The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 586 80.3%
  • No

    Votes: 144 19.7%

  • Total voters
    730
Ohh, one thing that we have forgotten and looks like we may have to pursue in future turns instead, looking for a wife from Vanahiem. That would have definitely changed things around in the favor area.

Sucks that we all forgot about, but too late now.
 
300,000? Do you mean 300 million? Also, some would move to Hollin, since that's a hive. (actually more would probably go to Hollin, given the ease of transporting them via the underground railways.

Oh yeah.. late at night. Not good for math.

Also, Hollin does not have the railway either. Gnaw Worms are around in Lindon too.

We've only done railways for Elysium, Ardia, and Everglades.

Probably not. That was kind of a big item in the conference. Of course, it could be that the fund might need a few years to build up to make it affordable, so them doing this for us now isn't a problem.

@durin can you confirm that our purchase of help from Vanaheim to complete our Orbital defenses will not delay the orbital defenses for Alfheim and Nilfheim?
 
Oh yeah.. late at night. Not good for math.

Also, Hollin does not have the railway either. Gnaw Worms are around in Lindon too.

We've only done railways for Elysium, Ardia, and Everglades.



@durin can you confirm that our purchase of help from Vanaheim to complete our Orbital defenses will not delay the orbital defenses for Alfheim and Nilfheim?
Yes
 
Time to get caught up on this thread. Here's the cleanup of Governmental Systems to start with; even though not many mistakes were present, there were still some.

The Nine Worlds Conference: Governmental Systems

As the main force behind the consideration of a central government, you are asked to give your proposals as the first order of business on the second day of the conference. These three proposals, the Imperial Trust, the Imperial Remnant and the second Imperial Remnant have several major similarities. All of them are federations where the central government claims little authority over the individual planets and put most of the power in the hands of the Planetary Governors.

The Imperial Trust contains a High Council, Low Council, Security Council and High Judges. This plan is supported in principle by Governor-General Aelfric of Midgard, Governor Olaf of Vanaheim and Champion Surt of Muspelheim for its separate Security Council which gives a greater amount of independence to the military, though the implication that ships will not be permanently assigned to the Imperial Navy is not approved of.

The first Imperial Remnant plan contains a High Council, Low Council, Executive Panel and High Judges. This plan is supported in principle by Governor Garp of Jotunheim who seems to like the number of checks on the power of the individual portions of the government.

The second plan for an Imperial Remnant with its Executive Council, Legislative Chamber and Judicial Panel gives the greatest power to the executive and maintains the Adeptus Mechanicus as a disparate organisation, something that you know that Forge Master Britton is actually opposed to. King Zaren of Alfheim supports this proposal.

Lord Marshal Sigurd proposes a far more minimal plan in which the only purpose of the central government is to manage the previously agreed-on organisations and it is run by groups similar to the High and Low Council of your proposals. Both Lord Marshal Sigurd and First Artesian Granalf support this plan.

After the plans are put forward, there is much debate on which one to follow. The one main agreement is that the details of the plan will be changed after one is chosen and that a least two thirds of the Planertary Governors must agree on a single plan for it to be approved.


You can convince someone to support a plan if they have at least 7/10 opinion of Avernus and they will lose 5 of that opinion if you do. Write-ins can change that.
 
Also a simple map of our subsector with all our worlds on it plus a nebula cutting off the direct route between jotunhiem and midgard. Plus some random stars to liven up the map.
CharlBaal, a lot of the planet names are misspelled on your map, with '-hiems' everywhere. Why do you do this? Muspelheim also only requires one 'L'.

Since the map has been declared canon, please go to the Local Systems information sheet and look at how the names are spelled in that, and fix it in your map; it would be much appreciated.
 
Cleanup of Hashing out the Details.


The Nine Worlds Conference: Hashing out the Details

After several days of debate and negotiations, and you calling in a favour with Sigurd, one of your plans is agreed on as the basis of the system of government for the Nine Worlds. Now that a general system has been decided, the details need to be worked on.

The first common issue with the original proposal was that ships given to the Imperial Navy were only loaned and not given. You have agreed to change this so that the ownerships of these ships is now given to the Imperial Navy and that one half, rounding down, of all new ships acquired, excluding replacements for combat losses, are given to the Imperial Navy. These ships must be of equivalent or better quality and size as those kept be the Planetary Governor. The Imperial Navy may buy or build new ships with its budget or enter into an arrangement where it will loan ships from a Planetary Government for a period of time.

