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
I think we should do the Gravitic Engines action. It's the last action we need to do before we can finally repair the Well of Urd.
 
We really need to get into contact with 'Supergirl' if we want to keep advancing technologically, and as psychics without our economy collapsing on us. So can get us into peaceful contact the various sane races on world and set up trade with them like we do with the Sirens. Learn how to tame and profit off animals as well.
 
Actually they're not that inaccurate, especially with our targeting systems, its just that most other spaceships are moving.

Stationary targets like defences and orbital spires are much more vulnerable as they can't just move to the left.

And that is tragic, but the skill of those soldiers is what we want, we don't get that if we live in orbit, we can't make as many troops or as good.

Surprisingly we do actually farm in some places of Avernus though its possible we gave it up as a bad job. Regardless I can see us doing it, but I can't see us ever stopping ground production, which I doubt is your intent.

As for luxuries I'd be surprised if they didn't. The booze market at least is one they've got as I doubt theirs has chances of causing your arms to liquify if drunk at too cold a body temperature.
Stationary defenses have no bonus to-hit modifier in the naval calculations despite being stationary. Nor has anyone taken advantage of such things to eliminate them from beyond their effective range. While in the real world enemy maneuverability is the biggest limiter to starship weapon accuracy, that doesn't seem to be the case here.

Making more soldiers entirely would be a benefit of having a safer and thus faster growing population. Though their skill level would admittedly suffer somewhat, our skill levels are already rather absurd.

The funny thing about luxury food markets is that you basically can't saturate them to the point that others can't sell in the way other markets can be. You can saturate desire for a specific luxury food item, but not for luxury food in general. All you need to do is come up with something that you can market as unique even if an objective view would be that they're chemically identical. In terms of eating things that could kill you if prepared wrong I'd like to point out that people consider Pufferfish a high end luxury food despite the fact that it could kill you if prepared wrong. Plus a lot of Avernus wildlife is perfectly safe when it's dead.


Administratum
Slot A - Year 1
-Y1: Economic Focus (Thrones)
-Y2: Munition Stores
Slot B - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Administratum Assistance: Erecura
Slot C - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Administratum Assistance: Belisama
I don't think this at all a good idea. It's tying up all of our administrative actions for the next two turns (and 2 for 3 turns) when we're getting a whole batch of new administrative actions next turn that will likely be more cost effective.

Though I'm not sure if Munition Stores are a worthwhile investment at all, considering we had an entire Crusade thrown at us and didn't need the extra stores.

-Y4: Hyper Battle Cruiser Design: Super Lance
Super Lances are basically the worst weapon available for dealing with Orks, so I don't think we should be developing them right now. Though Super Lances vs Ragnarok cannons is really unfairly bad for the super lances in general.

Further explanation: Lances are high armor penetration low damage compared to normal weapons. Ork ships don't reach high armor levels. The highest armor level in the last battle was 12.88 on the ork battleships. Furthermore Ragnarok cannons are simply insanely more damage output. A ragnarok cannon has 72 damage and 12 armor pen. A Super Lance has 9 damage and 15 armor pen. To make the damage equivalent would require the enemy ship have 80 armor. Which would be nearly 4x the highest yet seen in the game. Against a 12.88 armor target the Ragnarok does 7x the damage of the Super Lance.

SLOT A - Year 1
-Y1: Personal Attention: Valinor Campaign: Slow and Steady
SLOT B - Year 1
-Y1: Personal Attention: Valinor Campaign: Slow and Steady
My concern with a slow and steady campaign is that Tugozak's domain might get its act together in that time frame, especially as we've ceased fanning the flames. If that happens they could hit us while most of our forces are away.
 
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So can get us into peaceful contact the various sane races on world and set up trade with them like we do with the Sirens.
This would be quite beneficial for us. In fact, if we wanted to, we could probably create and make ourselves the centre of a global Avernite market. The distances involved make it impossible for the native civilisations to do it as the wildlife prevents such long-distance trading. We, on the other hand, possess a crucial ability that they lack - the ability to get into orbit. Instead of our traders going across Avernus, they'll go into space, move through space, and then land exactly wherever they need to on the planet, neatly and easily avoiding the vast majority of the wildlife in the way.
 
We really need to get into contact with 'Supergirl' if we want to keep advancing technologically, and as psychics without our economy collapsing on us. So can get us into peaceful contact the various sane races on world and set up trade with them like we do with the Sirens. Learn how to tame and profit off animals as well.
Now that is a fun idea.

Stationary defenses have no bonus to-hit modifier in the naval calculations despite being stationary. Nor has anyone taken advantage of such things to eliminate them from beyond their effective range. While in the real world enemy maneuverability is the biggest limiter to starship weapon accuracy, that doesn't seem to be the case here.

