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
@Durin
1) If we spend the Honorbound on getting the Krork to set up shop next door what kind of combat power are we looking at for such a newly formed base?
2) How much would they expand this combat ability in 20 years?
3) How big of an inconvenience would doing this be for the Krork?
4) Can we get them to set up a smaller initial base through using the Major favor?

Thank you for your time.
 
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@Durin
1) If we spend the Honorbound on getting the Krork to set up shop next door what kind of combat power are we looking at for such a newly formed base?
2) How much would they expand this combat ability in 20 years?
3) How big of an inconvenience would doing this be for the Krork?
4) Can we get them to set up a smaller initial base through using the Major favor?

Thank you for your time.
I thought about that too but well that than puts a big target sign in the area, the Kork are also stretched thin, and agian big target in the area. Our best chance of survival is not brining too much attention to us.
 
It's to be bad we don't have a source who is an expert on the nine worlds and we could ask them if the Planet Minds could hide us from the Tyranids ability to sense our planets?
 
You know I don't know how Tamia is only a Avernite Centenarian and not a bi centenarian given she has benn alive over 300 years now. It means she would have had to of spent over 100 year off world!
Or more likely Durin forgot too update
 
Saint LIn will not be doing The Primordial sea till we get the vault done. So have him do the gods and clean some worlds, also expand the Witch hunters.
There will probably be other things to research after the primordial sea. He can keep what he learns in his head until the Vault is finished. Don't waste time we don't have.
Year 4 - Complete Examination: Invisible Dragon
What do you expect to get from this, besides killing Max?
We don't need another project for the Psykana to research a new power from, we're already getting them yet another one of those with the Threnody Dragons.
What we do need are stimpacks for our troops.
Amrita Amanita and Alchemical Slugs.
 
I thought about that too but well that than puts a big target sign in the area, the Kork are also stretched thin, and agian big target in the area. Our best chance of survival is not brining too much attention to us.
Honestly? After the Alpha Legion incident I think it's even less a matter of time before someone major takes a swipe at us. Adding the Krork makes us a less tempting target, due to their nature.

We don't know exactly how spread thin the Krork are or if a base drop would hurt their War Machine overly. Thus why I am asking Durin.
 
There will probably be other things to research after the primordial sea. He can keep what he learns in his head until the Vault is finished. Don't waste time we don't have.

What do you expect to get from this, besides killing Max?
We don't need another project for the Psykana to research a new power from, we're already getting them yet another one of those with the Threnody Dragons.
What we do need are stimpacks for our troops.
Amrita Amanita and Alchemical Slugs.
You do know if Saint Lin dies before the vault finishes we loose all the god knowledge and the other stuff right?
 
Mate, I appreciate the suggestion and I'll write it in in the morning, but you seriously need to cut the attitude.
Didn't think it was that much attitude, but alright, I'll... something.
You do know if Saint Lin dies before the vault finishes we loose all the god knowledge and the other stuff right?
Knowledge on Created Gods, I can kind of agree with you on. Primordial Sea and whatever follows just seems like something that'll be far more important. So if that came right after Created Gods, and that was researched as soon as possible, I would agree with that.
 
Ok, here's my draft plan...

Munitorum
SLOT A - Year 1
-Y1: Djinn Skein Gladiatoria: Military

Void Command
SLOT A - Year 3
-Y3: Shield Capacitors
SLOT B - Year 4
-Y4: Construct: Skeid Military Transport
-- EXPEDITE 4
SLOT C - Year 5
-Y5: Expand Shipyards: Large
-- EXPEDITE YEAR 5

Administratum
SLOT A - Year 1
-Y1: Knight Landhold
SLOT B - Year 2
-Y2: Technological Improvements: (Food)
SLOT C - Year 3
-Y3: Technological Improvements: (Food)

Diplomacy
SLOT A - Year 1
-Y1: Ask Vlad (Anti-Tyranid tactics)
-Y2: Trade Talks (Vanaheim, Build a Black Ship)
-Y3: Ask Vlad (Anything he knows about the Alpha Legion)
-Y4: Re-Examine (Governor Bertil of Vanaheim)
-Y5:

Need a last action. I'm flexible here too.

