y4: Motherhood
-Y5: Psyker Hunting

AdMech

No matter how we would sound reforms, Sanctus Furorem should become a walking symbol of new ways. Literally. While remaining conservatives will become more angry, some of them will become neutral, and many neutrals will join progressives.
Even though reforms don't undermine any rights of AdMech, if Scott will outsorce building of Forge Moons to us, it will be sign of dependence and a big loss of face. I'd rather did Whispers Of Change next turn to try to make them less controversial. Even if delegating expansion of Forges on Avernus and other non-Forge planets to local Administratums will be somehow reasonable, they should to get their own Administratum-like apparatuses of non-ordained officials for their Forge Worlds, which their moons hopefully should become. And after such reforms, Scott would be able push for allowing non-Forge World Administratums expand Forge Cities on their worlds easier, probably.
I think that we should research Psyrodactyls, they proved that they are dangerous many times.
Overseeing AM looks like a good idea now to me. We should build up our reserves before starting any actions with high AM costs.

SLOT A - Year 3 (Biologis)
-Y4: Complete Examination (Psyrodactyl)
SLOT B - Year 1 (Free)
-Y1-Y4: Oversee The Forge (AM)
-Y5: Repair And Upgrade: Sanctus Furorem
--DOUBLE DOWN YEAR 5
SLOT C - Year 5 (Explorator)
-Y5: Examine Sanctus Furorem

Ministorum

SLOT A - Year 1
-Y1-Y5: Oversee Missionaries
SLOT B - Year 1
-Y1-Y5: Those in the Shadows

Astra Telepathica

I think that we can allow Xavier off the frontline, and use the time to start Order Of Diviners.

We can't do more cheating. So Ridcully should keep entertaining orks.
Rune Of Banishment is incredibly effective against daemons, the most dangerous asset of rogue psykers. The sooner we get it, the better.

SLOT A - Year 1 (Ridcully)
-Y1: Military Assistance
-- DOUBLE DOWN YEAR 1
-Y2: Fanning the Flames
-- DOUBLE DOWN YEAR 2
-Y3: Military Assistance
-- DOUBLE DOWN YEAR 3
-Y4: Fanning the Flames
-- DOUBLE DOWN YEAR 4
-Y5: Spying on Gods: Gork and Mork
SLOT B - Year 1 (Xavier)
-Y1-Y4: Deploy
-Y5: Create Psyker Order(Divination, Central)
SLOT C - Year 1 (Tamia)
-Y1: Siren Rune of Banishment: All Psykers
-- EXPEDITE YEAR 1

Personal

We should try to normalize our relationship and seek compromises with conservatives instead of keeping pushing too hard, that's why I think we should spend some time with the new governor of Vanaheim.
Also, more time with Jacob while he's still likely to get bonuses. Julius can wait for next turn.

SLOT A - Year 1
-Y1: Spend Time With (Jacob)
-Y2: Spend Time With (Jacob)
-Y3: Spend Time With (Jacob)
-Y4: Spend Time With (Aryz)
-Y5: Spend Time With (Governor Mikaelsson)
 
Just a thought :

The Forge temples of the AdMech are holy sites. So allowing thier construction/expansion by the uninitiated may very well be viewed as sacrilege.
there is not an option for the Forge-Temples, just the cities
also I will say that infrastructure is a MAJOR ISSUE for the Avernite Admech, you will have to either do the reforms or be willing to devote the majority of your free actions to it in the next few decades, if you do not Fabricator-General Scott may override this.
also Scott has no intention of building any Forge-Worlds and is actually against the idea, claiming that it helped foster the sense of division between the Imeprium and the Mechanicus which caused so many issues
 
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Bolters are obsolete. Aquillae are symbols of the Abomination. Forge worlds are sources of division and strife.

Bolters aren't obsolete. They were probably a specialist weapon in DAOT due to having much wider variety of munitions. They aren't inferior Impalers, they are weapons in the niche between Impalers and grenade launchers. Also, there is rule of cool. Few things are more cool than full auto active-reactive rocket launchers. Hopefully we will get more DAOT bolts on the moons.
Forge worlds are the source of weapons and other technology. It makes sense to have specialized ultra-industrialized worlds, due to logistics and synergy. And it makes sense that such worlds would belong to AdMech. Unless we will somehow replace them with Guilds or some new organisation.

@Durin, I have some questions:
1) How does Scott want to replace Forge Worlds?
2) How would a presence of a Forge World in IT affect opinions of non-corrupted remnants and their AdMech?
3) What does she think about idea about creating their own layman Administratums on Forge Worlds, like Svartalfheim with AdMech instead of Guilds?
 
Bolters aren't obsolete. They were probably a specialist weapon in DAOT due to having much wider variety of munitions. They aren't inferior Impalers, they are weapons in the niche between Impalers and grenade launchers. Also, there is rule of cool. Few things are more cool than full auto active-reactive rocket launchers. Hopefully we will get more DAOT bolts on the moons.
Forge worlds are the source of weapons and other technology. It makes sense to have specialized ultra-industrialized worlds, due to logistics and synergy. And it makes sense that such worlds would belong to AdMech. Unless we will somehow replace them with Guilds or some new organisation.

