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
My only Query is do we need to build a new Psyker City, since we are sending a good chunk of our Psykers to found a Telepathica Branch over at Vanaheim. Otherwise the plans are challenging each other on minutiae that I may or may not have the proclivity to contemplate. Signs point to TILT. Apparently GORGAR ate my higher reasoning (Stupid Pinball machines and semi-catchy 80's songs about them)
The probkem is not the total population (Not an issue for a long time), but the amount of psykers that need to be taught.
 
I'm not griping about making plans. I do enjoy it, otherwise I wouldn't do it. There are aspects that can be annoying every now and then, but those are outweighed by other factors.

Besides, you're just saying this because you want your plans to win. :p
I only really make plans when I have gripes about who we spend time with, TBH. :V
 
@Red Bovine @Shard ok, that is semi-reasonable. Personally though, if population is not the issue then building a new city right now is premature since the psyker population isn't high enough to warrant the split, especially not when we are sending a chunk of our extraneous Sanctionites to Vanaheim. Depending how the background mechanics work, we could be taking a drop in our Psyker training because Psykers that would otherwise be teaching are instead building a new city.

I am just being... I don't know the word. Not quite at Devil's Advocate, but still making sure ya peeps have thought through your plans rather than just grabbing what sounds good to you without thought to anything else. Like the time some peeps made plans that we literally could not afford because they did not bother with our resource gross income/savings/whatever (I don't economics, what does math even mean!? SCP-1313 SOLVE FOR BEAR! this is proper math correct?) So just making sure you guys are choosing a thing because it needs to be done soonish, rather than SHINY!

@Nurgle A single new Forge Hive would have negligible effect on the growth towards a Huge Mechanicas Hive, while both in the short term AND long term would help with the growth of our AM/EM production. A second new Forge Hive would be noticeable by slowing it by maybe 5%, but that would be acceptable as it would be insufficient to affect what turn we unlock the new option at. Now a third new Forge Hive would go past that and actually slow the unlock by 1 or more turns, and as such I would preferably not to vote for a third Forge Hive until after we upgrade an older one to Huge status. This, of course, is assuming I have intuited the situation correctly. ANd we as a player group have been hit-or-miss with our intuition, so take everything being said with a 10 lb. block of Pink Salt stolen from my mom's horse (because a grain is too little when dealing with GrimDark, that's how you get the New Devourer).
 
@Red Bovine @Shard ok, that is semi-reasonable. Personally though, if population is not the issue then building a new city right now is premature since the psyker population isn't high enough to warrant the split, especially not when we are sending a chunk of our extraneous Sanctionites to Vanaheim. Depending how the background mechanics work, we could be taking a drop in our Psyker training because Psykers that would otherwise be teaching are instead building a new city.

We are only sending a very small number of our trained psykers to help found the new branch in Vanaheim. Founding a new city is also critical due to the increasing amount of psykers being born that keeps going up. Doing it before it can be an issue is just practical.

On another note the sooner we get that new branch up the faster we will get a another planet that can contribute psykers in signifacnt numbers. It's also been a bit of an issue for them for a while anyway and helping improve psyker image in a consertative world may be good ammunition for their progressives. We can also expect it to take 50 to 100 years to set the branch up so setting up as soon as possible is pretty critical since psykers are a great resource.
 
I'm personally angling for us to build a psyker city in Avernus' Spine, maybe at or inside Dis itself.
 
So a crazy idea that popped into my head.

Psi-Mine.

Basically we design a Stealth Mine, but instead of a payload, we put in a Rune of Fire with a microwarpdrive. When the enemy comes, move the mine into the Immaterium and watch the local immaterium become fire. This is impractical in a lot of ways, because I suspect the only way to really make this work is to have the mine mostly finished, and only inscribe and charge the rune at the destination, and likely requires continual maintanence from a psyker (AKA not gonna maintain it), and also needs some serious highgrade divination to make sure it hits, only viable a certain distance from the colony...

...But basically if we can get all the factors together, it could be another part of our responce to Turoq, since, ah, attacking forces are all vulnerable to an Immaterium Inferno, aren't they?

(If we don't want to build a mine, a suicide stealth ship would also work.)
 
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I want to explore Region Eta. It's the largest region with the most room to expand, and given we need economic expansion that's a very good thing just by itself. We've also got both Thundabeasts and Tyrant Lizards studied and tamable, which will be useful for this region in general. It's also near the Time Twisted Plains, which is an interesting thing to study, and since an AI is needed to study them it could add to the case for changing the AI laws of the AdMech.





