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
Cleanup of Turn 24 Results.

@durin, you forgot the Results for the failed "Investigate Headmaster Ridcully" action, so I wrote one. Please check if it meets with your approval.


Turn Twenty-Four Results

Dis and Avernus' Spine remained stable, with casualties being little under one hundred and fifty thousand.
The Azure Islands calmed as the Sargasso Kelp stopped plaguing The Fair Isle.
Attacks in Lindon remain steady, with little over thirty thousand troopers dying.
The Everglades remained calm, with under twenty thousand casualties.
Elysium continues to slowly calm, with around one thousand tanks being lost this year.
Now that the railway is finished, Titan Scorpion attacks slow down, causing casualties to drop to just under one hundred and fifty thousand.


Vikings – Now that Archmagos Explorator Tranth has completed the STC of the Viking, General Drago suggests building a few thousand to supplement the Drop Troopers. This will give you a devastating weapon against Tyranid hordes as quickly as possible.

Time: 1 year.

Cost: 39,798 Thrones, 14,593 Material, 3,184 Promethium.
Upkeep per year: 3,980 Thrones, 14,593 Material, 1,592 Promethium.
Reward: 120 Vikings added to every drop trooper regiment.

Complete

General Drago oversaw the addition of a battalion of Vikings to every Drop Trooper Regiment this year. This included both training Vulture pilots in how to use them and coming up with a series of standard tactics involving the Viking. There were several delays in training the pilots, but none large enough to prevent the Vikings from entering service by the end of the year, if only just.


Bane Wolves – General Drago suggests building ten Bane Wolf Regiments. Their weapons are highly effective against Tyranids, even if they are not weapons you want to use on Avernus or any other world whose environment you care about, such as Alfheim.

Time: 1 year.

Cost: 40,200 Thrones, 8,040 Material, 2,010 Promethium.
Upkeep per year: 8,040 Thrones, 804 Material, 1,005 Promethium
Reward: 10 Bane Wolf Regiments (600 Bane Wolves per Regiment)

Complete

General Drago's recruitment and training of ten regiments' worth of Bane Wolves went well. He now has a large, deadly force to counter the more dangerous enemies of the Imperium in locations you do not mind subjecting to a bit of environmental destruction.


Militia Training: Cadia Style – A slightly extreme idea that General Drago has suggested is to train your militia to a level similar to that of his homeworld Cadia. This would involve thirty-two hours of training a week and give them a skill level approaching that of Grenadier Regiments. The training will both take several years to set up and have a significant impact on the morale of your population, but not unmanageably so.

Time: 3 years

Cost: 30,950,000 Thrones, 442,181 Material, 10,310 Promethium
Upkeep per year: 5,803,623 Thrones (times six Thrones upkeep), 442,181 Material (quadruples Materials upkeep)
Reward: Extremely well trained militia, +48 to militia combat rolls, +33 to PDF and Guard Combat Rolls, -3 Civilian Morale

Locked – One out of Three years complete

General Drago has begun to apply his knowledge to turns Avernus' militia into a dangerous force but informs you it will take time. Currently he has increased the training load to eight hours per week and has begun training more instructors. He is glad that you have agreed with his plan and hopes to use all of his experience with his homeworld Cadia's system to turn the Avernite militia into a skilled and effective fighting force.

Dis' population growth remains steady at 7.52% this year.
As the population of Avernus' Spine booms by 10.05%, Helm's Deep approaches its maximum capacity.
The population boom in the Azure Isle increases slightly to 11.41%, as the Fair Isle starts to fill up.
The plague in Lindon is dealt with and the population grows by 4.51%.
There is a small plague in the Everglades which drops the population growth to 4.35% before being dealt with. Despite this plague Okefenokee begins to fill up.
Elysium's population booms by a massive 13% this year, as the deaths from the plagues have finally ended.
Aridia's population growth increases to 8.93% this year.


Underground Railway: Aridia and Everglades – Given how successful the underground railway in Elysium has proven to be, Henry proposes building one in Aridia and the Everglades. This railway will go under seven hundred and seventy kilometres of swamp and nine hundred and seventy kilometres of desert. The main challenge in construction is dealing with the Titan Scorpions that will be disturbed in Aridia, which is why Henry advises stationing a large military contingent with the excavators. Interestingly, the railway in Everglades will pass under Limberlost, allowing you to more easily reclaim Limberlost and its promethium reserves.

