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
For the reroll on the loot and finding stuff. Also getting pass the defenses.
Losing Tranth would be bad. Losing Ridcully would be catastrophic.

Sure, having him there would help out a bit, but I'd rather make sure our single most valuable character by a wide margin remains alive.

Plus, him being out of the system will probably prevent us from getting rerolls from him here, which would hurt our hero survival chance as well as any projects completing then.
 
Honestly while we should eventually set Ridcully on divining the Roskilde I feel we should have him fan the flames a bit first since we need more time to recover from the Crumpas.
 
Ridicully gives a reroll to battles and fights and since the auto defenses hopefully destroyed the fleet sent to kill them they may very welll need him. Also can not things in the warp read astropath messages. Do we want to risk something finding out
 
No, that was him deciphering the map. Now we are talking about codes to deactivate automated defense systems, which we don't have:
So... Was the question actually, can we use cheating on this action? He has a clearly demonstrated ability to pull codes out of divination before so are you looking for a more fundamental reason we'd succeed or fail than how well the dice roll?
 
The question is not if sending Ridcully along would improve the odds of the mission to Roskilde—it would. The question is if doing so is worthwhile—if the benefits his presence brings outweighs the risks associated with having him along.

Obviously anything thinking on this is speculative in nature, but I'm inclined not to send him. The lack of range penalties from scrying for him mean that he should be able to provide the bulk of the bonuses he would give them at the time of their departure—meaning no increase in the probability of someone hostile intercepting the messages. The rerolls he provides would be helpful if the fleet we send gets into trouble, sure, but the band of trouble it could help with is limited, and I would anticipate the actual odds of serious trouble that he could help out with if he was present but wouldn't be able to spot with the proposed scrying actions is small.

More, having Ridcully assigned somewhere other than Avernus for a prolonged period is inherently troublesome. I believe that the survival rerolls he provides save us something like one advisor every five years, and having high-quality advisors live (and continue to accrue more beneficial traits) is a major factor in how badass we are. Second is his impact on projects. Just this (three-year) turn he has bumped one critical success on a project up to a greater critical, turned a fail on the Void Abacus examination into a success, turned a fail on the Temple Cat research into a success, and turned a fail on a Speak to the People action into a success. When combined with the benefits of his own actions over the duration (as it sounds like we can peg the absolute minimum time for the expedition to be four years, with a more probable timeline of seven to ten), sending him off represents a major delay for numerous projects.

Finally, there's the issue of what happens if Ridcully's presence isn't enough to avoid disaster. Losing Tranth would be bad in any number of ways, but it would be survivable—while we don't have anyone nearly as good as he is at the stuff he does, his skills are hardly in the 'easily top one hundred in the galaxy' tier that Ridcully's are. Hell, just look at our work with Cheating—the benefits Ridcully gives to a big chunk of Tranth's unquestioned area of expertise is greater than what Tranth himself provides over a substitute of moderate skill. Add on the massive increase in attritional losses to our best and brightest (as the Order of Omens is a poor substitute for Ridcully there) as well as the permanent loss of a coveted Telepathica action... well, it would be bad.
 
So... Was the question actually, can we use cheating on this action? He has a clearly demonstrated ability to pull codes out of divination before so are you looking for a more fundamental reason we'd succeed or fail than how well the dice roll?
I believe the point was can he drag enough of the code on his own that it gives Tranth a boost.

He can nab bits, but is it worth it.
 
There are what, less than 12 hours left to vote and there have been 5 people outside the plan makers voted?

That is bad.

Here are the plans. Please vote!

Ok, decided on a plan. Gonna split the difference between what our advisors advise, and sell off 75% of our debt. That leaves us 25% for later use. That gets us 242.55 billion Thrones a turn, which more than gets us out of debt and should help us start rebuilding a stockpile.

[X] Plan Seventy Five Percent

SELL
10,000 Hyper Advanced Juve-Nat doses per year, 2,000 Cr

BUY
48,510,833,333 Thrones per year, 116,426 Cr

Midgard owes Avernus 40,142 CR

Out of princip and because I can not aprove of Enjou running unoposed I present the following plan.

