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
Omake idea: Avernite Warp-Honey. I saw this video and thought we should have some too:

Grayanotoxin - Wikipedia
Some nice psychedelic honey that gives people Warp-sight when ingested, allowing them to look into the realm of Souls. We could hire on roving bands of druggies to pick out Chaos assassins, cultists, and spies.
 
@Durin

1. How long does Rotbart expect a raid to require to achieve a minimal success? How much does this vary with defenses?
a. Assuming the raiders are prepared to suffer catastrophic losses to achieve success in acquiring tech, what minimum force ratio would a raiding force need to guarantee success?
2. Is blockading a (friendly) planet with mines a practical thing?
1. really really variable based on number of elites and psykers on both sides, defences, commanders luck ect.
2. doable yes, practical not really
 
vote locked
Adhoc vote count started by Durin on Jul 22, 2018 at 5:48 AM, finished with 237 posts and 21 votes.

  • [X] Plan Additions
    -[X] Chapter Master Julius's plan is sound. Rotbart has no objections or changes to it.
    -[X] We will have Ridcully spending some time predicting enemy attacks. There's not likely any among the enemy who are better, though we should still not rely overly on this given the nature of the enemy.
    -[X] We can feed spies information to help trap the enemy. This will be less effective than normal though, given the opponent and their awareness that we use such traps.
    -[X] It may be useful to create some highly warded fleet elements that are difficult for the enemy to divine and detect in the Warp. We will also prioritize research on the Siren Rune of Warding, which is likely to help.
    -[X] We will ask the Ancient Wanderer if she is aware of any Avernus people's who might be able to help sabotage enemy efforts without leaving the planet. Everything that lives on Avernus hates Chaos.
    -[X] Propose the seconding of the Ramilles star fort to the Trust Navy with Deployment based on the Security Council needs for the duration of this crisis
    -[X] Avernus will loan out half the Last Hunters to help assassinate enemy leaders, spies, psykers, etc.
    [X] Plan drive the Barbarian back
    -[X]vote for Chapter Master Julian's Plan
    -[X] propose the deployment of half the last hunters.
    -[X] propose letting Tranth apply stealth technology to assault shuttles. So we can start ambushing incoming raiders.
    -[X] propose warding of ships so that they can respond to attacks without demons spotting them.
    -[X] propose the inquisition find a way to Assassinate chaos leaders are o cause rebellion in Turoq realm or lead a Waagh to attack Turoq. Act only if feasible. Offer Ridicully help in these if necessary.
    -[X] Propose the seconding of the Ramilles star fort to the Trust Navy with Deployment based on the Security Council needs for the duration of this crisis
    -[X] We will ask the Ancient Wanderer if she is aware of any Avernus people's who might be able to help sabotage enemy efforts without leaving the planet.
    -[X] We will have Ridcully spending some time predicting enemy attacks.
    [x] short term plan (revised)
    [X] Plan Moderated Additions
    -[X] Chapter Master Julius's plan is sound. Rotbart has no objections or changes to it.
    -[X] It may be useful to create some highly warded fleet elements that are difficult for the enemy to divine and detect in the Warp. We will also prioritize research on the Siren Rune of Warding, which is likely to help.
    -[X] We will ask the Ancient Wanderer if she is aware of any Avernus people's who might be able to help sabotage enemy efforts without leaving the planet. Everything that lives on Avernus hates Chaos.
 
Deepwood Fairies
Deepwood Fairies


The region of Lindon is home to the deepest forests of all explored Avernus. East of Avernus' Spine, where the Unseen University resides, are the forests closest to equalling Lindon's, but only when comparing it to South Lindon's forests. Lindon's forests from its mid-south to its far north are far more thick and difficult to traverse through. Its ranges are so densely packed with trees - and thus so densely packed with innumerable dangers - that the areas for the cities built within them had to be cleared by levelling orbital fire upon them. Doing so also cleared a large area around where the cities would be built, which proved crucial in allowing their defenders time to see and fire upon attacking hordes of the forests' monsters before they hit. Today, most travel is done by air transport or the underground railway to bypass the death-choked expanses of Lindon's forests. Despite the dangers, humanity often ventures out into the forests for a variety of reasons, whether it be for search-and-destroy missions against the wildlife, exploration of the area, or exploitation of the local wildlife for consumables and materials.

