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 buying Runes, we should wait to see how many cultists we catch this turn - while the outbreak is contained, it's still not completely over, so we will have more to spend afterwards.
 
Cult Activity per year Periphery Cultists Found Inner Circle Cultists Found Military Casualties from Cults Maximum Remaining Cultists
Avernus Prime 535,163 1,736,497 984,508 248,854
Avernus' Spine 479 306 195 48
The Azure Islands 4,723 3,205 2,022 502
Lindon 59 4 5 1
Everglades 54 3 5 1
Elysium 4,597 3,115 1,966 488
Aridia 4,797 3,267 2,061 511
Duat 6,936 4,736 2,986 741
Mechanicus 7,340 3,085 2,101 12,352
Avernus Total 556,809 1,751,133 993,748 251,146

For buying Runes, we should wait to see how many cultists we catch this turn - while the outbreak is contained, it's still not completely over, so we will have more to spend afterwards.
To be honest, there is not much left. I don't think that we'll break 100,000 Souls.
 
Honestly I think we should hold off on buying runes until we do reach 100k; we're fairly close right now and getting back to this level would take a long time. That and if we buy as many runes as feasible it'll only worsen Telepathica's backlog.
 
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.
It's 84,000 souls to get all Defense and Enchanting Runes. It's 6,400 Souls to finish the Elementals. There's also the Inverted Fire, Protection, and Toughness Runes that I want. Imagine bathing a battlefield in flames, and our troops being completely unharmed by the fires. Inverted Protection should allow our psykers to punch through enemy Hero wards (which were in the hundreds during the Failed Crusade). Inverted Toughness is psychic Armor Piercing, which is very useful in Durin's system.
 
To be honest, there is not much left. I don't think that we'll break 100,000 Souls.
Well admittedly it's possible that we'd have a higher ratio of payout per soul and thus get a useful number of trade points.

We should buy this. That way we can store power to use against Alphas and other nasties.

I think this is one of the most useful runes we can get. The sooner we get it, the more effective it would be.
To be clear we can afford to buy most of the runes. I was talking about how we can afford to buy most of the runes and then select which ones we don't buy.

Honestly I think we should hold off on buying runes until we do reach 100k; we're fairly close right now and getting back to this level would take a long time. That and if we buy as many runes as feasible it'll only worsen Telepathica's backlog.
While there are arguments to wait this isn't one of them. We aren't going to buy the 100k rune until after we've gotten a ton of others because the bridge rune by itself would be near worthless to us.

If we instead buy 100k worth of the lesser runes then the backlog is actually made even worse.
 
@Durin - you seem to have forgotten to add option for the Chain of Command action to see our new marshal that replaced Christianson (it should have been available since last turn).
 
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[] Plan ______ T106

Munitorum
Slot A - Year 2
-Y2: Hyper Advanced-Juv Nat: Veterans
-Y5: Recruit
Slot B - Year 2
-Y2: Lessons Learned: Orks
-Y3: Hellord Regiments

Void Command
N/A

Administratum
Slot A - Year 1
-Y1: Administrative Shake up
-Y3: 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

Diplomacy
Slot A - Year 3
-Y3: Sirens Trade (rune list here)
-Y4: Investigate: Blood Dragons

Arbites
Slot A - Year 1
-Y1: Security Review

Mechanicus
Slot A - Year 1 (Explorator)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
--DOUBLE DOWN YEAR 1 (and 4, if repeated)
-Y4: Examine: Goliath Class Factory Ship: Part Two
--DOUBLE DOWN YEAR 4
Slot B - Year 2 (Biologis)
-Y2: Complete Examination (some species here)
Slot C - Year 2 (Fabricator-General)
-Y2: Expand Military Forces: Mechanicus
Slot D - Year 1 (Free)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
-Y4: Hyper Battle Cruiser Design: Super Lance

Ministorum
Slot A - Year 1
-Y1: Preaching
-Y2: The Power of Faith
--DOUBLE DOWN YEAR 2