As I said, my intent here isn't to take a dump on anyone's efforts. I write omakes too, and certainly encourage others to do so. But I do have some problems with how the wildlife omakes get handled with regards to actions, and some of that has to do with how I've generally been the primary plan maker in this quest for most of it.

First, as I've said, I don't like how it adds to our backlog. Yes, the wildlife backlog is effectively going to be infinite anyways, but I really like Durin's stuff and would like to focus on studying it. When the omake stuff gets added to the list suddenly, there's frequently people insisting that we study it, which bumps down the priority of all that other stuff. This is especially the case whenever we discover a People, because the players always want to prioritize People over everything else. I just find it kind of annoying, because it can wreck my plans for what to study next.

Secondly, and probably more importantly, is that it ends up making reading an omake somewhat mandatory in a way I find intrusive. Omake literally means extra. They're supplementary material, and should almost always be considered optional. And as much as I like to read omakes sometimes, I don't always have the time for it, or sometimes I'm just not in the mood to be interested, and I know I'm not the only one in that boat. But as someone whose plans are generally voted on more often than not, people tag and quote me a lot to get my attention, and because I actually am willing to compromise things to make plans good enough for the majority to actually vote on it that means I do end up reading all that. And believe me, I can get dozens of those alerts in a single day when a planning period is on, which is why being a plan maker in this quest can be a serious time investment. But if someone's asking to study an omake wildlife animal that I've never heard of because I happened to skip that omake, then it means I have to find and read that omake, which turns it from a potentially enjoyable extra to a forced imposition on my time, which kind of ruins the whole thing for me.

Other players who are invested in the Biologis section are kind of in the same boat there, if they haven't read the wildlife omakes. This quest is already daunting in size, and I certainly don't expect new players to go through even the canon omakes given how many of them there are. And a lot of the canonized wildlife omakes aren't mentioned anywhere in the main quest or the info sheets, so if they come into discussion on the latest plan they're not going to have any idea what creature people are asking to be studied. This is opposed to things like the Well of Urd or Areatha the Ancient Wanderer that came about through omakes being written, but were also introduced in the storyline itself in such a way that keeps the relevant omakes entirely optional reading - reading them gives more detail, but you don't really need to. This latest thing about fairies on the other hand has been mentioned nowhere in the story, and since I happened to skip that omake for whatever reason studying them came completely out of left field, which I found annoying for the above reasons.

With that in mind, I think I have a suitable way to resolve my biggest problem with this whole kind of thing. @Durin, I think that when you canonize a wildlife omake that applies to an explored region, it would be a good idea to mention it somewhere in an update before opening it to study. Personally I think turn results would be a good place, because we do have those genetors who are supposed to be occasionally discovering a species every now and then, but only ever discovered one within the updates as I recall. Just a two or three sentence description would be good enough, and it'd ensure everyone actually knows about the new wildlife while still keeping the omake material as optional reading.
good idea
 
@Durin

1. You said previously that Jane would prefer to do a Psyker Hunting Action every 5 years to not have her skills degrade. Would this be different for the Focused and Greater Psyker Hunting Action?
2. What sort of bonus does Jane's new Grandmaster trait provide to psyker hunting?
1. no
Munitorum
SLOT A - Year 1
-Y1: Eldar Trade
-Y3: Increase PDF Tithe
Filling obligations and Tithe

Void Command

SLOT A (Construct) - Year 2
-Y2: Construct: Defence Monitors
-Y5: Construct Defence Cruisers and Monitor for Trust
SLOT B - Year 3
-Y3: Huge Shipyard
I want to get Avernus Defense ships up before we start exporting. Huge shipyard is a must.

Diplomacy
SLOT A - Year 1
Y1: saving this for the best hunter on Avernus
Y2: Investigate Relationship (Svartalfheim,Admech)
Y3: Investigate Relationship (Core worlds, Colonies)
Y4: Make a Request (Helping Ridcully with his Research)
Y5: Investigate Relationship (Avernus, Svartalfheim)


Waiting to see if we can higher someone
Arbites
SLOT A - Year 1
-Y1: Greater Psyker Hunting
-Y2: Greater Psyker Hunting
-Y3: Greater Psyker Hunting
-Y4: Counter-Intelligence
-Y5: Counter-Intelligence
I am going to keep Jane Busy doing the usual so next turn she can do one hunting action next turn than start the blank training.