Time: 4 years.

Cost: 2,656,550 Thrones, 233,160 Material, 932,640 Metal, 58,290 Promethium.
Upkeep per year: 132,828 Thrones, 11,658 Materiel, 46,632 Metal, 29,145 Promethium.
Reward: Underground railway linking cities in Aridia and Everglades, allowing rapid transit, +45% Thrones, +12.5% production.

Complete

The slow and expensive rail work in Aridia has finally been completed this year, despite the best efforts of the Titan Scorpions. The rails will continue to be occasionally damaged by rampaging Titan Scorpions, but according to Magos Biologis Saren, all of the Titan Scorpions directly under the lines have already attacked it. The economic bonuses of the railway lines have already come into play, with transport between the cities of Aridia being far cheaper and safer underground compared to flying.


Comprehensive Medical Scheme – Henry has given you a very ambitious plan for a Comprehensive Medical Scheme for Avernus. In this scheme the number of hospitals on Avernus would be tripled and they would provide a large number of services to the general public for free. As well as increasing the general health and prosperity of your citizens, a worthy aim all by itself, this should allow you to catch plagues sooner and deal with them more effectively. This is the final general health care project that Henry has envisioned and he considers it to be of low priority.

Time: 4 years.

Cost: 11,220,000 Thrones, 420,700 Material, 168,300 Metal, 14,020 Promethium.
Upkeep per year: 1,121,800 Thrones, 42,068 Material, 8,414 Metal, 701 Promethium.
Reward: Comprehensive Medical Scheme in all cities, +1% population growth, reduced chance of plagues, +1 civilian morale.

Complete

Despite some delays in staff training, the new hospitals opened before the end of the year as scheduled. You are now in the unprecedented position of your hospitals rarely being filled to capacity at any given time, making your health care system one of the best in the Imperium as Henry has advertised. This will allow you to easily counteract the health issues of the greatly increased workload that the currently planned militia training will cause.


Collegia – Henry has suggested building a huge institute of learning in Dis. This will be a hundred times the size of one of the universities and will take the best of the university graduates and further train them in their chosen field. With this Collegia Henry will be able to achieve his dream of making Avernus into one of the best-educated worlds in the Imperium. Henry considers this to be of medium priority.

Time: 3 years.

Cost: 703,500 Thrones, 70,350 Material, 70,350 Metal, 7,035 Promethium.
Upkeep per year: 70,035 Thrones, 3,518 Material, 3,518 Metal, 352 Promethium.
Reward: Collegia in Dis, +5% base Thrones and +2% base Metal, Production Capacity and Promethium in all cities. This bonus is added every year for five years resulting in a +25% increase base Thrones and +10% base Metal, Production Capacity and Promethium. This adds on to the bonus from public schools and universities.

Complete

The Collegia in Dis opened its doors late this year after much frantic work by the staff to complete the curriculum. The top one percent of graduates from the universities of Avernus, some tens of thousands of people, will be selected to be educated at this institute. Here they will be taught the most complex knowledge known to mankind outside of the Priesthoods.


Personal Attention: Population Pressure: Expand Hollin: Phase One – Hollin's population is on the verge of growing too large for its current limits without causing severe overcrowding. One way to fix this problem is for Hollin to be expanded into a Small Hive. Henry's proposal is for the city to expand upwards, building itself into a classic hive. He also plans to split the expansion into two separate phases to limit the amount of resources you need to use at a time. The second expansion will be purely military and bring the defences up to the same level as on Dis.

Time: 2 years.

Cost: 29,040,000 Thrones, 4,573,000 Material, 5,311,000 Metal, 610,500 Promethium, 100 Advanced Material.
Upkeep per year: 542,600 Thrones, 65,977 Material, 52,959 Metal, 17,472 Promethium,1 Advanced Material.
Reward: Hollin expended into Small Hive, will require another action to bring defenses up to par.

Locked – One out of Two years complete

This year you oversaw the beginning of the expansion of Hollin. This consisted of beginning to link the taller towers together and to build the superstructure of the hive. With the advanced construction methods acquired from Atlas and the very experienced construction teams that Avernus has developed, this only took a single year, far less than it would take on almost any other world. The Hive will rise eight kilometres from the ground and will cover around sixteen square kilometres of ground. Being built to Avernus' standards, it will be able to comfortably provide housing and workspace for around three hundred million citizens before needing expansion again.