Next is the discussion on the size of the Imperial Guard forces. The different proposals here represent different opinions on how the Imperial Guard is the be used, ranging from a quick rapid reaction strike-force that smashes small raids and buys time for the sector against invasions all the way to a massive military capable of matching any one of the Planetary Governors' forces.

The first proposal is for a small, elite strike-force that will be able to rapidly react to any attack. This force would consist of 5% of Asgard's Knights (5 maniples), 25% of the Nine Worlds Grenadiers (700 Regiments) and 2% of the front line PDF regiments (700 Regiments). Currently, Asgard and Svartalfheim support this proposal.

The next proposal is for a significant military capable of conducting major campaigns by itself and garrisoning vulnerable worlds. This force would consist of 10% of Asgard's Knights (10 maniples), 20% of the Nine Worlds Grenadiers (550 Regiments) and 10% of the front line PDF regiments (3,500 Regiments). Currently, Jotunheim, Vanaheim and Midgard support this proposal.

The third proposal is to make the Imperial Guard a massive force capable of putting a garrison on every world and fighting major campaigns by itself. This force would consist of 15% of Asgard's Knights (15 maniples), 20% of the Nine Worlds Grenadiers (550 Regiments), 20% of the front line PDF regiments (7,000 Regiments) and 5% of the second line PDF (25,000 Regiments). Currently, Alfheim and Muspelheim support this idea.

Champion Surt proposes a even bigger military force that will be capable of matching the armies of the major military planets. This would put a significant fraction of the Nine World's military forces in the Imperial Guard providing several benefits and disadvantages, such as providing a large unified military force that is under a single group's control and therefore more vulnerable to treason and heresy. This force would consist of 25% of Asgard's Knights (25 maniples), 30% of the Nine Worlds Grenadiers (800 Regiments), 50% of the front line PDF regiments (17,000 Regiments) and 10% of the second line PDF (50,000 Regiments). Currently, Muspelheim supports this idea.

Next on the discussion list is how much authority to give the Inquisition. After a period of debate it is agreed that the powers outlined in your constitution are sufficient with the exception that the fact that no outside force has the authority to command an Inquisitor is made clear and that an Inquisitorial representative who can't be a representative on the High Council be added to the security council.

A further point of discussion is held regarding the place of the Adeptus Mechanicus in the new government. Several suggestions are made, of which two gain major support.

The first of these was put forward by Forge Master Britton and gives the Adeptus Mechanicus most of the rights and responsibilities of a independent planet. They will lose the abilities to trade with external groups without permission like other planets but their laws of Tech-Heresy will remain in force throughout the Nine Worlds. Svartalfheim, Vanaheim, Jotunheim and Asgard support this plan.

The other proposal is to have the Adeptus Mechanicus remain as a independent allied nation much like they were to the Imperium. This would give the Mechanicus far more freedom and not tie their actions to those of the Nine Worlds to the same extent, both for good and for ill. Midgard, Muspelheim and Alfheim support this proposal.

Several other modifications are agreed on, such as the appointment of the Adeptus Mechnicus representative to the Security Council now being wholly in the hands of the Adeptus Mechanicus.

Each proposal needs five planets to support it to be passed and you can change a planet's opinion if they have at least 7/10 opinion of Avernus by decreasing their view of Avernus by 4.[/QUOTE]
 
I had thought the misspellings were intentional. Part of the linguistic drift of history.
"-heim" is a germanic suffix-type syllable meaning 'home'. As in, Jotunheim is the abode of the Jotun, the giants of norse mythology. Having done a brief check, I found that while "Muspellheim" with two "L" could also be considered a valid spelling, it does seem like the less used anglicized version of the name. However, I have seen no indication that "-hiem" is a valid rendering of the end of the name of most of these worlds.
 
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"-heim" is a germanic suffix-type syllable meaning 'home'. As in, Jotunheim is the abode of the Jotun, the giants of norse mythology. Having done a brief check, I found that while "Muspellheim" with twp "L" could also be considered a valid spelling, it does seem like the less used anglicized version of the name. However, I have seen no indication that "-hiem" is a valid rendering of the end of the name of most of these worlds.

Sure. That's true now. But what about in 20000 years when German is a dead language? If durin had been misspelling them on purpose, either as a nod to or to represent, thousands of years of linquistic drift, that would have been a valid decision.


Of course, this is all irrelevant because Durin has said that he did mean to use the proper spelling.
 
Sure. That's true now. But what about in 20000 years when German is a dead language? If durin had been misspelling them on purpose, either as a nod to or to represent, thousands of years of linquistic drift, that would have been a valid decision.


