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
@Enjou in Regards to the Ridcully action for year five-six IIRC he did suggest that he look at our Black Crystal Sword again since his power improved quite a lot since he did it the first time and it seems like it would let us learn new things we didn't before.
 
A question for @Enjou 's plan.
1. I am wondering why, with the raiding portion of the war with Turoq done and our efforts to get the economy under control, your plan is expediting the Defense Monitor construction?

As for Ridcully's slot for Year 5. Turoq's countermeasures is something that, while less immediately useful with the end of Turoq's raiding, would be good to learn both so that Ridcully can know what is able to block his sight, and although most of it will be useless to us (because demons) it will give us some ideas for anti-scrying projects.

Also, I would recommend that if any plan is going to scry both Turoq's character sheet and countermeasures, that they have countermeasures first, as i would expect that it would give a boost to the attempt on Turoq.

Also @Durin can we do Adeptus Mechanicus projects to widen the application for the mind catcher? such as AM, EM or RM production?
 
1. I am wondering why, with the raiding portion of the war with Turoq done and our efforts to get the economy under control, your plan is expediting the Defense Monitor construction?
Because our defense fleet is still not fully rebuilt from Valinor Crusade, and as far as economy goes Defense Monitors are one of the cheapest Construct: actions anyway.
 
Need diplomacy action suggestions.

@Enjou let's start polling the local People for how they use their wildlife.

We need stuff to help guide our biologis examinations anyway. This could be a good way to do so. Specifically we might want to ask the Trolls, Myconids and Nynye, since they're the most likely to actually... use local flora and fauna.

Contrast to the Sirens, who mostly just eat souls (although they probably have really neat intel about the applications of sea life to medicine and so on)
 
@Enjou, I think you're making a mistake. Durin said it would take 1-5 years to remove the cults depending on how many actions we put into crushing them. You're only putting in one action per department into crushing them. I don't think that's enough actions to take them out in just 1 year.

SLOT A - Year 3
-Y3: Construct: Defence Monitors
-- EXPEDITE YEAR 3
-Y5: Construct: Defence Monitors
-- EXPEDITE YEAR 5
I'd like to ask that you instead make monitors for the Trust. The faster we build up, the less time it'll take before we can attack Turoq. We really need to go on the offensive as soon as possible and Avernus' defence is fine.

Need diplomacy action suggestions.
Ask Areatha for help with Turoq. Investigate the nynye's animal husbandry and see if we can make use of it.

-Y1: Greater Divination (Turoq - Character Sheet)
This is a major mistake. Turoq's counter-divination preparations are giving Ridcully a MASSIVE debuff to divination. He has a notable chance of harming himself if he looks at Turoq, as Durin himself said. Put the Greater Divination towards looking at Turoq's counter-divinations first. Durin said we can do that, and it's how we can reduce that debuff.
 
@Durin
1. Between Cassarondo and Gormec, which city has more estimated cultists?
1. Cassarondo
@Durin

1. Would the Titan Project be improved if we research the more advanced reactors? (Which reactor type are they using?)
2. Would the unrest cost for the other advanced reactor variant change if we take the other, since we have effectively normalized the action?
3. Do we know what, if anything, on Avernus prevents repeat or back-to-back incursions?
1. not really
2. yes it would
3. not that you know of
Ok, here's my first draft plan. Commentary and suggestions welcome.

Munitorum
SLOT A - Year 1
-Y1: Martial Law (Cassarondo and Gormec)
-Y2: Power Armoured Militia
SLOT B - Year 1
-Y1: Recruit

Starting Power Armored Militia because there's not much else I can do with the slot.

Void Command
SLOT A - Year 3
-Y3: Construct: Defence Monitors
-- EXPEDITE YEAR 3
-Y5: Construct: Defence Monitors
-- EXPEDITE YEAR 5

Administratum
SLOT A - Year 1
-Y1: Quarantine: Cassarondo and Gormec
-Y2: Expand Mine: Belisama

@Durin - This should have only one slot open. Both the factory expansion and the Rebuild options are locked.

