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
The skill level lose can be covered when we take the Glaidator Skien. Which will give the Hellguard a plus 20 instead of 30. Also we have no idea the types of enemies we will be facing in the future. It can be Chaos Marines, cultists, Orks, chaos elites, maybe Necrons and orks. I think us being prepared to fight anyone would benefit us. If Avernus has taught us anything it is be prepared for everything.

We can trade for thrones with Midgard or Vanaheim for metal. Which I put in my plan and we have to do anyways if we want to start the huge forge hives any time soon.

Skein gives us plus 30 or 20 if we do both. The benefit of both is having the ability to fight any enemy that comes at us.

Except all but the very last two in each way give us the ablity to deal with both kinds very well. The 3/4 and half allow us to deal massive amounts of damage to horde units and do not lower our skill. Both the PDF which is our main fighting forces and the Helguard have weapons and gear that makes them more than enough to deal with heavier units. With the 3/4 or 1/2 the Helltroopers fill the hole in our order of battle and still have the equipment to deal with heavier units if they come across them. We don't want to lower our skills we want them as high as possible and every bit of points and skill upgrades count.
 
Let's not do Cleansing worlds with Lin since those can be finished with time and Line is nearing the end of his life. Maybe the nature of Manhlatha or whatever the eldar god that went chaos's name is
 
Let's not do Cleansing worlds with Lin since those can be finished with time and Line is nearing the end of his life. Maybe the nature of Manhlatha or whatever the eldar god that went chaos's name is
Time that equals to centuries for light and more for moderate. There is also very little left for him to study so purging over a dozen worlds of taint is a good use of his time.
 
Doesn't really make sense for us to get both when one should be more than enough and actions being pretty important making it seem like a waste.
Both ships have different uses so one doesn't completely cover for the other. Like the battleship option would be good for getting bulk groups of psykers from single locations from long distances while the Grand cruisers would be good for quickly going to several worlds. I imagine once we build enough black ships we'll have a few grand cruiser BSs picking up the psykers of a subsector and then bringing them to a central location where one battleship BS takes all the psykers to one of our schools.

Time that equals to centuries for light and more for moderate. There is also very little left for him to study so purging over a dozen worlds of taint is a good use of his time.
I just value getting a few no-name worlds faster as nowhere as valuable as the study actions only Lin can do.
 
Honestly black ships seem like something the high council needs to talk about since their going to be a Trust wide thing. For now we should probably stick with a grandcruiser for the inner worlds and see about making battleships for the colony sub-sectors.

Also we might want to pass this on to the Dragons nest sooner rather than latter as it will be an institutional boost they need and will help us down the line.
 
@Durin

1. would the type of ship used influance how many we would need for full coverage?
2A. if so how many of each tyep would we need?
2B. if not how many black ships would we need?
 
I just value getting a few no-name worlds faster as nowhere as valuable as the study actions only Lin can do.

Again there is no research left for him to do he is doing the last major one right now the created gods. The Sea one is so dangerous I am voting against it no matter what unless Lin becomes Transcendent and even then unless the trait is tailored to protecting him from the Sea it is a major risk. This is the place that drove the chaos gods into becoming what they are now.
 
Both ships have different uses so one doesn't completely cover for the other. Like the battleship option would be good for getting bulk groups of psykers from single locations from long distances while the Grand cruisers would be good for quickly going to several worlds. I imagine once we build enough black ships we'll have a few grand cruiser BSs picking up the psykers of a subsector and then bringing them to a central location where one battleship BS takes all the psykers to one of our schools.


I just value getting a few no-name worlds faster as nowhere as valuable as the study actions only Lin can do.
Ehh, I think if we build central locations we're fairly likely to build Telepathica Branches in those worlds. Plus those Central Locations are very likely also the Subsector Capital and also a major node for Neo-Astropaths, meaning overall building a branch there isn't actually too bad an idea.
 
Mostly Pulse
Pulse Rifles: Helltrooper

The Helltroopers of Avernus do not fight in isolation. They are always backed either by our PDF and militia or by the massed armies of the Trust. This being the case our elite Helltroopers will usually be tasked with killing enemy elites, not slaughtering chaff.

Black Ship Design: Grand Cruiser
This is a transport ship, not a combat ship. It should never be un-escorted and it should never be in a battle it can avoid or escape from.

The Nature of (The Emperor)
Still think we should do this.
 
The Helltroopers of Avernus do not fight in isolation. They are always backed either by our PDF and militia or by the massed armies of the Trust. This being the case our elite Helltroopers will usually be tasked with killing enemy elites, not slaughtering chaff.

That us the Helguard that deals with elites. The Helltroopers are the main fight force along with the PDF who is getting all pulse rifles already. We need a force that can destrory a large amount of enemy forces quickly and that job is perfect for the Helltroopers.
 