1. Last trading was for 50 years after 125 years after Avernus founding. Next turn is 150 to 155 years. We are trading now for 5 turns only.
2. We are 10 bil Thrones in the red. To be able to act we need at least 5 bil more -or better 10 bil.
3. This plan trades away a bit less than 50% of our net income of Food and Iron. We have massive reserves in both and still high net income afterwards.
4. This plan produces less Throne income for us now (around 40 to 50 bil net income for the next 5 turns) but will leave us more room to buy during the next High Council Meeting when the duration is longer.
5. I did not aim for a larger buy because trade deals outside of the High Council Meeting have the habbit of beeing more expensive (for us). Our current problem with the Thrones came out of us players not understanding how hard the new taxation would hit us and consequently not trading correctly to compensate.

As always the plan is subject to change based on discussion.

[X] Plan A bit of everything
SELL
100 times - 20 Cr (O Cargo) = 100 Hyper Advanced Juve-Nat doses (total 10,000 doses per year. 0 Cargo. 2000 Credits)
100 times - 26.6 Cr (0.77) Cargo) =10 units of food per year (total of 1000 per year or 1/2 of our net income. 77 Cargo. 2660 Credits)
1000 times - 1.7 Cr (0.08 Cargo)=1,000,000 Metal per year (total 1,000,000,000,000 per year or 1/2 of our net income. 80 Cargo. 1700 Credits)
TOTAL VALUE 6,360 Credits

BUY
20.000 times - 2.4 Cr (0 cargo)= 1,000,000 Thrones per year (total 20,000,000,000 per year. 0 Cargo. 48,000 Credits)
TOTAL VALUE 48,000

DIFFERENCE 41,640 for Midgard
Midgard owes us 152,568 Cr
Midgard owes us 110,928 Cr


@Durin
I do not know how much transport capacity we have avaiable. As such I have made this plan ignoring it for now. Can you weight in wich how much we have avaiable?
 
[X] Plan Juvenat and Food

SELL
10,000 Hyper Advanced Juve-Nat doses per year, 2,000 Cr
100 times - 26.6 Cr (0.77) Cargo) =10 units of food per year (total of 1000 per year or 1/2 of our net income. 77 Cargo. 2660 Credits)

BUY
48,510,833,333 Thrones per year, 116,426 Cr

Midgard owes Avernus 42,802 CR

We can sell food. We have a bunch of it, we make a bunch of it, and we don't really have any use for it, so there's no reason not to do it, but we need all the metal we can get, either to use for ourselves or to trade to Vanaheim.
 
[X] Plan Juvenat and Food

Eh, works for me. We will be going into the negative on food soon, though, but we do have plenty of reserves. Here's the trend.

T102 - 9519 / year
T103 - 6638.2 / year
T104 - 4238 / year
T105 is 3794 / year

Still, we should be able to solve the issue later. Particularly, if we explore the region to our east we should be able to get a bunch of new farmland.
 
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[X] Plan A bit of everything

I'd rather hold onto our debt for now. It's a useful political tool and a mufti purpose reserve. For now I'd rather just get enough thrones to keep us going along until the next high council meeting and go from there, since we may be getting a temporary tax waiver due to the invasion. There is a high council meeting next turn, we can look at what if any help rebuilding we'll get before deciding on if we want to use up what is essentially our deep strategic reserve.
 
Should we even go along with searching Roskilde with Tranth instead of just sending goons if we fail the cheat/divintation snatch of security codes?
 
Losing Tranth would be bad. Losing Ridcully would be catastrophic.

Sure, having him there would help out a bit, but I'd rather make sure our single most valuable character by a wide margin remains alive.

Plus, him being out of the system will probably prevent us from getting rerolls from him here, which would hurt our hero survival chance as well as any projects completing then.

I agree, Ridcully is way too valuable to risk. We also need him on Avernus since he is the main reason we don't lose main characters a lot more often.
 
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