Diplomacy
SLOT A - Year 1
-Y1: Siren Trade (Rune of Lightning, Rune of Ice, Rune of Wind, Rune of Toughness, Trap Rune, Bridge Rune, Stability Rune, Rune of Reinforcement, all four Inverted Elemental Runes)
-Y2:

Need diplomacy action suggestions.

Arbites
SLOT A - Year 1
-Y1: Curfew: Cassarondo and Gormec
-Y2: Blank Training Assistance: Jane Oakheart
SLOT B - Year 1
-Y1: Vault Design: Intelligence
-- REPEAT IF FAILED
-Y3: Focused Psyker Hunting
-Y4: Counter-Intelligence
-Y5: Expand Psyker Hunter Academies

AdMech
SLOT A - Year 1 (Explorator)
-Y1: Vault Design: Mechanicus
-- REPEAT IF FAILED
-Y3: Titan Design: Avernus-Warlord Titan
-- DOUBLE DOWN YEAR 3
SLOT B - Year 2 (Biologis)
-Y2: Complete Examination (Helljackal)
SLOT C - Year 5 (Free)
-Y5: Cathedral of the Omnissiah: Mag Mell

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Turoq - Character Sheet)
-Y2: Fanning the Flames
-Y3: Greater Divination (Eldar Choice)
-Y4: Greater Divination (Eldar Choice)
-Y5:
SLOT B - Year 1 (Xavier)
-Y1: Targeted: You Cannot Hide (Gormec)
SLOT C - Year 1 (Tamia)
-Y1: Vault Design: Telepathica
-- DOUBLE DOWN YEAR 1, and 3, 5 on repeat
-- REPEAT IF FAILED
-Y3: Examine: (<Pick a Rune>)
-Y6: Examine: (<Pick a Rune>)
SLOT D - Year 1 (Aria)
-Y1: Targeted: You Cannot Hide (Cassarondo)
SLOT E - Free Divination
-Y?: Greater Divination (Eldar Choice)

I'd like to get the two Greater Divinations we owe the Eldar which we couldn't fit in the Free Divination section out of the way, and also get Turoq's character sheet so we know the enemy.

I could use suggestions on what to do in Ridcully's slot for Year 5 and onward.

@Durin
1. What Runes do our psykers want studied most now that we'll have all the non-inverted ones?

Personal
SLOT A - Year 1
-Y1: Personal Attention: Vault Design: Military
-- REPEAT IF FAILED
-Y3: Personal Attention: Hold Ground: (Lonely Mountain)
-Y5: Personal Attention: <Need action>
SLOT B - Year 1
-Y1: Speech: Every Man's Duty
-Y2: Spend Time With (Syr)
-Y3: Spend Time With ()
-Y4: Spend Time With ()
-Y5: Spend Time With ()
-Y6: Spend Time With ()

Could use suggestions on who to spend time with.

@Durin
2. What action name is needed to build a city in Terascon?
1. enchanting and protection
2. first do hold city for
 
Stuff forgotten in the To-Do-List 2
[FIRST] Stuff forgotten in the To-Do-List 2 [NEXT]

From: Military Forces Oversight
To: Fabricator General Scott
Addendum: Design specification for personal combat servitor of Techpriest 6654-ONVR-3146

Through constant watch for heretical practises has Techpriest 6654-ONVR-3146 come to our attention. Interrogation has yielded no such dangers and the techpriest has been added to the list of individuals deemed in need of additional surveillance.

The actions that required these steps can be summed up in the modifications of his combat servitor. The techpriest could present documentation of how his decisively non-standard servitor arrived at the form described in the addendum as well as the regulation that allow it. The preparedness for this questioning is the second reason further scrutiny was deemed necessary.

