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
Sorry, I mean with the Expand Helltroopers than we're doing with our Personal Action.

It'll be done sooner if Rotbart does it, since he can start it a year earlier. That also means that even if it doesn't finish by the time we get attacked, we're still more likely to have an extra segment of the new Helltroopers finish their training by then.
 
I suspect that it's better to keep all the shinies to one person, due to them together having more effects than separately.
But I may be wrong.
So, I'd rather commissioned a sword for Jacob now, as he will reach paragon pretty soon, @Enjou?
 
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@Enjou @DeusFerreus The juvenat isn't really that urgent an issue, especially the juvenat for centenarians. We don't need to improve our militia, we need to prepare for war, and the militia never seem to get involved in that. Using those admin actions on producing thrones, and freeing up Rotbart for more orbital defences is more in line with our current needs.

Honestly basically everything in Munitorum is expensive.
I imagine we would want to use our Personal Action on Adminstratum to get more resources or somesuch.
That's probably how it'll have to be. At a glance, it really doesn't look like we'll be able to afford both mines and Hive expansion next turn.
Looking at material alone, both projects are aroung 70 billion, and we'll have 40 billion in reserve, with an income of another 40. This turn. But next turn the new manufactories will kick in and
double our production, which according to the datasheets is...
500 million a year?
How does that become 40 billion a turn? 500 million a year for 5 years is only 2,5 billion. Looking closer at our material income, we should have an annual deficit of 2 billion, nothing like a surplus of what should be 8 billion a turn.
Whatever, it'll get us at least 7,3 billion a year, meaning an extra 36,5 billion material a turn. So I'm not actually that worried for material.
Thrones: we're looking at a reserve for 83 billion thrones after Deus' plan, probably 120-30 after Enjou's. Plus income of about 36 billion. The expanding of a hive costs about almost 60 billion, and the minefield 35.
 
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just something you should know
it costs 1,000 Thrones to make 1 Advanced Material
it costs 10,000 Thrones to make 1 Exotic Material
it costs 1,000,000 Thrones to make 1 Relic Material
 
@AlsoSprachOdin I disagree, not only does the juvenat boost militia it will boost *everything* including economy, and also do you want to lose phase tigers to old age?

Also the militia are vital when (and it's when, not if) we get attacked, also means we can send more elite soldiers elsewhere, not to mention that we actually do deploy the PDF abroad, considering that they are by themselves comparable to line troops for the rest of the Trust they are far from worthless.
 
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I only suggested taking the centenarian juvenat off the table.
And boosting the militia as a way to boost our economy is very long-term. We want to shield up against invasions as rapidly as possibly right now.

We are in for the long haul, this is not a one-off threat but a constant sword of damocles hanging over the galaxy, and only the first of many of these at that- we need to be gearing up for constant warfare and the best way to do that is to stack as many passive background buffs as possible because every bit counts. If we don't do it *now* then when will we- after a waag hits and we're pressed for repairing the damage? When we are busy trying to rebuild our fleet to deal with Valinor? When the next big crisis hits?
 
it costs 1,000 Thrones to make 1 Advanced Material
it costs 10,000 Thrones to make 1 Exotic Material
And yet, from our biggest supplier, Niflheim:
59.2 Cr=1,000 Advanced Material => 0,0592 credits/AM
81.1 Cr=10 Exotic Material per year = 8,11 credits/EM

Which means:
8,11/0,0592 = 137
that
1 EM is worth 137 AM measured in credits
 
It'll be done sooner if Rotbart does it, since he can start it a year earlier. That also means that even if it doesn't finish by the time we get attacked, we're still more likely to have an extra segment of the new Helltroopers finish their training by then.
The problem is that most of the Munitorum actions are expensive. I don't think we can afford another 3 Munitorum actions next turn.

Also, if we do get attacked, one of the Trust Members gets attacked, we want to have Rotbart's action free to do stuff.
 
We are in for the long haul, this is not a one-off threat but a constant sword of damocles hanging over the galaxy, and only the first of many of these at that- we need to be gearing up for constant warfare and the best way to do that is to stack as many passive background buffs as possible because every bit counts.
Well, then why don't we just drop fanning the flames in favor of material resonance?
 