Repair Imperial Navy Escorts – Some of the damaged Imperial ships from the recent battle against the Tyranids have been sent to Avernus with instructions that you repair them within five years. Currently, your Orbital Docks and Ramilies-class Starfort are capable of repairing the escorts and Henry suggests beginning soon.

Time: 2 years.

Cost: 7,920,000 Thrones, 1,080,000 Material, 46,800 Promethium, 740 Advanced Material
Reward: repair the sixteen escorts for the Imperial Navy.

Locked – One out of Two years complete

Your Orbital Docks and Ramilies-class Starfort have begun to work on repairing the Imperial Navy Escorts damaged in the recent battle near Alfheim. This work is running ahead of schedule and should finish well before the end of next year. Henry reminds you that this is the first major project that is being done in orbit of Avernus by forces under your command, and invites you to a small celebration.

As the Shadow in the Warp recedes, tourists start returning to Avernus. Not in the same numbers as before, but Lord Klovis-Ultan is sure that that will change.

5(base) * 2(building) * 50(luxuries) * 1.1(space station) * d100 * d100
= 550 * d100 * d100 = 550 * 95 * 71 = 3,709,750 Thrones

The immigrants from Midgard continue to suffer five million losses per year as the Defence Monitors and Asteroid Miners from Vanaheim arrive and begin to operate.


Request for aid: Adeptus Mechanicus: Specialists (Auxilia Myrmidon) – You can request that the Adeptus Mechanicus send you a group of Auxilia Myrmidon. This will provide a significant boost to your military.

Time: 1 year.
Chance of Success: 40%

Cost: 14,200 Thrones
Reward: A group of Auxilia Myrmidon are dispatched to Avernus, providing an elite unit.

Complete
d100 = 83 + 10(astropathic relay) + 15(diplomacy) = 108: Critical Success

A full battalion of Auxilia Myrmidon have been dispatched to Avernus under the command of a Magos Prime, and are expected to arrive next year. This unit, while not under your command, will provide a very well-equipped elite force to Avernus. They will be deployed to guard the Forges of Dorthonion as well as the ancient, holy ruins that have been located.


Trade Negotiations (Svartalfheim) – Now that you have both an embassy and a large amount of resources that they want, Svartalfheim would be willing to open trade talks with you. Lord Klovis-Ultan advises setting up strong trade relations with as many of the neighboring worlds as possible so as to strengthen your ties to the sub-sector. In particular, Svartalfheim is likely to be willing to sell you advanced weapons and other mechanical works of art.

Time: 1 year.
Chance of Success: 50%.

Cost: 14,200 Thrones.
Upkeep per year: varies.
Reward: open trade talks with Svartalfheim.

Complete
d100 = 34 + 10(astropathic relay) + 15(diplomacy) = 59: Success

Lord Klovis-Ultan has made contact with the senior Administratum Adept on Svartalfheim and has set up a meeting to discuss trade between Avernus and Svartalfheim.

The cult in Yphax continues to slowly shrink, though Arbitrator Oakheart is worried that it will take a long time if she doesn't personally oversee the operations.

Cult Activity Periphery Cultists Found Inner Circle Cultists Found
Avernus Prime    
Avernus' Spine    
The Azure Islands    
Lindon    
Everglades    
Elysium   120
Aridia    
Avernus Total   120
Of the thirty six psykers found last year, six of them were Chaos-tainted.
The first Chaos-tainted psyker discovered was a Zeta-level in Dis who fell to the Battle Psyker who discovered him after a five minute battle.
The second, an Epsilon-level in Casarrondo, killed 1,524 civilians and seventeen Witch Hunters before he exploded as he was being approached by the Witch Hunters.
The third, a Zeta-level in Garden Grove, killed twenty Psyker Hunters before being taken out by a well-placed lascannon shot.
The fifth Chaos Psyker found this year was a Gamma-level in Salem, who used his telekinesis to cause a horrific tornado within the city, killing around ten million civilians and twelve PDF Regiments as well as sixty-nine Witch Hunters and fifty-six Psyker Hunters before located and killed by lasrifle-wielding Major Winston Norwest, the current commander of the Psyker Hunters and one of the best snipers on Avernus.
The final Chaos Psyker was a Epsilon-level in the Fair Isle, who was killed by a PDF patrol when his eyes started glowing and he started levitating in the middle of a street while speaking in a language that hurt the minds of those that heard it.
The thirty untainted psykers ranged from six to seventeen and included eight Epsilons and twenty-two Zetas.