We are aware that the above circumstances do not justify this message but see it as necessary to address them first. Of need for your attention is a request of this board to order an investigation into the feasibility of introducing a servitor modelled after the specification in the addendum to the light elements of Mechanicus forces.

As part of the interrogation an in depth analysis of the combat servitor of Techpriest 6654-ONVR-3146 has been done as well by the military part of the oversight department. As the techpriest belongs to the Biologis department we where not aware of the customised servitor before the biologis part involved us in the interrogation. During the analysis we found that demand for combat servitors with such specification exist.

As mentioned before the non-standard servitor is in regulation for personal combat servitors deployed by the Biologis. These very broad regulations were adopted because regulations common outside of Avernus have proven deeply insufficient for excursions in the wilds on Avernus. Even so combat servitors are not common for Biologis techpriests that study outside the city walls with the majority used as acceptable sacrifices to distract wildlife.

The form of the servitor is the result of frequent repairs and modifications to increase its survivability. The submitted and through third parties validated timeline of changes marks the first deviation from standard practice as the addition of additional legs to increase stability on the move. Over the iterations a low profile leg configuration similar to the crab tanks emerged.

Armament-wise the servitor does not follow the heavy close combat weapons used by crab walkers but an infantry weapon (advanced Las rifle) with independent targeting in each arm and a heavy, carapace mounted weapon (heavy bolt or krak launcher) with limited ammo. With the on-board energy supply it can fire its main weapons practically indefinitely and the mounting would allow for more energy intensive weapons, through ammo dependent ones need specialised ammo feeds to accommodate the weapon placement inside the servitor's lower arm.

Because it is a servitor it's armoured as heavily as a standard heavy combat servitor and constructed to remove structural weaknesses common to biological lifeforms. Its more squat layout provides a natural low silhouette and the leg configuration allows for crouching (for an even lower profile), rearing (to peak above higher cover) as well as jumping.

Of special mention are the multiply modes of movement: It possesses a multiple leg propulsion like a crab walker as its primary means of movement, its feet double as wheels for high movement on even terrain as its secondary, and it has a grappling hook system for tactical and vertical movement. Combat logs revealed that despite the hook system's very plump concept the additional options for engagement and disengagement are a cost-effective alternative to more technology-intensive alternatives in difficult terrain.

Techpriest 6654-ONVR-3146 was taken as he requested assistance in installing an active cloaking system though the techpriest could prove that it would be possible.

As review of the specification show the servitor is the product of repeated repairs and modification with none of the legs having the same build and the spinal data transfer bent in several places to accommodate later additions. The used sensors are as well oversized through armouring and obsolete but kept as they proved sturdy and easily replaceable. Of special mention is the storage compartment added to the back of the servitor that gives it an uncomfortable similarity to a spider.

In this instant directive B621-2C4 for improvements is not applicable as there is nothing to improve but instead a request to allow the standardisation of a new type of combat servitor. It is the belief of this oversight group that servitors of this type would greatly benefit Mechanicus light forces. A more focused variant would most likely be of notably reduced size though the strain on controllers might necessitate a larger variant able of carrying and protecting an immersed tech priest.

Praise to the Omnissiah

--------------

Idea for design: [LINK] and in action [VIDEO]

Proofread by @Andres110 . Give him thanks!
 
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2. first do hold city for

1. I know. I have Hold Ground (Lonely Mountain) already in place in the plan, so on success what's the action name I need to put down? There isn't an option specifically for building a city in Tarascon, and I'd like to get Rotbart started on it this turn if at all possible.
2. Would it be better to build a Major City, or a Hive? Lonely Mountain seems like a good location for the region's first Hive, IMO.
 
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@Durin, I think that instead of the term "Forge-Empire" to describe an empire ruled by the Mechanicus, I think you should instead use the term "Mechanicum", so that for Callamus for example it'd be "Mechanicum of Callamus". This hearkens back to the olden days when the Mechanicum of Mars was a thing, before it lost its independence and joined the Imperium as the Adeptus Mechanicus. Callamus and other empires would be independent entities, so having them take back that ancient name would make sense.
 