Making more soldiers entirely would be a benefit of having a safer and thus faster growing population. Though their skill level would admittedly suffer somewhat, our skill levels are already rather absurd.

The funny thing about luxury food markets is that you basically can't saturate them to the point that others can't sell in the way other markets can be. You can saturate desire for a specific luxury food item, but not for luxury food in general. All you need to do is come up with something that you can market as unique even if an objective view would be that they're chemically identical. In terms of eating things that could kill you if prepared wrong I'd like to point out that people consider Pufferfish a high end luxury food despite the fact that it could kill you if prepared wrong. Plus a lot of Avernus wildlife is perfectly safe when it's dead.
And it has been noted to be a big issue with them in the past.

Still since this is easy
@Durin
1. Are stationary things like Defences and Orbital spires more vulnerable during space combat because they don't move?

I do not think that he doesn't account for it, he accounts for everything else.

Dude we wouldn't be making more soldiers though. Sure less people would die, but we'd fill out the space we have almost instantly and building in orbit or on the moons is several times more expensive so increasing our space would be a constant nightmare.

+ It would not be a small decrease, we'd loose the 75 for death worlder and our Juv Nat bonus would decrease drastically as that is increased by experience and goes down when we don't have as much veterancy. The level we have is sustainable because we live on Avernus so constant veterans and improvements.

Reduce the Deathworld bonus to 20 and reduce the juv nat bonus our PDF has to something like 11 and our PDF goes from practically grenidires to only above average (284), at least when compared to Midgard's (234).

Well lets see what kinds of luxury foods we have that we can export on a large enough scale to make a difference?...
 
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Can we please build a damn Adjucator for Rotbart? It's been sitting there forever now.

Anyway, suprisingly the Mechanicus list is (kind of) free-ish. And so is Telephatica. Huh.

Hellord Regiments seems like a fine idea, too.

Weren't we going to get nearly all the runes this turn due the crusade's glut of heretics?
 
Now that is a fun idea.


And it has been noted to be a big issue with them in the past.

Still since this is easy
@Durin
1. Are stationary things like Defences and Orbital spires more vulnerable during space combat because they don't move?

I do not think that he doesn't account for it, he accounts for everything else.

Dude we wouldn't be making more soldiers though. Sure less people would die, but we'd fill out the space we have almost instantly and building in orbit or on the moons is several times more expensive so increasing our space would be a constant nightmare.

+ It would not be a small decrease, we'd loose the 75 for death worlder and our Juv Nat bonus would decrease drastically as that is increased by experience and goes down when we don't have as much veterancy. The level we have is sustainable because we live on Avernus so constant veterans and improvements.

Reduce the Deathworld bonus to 20 and reduce the juv nat bonus our PDF has to something like 11 and our PDF goes from practically grenidires to only above average (284), at least when compared to Midgard's (234).

Well lets see what kinds of luxury foods we have that we can export on a large enough scale to make a difference?...
1. yes, defences make up for it with very heavy armour
 
Can we please build a damn Adjucator for Rotbart? It's been sitting there forever now.
We have...we've got 2 in fact.

1. yes, defences make up for it with very heavy armour
@Durin
1. Would the same be said of an orbital spire? I'd imagine there's a limit to the amount of armour we could slap to that?
2. Dunno if this is a sound out, but are any of the People's we have contact with interested in more constant communications with other peoples who are further away? For trade and the like?
 
We have...we've got 2 in fact.


@Durin
1. Would the same be said of an orbital spire? I'd imagine there's a limit to the amount of armour we could slap to that?
2. Dunno if this is a sound out, but are any of the People's we have contact with interested in more constant communications with other peoples who are further away? For trade and the like?
1. to an extent but there is a limit, there is a reason that orbital spires are generally only built on worlds unlikely to be attacked.
2. sound out
 
Weren't we going to get nearly all the runes this turn due the crusade's glut of heretics?
Almost all the basic ones yes, though which ones we don't get is going to be a tough choice.

nope the glut of chaos souls has temporarily crashed the market and killed the value for a time
We got 1% of the value, but we captured 8 million, so we still got 80,000 credits.

1. yes, defences make up for it with very heavy armour
@Durin
1. I'm guessing this means that there's a hidden amount of armor beyond what we see on their stat lines that then makes up for their lack of ability to get out of the way? To sort of negate out without having to mess with the sheets a ton?
2.a. Do you have any track of how many siren trade value points we'd accumulated from the steady supply of cultists we had provided them between the last trade and now?
2.b. What is that number or do I have to go count it up myself?
2.c. Is their any multiplier on past turns to account for captured vs killed or can I assume we got full value from each cultist listed?
 
Almost all the basic ones yes, though which ones we don't get is going to be a tough choice.