Assassins: Avernus – Arbitrator Oakheart suggest training dedicated assassins to aid her spy network in killing the more elusive cultists. These cultists will often notice the arrival of the authorities and scurry off before they are caught. Arbitrator Oakheart suggests training assassins who can approach and deal with the cultists before they realize that they have been discovered. She considers this to be of low urgency and would prefer to wait until she has a quiet period before beginning this project.

Time: 5 years.
Chance of Success: 40%, rolled separately in each region.

Cost: 5,609,000 Thrones, 56,090 Material, 5,609 Promethium.
Upkeep per year: 284,500 Thrones, 2,845 Material, 142 Promethium
Reward: Assassins trained to operate in Avernus, gain 700 Arbites Assassins, +5% to detecting cultists and +20% to detecting inner circle cultists.

Complete
Dis roll: d100 = 90 + 12(intrigue) + 5(Trait) = 117: Critical Success
Avernus' Spine roll: d100 = 12 + 12(intrigue) + 5(Trait) = 29: Fail
Re-roll due to Dis' Critical Success: d100 = 54 + 12(intrigue) + 5(Trait) = 71: Success
Azure Islands roll: d100 = 2 + 12(intrigue) + 5(Trait) = 19: Fail
Lindon roll: d100 = 53 + 12(intrigue) + 5(Trait) = 70: Success
Everglades roll: d100 = 29 + 12(intrigue) + 5(Trait) = 46: Fail
Elysium roll: d100 = 36 + 12(intrigue) + 5(Trait) = 53: Fail
Re-roll due to Emperor's Tarot: d100 = 79 + 12(intrigue) + 5(Trait) = 96: Success
Aridia roll: d100 = 18 + 12(intrigue) + 5(Trait) = 35: Fail

The final training for the Assassins this year consisted mostly of consolidating what they already knew and pushing them to find their limits. Headmaster Ridcully gave some advice that he had received from the Emperor's Tarot to Arbitrator Oakheart early this year which helped the trainees in Elysium noticeably. The final tests revealed that in the majority of the regions not enough assassins were ready for deployment. The exceptions to this were Lindon, Elysium thanks to Headmaster Ridcully's advice, and Dis, which had so many assassins graduate that there were enough to cover the rest of Avernus' Spine as well. Arbitrator Oakheart intends to continue training the assassins until they can cover all of Avernus.


Arbites Precinct: Avernus – Now that she has an Arbites Precinct in Dis, Arbitrator Oakheart wishes to position one in every other city in Avernus. This will allow Adeptus Arbites to command every city's police, greatly increasing the efficiency. It will also provide Oakheart with a five hundred man elite unit of Arbitrators to deal with any issues.

Time: 5 years.

Cost: 4,750,000 Thrones, 950,000 Material, 950,000 Metal, 95,000 Promethium.
Upkeep per year: 237,500 Thrones, 47,500 Material, 47,500 Metal, 950 Promethium
Reward: Arbites Precinct in all cities, 500 man Adeptus Arbites Arbitrator unit, +10% to detecting cultists, inner circle cultists and psykers in all cities.

Complete

Five hundred Adeptus Arbites Arbitrators spent this year getting to know the cities that they have been assigned to. This included learning the layout of the cities, the culture and influential people as well as getting to know their new police subordinates. This went very well and the Arbitrators have already begun their work.


Constant Recruitment: Psyker Hunters – the Psyker Hunters are being ground down by constant casualties and Arbitrator Oakheart has a plan to deal with this. She intends to constantly select those who show potential as a Psyker Hunter and put them though a specialized training course she will create before having them join the Psyker Hunters. This will allow around thirty new Psyker Hunters to join the force per year which should mostly cover losses.

Time: 3 years

Cost: 670,000 Thrones, 13,400 Material, 670 Metal, 67 Promethium.
Upkeep per year: 67,000 Thrones, 1,340 Material, 67 Metal, 7 Promethium.
Reward: recruit 3d20 Psyker Hunters per year.