Ok, here's my plan. Subject to changes from discussion as usual.

[X] Plan Enjou T118

Munitorum
SLOT A - Year 1
-Y1: Martial Law (Cassarondo and Gormec)
-- Continues until cults are dealt with
-Y2: Power Armoured Militia
SLOT B - Year 1
-Y1: Recruit

Void Command
SLOT A - Year 3
-Y3: Construct: Defence Monitors
-- EXPEDITE YEAR 3
-Y5: Construct: Defence Monitors
-- EXPEDITE YEAR 5

Administratum
SLOT A - Year 1
-Y1: Quarantine: Cassarondo and Gormec
-Y2: Expand Mine: Belisama

Diplomacy
SLOT A - Year 1
-Y1: Siren Trade (Rune of Lightning, Rune of Ice, Rune of Wind, Rune of Toughness, Trap Rune, Bridge Rune, Stability Rune, Rune of Reinforcement, all four Inverted Elemental Runes)
-Y2: Make a Request (Ask Arethea what she knows about the Cleaners, and if she might know any way to transport them to other worlds)
-Y3: Investigate (New Archmagos Prime)
-- REPEAT IF FAILED
-Y4: Request Information (Mycenids: Native Flora Applications)
-Y5: Request Information (Nynye Warbeasts and Agriculture)
-Y6: Make a Request (Ask if Arethea would allow our Biologis to study her genome.)

Ok, so, I'm flexible on this section, and am still open to suggestions.
I've thrown in the thing Andres wanted to do for lack of other options, and since the warbeasts are a thing.
Asking Arethea about the Cleaners, since they're a Warp based creature - if we could figure out more about them and how to transport them, we might be able to put them on Chaos worlds to accelerate the process of cleaning them up. Also, asking if she would be ok with the Biologis studying her.

Arbites
SLOT A - Year 1
-Y1: Curfew: Cassarondo and Gormec
-- Continues until cults are dealt with
-Y2: Blank Training Assistance: Jane Oakheart
SLOT B - Year 1
-Y1: Vault Design: Intelligence
-- REPEAT IF FAILED
-Y3: Focused Psyker Hunting
-Y4: Counter-Intelligence
-Y5: Expand Psyker Hunter Academies

AdMech
SLOT A - Year 1 (Explorator)
-Y1: Vault Design: Mechanicus
-- REPEAT IF FAILED
-Y3: Titan Design: Avernus-Warlord Titan
-- DOUBLE DOWN YEAR 3, or YEAR 5 with first priority
SLOT B - Year 2 (Biologis)
-Y2: Complete Examination (Carniflower)
SLOT C - Year 5 (Free)
-Y5: Cathedral of the Omnissiah: Mag Mell

Shard suggested Carniflowers as a research subject on Discord. If we could harness them in some way that could be useful - imagine adding them to our defenses, or causing them to go berserk while an enemy is in the region laying siege.

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Turoq - Character Sheet)
-Y2: Fanning the Flames
-Y3: Greater Divination (Eldar Choice)
-Y4: Greater Divination (Eldar Choice)
-Y5: Research: Black Crystal Items (Sword)
-- DOUBLE DOWN YEAR 5
SLOT B - Year 1 (Xavier)
-Y1: Targeted: You Cannot Hide (Gormec)
-- Continues until cults are dealt with
-Y2: Basic Alkahestry
-Y6: Research (Spiderbane Dragonfly)
SLOT C - Year 1 (Tamia)
-Y1: Vault Design: Telepathica
-- DOUBLE DOWN YEAR 1, and 3, 5 on repeat
-- REPEAT IF FAILED
-Y3: Examine: (Rune of Enchantment)
-Y6: Examine: (Rune of Protection)
SLOT D - Year 1 (Aria)
-Y1: Targeted: You Cannot Hide (Cassarondo)
-- Continues until cults are dealt with
-Y2: Siren Rune of Fire: Helguard
SLOT E - Free Divination
-Y?: Greater Divination (Eldar Choice)

