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
We can't nearly afford that. We don't have exact numbers yet, but we have only a bit over 50k as of T105. The top runes cost 100k and 200k respectively.
I thought we had far more. On T105 we caught 8 million cultists, and IIRC @Durin said that their value was 1% of normal. That's 80k souls that turn alone.
But yeah we won't be buying the Stability Rune this turn.

EDIT:
Elemental Runes
1,400 Souls- Rune of Fire- Imbues an attack with fire
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
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
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
 
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I thought we had far more. On T105 we caught 8 million cultists, and IIRC @Durin said that their value was 1% of normal. That's 80k souls that turn alone.
But yeah we won't be buying the Stability Rune this turn.

EDIT:

The spreadsheet linked on the Astra Telepathica datasheet says we've got a bit over 50k, but isn't updated for T106 I believe. Presumably we didn't actually capture all 8,000,000, because we never actually capture every cultist we find. IIRC it's somewhere around 40% usually.
 
The spreadsheet linked on the Astra Telepathica datasheet says we've got a bit over 50k, but isn't updated for T106 I believe. Presumably we didn't actually capture all 8,000,000, because we never actually capture every cultist we find. IIRC it's somewhere around 40% usually.
A88 and B88. Souls for Trade: 50,713

Before the invasion we had maybe a 1,000. So lets see what Durin wrote:
Over the last three years your security forces have captured almost eight million chaos cultists, the vast majority of whom are in Dis. While this is a massive spike in numbers and one that would be worrying if sustained the numbers are already dropping. In fact you suspect hat your security forces could probably have handled this without the extra resources that you have tasked to keeping the cults under control, though you would prefer to be certain then take a risk with Chaos cults given how fast they can grow on Avernus if left unchecked. While the captured cultists are still being fed to the Sirens they are worth only a hundredth as much due to the current glut in the market.
Over the last three years your security forces have captured almost three hundred thousand chaos cultists, the vast majority of whom are in Dis. This is less then a tenth the number found last year, a strong sign that the surge in cults from the Abomination Crusade will not last very long. The glut in the soul trade has started to abate, with each soul being worth 3a tenth of its old price, ten times what it was just a few years ago.
So the 8,000,000 roughly translate into 50,000 trade points.
One hundredth is 80,000. So the capeture rate is between 2/3 and 1/2.
Last turns cultist numbered 300,000 at 1/10 the price.
30,000 translate roughly to a number between 15k and 20k.

That is not enough for any of the two combunation runes. The real question is if we save for one of them or buy the cheaper ones?
 
That is not enough for any of the two combunation runes. The real question is if we save for one of them or buy the cheaper ones?

Saving will take too long to get them, and without runes to actually combine there's not much point in it. We're better off buying a number of the lest costly runes.

These two are IMO the most important to buy right now...
25,000 Souls- Rune of Warding- Allows Wards to be created
5,000 Souls- Rune of Focus- Makes item a better psychic focus

Better wards are one of the entire reasons we wanted to get access to Runes in the first place. The Rune of Focus will help our psykers pretty much universally.

These are the ones I'd consider getting after that...
15,000 Souls- Trap Rune- Allows offensive Wards to be created
15,000 Souls- Rune of Enchanting- Allows other Rune sot be more effectively added to item
6,000 Souls- Rune of Protection- Allows shield to protect against Psychic Powers
8,000 Souls- Rune of Power- Allows item to store Warp energy for later use

The Trap Rune is particularly interesting, because it'll make any attempt to get past our wards have consequences for the people who try attempting it, and what's more I don't know of any other faction that has wards that do that kind of thing, so it'd be a unique advantage. Enchanting would also be good, because it'd allow any items we make with runes to be better. Protection and Power would both have some interesting uses, too.

Buy the cheaper ones I say, at the very least the elemental ones. As it is we don't really have combinations to make.

The elemental runes are the easier ones to pay for without us needing an Chaos invasion or a daemonic incursion to save up to get them. IMO we want at least two of the more moderately expensive ones (15k-25k cost), if not all three, and then one or two other runes, preferably focused on utility.
 
Buy the cheaper ones I say, at the very least the elemental ones. As it is we don't really have combinations to make.