AdMech
Biologis
SLOT B - Year 3 unknown examination

Any
Slot C -
-Y1: Oversee the Forge Advanced Material
-Y2: Biologis Expedition

Doing one Forge action than the Expedition

Ministorum
SLOT A
-Y1: The Nature of Slannesh
-Double Down
SLOT B
- Year 4 The Nature of Khorne
-Double Down

Studying the gods because they have the best chance of success and we need the knowledge to deal with Chaos

Astra Telepathica
SLOT A - Year 2 (Xavier)
-Year 2 Basic Alkahestry
SLOT B - Year 2 (Tamia)
-Y2 : Establish new Psyker City: Avernus' Spine
SLOT C - Year 1 (Aria)
-Y1: Establish Unseen University Branch: Vanaheim
SLOT D - Free Divination
-Y1: Greater Divination (Eldar Choice)
I changed things around so Xavier and Tamia stay on planet with the kids

SLOT A - Year 1
-Y1: Administrative Shake up
-Y2: Personal Attention: Expedition: Region Theta
-Double down
SLOT B - Year 2
-Y2: Thaddeus Expertise (Quartok City)
SLOT C - Year 3
-Y3: Administrative Shake up
-Y4: Administrative Shake up
-Y5: Administrative Shake up
SLOT D - Year 1
-Y1: Spend Time With (Clara & Cassandra)
-Y2: Spend Time With (Clara & Cassandra)
-Y3: Spend Time With (Clara & Cassandra)
-Y4: Spend Time With (Clara & Cassandra)
-Y5: Spend Time With (Jane)

To the North and the much needed economic actions. Seriously we need to start doing them. Thaddeus building the City for Best alien friends. Than spending time with the kids and Jane.


@Durin Is getting Sir Pellinore a Diplomatic action or not?
for the expedition, it is automatic
I fear Roskild may have set that back a decade or two.

@Durin
1. To clarify the Ultramar Tau situation, are the provisions for the two working together actively (in say task forces) currently active or are they just aggressively ignoring one another and clearing the region that way?
2. Who is the current chapter master? Or at least what is his name?
3. Did our scan reveal whether the Tau are trying to diplomance peace or have they given up?
4. Has Roskild's existence been taken as validation by the admech of AI always being evil or have they taken the fact that its been alone for 20,000 years and thus being bonkers is reasonable with Scott spinning it in a positive light as it has protecting the ship yard for that entire time and done so seemingly successfully?
5. Is the ship yard itself intact?
6. Do we have any idea what killed the humans working there?
7. Any point suggesting tech for Rokslide or have you already locked in what we will (fingers crossed) be getting?
1. mostly aggressively ignoring each other, though they do warn the other empire if they are moving against an Ork presence in the other empires region and accept an observer
2. Saul Agemman
3. it did not
4. both
5. yes
6. no
7. you can suggest naval componants (including attack craft). if you do calssify them as either normal (no better then most of what you ahve), advanced (significantly better then what you have with a drawback, often cost) or experimental (massively better wtih major drawbacks such as cost, volatility, unreliability ect)

My first thought when reading this: this woman could totally jam Chaos astropathic comms.
If we had any idea how a person would do that in theory.

Unless the comment that it would need an astropath with the right paragon trait was meant to imply that jamming is unachievable by means of ordinary powers.


Mayby try to start a trend of writing for things that provide an immediate benefit rather than somthing to be studied?
Unfortunately it'd have to be something that captures people's imaginations more than additional weird Avernite species.




Personally I only really care about studying one Omake species, that poisonous slug that could be useful in replicating drugs, with it being way up there with Psyrodactyls in terms of things I would like to see studied more. We want a specific psykic power out of the Psyrodactyls.

Also if the traditional(read dinosaur) approach to aerial rough riders is not viable(until we meet the Lizardmen), I would kind of like to see if riding DragonFruit is possible, even if they are a plant.

@Durin reposting question: 1. Is it possible to determine if Aria possesses Navigator ancestry?
I think this is the missing secret to figuring out the Null Zone.
1. she does not, she does share genes with Niflheimers though. I was waiting for someone to consider a genetic reason
 
Roskilde Ideas
7. you can suggest naval componants (including attack craft). if you do calssify them as either normal (no better then most of what you ahve), advanced (significantly better then what you have with a drawback, often cost) or experimental (massively better wtih major drawbacks such as cost, volatility, unreliability ect)
Normal
Star Lance Las Lance: A common lance in the DAoT the Star Lance does not do increased damage compared to the designs recovered from the ship graveyard, instead it has highly advanced focusing crystals letting it fire constantly. Against a slow moving opponent this is quite deadly as it lets it do constant damage and wear away void shielding quickly, however whether this is worth it compared to more immediate up front damage is questionable.

