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 I have already thought of that. Our next building project will be building the huge hives and the huge forges. Which will finally allow Avernus to produce enough Am and EM without having to import so much. By the time we get a colossal shipyard the forges will be done. Barring multiple horrible disasters.
 
@Enjou I have already thought of that. Our next building project will be building the huge hives and the huge forges. Which will finally allow Avernus to produce enough Am and EM without having to import so much. By the time we get a colossal shipyard the forges will be done. Barring multiple horrible disasters.

You do realize we're going to need a lot of that AM and EM just to keep doing the expansions, right? There's a limit to how much we can realistically do at once.
 
We can subsidize ship building for others via trade (which is what Vanaheim does) and the Trust still needs a lot of civilian shipping, especially when we expand further.
 
You do realize we're going to need a lot of that AM and EM just to keep doing the expansions, right? There's a limit to how much we can realistically do at once.
Ok every time we have built a forge it has increase the amount of Am by 10. If this holds true than a huge forge will give us 28 million Am. Which holds true to Durin telling me that huge forge makes 10's of million of Am. Building two huge forges would give us 56 million Am more than we are producing right now. Last time I looked we are in the hole about 18 million Am a year.

Now all of these figures are before we get any tech at the conference. It is a real possibility that we can afford to both expand our armies and build ships in 30 to 40 turns after we expand the shipyards.
 
I believe it came up ago that we can essentially choose to either specialize in land or naval or be somewhat good in both. Given Avernus doesn't provide any innate advantage to specializing in naval but a lot to specializing in land you can see which way is more optimal w.r.t the trust.
 
The Doomed One.
The Doomed One.

The Doomed One, also known as the Defiant, Valiance, Knight Gallant and many other names is either very old, or very very young god depending on how you look at it. The god of defiance, last stands and doomed chivalry The Doomed One is powerful but inherently incapable of seeking survival or standing aside if it feels its course is just. This predictably results in its rapid death, however every time it has fallen in time another has risen.

The exact mechanism is unknown - indeed, none truly know if it is the same god reborn, or simply a powerful unclaimed domain recoalescing into another primal god, or something stranger still. What is known is that even when means of dealing true death are brought against the god it seems to have no effect on the cycle, even devouring the god entirely seems to do little to slow down the rise of its successor. Many believe that taking the domain would cease the process, but no creature has dared take a domain so utterly lethal to its holder. Thus The Doomed One, or its line, has continued unbroken for millennia.

Each iteration of the Doomed One appears slightly different, roughly humanoid and clad in some form of bulky, form concealing battered armor and tattered cloak or tabbard. Its panoply is otherwise fluid, always possess some form of weapon and some way to rally or inspire troops. Its armaments has had been everything from axes, to grenade launchers, to entire arsenals strapped to its armored form. The methods by with it inspires has been similarly varied, from horns, to banners, to auto-fanfares or strange icons taken from dead cultures. It has been noted that The Doomed One's power seems to be growing, whether this is some form of inheritance passed down or merely a reflection of the state of the galaxy is unknown.

Typically the Doomed One will last at most a handful of years before falling, throwing itself heedlessly into glorious lost causes. Its most frequent foe by far is the Five, though if this is a result of their many schemes and atrocities or a specific animosity is unknown. When The Doomed One meets its end it stands in the very heart of its domain and its power swells tremendously, the very fate twisting to ensure that its end is a glorious one. Rare indeed are the times it has fallen without extracting at least a symbolic cost from its foe. Be it a minor victory, such as forcing Skulltaker to shatter its skull to best it, or a major one, such as rendering the Dark Singer forever mute. This give The Doomed One a reputation so infamous that often its mere presence can drive back mightiest demons, for none wish to find out what toll it would take from them.

A common beneficiary of its doomed gallantry is other minor gods. As such many other deities will treat it with respect, though more than one minor god has fallen at its hands. It rarely acts in the Materium, but has been known to manifest an avatar at rare times during last stands. Its manifestations sees the defenders rapidly gain a number of surprisingly potent blessings. Fearlessness, immunity to pain, great strength at arms or skill, any number of blessings intended to enable them to sell themselves dearly. However these blessings come at a cost for those who accept them, to take even the lightest of them is a death sentence, as the blessings burn out the minds and souls of those who accept them. Though the Doomed One is too self destructive to truly maintain cults, it is said by some that the Lamenters know much of its lore, and some will call upon it in their final hours. While this may merely be one of many dark rumors that swirl around the cursed chapter, in recent centuries the Doomed One often bears a black and white checkered pattern somewhere on its armor, and it has been known to fight alongside the Lamenters on a number of occasions. It is said The Doomed One manifested a half dozen times on Cadia before it finally fell, forcing Abaddon to expend a great deal of effort to ward the god away from the world, though if this is true few can say. But it is known the Warmaster has promised a great boon to any who can truly end The Doomed One, a prize none of yet to claim.

