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

Investigate the Sea?

  • Yes

    Votes: 592 80.3%
  • No

    Votes: 145 19.7%

  • Total voters
    737
Well, forgive my error in that regards then, but I don't see how that alters the core idea I put forward. Elite Guardsmen from Midgard are equalled in skill by the militia of Avernus, and dwarfed in skill by Helltroopers and Helguard. Hence, under my proposal, they would have a higher proportional rebate to further incentivise their recruitment and expansion, as well as continued improvements to their training and equipment. Were Midgard's elites to rise to a higher standard, then their rebate would also increase.
Thing is, that is already effectively achieved by Security Council limiting what do they take over the tithe limit. If your units are not good enough, Security Council doesn't take more of them, so you don't get a lot of rebate, if any. I'm pretty sure even Midgardian Chosen are not taken over the limit, and SC effectively takes only Helltroopers, Helguard and Jotunheim Grenadiers.

Also, now that I look through the Constitution, there is actually a 20% maintenance rebate for all troops eligible for the Trust Guard tithe, even if I am not sure where did it come from. However, I wouldn't advice changing it, since it helps to support our big military in general.
Do we actually know the skill level of the other troops?
Imperial Trust System => Core Worlds => Spoiler for the planet => Details.
 
Isn't the Deathworlder bonus unique to Avernus, which nearly doubles our effectiveness with a +85 (at least, assuming my understanding that every 100 points in combat is a doubling of overall effectiveness which I think is the case, but I'm not 100% on)? While we also have the Juve-nat bonus that goes from 47 on the militia to 142 on the helguard, which is also something only Avernus has.

Do we actually know the skill level of the other troops? The closest thing to something that lists it I can find is the Military Stats threadmark/WIP and the skill multiplier on that sheet has the only Midgardian thing listed with a 4.96 while the avernite pdf has 15.28. Indeed the skill multiplier for the Midgardian Infantry is lower than anything else listed not airforce/artillery/AA.
Even with the deathworld bonus the other units still have highly trained and skilled forces. Also that threadmark is so old and out of date you shouldn't even be looking at it. The Military threadmark will tell you our current skill levels for our units and the Trust update tells you the skill level of all the core world units. Without our gear midgard would have higher skill levels than most of the rest of the Trust and even quite a few of our own units. And that isn't even taking into account that they haven't added the bonus from the new training tech we got which has a much higher increase for them than it does for our own units.
 
Even with the deathworld bonus the other units still have highly trained and skilled forces. Also that threadmark is so old and out of date you shouldn't even be looking at it. The Military threadmark will tell you our current skill levels for our units and the Trust update tells you the skill level of all the core world units. Without our gear midgard would have higher skill levels than most of the rest of the Trust and even quite a few of our own units. And that isn't even taking into account that they haven't added the bonus from the new training tech we got which has a much higher increase for them than it does for our own units.
That threadmark got updated as of turn 131, so it looks pretty up to date now. Further, Midgard has a skill level of 344 with equipment and 294 before as their most skilled troops. Our PDF has 430, 370 before equipment. Their best trained troops are the 5th best trained in the trust outside of Avernus/Space Marines. Though they do have a rather large number of said best trained troops.

Imperial Trust System => Core Worlds => Spoiler for the planet => Details.

Oh wow. That's super helpful thank you so much. I kinda feel like an idiot for missing that.
 
Well, no, not really. Our militia is at the same skill level as Midgard's guardsmen, so it's really not worth it to ship them anywhere or invest in them more before doing that with Midgard's Guard.
Midgard's guardsmen are a minority of the forces even Midgard provides to the Trust (the majority of forces they provide are PDF, as is the case with every planet). Let alone the average amongst the whole of the trust. I didn't say that our militia was better than every other force in the Trust, just that it was better than most Trust forces, which it is.