Arbites
SLOT A - Year 1
-Y1: Expand Psyker Hunters
-- EXPEDITE YEAR 1
SLOT B - Year 1
-Y1-Y4: Greater Psyker Hunting
Y5: Counter-Intelligence

AdMech
SLOT A - Year 2 (Explorator)
-Y2: Special Issue Impaler
-Y5: Gravitic Array: Programming
-- DOUBLE DOWN YEAR 5
SLOT B - Year 3 (Biologis)
-Y3: Fixing the The Flaws of Thunder: Part One
SLOT C - Year 1 (Free)
-Y1: Investigate Battle Automata
-Y5: Technological Improvements: (Advanced Material)

Ministorum
SLOT A - Year 2
-Y2: Expand Witch Hunters
-- EXPEDITE YEAR 2
SLOT B - Year 3
-Y3: On Created Gods
-- DOUBLE DOWN YEAR 3
-Y5: Cleanse World (Moderate)

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Waaagh Urkozz)
-Y2: Spreading the Word
-- DOUBLE DOWN YEAR 2
-Y4: Greater Divination (Infitrators in the Dragon's Nest)
-Y5:
SLOT B - Year 4 (Tamia)
-Y4: Ward Vault (Dis)
-- DOUBLE DOWN YEAR 4
SLOT C - Year 5 (Aria)
-Y5:
SLOT D - Free Divination
-Y?: Greater Divination (Hive Fleet)

Still need a last action for Ridcully and an action for Aria.

Personal
SLOT A - Year 2
-Y2: Personal Attention: Thunder Warriors: Laying the Path
SLOT B - Year 2
-Y2: Personal Attention: Implement (Psychic Cannon): Naval
SLOT C - Year 1
-Y1: Spend Time With (Syr and Sigmund)
-Y2: Spend Time With (Grandson)
-Y3: Attend Emergency High Council Meeting (LOCKED)
-Y4: Spend Time With (Grandson)
-Y5: Spend Time With (Grandson)
 
Still need a last action for Ridcully and an action for Aria.
Ridcully could take a look at Tyranid force composition. Certainly not a wasted action.
-- DOUBLE DOWN YEAR 3
-Y5: Cleanse World (Moderate)
Honestly, if he can't get right on the primordial sea, I'd rather he just take a vacation. Maybe it'll help.
Once this is all over and done, we won't be short on planets to expand on. If we're still around by then.
SLOT B - Year 3 (Biologis)
-Y3: Fixing the The Flaws of Thunder: Part One
What was that you said, @Doomed Wombat?

Please, Enjou, pick something, anything, from this list instead.
Pure Alum - purifies water.
Fountainclod - produces saltwater from nothing.
Alchemical Slug - "incredibly, phenomenally poisonous", "take in and refine any toxin to which they are exposed", "may be applicable to other chemicals as well", sounds good against Tyranid and Orks, possible industrial uses.
Samsonite Algae - "photosynthetic pathways are remarkably efficient", just what the farmer ordered.
Amrita Amanitas - another addition to the Avernite kitchen, and stims for troops. And you know you like to improve our troops. Possible combo with Alchemical Slug.
True Deathcap - "will eventually consume plant matter, organic substrates (such as most plastics) and even synthetic and metallic compounds." Should be good for getting rid of Chaos-tainted materials, and other kinds of trash. And against Tyranids.
Camo Crocs - another potential layer of camo for our guys.
Soul Oyster - "A battle cannon will only scratch its shell, it fuses with the seafloor and turns it as hard as adamantium, and its "mother o pearl" is outright immune to psychic powers, with even soul-eaters being unable to consume it." suggested a while back by Andres110. Should be good for reinforcing armor and psyker-proofing. Could make our Black Ships even better.
Avalanche Shrub - could help in siege warfare and mining.
 
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As the Tyranid splinter fleet draws closer, won't we also have to worry about Genestealer cults? Will our existing security measures be adequate to deal with them, or will we, and the Imperial Trust as a whole, have to do more to stop them from infiltrating our worlds?
 
@Enjou I think studying Bastard Dragons is way more important than trying to fix the Thunder Warriors since they get close to kill our heroes way too often to be comfortable. Also, what's the point of asking Vlad for anti- Nid tactics it isn't like he specialized in the stuff so he wouldn't be better than any of our other guys who remember the nids.
 