For all that humans have had centuries to explore the forests of Lindon, there are still vast stretches of land that remain a complete mystery. Their danger and distance from settlements make them difficult to reach through conventional movement while the various psychic effects from the wildlife prevent the Mechanicus from conducting long-range scans. By far the least explored area of Lindon is a place known as the Deepwood. The Deepwood is a relatively small section of forest in the northern part of Lindon characterised by its spacial abnormality. In the Deepwood, the forest stretches out far more than the given area of space should be physically capable of holding, and it is a lot more difficult to navigate than anywhere else in Lindon. Hypotheses abound as to what causes the abnormality. Most hypotheses involve the Warp or psychic powers in some fashion, but the lack of any obvious psychic action or presence creating the effect has given rise to the hypothesis that techno-arcana from the Dark Age is instead responsible.

Whatever the true nature of the Deepwood abnormality is, a great variety of wildlife can be found within, some of which are unique to that area. New species are always being discovered even centuries after Avernus' colonisation, with the latest being a sapient race of what are called fairies.

***
Fairies are winged humanoids small enough to be held by their waist in a child's hand. They look somewhat like humans, but less so than even the eldar. Preliminary tests have shown their biological code to have no relation to either humans or eldar. They're strong for their size, but only because of the inverse square law rather than biology or psychic powers. Their wings allow them to fly and glide.

There are two distinct species of fairy: slayer and shrine. They can be easily distinguished by their physical characteristics: slayer fairies have red and brown avian wings while shrine fairies have ornate, glowing butterfly wings. The difference between the two goes much deeper than their wings, though.

Slayer fairies are born crafters and warriors. They create weapons and armour from the creatures that they kill and arm themselves with them. The attack power and durability of a slayer fairy is determined by their wargear. They can tie their gear to themselves and draw strength from the creature or creatures they were made from using their inherent psychic powers. This allows them to eventually fight on par with creatures far larger and more powerful than them. The beginning of the creation of a piece of equipment begins with the slayer fairy fighting a creature. When the fairy fights something, their powers reach out and create a sympathetic connection between them and the creature's body. The more powerful the creature is compared to them and the more intense the fight is, the greater the sympathetic connection becomes. After the creature is slain, the fairy butchers the creature's carcass and begins crafting wargear out of its parts. The greater the sympathetic connection that was forged during the fight, the more the slayer fairy can intuitively draw out the slain being's power. This, along with the slayer fairy's own skill at crafting, is what determines the power of the final product. If the slayer fairy equips wargear exclusively from a single specific kind of creature, the fairy can use a facsimile of that creature's power.

Slayer fairies live alone, in pairs, and in small groups. Slayer fairies are monogamous and mate for life. The first equipment a slayer fairy has is crafted for them by their parents. Slayer fairies do not produce psykers.

Shrine fairies are universally psykers. Their wings draw in the ambient Warp energies released by Avernus' poles, magnify them, and store them. The power of an individual shrine fairy is very small. Using the classification system of the Adeptus Astra Telepathica, the average shrine fairy can only produce a minor manifestation, examples of which include the spontaneous generation of a small flame or a gentle breeze. This is often enough to be helpful in combat against most similarly-sized opponents, but is woefully insufficient for fighting off larger creatures. Their pathetic psychic strength is made up for in three ways. The first way is their instinctual ability to control their powers. They are effectively omnimancers, born with a high degree of control over what powers they have to the point where they can essentially do anything with them, even if the magnitude of their powers' effects are limited. The second way they make up for their weak individual strength is a learned skill, rather than inherent to their nature: wards and rituals. Both allow them to do things with effects of far greater magnitude than they could otherwise do by making up for their lack of inherent power with preparation. The third way is by pooling their powers together, the same as sanctioned psykers often do.