Well, then why don't we just drop fanning the flames in favor of material resonance?

Fanning the flames buys us an extra turn or two to bulk up. We really need to finish expanding everything and also ideally get the spinal cannons and defenses up and running prior to getting hit.

Sure, what's that?
My point was just that the difference between AM and EM seems to be a lot more on Niflheim.

Was making a capitalism joke.
 
Fanning the flames buys us an extra turn or two to bulk up. We really need to finish expanding everything and also ideally get the spinal cannons and defenses up and running prior to getting hit.
All I'm suggesting is waiting a turn or two, until our economy has somewhat more stabilized, before we get our centenarian juvenat.
If we can wait a turn before getting terminator armor, we can wait a turn to get juvenat.
 
And yet, from our biggest supplier, Niflheim:
59.2 Cr=1,000 Advanced Material => 0,0592 credits/AM
81.1 Cr=10 Exotic Material per year = 8,11 credits/EM

Which means:
8,11/0,0592 = 137
that
1 EM is worth 137 AM measured in credits
I should be more clear. Each AM you makes costs 1,000 Thrones as well as everything else
 
I should be more clear. Each AM you makes costs 1,000 Thrones as well as everything else
In other words we need to start scaling up our Economic Productivity/Person before distributing Neutron Guns to the Militia.

At 300 Thrones/Year already it's hard to get higher, though.

I mean, other than that Underground Railroad to the island option... which is... not something to be taken lightly.
 
Producing enough Juvenat that we can sell them sounds like a sound idea to get our finances up, IMO.
 
[X] Plan DeusFerreus t102

Embers in the Dusk: A Planetary Governor Quest (43k) | Page 3243 - draft with comments explaining my choices

Military
Slot one (4 years)
Year 2 - PDF: Void Infantry
Slot two (2 years)
Year 4 - PDF: Artillery and Transport
Slot three (1 year)
Year 5 - Ace Pilot Academy

Void
Slot one (4 years)
Year 2 - Construct: Skeid Military Transport
Slot two (5 years)
Year 1 - Upgrade Defences Deiphobe
Year 5 - Upgrade Defences Deiphobe
Slot three (4 years)
Year 2 - Upgrade Defences Deiphobe (expedite y2)
Year 5 - Upgrade Defences Deiphobe (expedite y5)

Admin
Slot one (5 years)
Year 1 - Hyper Juve-Nat Production Factories
Slot two (3 years)
Year 3 - Expand Juve-Nat Production Factories
Slot three (2 years)
Year 4 - Juve-Nat: Centenarians

Diplomacy
Slot one (3 years)
Year 3 - Trade Talks (Midgard) - Sell 4,000,000,000 metal/year to Midgard, buy Thrones with credits gained
Year 4 - Trade Talks (Svartalfheim) - buy 20 suits of Human Terminator Armor, relic sword for Jacob made by Granalf (using Grav-Shear tech if possible) and two other relics of his choice
Year 5 - Investigate: Dragon's Nest

AdMech
Explorator slot (4 years)
Year 2 - Upgrade Kinetic Weapons: Spinal Accelerator (double down y2)
Biologis slot (5 Years)
Year 1 - Examine Mycenids: What do they want?
Year 5 - Complete Examination (The New Orks) (double down y5)
Free slot (2 years) - Fabricator-General
Year 4 - Cathedral-Forge: Belisama (expedite y4)

Ministorum
Slot one (5 years)
Year 1 - What is The Nature of Divinity? (double down y1)
Slot two (5 years)
Year 1 - What is The Nature of Divinity?

Adeptus Astra Telepathica
Free Greater Divinition slot
Greater Divination (The Destroyer)
Xavier slot (3 years)
Year 3 - Siren Rune of Fire: All Psykers (expedite y3)
Year 4 - Create Psyker Order (Order of Restoration)
The Order of Restoration has three primary purposes:
The first is the training of psykers in the art of the healer. This means providing an alternate route for sanctionites to follow (healers) and the training battle psyker biomancers and Primaris psykers.
The second is to provide coordination for sanctionite healers. These sanctionites primary task is ensuring the physical well being of important trust members (planetary governors, high ranking military officials ect.) if time or numbers permit they are also to assist in medical cases which otherwise would never heal even with the Trust's medical technology
Finally they are to research how to improve the medical techniques that are available to psykers in order to save more lives.