Telepathica
Slot A - Year 1 (Ridcully)
-Y1: Cheating
-Y2: Focused Divination (Avernus, Azure Bay Tunnel Plan)
--REPEAT IF FAILED
-Y4: Psychic Materials: Carniflower
-Y5: Research: Immaterial Resonance
--DOUBLE DOWN YEAR 5
Slot B - Year 1 (Xavier)
-Y1: Mentoring: Alpha
-Y2: Siren Rune of Banishment: Black Irons
Slot C - Year 1 (Aria)
-Y1: Mentoring: Alpha
-Y2: Valinor Campaign: Psykers
-Y3: Valinor Campaign: Support
--DOUBLE DOWN YEAR 3
-Y4: Mentoring: Beta
-Y5: Psychic Materials: Carniflower

Personal
SLOT A - Year 1
-Y1: Personal Attention: Valinor Campaign: Slow and Steady
SLOT B - Year 1
-Y1: Personal Attention: Valinor Campaign: Naval
SLOT C - Year 1
-Y1-3: Spend Time With (Syr)
-Y4-5: Spend Time With (Jacob)


I doodled around with a plan, please critique and use as you see fit.
Feel free to use this plan as template for this turn guys.
 
@Durin
Few minor questions:
  1. It looks like the main Valinor Campaign action for the psykers has a 20% base success chance and is based on learning. Is this intended, or a copy-paste type error?
  2. What are the requirements for the expedition to Roskilde to be offered as an option? I don't think anyone wants to split our mobile forces and attention right now, but if we're missing any of the required ground work I'd like to know.
 
It's 84,000 souls to get all Defense and Enchanting Runes. It's 6,400 Souls to finish the Elementals. There's also the Inverted Fire, Protection, and Toughness Runes that I want. Imagine bathing a battlefield in flames, and our troops being completely unharmed by the fires. Inverted Protection should allow our psykers to punch through enemy Hero wards (which were in the hundreds during the Failed Crusade). Inverted Toughness is psychic Armor Piercing, which is very useful in Durin's system.

Anyone else think we should look into an Inverted Wind rune to make our atmospheric fighters absolutely bonkers? Assuming we would be able to put them on the main fuselage without compromising lift, it'd be a significant boost to maneuverability. We could even put them on our trains to speed up transport by reducing air resistance.

Of the non-inverted runes available, Enchantment, Focus, Power and Warding all seem very useful. The first improves our rune-work overall, while the second has been requested by Ridcully and the others for years now. Power means we can better prep for high-end Psyker threats and Warding just means we improve our wards even more than they already are.
 
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Ehhh...We can't enchant...

At least not in the way I think you're thinking.

We can make higher quality runes for different levels, but not what I think you're getting at...
No, he's asking about rune of enchanting, he just wasn't very clear about it.
15,000 Souls- Rune of Enchanting- Allows other Rune sot be more effectively added to item
And it's actually a good question since "more effectively added" can mean both "the rune added this way is more effective" and/or "the process of adding a rune to the item is easier".
 
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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.
Noted, but I'm not sure what else to do with the Admin slots other than spamming Economic Focus for years. As it is I'm for alleviating the oncoming overpopulation issue.

You have a point about the Munition Stores but I still think they're a worthwhile investment. All our invasions to date have been by enemies who vastly underestimated Avernus. If we ever get invaded by a faction geared up to out-attrition us (eg. a massive WAAAGH!), we're gonna need all the guns we can get. Especially since, as you pointed out, the rails are gonna get cut no matter what.
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.
My intuition was that having extra-fragile Battlecruisers fitted with close-range weapons and slowing it down would make for a truly useless ship-class. But I'll concede to your math-fu.


[] Plan ______ T106

Munitorum
Slot A - Year 2
-Y2: Hyper Advanced-Juv Nat: Veterans
-Y5: Hellord Regiments
Slot B - Year 2
-Y2: Lessons Learned: Orks
-Y3: Recruit

Void Command
N/A

Administratum
Slot A - Year 1
-Y1: Administrative Shake up
-Y3: Munition Stores
Slot B - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Expand (Limberlost) to Small Hive
Slot C - Year 1
-Y1: Administrative Shake up
-Y3: Economic Focus (Thrones)
-Y4: Expand (Yphax) to Small Hive

Diplomacy
Slot A - Year 3
-Y3: Sirens Trade (rune list here)
-Y4: Investigate: Blood Dragons