Shrine fairies live sedentary lives in large groups, each headed by a council of elders. Shrine fairies secure their territory through the liberal use of wards, rituals, and traps, creating very powerful home field advantages for themselves.
 
Last edited:
The Twenty-Fifth Meeting of the High Council Part Eight: Trading Begins
The Twenty-Fifth Meeting of the High Council Part Eight: Trading Begins

-[X] Chapter Master Julius's plan is sound. Rotbart has no objections or changes to it.
-[X] We will have Ridcully spending some time predicting enemy attacks. There's not likely any among the enemy who are better, though we should still not rely overly on this given the nature of the enemy.
-[X] We can feed spies information to help trap the enemy. This will be less effective than normal though, given the opponent and their awareness that we use such traps.
-[X] It may be useful to create some highly warded fleet elements that are difficult for the enemy to divine and detect in the Warp. We will also prioritize research on the Siren Rune of Warding, which is likely to help.
-[X] We will ask the Ancient Wanderer if she is aware of any Avernus people's who might be able to help sabotage enemy efforts without leaving the planet. Everything that lives on Avernus hates Chaos.
-[X] Propose the seconding of the Ramilles star fort to the Trust Navy with Deployment based on the Security Council needs for the duration of this crisis
-[X] Avernus will loan out half the Last Hunters to help assassinate enemy leaders, spies, psykers, etc.
After several days of discussion in which your agreed that Ridcully would spend time helping spot attacks and that you would loan out Atlas' Gift and deploy half of the Last Hunters as well as providing warding for some elements of the Imperial Trust Fleet Chapter Master Julius' plan as agreed on. From what you can tell no one likes the plan, which can be summed up as hunker down and try and limit how much damage you suffer,

Next the meeting breaks down into varied trade talks, in which you find that the Juve-Nat that you are offering is in great demand,
Note you now do not need any merchantmen for NA cargo routes and can use fractions of a merchantman for a route. It is assumed that all merchantman now have Navigators. Can store credit with all other planets
All debts above 1 million will gain 10% interest for the amount above a million per half century

29 available Mass Conveyors
250 available Merchantmen
each Merchantman provides 13 Cargo
each Mass Conveyor provides 208 Cargo
in total you have 8,632 cargo to use

                 
Avernus Fortress World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   82,202,158,211 1,738,350,716 74,097,716,287 11,956,675,568 15,908,397 136,841 24,392
30,401,482,372 Upkeep 72,422,591,462 -11,591,385,542 55,835,855,004 4,373,486,440 33,513,763 278,508 23,721
1.36% Total 9,779,566,748 13,329,736,258 18,261,861,283 7,583,189,128 -17,605,367 -141,667 671
32,886,703,459 Reserves 843,064,927,978 277,371,394,491 471,039,089,183 335,621,280,630 412,208,070 1,765,215 509,498
29 available Mass Conveyors
250 available Merchantmen
each Merchantman provides 13 Cargo
each Mass Conveyor provides 208 Cargo
in total you have 9,282 cargo to use

you also have 150 million doses of Juve-Nat, 10 million doses of Advanced Juve-nat and 200 thousand doses of Hyper-Advanced Juve-Nat that you can afford to sell
each million doses of Juve-Nat costs 12 million Thrones, 0.6 million Material and 6 thousand Advanced Material
each hundred thousand doses of Advanced Juve-Nat costs 12 million Thrones, 0.6 million Material, 6 thousand Advanced Material and 6 hundred Exotic Material
each ten thousand doses of Hyper-Advanced Juve-Nat costs 12 million Thrones, 0.3 million Material, 12 thousand Advanced Material and 3 thousand Exotic Material

in total it would costs 3.3 billion Thrones, 160 million Material, 1.7 million Advanced Material and 120 thousand Exotic material each year to provide this amount of Juve-Nat
relationship: 17/10
distance 18 LY
Asgard owes Avernus 145,880 Cr