Of course, this is all irrelevant because Durin has said that he did mean to use the proper spelling.

It saddens me that we come up with great explanations for things that turn out to be typos.
 
Cleanup of Matters of Trade. Whew, I'm caught up again...


The Nine Worlds Conference: Matters of Trade

Once the final decisions on the system of governance for the Nine Worlds, as what was once the Asgard Sub-Sector is now formally known, have been settled and the main purpose of the conference has been fulfilled, the conference turns to matters of trade. The council as a whole makes a single decision which is to end all previous trade deals starting at the end of the year and have people remake any necessary deals.


Possible trades:
12 Merchantmen (for working out cargo cost use either the combined cost of everything you are buying from a planet or the combined cost of everything you are selling to the planet. You can assign a Navigator to every Merchantman if you wish)


Asgard
Relationship: 18/10 (Any excess credit will be kept for the next deal)
Distance: 18 LY (Navigators multiply cargo by 6)

Can sell
6 Cr (N/A cargo) = 1 Knight Titan per year (up to 20 times)
1 Cr (N/A cargo) = Training (12 regiments assigned to Asgard for next decade)
2 Cr (N/A cargo) = 7.2 Million Impalers (432,000 Thrones, 216,000 Material)
1 Cr (N/A cargo) = 125,000 Thrones per year (up to 500 times)

Can buy
1 Cr (N/A cargo) = 10,000 Thrones per year (up to 80 times)
18 Cr (0.27 cargo) = 500,000 Metal per year (up to 10 times)
6 Cr (N/A cargo) = 500 Advanced Material (up to4 times)
12 Cr (N/A cargo) = 5 Exotic Material (up to 20 times)


Alfheim
Relationship: 6/10
Distance: 14 LY (Navigators multiply cargo by 5)

Can sell
2 Cr (N/A cargo) = Training (15 regiments assigned to Alfheim for next decade)
1 Cr (N/A cargo) = 125,000 Thrones per year (up to 80 times)

Can buy
4 Cr (2.06 Cargo) = 5 units of food per year (up to 50 times)
1 Cr (N/A cargo) = 90,000 Thrones per year (up to 8 times)


Vanaheim
Relationship: 6/10
Distance: 21 LY (Navigators multiply cargo by 6)

Can sell
18 Cr (0.3 Cargo) = 500,000 Metal per year (up to 200 times)
20 Cr (0.3 Cargo) = 500,000 Promethium per year (up to 50 times)
1 Cr (N/A cargo) = 125,000 Thrones per year (up to 200 times)

Can buy
135 Cr (0.6 Cargo) = Complete Heavy Orbital Defenses (40 Million Thrones, 15 Million Material, 9 Million Metal, 1.1 Million Promethium) (can be taken twice)
175 Cr (0.3 Cargo) = Complete Large Shipyards (110 Million Thrones, 25 Million Material, 18.75 Million Metal, 37.5 Million Promethium)
1 Cr (N/A cargo) = 125,000 Thrones per year (up to 100 times)


Jotunheim
Relationship: 5/10
Distance: 10 LY

Can't currently make any deals with Jotunheim until civil war is finished.


Midgard
Relationship: 10/10 (Any excess credit will be kept for the next deal)
Distance: 7 LY (Navigators multiply cargo by 5)

Can sell
18 Cr (0.12 Cargo) = 500,000 Metal per year (up to 200 times)
10 Cr (0.12 Cargo) = 500,000 Promethium per year (up to 50 times)
1 Cr (N/A cargo) = 140,000 Thrones per year (up to 200 times)
4 Cr (1.13) Cargo) = 5 units of food per year (up to 500 times)
3,000 Cr (N/A cargo) = Impaler STC (can't also sell Impalers)
14 Cr (0.02 Cargo) = 10 Million Impalers per year (600,000 Thrones per year, 300,00 Material per year) (up to 150 times)

Can buy
5 Cr (1.15 Cargo) = 1 million colonist per year (up to 100 times)
1 Cr (N/A cargo) = 150,000 Thrones per year (up to 1,000 times)
5 Cr (0.12 Cargo) = 500,000 Material per year (up to 200 times)


Svartalfheim
Relationship: 5/10
Distance: 10 LY (Navigators multiply cargo by 5)

Can sell
1,000 Cr = Plasma Cutter STC (can buy Advanced Material additional 20 times)
5,000 Cr = Automated Forge STC (can buy Advanced Material additional 80 times)
1 Cr (N/A cargo) = 150,000 Thrones per year (up to 20 times)