We got 1% of the value, but we captured 8 million, so we still got 80,000 credits.


@Durin
1. I'm guessing this means that there's a hidden amount of armor beyond what we see on their stat lines that then makes up for their lack of ability to get out of the way? To sort of negate out without having to mess with the sheets a ton?
2.a. Do you have any track of how many siren trade value points we'd accumulated from the steady supply of cultists we had provided them between the last trade and now?
2.b. What is that number or do I have to go count it up myself?
2.c. Is their any multiplier on past turns to account for captured vs killed or can I assume we got full value from each cultist listed?
1. Pretty much
2a. Yes
2b. 2kish
2c. You capture around a third
 
So, some things we should consider doing...

1. Underground Railways: Azure Islands - I know we were disinclined to do this, but long term we need the economic boost. +5% Thrones overall and +40% Thrones for the Azure Isles is nothing to sneeze at.
2. Expand (City) to Small Hive - We might want to do one of these in Elysium. Though this could wait a turn until Thaddeus is done with his Rebuild action.
3. Expand Forge-Hive: Erecura, Belisama or Nechtan - We really need to continue this process, and we can afford to do one now. Should be done as an Admin action.
4. Expand Military Forces: Mechanicus - This has been sitting for some time, and could be useful in the future. The Fabricator General doesn't have any more pressing things going on as well.

Also, what speed of campaign do we want to do? I'm inclined towards either slow or medium, leaning towards medium. The +15 years on slow is just... a lot, especially since it'd tie up several other action categories giving it support. The medium campaign on the other hand takes 17 hears at maximum.

@Durin
1. What's the appropriate action to have Ridcully support the campaign through divination? Or should there be a specific action for it, like I think we had during the Ork domain campaigns.
2. Is Roskilde far enough away that Ridcully's once per turn free divination action can be used on it?
 
So, some things we should consider doing...

1. Underground Railways: Azure Islands - I know we were disinclined to do this, but long term we need the economic boost. +5% Thrones overall and +40% Thrones for the Azure Isles is nothing to sneeze at.
2. Expand (City) to Small Hive - We might want to do one of these in Elysium. Though this could wait a turn until Thaddeus is done with his Rebuild action.
3. Expand Forge-Hive: Erecura, Belisama or Nechtan - We really need to continue this process, and we can afford to do one now. Should be done as an Admin action.
4. Expand Military Forces: Mechanicus - This has been sitting for some time, and could be useful in the future. The Fabricator General doesn't have any more pressing things going on as well.

Also, what speed of campaign do we want to do? I'm inclined towards either slow or medium, leaning towards medium. The +15 years on slow is just... a lot, especially since it'd tie up several other action categories giving it support. The medium campaign on the other hand takes 17 hears at maximum.

@Durin
1. What's the appropriate action to have Ridcully support the campaign through divination? Or should there be a specific action for it, like I think we had during the Ork domain campaigns.
2. Is Roskilde far enough away that Ridcully's once per turn free divination action can be used on it?
1. Support campaign from him
2. No
 
Ok guys, any ideas for what we want Ridcully to check out this turn with his free divination action that can look at any factions and stuff over 1,000 LY away?
 
Ok guys, any ideas for what we want Ridcully to check out this turn with his free divination action that can look at any factions and stuff over 1,000 LY away?
Let's look at the Salamanders please. There' that worrying influence we can't identify. Also can we please, please do the factory ship now?
 
Ok guys, any ideas for what we want Ridcully to check out this turn with his free divination action that can look at any factions and stuff over 1,000 LY away?
Ideas:

1. Major Uncorrupted Human Polities
2. Dark Eldar
3. Primarches (Or maybe just Vulcan, or any specific Non-Chaos Primarch.)
4. Necrons.
5. Any option we've already taken, for more detail. (Eldar, Krork)
 
Ok guys, any ideas for what we want Ridcully to check out this turn with his free divination action that can look at any factions and stuff over 1,000 LY away?
Salamanders or Destroyer.

Its likely the next one of the End Times enemies that Eldrad hinted at.

Salamanders because knowing what that influence is will likely be the deal breaker in whether or not we tech trade with em.
 
Ok guys, any ideas for what we want Ridcully to check out this turn with his free divination action that can look at any factions and stuff over 1,000 LY away?
Perhaps examine the Chaos Imperium? By the way what did you have in mind for Diplomacy?; I was hoping we could investigate the relationship between Avernus and Muspelheim. My justification is that while we know the raw numbers involved there's still a difference between that and how the relationship works in practice that and they're some of our strongest allies politically.
 
So, some things we should consider doing...