Advanced
Refactor Shielding: Supplement to Reflex Shields, bends light around a ship making it nearly invisible visually, increases cost as heat sinks need to be introduced into the ship to deal with excess heat.

Grungir class Knight: An improvement on the Knight Fallorn, this class improves upon the Knight in almost every way save cost which is significantly higher. Very unlikely to see deployment beyond the Trust's most elite void knights.

Annihilation Reactor: Seemingly one of the last designs the ship yard completed was a reactor that powers itself via the application of anti matter. Featuring performance that surpasses the even the Hyper Plasma reactor by multiple orders of magnitude, the design appears to have been necessary to power the enormous bulk of the Deus Class and other supermassive power intensive systems being developed here. The design comes with an incredible amount of fail safes and other devices to reduce its danger to a minimum, although it is still highly dangerous should it be damaged as well as expensive.

Annihilation Shells: Designed for use with Macro Cannons these shells use anti matter in small amounts to vastly increase damage. However they not only reduce the range of the ship they are used with they also make the ship much more vulnerable as if one shell is detonated prematurely within a ship the entire ship could be destroyed easily.

Grav abyss Nova Shell: Created from Helheim gravetics data the Abyss shell when detonated creates a brief, but strong pull towards itself, disrupting maneuvers and causing enemy formations to cluster. Expensive.

Tachyon based sensors: Extremely advanced sensors designed for use on capital ships, expensive and likely require a man of stone to use to their full effect.

Star Citadel: Likely designed in concert with the Deus, this massive station out weighs the Ramilies in every category and has the fire power to match, but as the Trust currently cannot build an upgraded Rammilies this will be out of reach for a very long time.

Experimental
The Grand Cannon: The idea of the Nova cannon taken to the next level. Designed for use exclusively with a Dreadnaught class ship at a minimum and probably intended for the Deus class, the Cannon fires shells of massive size and can scatter entire formations with a single shot. Drawbacks: Highly inaccurate, can damage the ship's internal structure if fired too often, usually not a problem it takes an age to reload.

Mass Reduction Field: A highly experimental system designed to reduce the actual mass of a ship to increase its speed significantly (likely intended to increase the speed of the Deus). Incredibly complex when properly installed it would theoretically let a ship move at speeds reminiscent of a ship one class smaller, so an escort would move like a destroyer vastly increasing their speed, however the power requirements, complexity of the system meant that it was never advanced beyond grand cruiser scale. The field also was incomplete with there being a chance that part of the ship will randomly return to normal mass, which could destroy the entire vessel.

Ship Scale Neutron Guns: Complex with an enormous power draw, these designs were prototypes intended for use with an annihilation reactor.

Shooting Star Fighter: An experimental fighter that was assuredly used as a test bed for every and all inventions the DAoT scientists could imagine. As a result it is an over engineered nightmare, that has hundreds of faults that sometimes interact in unique ways to produce brand new ways of killing its pilot, but when on the off chance it works it can turn the tide of battles on its own.

@Durin
Any that you like?

Maybe we can study Blank Bears and introduce some genes into our own population.
Nilfar beat us too that I fear and I don't think we want to

A. Loose our psycic advances
B. Make us seem even more creepy.

one in several trillion, it also greatly reduces the pykers power, if Aria did not have the Blank genes she would be alpha not Delta
Probably for the best for her then, since she'd likely have gone insane/been possessed by chaos/dead, though I think people considered the blank idea at the time.

Still it continues the idea introduced by Black Spear, that psyic and blank entities can combine to create something more lethal
 
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Normal
Star Lance Las Lance: A common lance in the DAoT the Star Lance does not do increased damage compared to the designs recovered from the ship graveyard, instead it has highly advanced focusing crystals letting it fire constantly. Against a slow moving opponent this is quite deadly as it lets it do constant damage and wear away void shielding quickly, however whether this is worth it compared to more immediate up front damage is questionable.

Advanced
Refactor Shielding: Supplement to Reflex Shields, bends light around a ship making it nearly invisible visually, increases cost as heat sinks need to be introduced into the ship to deal with excess heat.