Can buy
5 Cr (0.17 Cargo) = 500,000 Material per year (up to 200 times)
1 Cr (N/A cargo) = 90,000 Thrones per year (up to 1,000 times)
6 Cr (N/A cargo) = 50 Advanced Material per year (up to 100 times)
24 Cr (N/A cargo) = 1 Exotic Material per year (up to 150 times)


Niflheim
Relationship: 7/10
Distance: 6 LY (Navigators multiply cargo by 5)

Can sell
2 Cr (N/A cargo) = 8 Million Impalers (480,000 Thrones, 240,000 Material)
1 Cr (N/A cargo) = Training (4 regiments assigned to Niflheim for next decade)
1 Cr (N/A cargo) = 125,000 Thrones per year (up to 20 times)

Can buy
10 Cr (0.1 Cargo) = 500,000 Promethium per year (up to 100 times)


Muspelheim
Relationship: 10/10 (Any excess credit will be kept for the next deal)
Distance: 5 LY (Navigators multiply cargo by 5)

Can sell
7 Cr (N/A cargo) = 30 Million Impalers (1.8 Million Thrones, 900,000 Material)
1 Cr (N/A cargo) = Training (11 regiments assigned to Niflheim for next decade)
1 Cr (N/A cargo) = 125,000 Thrones per year (up to 20 times)

Can buy
10 Cr (0.09 Cargo) = 500,000 Metal per year (up to 10 times)
 
@durin, do the cargo requirements already take into account that in each deal there are two trading partners who can contribute to the logistics? (Though glancing over the offers, it seems like the most important things don't require much or any cargo capacity...)
 
@durin, do the cargo requirements already take into account that in each deal there are two trading partners who can contribute to the logistics?

Probably not, given that would be extra work for durin to consider. Also, they've all got their own trade deals with other worlds going on, and the majority of their own trade ships will likely be focused on trade with Midgard and Alfheim.

(Though glancing over the offers, it seems like the most important things don't require much or any cargo capacity...)

The ones that don't take any are relatively small, or aren't single time shipments. Food is especially big on the per-unit basis because one unit of food is enough to feed two million people for an entire year. The average American literally eats about one ton of food a year, and while the average citizen in Warhammer likely eats a bit less than that it still amounts to millions of tons a year per unit.

Compare that to a Knight, which though being a ~7m tall killing machine, isn't going to take up nearly as much space overall. If you're only shipping ten a year, it takes up a negligible amount of space relative to larger shipping. Same for things like Advanced Material and Exotic Material - the space needed is very little.
 
You act as if I don't know that. We're also spending 41.5 million material a year in this trade to supply Midgard with 1.5 billion Impalers a year.
Which is still less then half our material income.

I guess it's not a major difference, but it just seems to me that credits with Midgard are more valuable. But I can understand that the other point of view is also reasonable.
 
You act as if I don't know that. We're also spending 41.5 million material a year in this trade to supply Midgard with 1.5 billion Impalers a year.

Pouring out half a bucket still leaves you with half a bucket when your comparing amounts of supply. The others are small in comparison. Credits at least can be held onto and used later. Perhaps even traded in for favor.

I can't wait until we start producing ships. That should be a serious material sink hopefully.
 
Ok here is the completed first draft map of Settled Avernus with about everything. The rail lines are getting in the way a bit so I will fix those, the extra terrain is left in from random map generation. I will be fixing the sub sector map as well.

Looking at the regional descriptions, I don't think bay should extend that far south, though I could be wrong. Also there should only be 18 islands, unless those extras aren't considered part of the Azure Islands.

Also, I believe that the rails between the Everglades and Aridia should be connected.
 
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Looking at the regional descriptions, I don't think bay should extend that far south, though I could be wrong. Also there should only be 18 islands, unless those extras aren't considered part of the Azure Islands.

Also, I believe that the rails between the Everglades and Aridia should be connected.

Well the bay/ocean borders the Everglades so I just extended the bay to match and I considered the Azure Islands to end at Storms End so just 1-2 too many islands in the archipelago proper.

I will need to read the railroad action again as I believed the rail was intraregional only at this point.
 
The rails are connected and there currently isn't one going to Silver Lakes, when the rails began it was not yet settled.
Otherwise it breaks down a lot outside of the settled regions but is otherwise good
 
Well the bay/ocean borders the Everglades so I just extended the bay to match and I considered the Azure Islands to end at Storms End so just 1-2 too many islands in the archipelago proper.

I'm thinking cut off that strip of land at the bottom of the bay, and 'round out' the border of the bay and Elysium, with proper open ocean bordering the Everglades and making the bay the right size.
 
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