I second this. we'd want a decent understanding of runes before we start playing with combining them. That means a big pile of understood runes, so getting the combination ones after mastering the basic ones makes sense.
 
The elemental runes are the easier ones to pay for without us needing an Chaos invasion or a daemonic incursion to save up to get them. IMO we want at least two of the more moderately expensive ones (15k-25k cost), if not all three, and then one or two other runes, preferably focused on utility.
Then let's get some combination of the Defence & Enchanting Runes to boost our psykers' survivability.

-Rune of Protection (6k)
-Rune of Warding (25k)
-Rune of Enchanting (15k)
-Rune of Focus (5k)

These are my picks.
 
The Trap Rune is particularly interesting, because it'll make any attempt to get past our wards have consequences for the people who try attempting it, and what's more I don't know of any other faction that has wards that do that kind of thing, so it'd be a unique advantage.
Pretty sure chaos has things like it, but it relies on Daemons and the like.

Though of course it depends on how "trap" works.
 
@Durin
1. What exactly is involved in the trade deal? Trade of alkhestrical components for the final products, or trade of tech. For instance us trading the equivilant of tech levels 1-2 in exchange for them educating our psykers on how to do our own Alkhestry? Or wait and see?
2. Does Lulana know of any Alkhestrical stuff that produces permanent physical boosts with out negative side effects? Bit of a pipe dream I know, but one can hope?
3. Has Lulana expressed any interest in meeting with the Mycenids? They're far enough away that I doubt the two species would ahve interacted much and the Mycenids probably could provide a lot of compounds for the Nynye.
4. Can we do a person's of interest on Lulana?
 
The Trap Rune is particularly interesting, because it'll make any attempt to get past our wards have consequences for the people who try attempting it, and what's more I don't know of any other faction that has wards that do that kind of thing, so it'd be a unique advantage.
I think you need the Rune of Connection to make the Trap Rune affect the Ward Rune in such a way.
 
Still say that it makes no sense to put off making the order of psyker hunters considering that we have been heavily investing into battling psykers throughout the entire quest and we are going to do it anyway so doing it as soon as possible just seems like common sense since everything else can be put off and it only takes 6 in game years which is just one turn. Not to mention that Aria is pretty much the person most suited for making the order considering her skill sets make the most qualified considering that the order is made specifically to counter psykers.

Seriously, literally most of our battle psykers are killed constantly by rogue psykers. Switching out a third of our current battle psykers with psykers made specifically to counter them seems like it would save a ton of lives including psykers.
 
I think you need the Rune of Connection to make the Trap Rune affect the Ward Rune in such a way.

The description says that they allow offensive wards to be created. I'm pretty sure that wards tend to involve multiple things by default, layering various protections, so you might just need to make a layer of one type followed by another type.
 
My draft which is a variant on Enjou's - as is traditional
The main difference is putting in some support for Pavol Pabst because Alpha psykers are so dam useful.
I've also delayed one of the shipyards to do a RC BC feasibility study and swapped vortex grenades for the far more useful very advanced stable reactors.

Munitorum
SLOT A - Year 2
-Y2: Implement (Fellblade): Planning
-Y4: Implement (Testudo-class Guardian Tank): Planning

As Enjou

Void Command
SLOT A - Year 3
-Y3: Expand Shipyards: Large
-- EXPEDITE YEAR 3
SLOT B - Year 5
-Y5: Construct: Repairs: Second Step
SLOT C - Year 5
-Y5: Design Study: Ragnarok Battlecruiser
-- EXPEDITE YEAR 5

I won't be unhappy with a second large shipyard but thinking ahead to the next WAAAGH! it seems to me desirable to have a lot of these and I want to know if the navy agrees so they can get designed and built if so.

Administratum
SLOT A - Year 1
-Y1: Repair Workshops
-- EXPEDITE YEAR 1

Yup.