Grungir class Knight: An improvement on the Knight Fallorn, this class improves upon the Knight in almost every way save cost which is significantly higher. Very unlikely to see deployment beyond the Trust's most elite void knights.

Annihilation Reactor: Seemingly one of the last designs the ship yard completed was a reactor that powers itself via the application of anti matter. Featuring performance that surpasses the even the Hyper Plasma reactor by multiple orders of magnitude, the design appears to have been necessary to power the enormous bulk of the Deus Class and other supermassive power intensive systems being developed here. The design comes with an incredible amount of fail safes and other devices to reduce its danger to a minimum, although it is still highly dangerous should it be damaged as well as expensive.

Annihilation Shells: Designed for use with Macro Cannons these shells use anti matter in small amounts to vastly increase damage. However they not only reduce the range of the ship they are used with they also make the ship much more vulnerable as if one shell is detonated prematurely within a ship the entire ship could be destroyed easily.

Grav abyss Nova Shell: Created from Helheim gravetics data the Abyss shell when detonated creates a brief, but strong pull towards itself, disrupting maneuvers and causing enemy formations to cluster. Expensive.

Tachyon based sensors: Extremely advanced sensors designed for use on capital ships, expensive and likely require a man of stone to use to their full effect.

Star Citadel: Likely designed in concert with the Deus, this massive station out weighs the Ramilies in every category and has the fire power to match, but as the Trust currently cannot build an upgraded Rammilies this will be out of reach for a very long time.

Experimental
The Grand Cannon: The idea of the Nova cannon taken to the next level. Designed for use exclusively with a Dreadnaught class ship at a minimum and probably intended for the Deus class, the Cannon fires shells of massive size and can scatter entire formations with a single shot. Drawbacks: Highly inaccurate, can damage the ship's internal structure if fired too often, usually not a problem it takes an age to reload.

Mass Reduction Field: A highly experimental system designed to reduce the actual mass of a ship to increase its speed significantly (likely intended to increase the speed of the Deus). Incredibly complex when properly installed it would theoretically let a ship move at speeds reminiscent of a ship one class smaller, so an escort would move like a destroyer vastly increasing their speed, however the power requirements, complexity of the system meant that it was never advanced beyond grand cruiser scale. The field also was incomplete with there being a chance that part of the ship will randomly return to normal mass, which could destroy the entire vessel.

Ship Scale Neutron Guns: Complex with an enormous power draw, these designs were prototypes intended for use with an annihilation reactor.

Shooting Star Fighter: An experimental fighter that was assuredly used as a test bed for every and all inventions the DAoT scientists could imagine. As a result it is an over engineered nightmare, that has hundreds of faults that sometimes interact in unique ways to produce brand new ways of killing its pilot, but when on the off chance it works it can turn the tide of battles on its own.

@Durin
Any that you like?


Nilfar beat us too that I fear and I don't think we want to

A. Loose our psycic advances
B. Make us seem even more creepy.


Probably for the best for her then, since she'd likely have gone insane/been possessed by chaos/dead, though I think people considered the blank idea at the time.

Still it continues the idea introduced by Black Spear, that psyic and blank entities can combine to create something more lethal
Have you been reading my notes?
 
Tachyon based sensors: Extremely advanced sensors designed for use on capital ships, expensive and likely require a man of stone to use to their full effect.
Why though? Especially after reading that stuff from Priests of Mars and knowing that 40k humans can be bullshit megasmart.

Mass Reduction Field: A highly experimental system designed to reduce the actual mass of a ship to increase its speed significantly (likely intended to increase the speed of the Deus).
Inertia, not mass. Mass reduction removes pieces from the ship. Inertia reduction is what you want for making a ship faster in this way.

Sometimes I wish I could, but no I am not?

Why?
He's saying that your ideas are similar or the same as his ideas.
 
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Why not try to divine a way to calm the men of stone down or at least recapture it( the ai is probably the only witness that can shed light on whats going on on Rokslide left), for reasons such as continuationof its security duties,
Get information of whatever records it has on history and what happened to the ship, ammunition for the progressives that its ok to make more men of stone.
 
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Da Oooniverse Class Mass Conveyor : Supposedly reverse engineered from Krork vessels, the nearly 36 kilometres long ship can singlehandedly supply and support war citadels and entire fleets. Its vast cavernous holds can transport billions of men and material.

However building one in a significant undertaking and its speed is barely above the Citadels and Starforts it was built to resupply.




Yeah I suck at names. :p
 
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