Can Sell
36 Cr (NA cargo)=1 Knight Titan per year (up to 450 times)
684 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 9 times)
3,707.4 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 20 times)
20,258.7 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 10 times)

Can Buy
43.8 Cr(NA Cargo)= 1,000 Advanced Material per year (up to 1,200 times)
14.9 Cr(NA Cargo)= 10 Exotic Material per year (up to 1,200 times)
distance: 14 LY
Relationship: 11/10
Avernus owes Alfheim 19,638 Cr

Can Sell
10 Cr (0 Cargo) =Training (50 regiments assigned to Alfheim for next half century, can be taken once)
3.3 Cr (0.1 Cargo)= 1,000,000 Metal per year (up to 10,000 times)
31.1 Cr (0.1 Cargo)= 1,000,000 Material per year (up to 1,000 times)
686.7 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 2 times)
3,719 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 1 times)
20,313.3 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 1 times)

Can Buy
5.2 Cr (0 Cargo)= 1,000,000 Thrones per year (up to 40,000 times)
14.9 Cr (0 Cargo)= 10 Exotic Material per year (up to 3,000 times)
43.8 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 2,200 times)
31 Cr (0.96 Cargo) =10 units of food per year (no limit)
relationship: 12/10
distance: 21 LY
Vanaehim owes Avernus 2,330,342 Cr

Can sell
3.6 Cr (0.12 Cargo)=1,000,000 Metal per year (no limit)
5.1 Cr (NA Cargo)=1,000,000 Thrones per year (up to 10,000 times)
682.8 Cr (NA cargo)=1,000,000 doses of Juve-Nat (no limit)
3,697 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 50 times)
20,191.8 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 19 times)

Can Buy
33,690.7 Cr= Upkeep for Fólkvangr
   
Stealth Battleship 62,546
Medium Battleship 37,746
Fast Battleship 40,595
Armored Battleship 41,884
Grand Cruiser 7,968
   
Heavy Cruiser 3,170
Battlecruiser 2,214
Night Class Battlecruiser 1,991
Defence Cruiser 691
Knight Cruiser 640
Corsair Class Fast Cruisers 531
Warrior and Praetorian Class Cruisers 503
Bishop Class Carrier 466
Skald Military Transport 292
   
Fog Class Light Cruiser 459
Escort Cruiser 120
Light Cruiser 107
Page and Squire Class Frigate 44
Soldier and Legionnaire Class Destroyers 51
Privateer Class Raider 65
Shadow Class Destroyer 93
Decent Class Destroyer 79
distance: 11 LY
Relationship: 13/10
Jotunheim owes Avernus 10,460 Cr

Can Sell
31.1 Cr (0 Cargo)= 1,000,000 Material per year (up to 6,000 times)
28.8 Cr (0 Cargo)= 10 Food per year (up to 2,000 times)
679.6 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 2 times)
3,707.5 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 1 times)
20,296 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 1 times)

Can Buy
4 Cr (0 Cargo)= 1,000,000 Metal per year (up to 30,000 times)
14.9 Cr (0 Cargo)= 10 Exotic Material per year (up to 3,000 times)
relationship:12/10
distance: 7 LY
Midgard owes you 152,568 Cr

Can Sell
3.1 Cr (0.08 Cargo)=1,000,000 Metal per year ( up to 8,000 times)
8.8 Cr (0.08 Cargo)=1,000,000 Promethium per year ( up to 1,000 times)
698.2 Cr (NA cargo)=1,000,000 doses of Juve-Nat (no limit)
3,726.3 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 20 times)
20,259.4 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 5 times)

Can buy
5.8 Cr (0 cargo)= 1,000,000 Thrones per year (up to 100,000 times)
31.5 Cr (0.08 Cargo)=1,000,000 Material per year (up to 10,000 times)
relationship: 12/10
distance: 11 LY
Avernus owes Svartalfheim 43,215Cr