Both ships have different uses so one doesn't completely cover for the other. Like the battleship option would be good for getting bulk groups of psykers from single locations from long distances while the Grand cruisers would be good for quickly going to several worlds. I imagine once we build enough black ships we'll have a few grand cruiser BSs picking up the psykers of a subsector and then bringing them to a central location where one battleship BS takes all the psykers to one of our schools.
They don't cover for each other, they are literally just meant to transport psykers. The only difference is between what's cheaper and more personally defendable. Though as pointed out a grand cruiser is pretty powerful on it's own and anything that could attack it would be a threat to a battleship as well. As has also been pointed out we can also just increase ships escorting the Blackships since it seems unlikely that they'd be traveling alone anyway.
 
For diplomacy and a Ridcully action definitely think we should talk to the Dragons Nest about having Ridcully find spies in the Dragon's Nest since they are going to merge with the Trust and Ridcully is the best guy for the job and it would also help avoid a potential headache down the line.

Also as people said we should really have somene found an order of psyker knights. Thinking we do that on the 5th year since by then we would have more than likely already talked to Sigmund about it.
 
Remember the broader the search parameters the less effective Ridcully action is and looking for spies is very broad action and we also have decades before we need to worry about it.
 
Psychic Materials: Wildlife- There are some materials that channel psychic energies better than others, or in certain ways. Given the sheer variety of psychic wildlife of differing sorts on Avernus, Grandmaster Jameson believes that at least some of them will be useful in this manner. She will only be able to examine a single type of creature at a time, so it will take quite some time to examine everything that Avernus has to offer.

Time: 1 year

Cost: 4,000,000 Thrones, 400,000 Material, 4,250 Advanced Materials.
Reward: Determine if any part of selected species is useful as a psychic conductor.
@Durin could we create an "Order of Biomagi" (name pending) that recruits biomancers to work with the Adeptus Mechanicus Biologis to combine the above action with the Mechanicus' "Complete Examination (Species)" action?
Complete Examination (Species) - There are many different unusual species on Avernus and Magos Biologis Saren wishes to examine all of them. However, he is willing to let you choose what he examines next. In general Magos Biologis Saren has spent half a dozen or more years in a row studying each species.

Time: 6 years.
Chance of Success: unknown.

Cost: 1,221,000 Thrones, 61,000 Material, 61,000 Metal, 30,500 Promethium.
Reward: Discover large amounts about selected species
The action can be made more expensive & longer to compensate.

The idea is to consolidate the action slots needed to study Avernus' wildlife and cut down on the Telepathica action backlog. I noticed that players consider Biologis actions with a leisurely attitude because there's rarely another project that takes up Maximal's time, whereas the psykers always have more stuff to do. Many wildlife studies are also ignored right after they're done because they don't always give us tangible benefits.

Reallocating the material study workload from the Telepathica to the Mechanicus could streamline things a bit and make sure we utilize the wildlife more effectively.

Of course this means we'll get more "Implement (Wildlife) Material" actions to deal with, but at least those will get picked more often instead of just sitting there.
 
We need more actions. Why don't we have enough actions?

Regarding the Black Ships, size is probably less of a problem for the other human factions that we're building this for, however I would hope that deep in their territory attacks ought to be much rarer than ours, which makes defense less of a concern anyway.
An Even Split-After comparing Pulse Rifles and Volkite Chargers you found that there are benefits and disadvantages to equipping your Helltroopers with each. You could equip half of your Helltrooper Regiments with Volkite Chargers and half with Pulse Rifles, allowing the Helltroopers to be fielded against heavily armoured targets and hordes equally.

Time: 11 years

Cost: 1,900,000,000 Thrones, 150,000,000 Material, 18,000,000 Advanced Material .
Upkeep per year: -250,000 Thrones, -20,000 Material, -600 Advanced Material.
Reward: Replace ¾ ofyour Helltroopers Impaler Rifles with Volkite Chargers and ¼ with Pulse Rilfes

Mostly Pulse- After comparing Pulse Rifles and Volkite Chargers you found that there are benefits and disadvantages to equipping your Helltroopers with each. You could equip three quarters of your Helltrooper Regiments with Pulse Rifles and the remaining quarter with Volkite Chargers, making the Helltroopers as a whole best against heavily armoured foes but giving you a good sized force able to fight against hordes.

Time: 11 years

Cost: 1,700,000,000 Thrones, 150,000,000 Material, 13,000,000 Advanced Material .
Upkeep per year: -225,000 Thrones, -20,000 Material, -420 Advanced Material.
Reward: Replace ¾ ofyour Helltroopers Impaler Rifles with Volkite Chargers and ¼ with Pulse Rilfes
@Durin you forgot to change the reqard around, all of our pulse/volkites say 3/4 volkite.
 
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