1. Underground Railways: Azure Islands - I know we were disinclined to do this, but long term we need the economic boost. +5% Thrones overall and +40% Thrones for the Azure Isles is nothing to sneeze at.
2. Expand (City) to Small Hive - We might want to do one of these in Elysium. Though this could wait a turn until Thaddeus is done with his Rebuild action.
3. Expand Forge-Hive: Erecura, Belisama or Nechtan - We really need to continue this process, and we can afford to do one now. Should be done as an Admin action.
4. Expand Military Forces: Mechanicus - This has been sitting for some time, and could be useful in the future. The Fabricator General doesn't have any more pressing things going on as well.

Also, what speed of campaign do we want to do? I'm inclined towards either slow or medium, leaning towards medium. The +15 years on slow is just... a lot, especially since it'd tie up several other action categories giving it support. The medium campaign on the other hand takes 17 hears at maximum.
Keep in mind that we are going to get a whole batch of new Admin actions next turn. Do we really want to have our admin actions tied up on multiturn projects?

Expanding a city to a hive may be reasonable depending on population needs. I'm not sure that the Azure Islands railways will be better than new projects we're going to get.

Expanding Forge-Hives we could do with a Mechanicus action for once, because the Fabricator General doesn't have a lot of pressing things going on. It saves 10% off the cost which comes to billions of thrones, material, metal, and over a million AM. And it keeps our admin actions open for the new ones.

Expanding mechanicus military is completely unaffordable. It takes 140 million AM, and our gross income not counting anything else is only 91 million. It would then eat about half our reserve. Exotic Material likewise would take double our gross income and eat a quarter of our reserve. We simply can't afford the mechanicus military expansion.

I don't think we can risk Slow, with an average duration of 20.5 years that's 4 turns of tying up all our personal actions, plus there's decent odds of another (hopefully weaker) Waaagh hitting in that time period.
 
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I think we will need to go for a fast war on Valinor, no point trying to preserve lives if that causes a greater loss of life by forcing us to fight on two fronts.

I would like the Destroyer to be scryed, it's a potential threat to humanity's greatest bastion during the End Times and we might scry up enough info to justify a mutually beneficial technology trade with Macragge

I would also like us to spend time with someone other than Jacob or Syr again, maybe Admiral Freyr? Spending time with the leader of the Naval forces of the crusade we are leading like a good idea to me.
 
So we should take a look at the rune list to see what we want to get with our ~82,000 Souls:

Elemental Runes
1,400 Souls- Rune of Fire- Imbues an attack with fire Already Bought
2,500 Souls- Rune of Lightning- Imbues an attack with lightning
1,900 Souls- Rune of Ice- Imbues an attack with ice
2,000 Souls- Rune of Wind- Imbues an attack with wind
Defence Runes
6,000 Souls- Rune of Protection- Allows shield to protect against Psychic Powers
5,000 Souls- Rune of Toughness- Strengthens shield
25,000 Souls- Rune of Warding- Allows Wards to be created
15,000 Souls- Trap Rune- Allows offensive Wards to be created
Connection Runes
100,000 Souls- Bridge Rune- Connects two runes allowing one to effect the other Can't Afford
1.5 times Rune cost- Inverse (Rune)- Reverse effect of Rune, for example fire becomes protection from fire
200,000 Souls- Stability Rune- Allows the linking of more then two runes Can't Afford
Enchanting Runes
15,000 Souls- Rune of Enchanting- Allows other Rune sot be more effectively added to item
5,000 Souls- Rune of Focus- Makes item a better psychic focus
8,000 Souls- Rune of Power- Allows item to store Warp energy for later use
5,000 Souls- Rune of Reinforcement- Improves psychical characteristics of item

Total without the obviously too expensive ones is 90,400 Souls not counting inverse runes. So we could either drop one of the top end ones or multiple of the lower end ones. Now there's a temptation to get the most runes we can and just drop one of the more expensive ones. I think that the need to spend research and implementation actions on every rune we buy makes that counter productive though because it would take forever to implement them. So I'm inclined to just dump a lot of the cheap ones to get the highest value runes and get them all implemented faster.

I also think that it's likely the Lightning, Ice, and Wind runes have largely overlapping effects with Fire (I know there are cases where they aren't, but by in large there's going to be a lot of overlap). That by itself cuts off 6,400 of the 8,400 I needed to lose. At that point just need to lose one other. I'm inclined to say either Rune of Toughness or Rune of Reinforcement since those seem the lowest value. Though that actually puts us down to 11,400 off the original price and lets us keep one of the elemental runes. I'd say Wind is likely the best of the elemental runes to keep because I suspect that it can be used to enhance our various projectile weapons, though Lightning to try to enhance energy weapons better than Fire might work as well. Inverted Fire could also be interesting as a defense against melta weapons and potentially energy weapons, though Inverted Lightning would likely be better we couldn't afford it without dropping something else.
 
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