Can sell
28.8 Cr (0 Cargo)= 10 Food per year (up to 2,000 times)
691.4 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 5 times)
3,717.4 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 3 times)
20,269.3 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 2 times)

Can buy
44.1 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 6,000 times)
relationship:13/10
distance: 5 LY
Avernus owes Muspelheim 992,471 Cr

Can sell
33.4 Cr (0.08 Cargo)=1,000,000 Material per year (up to 1,000 times)
9.9 Cr (0. 08 Cargo)=1,000,000 Promethium per year (up to 10,000 times)
1 Cr (NA Cargo)= 1 Midgard or Vanaheim Cr (no limit)


Can buy
17.5 Cr (0 Cargo)=10 Exotic Material per year (up to 50,000 times)
44.3 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 15,000 times)
1 Cr (-1 Cargo) = 1 Cargo Space (up to 1,000 times)
relationship: 10/10
distance: 6 LY
Avernus owes Nilfheim 1,752,130.5Cr

Can Sell
5.6 Cr (0.02 Cargo)= 1,000,0000 Thrones per year (up to 10,000 times)
34.3 Cr (0.02 Cargo)= 1,000,0000 Material per year (up to 5,000 times)
3.6 Cr (0.02 Cargo)=1,000,0000 Metal per year (up to 5,000 times)
1 Cr (NA Cargo)= 1 Midgard or Vanaheim Cr (up to 100,000 times)

Can Buy
42.5 Cr=1,000 Advanced Material per year (up to 15,000 times)
14.2 Cr=10 Exotic Material per year (up to 20,000 times)
relationship:10/10
distance: 28 LY

Can Sell
3.4 Cr (0.18 Cargo)= 1,000,0000 Metal per year (up to 10,000 times)
8.9 Cr (0.18 Cargo)= 1,000,0000 Promethium per year (up to 5,000 times)

Can Buy
5.5 Cr (0.18 Cargo)= 1,000,0000 Thrones per year (up to 10,000 times)
31.4 Cr (0.18 Cargo)= 1,000,0000 Material per year (up to 5,000 times)
300 Cr (0.18 Cargo)= 10 Food per year (up to 1,000 times)
43.9 Cr (0.18 Cargo)= 1,000 Advanced Material per year (up to 2,000 times)
 
Last edited:
Heavy cruisers and escort cruisers i think was the conclusion from the last invasion when we did the study ? Wich were the most effective ships atleast and some descents i guess wouldnt be amiss?
Wouldnt hate doing 1k escort cruiser and like 200ish heavy cruisers from vanaheim and us getting 100 and 500 of them and others going to tithe for example. We should sell our metal to vanaheim and midgard tough . Buying midgard thrones seems important , maybe byzantium i guess aswell? Selling stuff to our debt sources is important tough so please dont forget that .

also vanaheim sells cargo space for the plan makers and we have pretty great amount of their debt left so use that maybe people?(even if u buy all the cargo space its just 58k of 2,2mil of debt)

Yeah lets buy am/em from the non debt sources instead and try to get max debt reduction or as least debt increase as possible.

There is 11,4 mil AM available from the other sources wich is most of our deficit if we dont sell much juvenat. Prefer nilfheim AM for the rest cause its 5cr cheaper per unit compared to muspel. Altough we owe more money to nilf lol.

and for refernce our debts are to nilf and musple mainly.
 
Last edited:
@Durin, you forgot to label the columns for what resources we have/need.

Also, bit of a shame that the worlds we actually need to get out of debt from aren't buying Juvenat. Fortunately they'll take some credits from other worlds, which is nice.

Anywho, I'll math out some trade deals later when my brain is awake and willing to do math.
 
Yeah but getting rid of debt wont be possible this turn in any massive extent to our two targets

getting 200k of vanaheim and midgard debt and selling that seems to be main source of debt relief to be honest wich is kinda sad.
 
We should have an option to sell ships. We don't have vanaheim's yards, but we can still handle moderate orders of small ships and our yards are usually sitting idle if we don't have battle repairs, or new orbital defenses.
Another source of credits, and possibly an option to offload the escorts we don't need, since we're switching them out for escort cruisers.