Personal
Slot one (5 years)
Year 1 - Upgrade Defences Deiphobe (expedite y1)
Year 4 - Upgrade Defences Deiphobe
Slot two (5 years)
Year 1 - Expand Helltroopers
Slot three (5 years)
Year 1 - Thaddeus Expertise: Expand (Okefenokee) to Small Hive
Slot four (5 years)
Year 1 - Spend Time With (Tamia Jameson
Year 2 - Spend Time With (Tamia Jameson)
Year 3 - Spend Time With (Syr)
Year 4 - Spend Time With (Signe Seidel)
Year 5 - Spend Time With (Signe Seidel)

Costs:
Turn 102 costs
Year Income Thrones Material Metal Promethium Advanced Material Exotic Material Relic Material
Starting 36,311,660,869 40,169,909,726 299,236,005,483 167,001,478,156 81,680,737 1,272,926 43
Net Income 11,038,488,664 28,892,138,186 116,352,725,292 16,864,209,214 -48,926,299 289,020 12
Percent of Income used 77.89% 28.05% 3.41% 24.15% 150.88% 38.64% 0.00%
Remaining 47,350,149,533 69,062,047,912 415,588,730,775 183,889,873,370 32,754,438 1,561,946 55
Percent Growth 30.40% 71.92% 38.88% 10.11% -59.90% 22.71% 27.91%
 
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[X] Plan DeusFerreus t102
You didn't want to wait on The Nature of Divinity?
Also, starting a five-year diplomacy action at the very end of the turn, when we might actually have something immediately useful to put Clovis to work on next turn. You sure?
And I guess you agree with Shard about the centenarians, and Enjou about getting the helltroopers that one year earlier?
 
Also, starting a five-year diplomacy action at the very end of the turn, when we might actually have something immediately useful to put Clovis to work on next turn. You sure?
Diplomacy generally don't have "immediately useful" actions, trade talks aside.
And I guess you agree with Shard about the centenarians, and Enjou about getting the helltroopers that one year earlier?
Wanting to get our army ready ASAP aside I also had Rotbar take Expand Heltroopers because it's reallg expensive and he has higher Admin score than Richards.
 
Secrets of the Dead
Secrets of the Dead

It was in the wake of the Green Awakening that nearly two million Avernites died from the sheer psychic shock of the event. It was a grim day for no small number of Avernite communities, to suffer so sudden a blow. Survivors, talents, warriors all alike were reaped. The day was a day of mourning, but their bodies were not burned. At least, not immediately.

Two million Avernites, who in likelihood was a nascent psyker.

Waiting to either be found by and awakened by a Witch-Finder or by Chaos Gods. Claimed by Gork and Mork.

But it was not for naught.

A full sample of blood was drawn from each of the bodies, long prior to their final destruction.

/

They were taken into the Archmagus Biologis Vinceo Maximal's care.

You see, a mere decade and a half ago, the Archmagus had finished a decade-long project in an attempt to sequence the psychic genes that would indicate whether one was a psyker or not - A project that ultimately met with only partial success. It had a 90% accuracy, but had a 1000:1 false positive ratio.

Immediately prior to the Green Awakening, this translated to nearly 400 million Avernites.

Obviously, there was room for improvement.

/

The initial genes used for the first genetic tests relied on about 2 million psykers voluntarily providing genetic material, plus information garnered from Niflheim, Muspelheim and Svartalfheim. To this, now, the Genetors under Vinceo added another two, slowly and methodically sequencing chromosomes for each of the dead, adding the information to their databases.

The initial dataset was a small one, though it nevertheless sufficed for a test. In time, though, when a newer, more advanced test was to be designed, it would assuredly be of far greater superiority - Statistics relied on sheer quantity to guide it's awesome predictive power.

And death would not hide the secrets of psychic power.

(AN: It's also possible to improve predictive power by considering all the false positives uncovered so far. Checking through the ~400 Million False Positives to do it, though? ..Yeah.)
 
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