Diplomacy
SLOT A - Year 3
-Y3: Areatha: Open Pass
-Y4: Trade Talks (Nynye)
-Y5: Sirens Trade (<TBD>)



Arbites
SLOT A - Year 1
-Y1-Y4: Focused Psyker Hunting
-Y4-Y5: Counter-Intelligence
SLOT B - Year 4
-Y4-Y5: Counter-Intelligence


AdMech
SLOT A - Year 1 (Explorator)
-Y1: Goliath Factory Ship Redesign
-- DOUBLE DOWN YEAR 1
-Y4: Very Advanced Reactors: Stable
-- DOUBLE DOWN YEAR 4
-Y5: Gravatic Array: Computing Issues
SLOT B - Year 3 (Biologis)
-Y3: Complete Examination (Psyrodactyls)
SLOT C - Year 1 (Free)
-Y1: Repair the Well of Urd

Get the Goliath redesigned, DD to crit. OK. Not only do we want to send out an explorator fleet in the next 30 years, we're also about to have a wave of colonisations.
I don't much rate vortex grenades. The reactor we'll see in use all over the place. I left in the DD in hope of an ease of refit crit. I was tempted to go straight for the titan tree before the computing issues in hope that the MIU work would give insight into the problem but the timescale is too long - I'd rather fit the 3 years for this in now. Next turn titans.


Ministorum
SLOT A - Year 3
-Y3: What is an Archetype?
-- DOUBLE DOWN YEAR 3
SLOT B - Year 3
-Y3: Those in the Shadows

Alpha approaching trials

Astra Telepathica
SLOT A - Year 1 (Tamia)
-Y1: Massed Songweavers
SLOT B - Year 1 (Aria)
-Y1: Mentor (Alpha)
-Y2: Psychic Materials (Blink Spiders)
-Y3: Mentor (Alpha)
-Y4: Research (Spiderbane Dragonfly)
-Y5: Valinor Campaign: Support


Subbed in some Alpha tutoring

Personal
SLOT A - Year 1
-Y1: Spend Time With (Admiral Freyr)
-Y2: Spend Time With (Admiral Freyr)
-Y3: Spend Time With (Syr)
-Y4: Spend Time With (Syr)
-Y5: Spend Time With (Aria)
SLOT B - Year 1
-Y1: Spend Time With (Admiral Freyr)
-Y2: Spend Time With (Admiral Freyr)
-Y3: Spend Time With (Syr)
-Y4: Spend Time With (Syr)
-Y5: Spend Time With (Aria)
SLOT C - Year 3
-Y3: Thaddeus Expertise: Expand (Limberlost) to Small Hive

No change
 
I don't much rate vortex grenades. The reactor we'll see in use all over the place.
Unfortunately the reactor still pisses off the conservatives.

Not saying don't go for it, just bare it in mind.

That being said though the grenades are valuable, they're basically the most powerful weapons of their size we have. Perfect for warboss assassinations.
 
There is a alpha in the line up and her needs help. It says so in the update.
On another note the Alpha-level Psyker Pavol Pabst is approaching the trails in the coming years, and hw will need as much support as is possible in order to pass them.
Kinda.

There is an alpha with trials coming, but the problem is that the sheet hasn't been updated so we don't know if its this turn or next turn. Its warning us that one's coming up soon either way.

Also this will be our first male alpha.
 
There's no Alpha in the line up this turn, I believe. Next turn should have one though.
I think the mentoring will still help though, and Those in the Shadows is always good value for an extra gamma or beta.

Unfortunately the reactor still pisses off the conservatives.

Not saying don't go for it, just bare it in mind.

That being said though the grenades are valuable, they're basically the most powerful weapons of their size we have. Perfect for warboss assassinations.
While they remember how hard the last WAAAGH was is the best time to push this stuff through. We're still enjoying the stability boost from Tranth's last explorations too.

edit: We're not short of warboss killers.
 
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While they remember how hard the last WAAAGH was is the best time to push this stuff through. We're still enjoying the stability boost from Tranth's last explorations too.

edit: We're not short of warboss killers.
Actually we blew Tranth's expidition good will on Sanctus Foreum.

The main issue is that we've no idea what state the conservative faction is in at the moment.

And in battle sure.

For assassinations which we will probably need to keep the orks from mobilising, not as many.

Also should we get the other luna ruin before we send Tranth off?
 
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