Locked – One out of Three years complete

This year Arbitrator Oakheart began to set up a training facility for her Psyker Hunters, as well as setting up a method by witch new recruits will be selected. Currently this method is by referral from either the army, a current Psyker Hunter or an Arbitrator. The training facility will be in Dis and will be a wing of the Arbites Precinct that is currently being expanded for it.

Enlarge Forge – Given that Advanced Materials are one of the few few resource choke points that Avernus currently has, Forge Master Britton has suggested expanding the Forge in Dorthonion. This will be an expensive and time consuming process, but you can easily afford it with the economic boosts from the new STC templates that you have bought from Atlas.

Time: 4 years.

Cost: 9,380,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge in Dorthonion, +100% to base Advanced Material Production, +300 Advanced Material produced a turn (+750 after STC bonus applied).

Locked – Three out of Four years complete

Work on the Forge in Dorthonion has continued this year with several severe delays. Due to these delays the main Forge has only just been completed and work has not even started on consecrating the building, a process that often takes over a year. Forge Master Britton warns you that the Forge may run over schedule.


Explore Ruins – The ruins under Silver Lake seem to be the largest yet discovered and Archmagos Explorator Tranth hopes that they will have archeotech and STCs to match their size.

Time: 1 year.
Chance of Success: Unknown but high.

Cost: 7,100 Thrones, 710 Material, 355 Metal, 71 Promethium.
Reward: Gain ancient tech from the ruins under Silver Lake.

Complete
d100 = 83 + 30(building) + 17(learning) = 130: Critical Success

Archmagos Explorator Tranth's investigations under Silver Lake this year have borne amazing fruit. Shortly into the year he found a complete STC detailing how to produce and apply a form of Juvenat that is around as difficult to make as the most advanced form that the Imperium currently possesses, but over twice as effective, allowing the user to live over seven centuries. This will double the lifespan of the Emperor's most valuable human servants ranging from the common Inquisitor and his favoured agents all the way to the High Lords of Terra. Archmagos Explorator Tranth informs you that this find is far more valuable than even the Impaler and should be worth an almost incalculable amount.
As well as the Hyper-advanced Juvenat, Archmagos Explorator Tranth has found a 32% complete design for a maglev train that is both faster and less energy-intensive than any current model.


Double Down: Try to complete STC fragment: Warp Scanners – Archmagos Explorator Tranth would like to study the advanced warp scanner that he found in Babylon. It will take some time as it is very complex and he does not have a very good level of understanding of the warp, but if successful, you will be able to double your warning for attacks and make calculated jumps to most of the planets in the Asgard sub-sector.

Time: 1 year

Cost: 7,100 Thrones, 1,420 Material, 31 Metal, 8 Promethium.

Chance of Success: -30% (42% after bonuses).
Reward: Gain complete blueprints of Warp Scanners.

Complete
100 = 96 + 30(building) + 17(learning) + 15(cogitator) + 10(Rune Priests) + 10(Warp Library) + 20(Double Down) - 30(difficulty) = 168: Critical Success

Archmagos Explorator Tranth spent much of the year examining the new Warp Scanners partial STC and has been very successful. He has managed to complete the STC and has found that not only does it act as an early warning system against invaders and a better navigational tool, but it can also pinpoint where a ship is going to exit the warp far better than the current model.


Regional Survey (Avernus' Spine) – Magos Biologis Saren wishes to give each region a thorough survey to discover if there is any interesting flora or fauna that is so far undiscovered. He is willing to let you choose which region to begin with.

Time: 1 year.
Chance of Success: 60%

Cost: 30,500 Thrones, 1,525 Material, 305 Metal, 710 Promethium.
Reward: Find out more about wildlife in Avernus' Spine possibly discover new interesting species.

Complete
d100 = 57 + 10(research team) + 30(building) + 9(learning) = 106; Critical Success

Magos Biologis Saren's survey of Avernus' Spine has completed this year, with several discoveries having been made. The first major discovery that he has made is that all of the wildlife larger than one kilogram of body mass never get within sight of the volcanic region between Dis and Lemnos, leading him to suspect that there is some form of danger there that is greater than mere poisonous gasses occasionally being released. The other major discovery that Magos Biologis Saren has made is of the Calming Butcher Bird, a small black and white songbird whose beautiful song calms those that hear it so that they do not attack it.