Preliminary, but I'd request he ask if HWWO is willing to retrieve Nid bits up to a Norn Queen.

Regardless of poison or no, letting the biologis and psycic boffins get their hands on Grábakr is a good step for knowing exactly how to counter them.

Still need a last action for Ridcully and an action for Aria.
mmm

Rids I'd ask something like divine the leader of the fleet as in specifically what bioform has command with view of obtaining its character sheet.

The Swarmlord for example is/was a paragon of martial, I don't want to run into a super Swarmlord.

As for Aria...maybe echos fire?

That we'd probably not do it.

I admit I am surprised, as much as I do want to do them ASAP...now perhaps isn't the best time.

I mean if Enjou wants to do them I'm not going to complain for sure, but it does seem like the situation where we mass produce them for the war, then improve them after.
 
That's what the divination on the Hive Fleet is for.
mmm the general probably gets us an idea, but to get detailed info probably requires...well specific info and a biologis examination to learn how best to counter absolutely.

Oh nother idea maybe to figure out where Amirka plans to attack, unless Bloodbusta's changed their plans.
 
Ok, here's my draft plan...

Munitorum
SLOT A - Year 1
-Y1: Djinn Skein Gladiatoria: Military

Void Command
SLOT A - Year 3
-Y3: Shield Capacitors
SLOT B - Year 4
-Y4: Construct: Skeid Military Transport
-- EXPEDITE 4
SLOT C - Year 5
-Y5: Expand Shipyards: Large
-- EXPEDITE YEAR 5

Administratum
SLOT A - Year 1
-Y1: Knight Landhold
SLOT B - Year 2
-Y2: Technological Improvements: (Food)
SLOT C - Year 3
-Y3: Technological Improvements: (Food)

Diplomacy
SLOT A - Year 1
-Y1: Ask Vlad (Anti-Tyranid tactics)
-Y2: Trade Talks (Vanaheim, Build a Black Ship)
-Y3: Ask Vlad (Anything he knows about the Alpha Legion)
-Y4: Re-Examine (Governor Bertil of Vanaheim)
-Y5:

Need a last action. I'm flexible here too.

Arbites
SLOT A - Year 1
-Y1: Expand Psyker Hunters
-- EXPEDITE YEAR 1
SLOT B - Year 1
-Y1-Y4: Greater Psyker Hunting
Y5: Counter-Intelligence

AdMech
SLOT A - Year 2 (Explorator)
-Y2: Special Issue Impaler
-Y5: Gravitic Array: Programming
-- DOUBLE DOWN YEAR 5
SLOT B - Year 3 (Biologis)
-Y3: Fixing the The Flaws of Thunder: Part One
SLOT C - Year 1 (Free)
-Y1: Investigate Battle Automata
-Y5: Technological Improvements: (Advanced Material)

Ministorum
SLOT A - Year 2
-Y2: Expand Witch Hunters
-- EXPEDITE YEAR 2
SLOT B - Year 3
-Y3: On Created Gods
-- DOUBLE DOWN YEAR 3
-Y5: Cleanse World (Moderate)

Astra Telepathica
SLOT A - Year 1 (Ridcully)
-Y1: Greater Divination (Waaagh Urkozz)
-Y2: Spreading the Word
-- DOUBLE DOWN YEAR 2
-Y4: Greater Divination (Infitrators in the Dragon's Nest)
-Y5:
SLOT B - Year 4 (Tamia)
-Y4: Ward Vault (Dis)
-- DOUBLE DOWN YEAR 4
SLOT C - Year 5 (Aria)
-Y5:
SLOT D - Free Divination
-Y?: Greater Divination (Hive Fleet)

Still need a last action for Ridcully and an action for Aria.

Personal
SLOT A - Year 2
-Y2: Personal Attention: Thunder Warriors: Laying the Path
SLOT B - Year 2
-Y2: Personal Attention: Implement (Psychic Cannon): Naval
SLOT C - Year 1
-Y1: Spend Time With (Syr and Sigmund)
-Y2: Spend Time With (Grandson)
-Y3: Attend Emergency High Council Meeting (LOCKED)
-Y4: Spend Time With (Grandson)
-Y5: Spend Time With (Grandson)
Maybe you can ask Areatha to help out with the vault.
 
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