Personal
SLOT A - Year 1
-Y1: Personal Attention: Vault Design: Military
-- REPEAT IF FAILED
-Y3: Personal Attention: Hold Ground: (Lonely Mountain)
-- REPEAT IF FAILED
-Y5: Personal Attention: Build Hive (Terascon, Lonely Mountain)
SLOT B - Year 1
-Y1: Speech: Every Man's Duty
-Y2: Spend Time With (Syr)
-Y3: Spend Time With (Jane)
-Y4: Spend Time With (Jane)
-Y5: Spend Time With (New Head of Governor's Own)
-Y6: Spend Time With (New Head of Governor's Own)

We should get to know Ajax's replacement, now that I think about it.
 
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-Y1: Greater Divination (Turoq - Character Sheet)
-Y2: Fanning the Flames
-Y3: Greater Divination (Eldar Choice)
-Y4: Greater Divination (Eldar Choice)
I'd suggest swapping out one of the divinations for divining Turoq's countermeasures. As Andres pointed out, they're getting very high.

Though 1 sec

@Durin
1. The reason Turoq's counter measures to Ridcully divining his raids worked was because they were constantly active, moving things that weren't technically wards, but does the same apply to static things that he would have around himself? I doubt he has divine level wards to hide behind.
 
Ok, so, I'm flexible on this section, and am still open to suggestions.
I've thrown in the thing Andres wanted to do for lack of other options, and since the warbeasts are a thing.
Asking Arethea about the Cleaners, since they're a Warp based creature - if we could figure out more about them and how to transport them, we might be able to put them on Chaos worlds to accelerate the process of cleaning them up. Also, asking if she would be ok with the Biologis studying her.

Do you actually think something as useful as the cleaners would be something we could transport off world? Really?
I mean, aside from breaking the setting:
1. The logistics of transporting purely warp based phenomina seems dubious.
2. How would Arethea know how to do it? She's never been on a warp ship, isn't familiar with Geller fields.

Shard suggested Carniflowers as a research subject on Discord. If we could harness them in some way that could be useful - imagine adding them to our defenses, or causing them to go berserk while an enemy is in the region laying siege.

I think Meteor Figs might have more potential in the city defense standpoint.
 
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@Enjou
I do not know if we can do 4 Greater Divinations. Last 2 half turns we have done only 1 but the 3 per 5 year/turn may apply.
And please continue the first stage of Hellguard Thite else we sink the cost of it.
 
Do you actually think something as useful as the cleaners would be something we could transport off world? Really?
Well why not?

They're warp based entities, but presumably there should be some way to bind them in reality like one would a Psycuin. I don't think we will be able to transport them, they're an important part of the Avernite eco system, but we can certainly learn from them as they can literally eat greater daemons.

2. How would Arethea know how to do it? She's never been on a warp ship, isn't familiar with Geller fields.
Please its Avernus, I'll eat my hat if she doesn't know what a geller field is from the wildlife, never mind the level 20+ civilisation :)

@Enjou, you aren't buying those runes.
Don't we have them already?
 
My biggest objection is a meta one. I can't see @Durin actually allowing something that setting breaking off world. I strongly suspect that, at best, they'll be limited the same way the Temple Cats are. I think it far more likely that they won't be able to function outside a safe warp-touched environment.
 
-Y6: Make a Request (Ask if Arethea would allow our Biologis to study her genome.)
@Enjou, you should also ask if the Telepathica can study her too. Durin confirmed that it's a related action, so you can ask for Biologis and Telepathica study with one action.

EDIT:
-Y5: Investigate (Nynye Warbeasts and Agriculture)
I recommend making this a Request Information instead. It's cheaper and is guaranteed to succeed. They may want something in return but that's a good thing. Unlike merely observing them, trading with them improves the relationship.
 
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