Maybe midgaard or the colonies need some escorts?

@Durin 1 can we sell some of our escorts or build new ships for other worlds?
 
That isnt a horrible idea actually and wouldnt mind trying to sell superheavy stuff on the ground aswell ?

Altough usually we are busy repairing our own stuff for the most part .

woulnt hate doing alot of escort cruiser and/or heavy cruisers with most of our vanaheim credit?
 
So material, advanced material and exotic material are what we are short on. I dont think there is a column for relic material so not sure on that.
 
List of Juve-Nat production cost with Alfheim prices
distance: 14 LY


Can Sell
10 Cr (0 Cargo) =Training (50 regiments assigned to Alfheim for next half century, can be taken once)
3.3 Cr (0.1 Cargo)= 1,000,000 Metal per year (up to 10,000 times)
31.1 Cr (0.1 Cargo)= 1,000,000 Material per year (up to 1,000 times)
686.7 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 2 times)
3,719 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 1 times)
20,313.3 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 1 times)

Can Buy
5.2 Cr (0 Cargo)= 1,000,000 Thrones per year (up to 40,000 times)
14.9 Cr (0 Cargo)= 10 Exotic Material per year (up to 3,000 times)
43.8 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 2,200 times)
31 Cr (0.96 Cargo) =10 units of food per year (no limit)
Juve-Nat: 24*5.2+1.2*31.1+12*43.8= 687.72 Cr >686.7 Cr
A. Juve-Nat: 24*5.2+1.2*31.1+12*43.8+120*14.9=2475.72 Cr <3,719 Cr
HAJN: 24*5.2+0.6*31.1+12*43.8+600*14.9=9609.06 Cr <20,313.3 Cr
=> We sell normal Juve-Nat a cost.
AJN and HAJN are profitable.

Edit:
Durin had acidently doubled the cost for making Juve-nat
real price:
JN: 343.35 Cr
AJN: 1237.86 Cr
HAJN: 4804.53 Cr
=> All Juve-Nat is profitable.
 
Last edited:
Shortage Including Helguard Expansion Upkeep
Material 829,000,000
Adv Mat: 19,000,000
Exotic Mat: 142,000

Buying-
Advanced Material:
Asgard 43.8 per 1,000 (max of 1,200)
Alfheim 43.8 per 1,000 (max of 2,000)
Svartalfheim 44.1 per 1,000 (max of 6,000)
Muspelheim 49.2 per 1,000 (max of 15,000)
Nilfheim 47.2 per 1,000 (max of 15,000)
Byzantium 43.9 per 1,000 (max of 2,000)

Exotic Materials:
Asgard 14.9 per 10 (max of 1,200)
Alfheim 14.9 per 10 (max of 3,000)
Jotunheim 14.9 per 10 (max of 3,000)
Muspelheim 19.4 per 10 (max of 50,000)
Nilfheim 15.7 per 10 (max of 20,000)

Material:
Midgard 31.5 per 1,000,000 (max of 10,000)
Byzantium 31.4 per 1,000,000 (max of 5,000)


Selling-
So what are we looking to sell? Metal, promethium and juve nat?

Edit- Still Under Construction but working on a trading google sheet here
 
Last edited:
List of Juve-Nat production cost with Alfheim prices

Juve-Nat: 24*5.2+1.2*31.1+12*43.8= 687.72 Cr >686.7 Cr
A. Juve-Nat: 24*5.2+1.2*31.1+12*43.8+120*14.9=2475.72 Cr <3,719 Cr
HAJN: 24*5.2+0.6*31.1+12*43.8+600*14.9=9609.06 Cr <20,313.3 Cr
=> We sell normal Juve-Nat a cost.
AJN and HAJN are profitable.
One problem though is we should calculate off of nilfheim or musphelheim as we need those to cover our exisiting shortage for exotic and advanced mats. Still we should make a lot of profit on the hyper juve-nat
 
Back
Top