@Durin, I have some questions:
1) How does Scott want to replace Forge Worlds?
2) How would a presence of a Forge World in IT affect opinions of non-corrupted remnants and their AdMech?
3) What does she think about idea about creating their own layman Administratums on Forge Worlds, like Svartalfheim with AdMech instead of Guilds?
1. forge cities on every world, while not quite as efficient she thinks it is better politically and prevents a single point of failure. also reduces the strain on your merchantmen, which have been barely keeping up with demand
2. unknown, little given how young such a forge world would be
3. she does not want forge worlds in the first point so I do not see what you are trying to ask
 
To be fair Moons of Cumae, for all intents an purposes, are essentially a young Forge World (not technically a "world" per say, but such things are not unheard of).
 
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The admech reforms are the most important issue right now and should precede all other concerns, a shiny new titan and a research path we cannot afford to follow or capitalize on is relatively minor compared to working towards mechanicus forges on every world in the Trust.
 
Well, guess that makes sense now. We and Svartalfheim can replace Forge World for IT. Probably we will need specialized industrial planets at some point in future, but we are far from it.

@Durin, I have some more questions:
1) Do the moons belong to us or to AdMech?
2) Do they have their own Administratums in-universe?
3) What does Scott think about hypothetical situation where we will have a heavily industrialized world ruled like Svartalfheim with Mechanicus instead of Guilds?
 
Ok, posting a plan. Choices in this plan were made with our limited reserves of AM in mind, though a lot of the items are still expensive. We end up spending under our Gross Income, but not by a lot. Still, it'll lock in enough Admin Actions that we won't have to do a lot of spending on that next turn, which will help.

As usual, changes can be made due to discussion, though since my office blocks SV I won't be able to make edits for ~9-10 hours from now as I can only post on a phone during that time.

[X] Plan Enjou T95

Munitorum
SLOT A - Year 1
-Y1: Thundabeast Riders: Planning
SLOT B - Year 2
-Y2: Helltrooper Power Combat Engineers
SLOT C - Year 4
-Y4: Helltrooper Jetbikes

Going for a plan that doesn't spend too much AM, but still gets useful stuff.

Void Command
SLOT A - Year 3
-Y3: Expand Shipyards: Small
--EXPEDITE YEAR 3

Administratum
SLOT A - Year 1
-Y1: Expand (Edvin's Choice) to Small Hive
SLOT B - Year 1
-Y1: Expand (Edvin's Choice) to Small Hive
SLOT C - Year 2
-Y2-Y5: Educational Review

Doing two of the three remaining regions that still need a hive expansion, and then an Educational Review series to save on AM as I'd go over what we make in a turn otherwise - need to build some reserves, after all.

Diplomacy
SLOT A - Year 1
-Y1: Trade Talks (Svartalfheim, to maintain equipment of Super-Elite Operatives)
-Y2: Re-examine (Freyr)
-- REPEAT IF FAILED
-Y3: Investigate Relationship (Vanaheim, Svartalfheim)
-- REPEAT IF FAILED
-Y4: Investigate Relationship (Vanaheim, Alfheim)
-- REPEAT IF FAILED
-Y5: Investigate Relationship (Vanaheim, Asgard)

Gotta get the trade talks with Svartalfheim done. Re-examining Freyr was suggested, and makes sense given he's the Trust's fleet commander. After that, I want to know the relationship between Vanaheim and several other worlds, specifically their conservative allies and Asgard (one of our strongest allies).

Aribtes
SLOT A - Year 1
-Y1-Y4: Motherhood
-Y5: Psyker Hunting

Jane needs a Psyker Hunting action to keep her skills up.

AdMech
SLOT A - Year 5 (Explorator)
-Y5: Add Stealth Technology (Recon)
-- DOUBLE DOWN YEAR 5
SLOT B - Year 4 (Biologis)
-Y4: Complete Examination (Maximal's Choice)
SLOT C - Year 1 (Free)
-Y1: Hand Off: Defences and Expansions

Improve the Stealth on Recon Armor.
I don't have any particular species I want to study at the moment, so it might be cool to just let Durin pick something he wants to show off. I could change this if people can agree on something they'd like to study, though.
Necessary Reform is Necessary.

Ministorum
SLOT A - Year 1
-Y1-Y5: Oversee Missionaries
SLOT B - Year 1
-Y1-Y5: Those in the Shadows

Same as last year. Seems like a good balance.

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Military Assistance
-- DOUBLE DOWN YEAR 1
-Y2: Fanning the Flames
-- DOUBLE DOWN YEAR 2
-Y3: Military Assistance
-- DOUBLE DOWN YEAR 3
-Y4: Fanning the Flames
-- DOUBLE DOWN YEAR 4
-Y5: Spying on Gods: Gork and Mork
SLOT B - Year 1 (Xavier)
-Y1-Y5: Deploy
SLOT C - Year 1 (Tamia)
-Y1: Siren Rune of Banishment: All Psykers

Ridcully splitting time between Military Assistance and Fanning the Flames, and then spying on the Ork gods at the end of the turn.
Xavier will continue to kick the shit out of the Orks.
Let's get the Siren Rune deployed.

Personal
SLOT A - Year 1
-Y1: Spend Time With (Jacob)
-Y2: Spend Time With (Jacob)
-Y3: Spend Time With (Xavier)
-Y4: Spend Time With (Freyr)
-Y5: Spend Time With (Sigurd)

Some more time with Jacob, and then with other people who are deployed onto the campaign.
 
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