Arbites
Slot A - Year 1
-Y1: Security Review

Mechanicus
Slot A - Year 1 (Explorator)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
--DOUBLE DOWN YEAR 1 (and 4, if repeated)
-Y4: Examine: Goliath Class Factory Ship: Part Two
--DOUBLE DOWN YEAR 4
Slot B - Year 2 (Biologis)
-Y2: Complete Examination (some species here)
Slot C - Year 2 (Fabricator-General)
-Y2: Expand Forge-Hive: Erecura
Slot D - Year 1 (Free)
-Y1: Gravatic Engines Part Two: Repair
--REPEAT IF FAILED
-Y4: Hyper Battle Cruiser Design: Ragnarok Cannon

Ministorum
Slot A - Year 1
-Y1: Preaching
-Y2: The Power of Faith
--DOUBLE DOWN YEAR 2

Telepathica
Slot A - Year 1 (Ridcully)
-Y1: Cheating
-Y2: Focused Divination (Avernus, Azure Bay Tunnel Plan)
--REPEAT IF FAILED
-Y4: Psychic Materials: Carniflower
-Y5: Research: Immaterial Resonance
--DOUBLE DOWN YEAR 5
Slot B - Year 1 (Xavier)
-Y1: Siren Rune of Banishment: Black Irons
-Y5: Valinor Campaign: Support
Slot C - Year 1 (Aria)
-Y1: Valinor Campaign: Psykers
-Y2: Valinor Campaign: Support
-Y4: Mentoring: Beta
--DOUBLE DOWN YEAR 3
-Y4: Psychic Materials: Bombardment Cacti
-Y5: Psychic Materials: Carniflower
Slot D - (Free Divination)
-Salamanders Chapter and Primarch Vulkan

Personal
SLOT A - Year 1
-Y1: Personal Attention: Valinor Campaign: Middle of the Road
SLOT B - Year 1
-Y1: Personal Attention: Valinor Campaign: Naval
SLOT C - Year 1
-Y1-3: Spend Time With (Syr)
-Y4-5: Spend Time With (Jacob)

Anyone feeling up to calculating the costs of this plan?
 
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@HanEmpire
I would also like for you to drop Goliath research, it's very time-consuming project (especially since after reverse-engineering we would need to redesign it for it to be actually useful anyways) for something we don't really need.

I would much prefer we work on Grav-Shear weaponry instead, because I really would like for our heroes to get their hands on weaponry that was considered bleeding-edge by late DAoT weapon researchers, it would also allow Granalf to get started on Jacob's sword (the hyper-advanced tech will work really well with Granalf's paragon trait). Doing difficult gravity research should bring Tranth closer to some sort Grav-mastery style trait as well.

Starting on titans is also a better option, since while it's even lengthier the pay-off is way better.
 
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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.

my god, you appear to have tamed the armor equation. if you don't mind me asking, could you give me an idea of how much armor is needed to seriously impact the damage of a nova cannon? I've been eyeballing it but having an idea of how limiting ap 8 is would be nice. I've been trying to work out how feasible a task force of NC ships would be for trying to attrite down heavy vessels, but I have no idea how armor really works in this system.
 
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If only we could make an armor material that with even higher tensile strength, so we could get equal protection from less weight, then we'd have utterly bullshit defenses by most standards.
 
If only we could make an armor material that with even higher tensile strength, so we could get equal protection from less weight, then we'd have utterly bullshit defenses by most standards.
Oh we have that, but Angel Steel isn't exactly something we can mass produce.

On the other hand if used right, in a suit of armour nothing short of an anti titan weapon (or something of similar AP) will be able to scratch it.
 
I don't know about that. We're planning on sending an Explorator Fleet hundreds of LY away from the nearest port, and the Trust'll be colonizing an entire sub-sector soon-ish. The Trust's logistics arm needs a good boost right about now. Plus the Grav-Shear tech's chances are pretty low. I'd like to get the low-hanging fruits out of the way first.
 
I don't know about that. We're planning on sending an Explorator Fleet hundreds of LY away from the nearest port, and the Trust'll be colonizing an entire sub-sector soon-ish. The Trust's logistics arm needs a good boost right about now. Plus the Grav-Shear tech's chances are pretty low. I'd like to get the low-hanging fruits out of the way first.
While the logistics is good, the explorator isn't.

In most explorator fleets it would be useful, but that's cause they're quite slow.

The goliath isn't of as much use there as we want to move fast and the Well can substitute pretty well with its own internal factories. Not perfect, but better than anything else.
 
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