Presently The Doomed One is dead. During the raid on Nurgle's realm it alone stood against the Plague God's armies when they marched in force to reclaim Plaguefather's holdings, fate twisting so that the only path through which they could reach the fleeing minor gods had a choke point upon which it could stand. Six times did Nurgle's forces crash upon it like a wave of filth, and six times did they retreat terrified and broken. Until at last the Honored Harr'Groth the Rotting Tide strode forth in its countless forms, confident in its victory and a possibility of Exaltation should it succeed. A prize it would never claim, for just as the Doomed One was overwhelmed and its shield shattered, with its last breath it struck with a spear blazing with all the power it had left at the hidden soul of the Rotting Tide, burning it fully from existence. By the time the smoke had cleared, and Nurgle's forces had worked up the nerve to verify the god was dead within its armor, the small gods had long since fled.

If The Doomed One was acting in concert, or merely drawn by a chance to foil the Plague God is not known, or indeed if it is even capable of reason outside of battle. However should the other minor deities find a way to direct The Doomed Ones final stands they would gain a potent shield against future retribution from the Ruinous Powers, though if this is even possible remains to be seen. The danger of courting such an uncompromising entity is not to be discounted either for several of the more loathsome or ruthless minor gods have felt its wrath.
 
Last edited:
Ok every time we have built a forge it has increase the amount of Am by 10. If this holds true than a huge forge will give us 28 million Am. Which holds true to Durin telling me that huge forge makes 10's of million of Am. Building two huge forges would give us 56 million Am more than we are producing right now. Last time I looked we are in the hole about 18 million Am a year.

Now all of these figures are before we get any tech at the conference. It is a real possibility that we can afford to both expand our armies and build ships in 30 to 40 turns after we expand the shipyards.
Just because we can, theoretically, do something doesn't mean we should.

Ships can be built anywhere. I expect a lot of colonies to be building shipyards soon and Vanaheim shows no signs of slowing their own expansion. Deathworlder armies can only come from Avernus. The Imperial Trust is far better served by Avernus spending its resources on more Elite Power Armoured armies than on ships.


Also you might want to adjust your financial calculations for the fact that we will be expected to build Titan Foundries asap and start producing Titans for the Trust.
 
Just because we can, theoretically, do something doesn't mean we should.

Ships can be built anywhere. I expect a lot of colonies to be building shipyards soon and Vanaheim shows no signs of slowing their own expansion. Deathworlder armies can only come from Avernus. The Imperial Trust is far better served by Avernus spending its resources on more Elite Power Armoured armies than on ships.


Also you might want to adjust your financial calculations for the fact that we will be expected to build Titan Foundries asap and start producing Titans for the Trust.
Building shipyards is a insignificant cost to Avernus compared to a colony. The only colony that was building a shipyard gots its orbital destroyed and lost and third of its population.

There is no reason that Avernus cannot make elite soldiers and build ships. The only thing holding us back is actions and time. Also relying on one planet to have most of the shipbuilding capacity is a bad idea strategically. Because eventually there is going to be someone who has enough ships to attack Vanaheim. Not if but when Vanaheim gets attacked can become a crippling blow to the trust if we do not start diversifying the economy.

I have already thought of the cost of the titans and will have Rotbart petition the council to greatly subsidize the building and cost of titans, and maybe the building of Admech troops. Really why Avernus has to be the one to pay either of those makes no sense.

Also building and selling ships to the trust is something we can do. Vanaheim does it. We already did do it with ship monitors and defense cruisers. So expecting Avernus to completely soldier the burden of building ships in the future is not thinking economical.
 
I believe it came up ago that we can essentially choose to either specialize in land or naval or be somewhat good in both. Given Avernus doesn't provide any innate advantage to specializing in naval but a lot to specializing in land you can see which way is more optimal w.r.t the trust.