Constant Recruitment: Witch Hunters – Like the Psyker Hunters the Witch Hunters are being ground down by casualties and Deacon Lin also plans to deal with this by setting up a system that will constantly feed new recruits into the Witch Hunters. The new recruits for the Witch Hunters will mostly come from the Seminaries and the Chaplains and they will be taught in a specialized Seminary in Dis.

Time: 3 years

Cost: 1,005,000 Thrones, 20,100 Material, 1,005 Metal, 105 Promethium.
Upkeep per year: 100,500 Thrones, 2,010 Material, 101 Metal, 1 Promethium.
Reward: recruit 5d20 Witch Hunters per year

Complete

The first year of training at the Marcus Aurilian Witch Hunters' Seminary began this year with Deacon Lin paying close attention. There were several minor issues, but generally speaking the first year went well and Deacon Lin is sure that next year will go equally well without his supervision. The first class will graduate by the end of next year.


Expedite: Orphanages: Schola Progenium Model – Deacon Lin has plans to change the orphanages so the children receive training on a model that resembles that of the Schola Progenium, except with a wider focus and to a lesser extent. This would take several years and be moderately expensive (you remember when a million Thrones was more than your annual budget), but will definitely be worth it. As well as increasing the education level of your orphans and therefore your general populace (there are a lot of orphans on Avernus), this will allow Deacon Lin to easily expand the size of the Schola Progenium.

Time: 3 years

Cost: 1,038,00 Thrones, 103,800 Material, 103,800 Metal, 5,188 Promethium.
Upkeep per year: 103,750 Thrones, 5,188 Material, 5,188 Metal, 249 Promethium.
Reward: Orphanages enlarged and converted to Schola Progenium-style system, +25% education bonus, can enlarge Schola Progenium

Locked – One out of Two years complete (Expedited)

Deacon Lin's work to increase the orphanages' educational capabilities has had a successful start. To begin with, a large number of expanded orphanages that also contain schools have been built while Deacon Lin searched for teachers for them. There are not currently sufficient qualified teachers, so Deacon Lin has started training several thousand new teachers, mostly recent University graduates. Lin and the more experienced teachers have begun to work on the curriculum and how to determine which path each orphan should be sent down on, but have not yet completed this.

Ten major psykers and a hundred and fifty minor psykers underwent the trials this year. Four of the major psykers failed, ending your run of high success rates, while the other six, four Epsilon and two Zeta, passed. Three Biomancers, two Epsilon and one Zeta, became Sanctionites, as did an Epsilon-level Diviner. The remaining two major psykers, an Epsilon-level Telekinetic and a Zeta-level Pyromancer, became Battle Psykers.

Of the one hundred and fifty six minor psykers, thirty-six failed the trials, and either died or were executed. Twenty-two of the survivors began training as Witch Sniffers, twenty-eight as Battle Psykers and another twenty-eight as Sanctionites. The remaining dozen began training as astropaths.


Task Minor Talents: Individual Strengths – The final method of training your minor psykers is to train them for whatever position their individual talents and temperament are best suited for. This will give you a mix of the different types and will avoid having to train psykers for tasks they are not suited for. Headmaster Ridcully would prefer this method of tasking.

Time: 4 years

Cost: 670,000 Thrones, 6,700 Material,670 Promethium.
Upkeep per year: 335,000 Thrones, 3,350 Material, 335 Promethium.
Reward: Train psykers for best job based on talents and temperament, +15% to effect of all psykers.

Locked – One out of Four years complete

Headmaster Ridcully spent this year sorting the students into their different paths according to their talents and inclinations, and setting up a series of trials to speed up this process in the future. Most of the minor psykers are split evenly between Battle Psykers, Witch Sniffers and Sanctionites, with around ten percent showing talents for more exotic paths.

Way of the Blade – Arbitrator Oakheart is a master of the blade and willing to teach you. The next step is focused on learning the details of Arbitrator Oakheart's style.

Time: 3 years.
Chance of Success: 30% (55% after modifiers).

Cost: Free
Reward: become Expert Bladesman (+30% to melee combat rolls, +3C)

Complete
d100 = 75 + 20(combat) + 5(palace) = 100: Success
gained trait Expert Bladesman (+30% to melee combat rolls, +3C)

During the time you spent on Alfheim you continued your blade practice and made a great deal of progress. When you returned, Arbitrator Oakheart informed you that you were ready for the final training and spent much of the rest of the the year sparring with you, both alone and accompanied by others. You constantly lost and returned back to your offices beaten and bruised, but you grew quickly in skill and experience over this time. By the end of the year, Arbitrator Oakheart had determined that you were skilled enough with the blade to be called an expert.


Personal Attention: Population Pressure: Expand Hollin: Phase One – You are highly capable of military command, administration, intrigue and are capable of managing a project in any of those fields.

Time: 2 years.
Cost: free.
Reward: get one extra Adeptus Munitorum, Adeptus Administratum or Adeptus Arbites action with your characteristic bonus. Can be taken twice.

Locked – One out of Two years complete

You personally oversaw the beginning of the expansion of Hollin into a small hive this year.


Investigate Headmaster Ridcully – Headmaster Ridcully is the head of the local Scholastica Psykana and therefore the leader of the local psykers. You should try to get information on him from the Adeptus Astra Telepathica.

Time: 1 Year.
Chance of Success: 50%
Cost: 13,700 Thrones
Reward: Character sheet on Headmaster Ridcully.

Complete
d100=15 + 10(astropathic choir) + 5(Palace) + 6(Diplomacy) = 36: Fail

This year, you sent a message to the Adeptus Astra Telepathica to ask them for information about Headmaster Ridcully, but you have yet to receive a reply, leaving you uncertain whether the message even got through.

Year Income Thrones Material Metal Promethium Advanced Material Food
Starting 157,679,713 104,934,620 24,695,814 25,119,389 734 2,000
Net Income 25,247,388 27,487,859 8,393,936 5,945,716 -216 1,158
Remaining 182,927,101 132,422,479 33,089,750 31,065,105 518 3,158
 
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Regarding trading with Mars, it would be a good idea were it not for the looming fall of the imperium, by my reckoning.

I would much rather settle for a more likely, if lesser, payoff from Atlas (and whatever neighbours it can rope into helping to pay for the thing.)
 
Hey, @durin, how much would a juvenat clinic(with the brand new STC we found) catering to rich and powerful visitors improve our Tourism?
This is a pretty good idea. We can probably make a stupid amount of Thrones from that each turn, at least for a while. Even if we trade the STC away, we'll still have it implemented far sooner than anyone else. Let's do the implementation project as soon as we can, hopefully next turn.
 
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@durin : Speaking of trading, if we make contract with Asgard, what could we buy from them other than their Knights?
We probably couldn't buy knights(or in limited numers), but we could certainly hire some into our retinue.

The Datasheets also note Asgard as being a big exporter of Metal.

Anyway, Jotunheim and Niflheim seem to be good targets to trade with next, because we want more Promethium. Jotunheim gives us Ogryns too!
 
Trade the STC printouts to Atlas, give them a wishlist for when they trade them on to Mars. They probably have much better chances of establishing negotiations with Mars and getting something really good than we would, them getting copies of everything doesn't hurt us in the least, and they have every interest to keep relations with us as good as they have been so we keep going to them.
 
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[X] Buy: Military exchange: 10 regiments sent to Svartalfheim, 10 regiments of Svartalfar Guardians sent from Svartalfheim to Avernus, +3 bonus to combat and +5 bonus to coordination. Cost: 5 credits (can only be taken once)
[ ] 5,000 material per year= 1 Credit
[X] Buy x55: 50 Advanced Material per year = 1 Credit
[X] Buy x40: 1 Exotic Material per year = 2 Credits
[ ] 30 000 Thrones per year = 1 credit
Total: 140 Credits

[X] Sell x10: 100 Units of food per year = 10 Credits (max: 1,000 units)
[X] Sell x10: 51 Regiments' worth of Impalers (15,000 Thrones, 7,500 Material) = 4 Credits (can be taken ten times)
Total: 140 Credits

Food is not an issue. We have the surplus, and when our population grows enough to cut into our reserves, we'll hopefully have the Advanced Hydroponics ready. If not, we can probably do an economic action to produce more food, or trade for it. This opportunity is too good to be conservative about.
 