Well except that we are specializing on planetary assault, and we really want the Avernite fleet to be tailored to that end, so having our planetary Navy means we can tailor it and do R&D to that end, in the place of having to ask for Vanaheim to build prototypes for us.
 
Building shipyards is a insignificant cost to Avernus compared to a colony. The only colony that was building a shipyard gots its orbital destroyed and lost and third of its population.

There is no reason that Avernus cannot make elite soldiers and build ships. The only thing holding us back is actions and time. Also relying on one planet to have most of the shipbuilding capacity is a bad idea strategically. Because eventually there is going to be someone who has enough ships to attack Vanaheim. Not if but when Vanaheim gets attacked can become a crippling blow to the trust if we do not start diversifying the economy.

I have already thought of the cost of the titans and will have Rotbart petition the council to greatly subsidize the building and cost of titans, and maybe the building of Admech troops. Really why Avernus has to be the one to pay either of those makes no sense.

Also building and selling ships to the trust is something we can do. Vanaheim does it. We already did do it with ship monitors and defense cruisers. So expecting Avernus to completely soldier the burden of building ships in the future is not thinking economical.
We have an honour bound favour with the empire of the ashes. If we were willing to spend it to save vanahiem I doubt even Abaddon himself could take it.
 
Well except that we are specializing on planetary assault, and we really want the Avernite fleet to be tailored to that end, so having our planetary Navy means we can tailor it and do R&D to that end, in the place of having to ask for Vanaheim to build prototypes for us.
Nurgle appears to want Avernus to become a major producer of navy. Our current infrastructure is sufficient for producing the ships for the fleet type we desire.
 
In the end while the idea is nice and we can spare some time to upping our ship production I do not think it is something we need to prioritise to much or get an advisor for.
 
mmm...

I hope it wouldn't cost a favour with the eldar to ask them to acquire a relatively common if somewhat aggressive piece of galactic fauna.
 
While I like the idea of trying to make Avernus even more deadly I don't think that we would get tangible results and would piss off avernites every where.
They are too prideful to think anything less than deamons could possibly make it worse.:)
 
While I like the idea of trying to make Avernus even more deadly I don't think that we would get tangible results and would piss off avernites every where.
They are too prideful to think anything less than deamons could possibly make it worse.:)
Nah not for avernus, for research purposes.

We'd need a large population of em, but we don't need to release them on Avernus.
 
Our cities are still vulnerable to tunneling enemies; the Gnaw Worms aren't enough since their tunnels aren't very accessible to other species. We should keep our garrison on their toes by releasing ambulls into the wild. Once Avernus is done with them they'll be digging straight through the ferrocrete foundations.
 
Last edited:
Building shipyards is a insignificant cost to Avernus compared to a colony. The only colony that was building a shipyard gots its orbital destroyed and lost and third of its population.

There is no reason that Avernus cannot make elite soldiers and build ships. The only thing holding us back is actions and time. Also relying on one planet to have most of the shipbuilding capacity is a bad idea strategically. Because eventually there is going to be someone who has enough ships to attack Vanaheim. Not if but when Vanaheim gets attacked can become a crippling blow to the trust if we do not start diversifying the economy.

I have already thought of the cost of the titans and will have Rotbart petition the council to greatly subsidize the building and cost of titans, and maybe the building of Admech troops. Really why Avernus has to be the one to pay either of those makes no sense.

Also building and selling ships to the trust is something we can do. Vanaheim does it. We already did do it with ship monitors and defense cruisers. So expecting Avernus to completely soldier the burden of building ships in the future is not thinking economical.
Again: Can =/= should.

We 'can' make elite troops and ships. However doing so means having less elite troops. It means not selling the resources we have a surplus of to buy the resources we are short of. Which in tern means the rest of the Trust cannot use those resources.

I agree that having all our shipbuilding in one place is unwise. I disagree that having it in two places is meaningfully better. If we sell the resources needed to build ships then the colonies will be incentivised to build shipyards and take up the slack. None of them will have many yards within the century. But if enough of them have some yards then Vanaheim stops being such a critical point.

So where do you expect the Trust to find the resources to subsidise Titans? Our resources are not unlimited and we are already milking the Trust heavily for power armour.
As to why we pay: Because we are the ones with the big fancy Forge Hives.

To your final point: I would sooner build and sell shipyards than ships, assuming we have the ability to transport them.
 
Back
Top