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Having an improved Juvenat clinic on Avernus would also give us a great route of introduction to the sector level authorities, and make them that much keener to invest defences and resources here.
 
One Exotic Material per dose... that means that at first we can only give it to our most important people. Still, we can divert half the production to tourism, or something like that, and rake in a ton of dough.

What can we ask for a dose? 10 million Thrones? 25 million? 100 million? Even more? I have no idea what level of wealth a single ultra-rich person has in 40K.
 
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[X] Buy: Military exchange: 10 regiments sent to Svartalfheim, 10 regiments of Svartalfar Guardians sent from Svartalfheim to Avernus, +3 bonus to combat and +5 bonus to coordination. Cost: 5 credits (can only be taken once)
[ ] 5,000 material per year= 1 Credit
[X] Buy x75: 50 Advanced Material per year = 1 Credit
[X] Buy x30: 1 Exotic Material per year = 2 Credits
[ ] 30 000 Thrones per year = 1 credit
Total: 140 Credits

[X] Sell x10: 100 Units of food per year = 10 Credits (max: 1,000 units)
[X] Sell x10: 51 Regiments' worth of Impalers (15,000 Thrones, 7,500 Material) = 4 Credits (can be taken ten times)
Total: 140 Credits
Go all the way to x35 advanced, x40 exotic I'd say in light of the need for exotic for Juvenat. 1750 advanced material per year is enough to mostly solve the current shortage.
 
@durin how much would we need to upgrade our (Admech) facilities to start producing Exotic Material?

How much advanced material/exotic material would these production facilities cost?
 
Go all the way to x35 advanced, x40 exotic I'd say in light of the need for exotic for Juvenat. 1750 advanced material per year is enough to mostly solve the current shortage.
I want a big boost of Advanced Material as well, so we can do any new projects that open up. Adv. Material is currently our biggest shortage, and our need for it will only increase.
 
@durin how much would we need to upgrade our (Admech) facilities to start producing Exotic Material?

How much advanced material/exotic material would these production facilities cost?

That's the Expand Forge action:

Expand Temple-Forge – Forge Master Britton has suggested that you enlarge your Minor Temple-Forge into a Major Temple-Forge. As well as improving the general benefits of the Temple-Forge, this will allow the production of some of the most complex and advanced technology that the Imperium currently possesses. Forge Master Britton believes that this should wait until you have enlarged the Forge but acknowledges that both options would be equally viable.
Time: 4 years.
Cost: 8,040,000 Thrones, 2,345,000 Material, 469,000 Metal, 23,450 Promethium, 100 Advanced Material.
Upkeep per year: 938,000 Thrones, 234,500 Material, 46,900 Metal, 2,345 Promethium.
Reward: Major Forge-Temple in Dorthonion, +40 to all Adeptus Mechanicus rolls, +30 Advanced Material produced a turn (+75 after STC bonus applied), 5 Exotic Material Produced per turn.​

We need to get more Forge Cities and build Major Temple Forges in them all. Something to look at for the Ad Mech trade next turn.
 
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I want a big boost of Advanced Material as well, so we can do any new projects that open up. Adv. Material is currently our biggest shortage, and our need for it will only increase.
I expect exotic material to supplant it as our biggest shortage in the near future, though. Looks like the really high tech stuff needs it.
 
Our current production of Advanced Material after upkeep is 1300 and the forge upgrade will increase that to around 2000. For the trade get enough advanced material to double that and then put the rest into exotic material which will be needed to do all the most advanced research like the Vanquisher cannon.

This deal will double our income of advanced material and give us 47 exotic material a year to work with.

[X] Buy: Military exchange: 10 regiments sent to Svartalfheim, 10 regiments of Svartalfar Guardians sent from Svartalfheim to Avernus, +3 bonus to combat and +5 bonus to coordination. Cost: 5 credits (can only be taken once)
[X] Buy x41: 50 Advanced Material per year = 1 Credit
[X] Buy x47: 1 Exotic Material per year = 2 Credits
Total: 140 Credits

[X] Sell x10: 100 Units of food per year = 10 Credits (max: 1,000 units)
[X] Sell x10: 51 Regiments' worth of Impalers (15,000 Thrones, 7,500 Material) = 4 Credits (can be taken ten times)
Total: 140 Credits
 
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