No they are not the militia is the same as regular guardsmen. The Elites from Midgard have the highest skills not counting weapons and gear of all the normal troops in the Trust. They also make up the majority of the Imperial Trust Guard units, to begin with. You seem to be pushing the false idea that all of our troops are just plain better than all the other that isn't true. In fact, every time expand the skill of our units keeps going down. Only the fact that we kit out our troops with some of the best and most expensive gear possible is what is puts our troops in such a high position.
This is really wrong. Midgard Chosen have a rating of 344, 294 without equipment bonus. While this exceeds the 194 of our militia without equipment bonus, it isn't even close to the 370 our PDF has without equipment bonus. Let alone the 531 our Helguard have before equipment.

The skill of our units goes down temporarily when we expand. Eventually it climbs back to the previous level.
 
The skill of our units goes down temporarily when we expand. Eventually it climbs back to the previous level.
We have dropped them twice without letting them recover. It is 100 years before they recover. Also the others haven't added the bonus from the new training system that we got it is much better than what we get from it. Also the point I was making was that the militia was better than the elites from Midgard which is very much incorrect. Also the Elites are in the same tier as our PDF which is some of the strongest forces around already in the Trust.
 
We have dropped them twice without letting them recover. It is 100 years before they recover. Also the others haven't added the bonus from the new training system that we got it is much better than what we get from it. Also the point I was making was that the militia was better than the elites from Midgard which is very much incorrect. Also the Elites are in the same tier as our PDF which is some of the strongest forces around already in the Trust.
Note I am unsure whether the other worlds have implemented the Gladiatoria yet.

Scale thing and all, their armies are significantly larger than ours for the most part.
 
Makes sense. I'd assume most other worlds aren't quite as dedicated to their military as us, plus the sheer scale involved on other worlds makes it likely take longer to fully implement.
 
Skink Bestiary Vl. 25
Skink Bestiary Vl. 25

In addition to the more traditional lizard based creatures, the Skinks also utilise a variety of avian and mammalian creatures in their arsenal. This is a small selection of the more impressive creatures.

The Copy Parrot

Although there are a vast number of highly intelligent birds which the Skinks give the name "parrot" too, this particular sub species is particularly impressive among their kind.

Physically the Parrot can be up to 58-68 centimetres in length, are relatively powerful flyers and possess sharp talons and beaks.

The Parrot possesses only a single innate ability, to change the colour of its feathers although typically they assume rorchous arrays of plumage.

What distinguishes the Parrots from their "normal" cousins, is their shocking degree of intelligence (bordering on sapience) allowing them to "copy" what they see and hear to a stunning degree, while possessing advanced creative skills.

In a more normal bird this would make them distinctive enough, as they can be taught to do a wide variety of tasks, from carrying message, reconnaissance and sabotage to name, but a few.

However, the copy parrot is able to apply these abilities to psycic techniques as well, possessing a fair degree of psycic talent. Combined with their natural long life spans and it is clear why the Skinks rate them so highly.

These traits make them highly coveted by the Skink priests as familiars, and all too frequently hunted by the Saurus, who are most frequently on the receiving end of pranks and name calling from the birds when they are not being used against them.

Jungle Eagle

A vicious bird of prey, the Skinks frequently utilise these creatures as hunting weapons to strategically divebomb enemy commanders.

The creature's powers are simple.

First an application of telekinesis that allow it to amplify its downwards momentum drastically.

Second a combination of telekinesis and biomancy to pierce their claws through dermis and then make removal of the claws exceptionally difficult. (The telekinesis sticks the claws to the wounds enhancing the effect of the biomatically enhanced barbs.)

Third: A biomatic and telekinetic boost to rapidly rise the bird into the sky so that it can drop its unfortunate victim crushing them on the ground below.


Sluggish Sloth

Weighing up to four tons, the Sluggish Sloth is among the most physically potent options available to the Skinks (at least that isn't strong enough to threaten a Knight).

Possessing claws capable of carving through heavy armour like a power sword through bread, the sloth's true physical capacity is in sheer endurance, able to ignore off punishment that would instantly kill a creature of similar dimensions with ease.

However, the most peculiar part of the sloths on first glance is how immobile they are. To most outside observers the Sloths don't appear to be moving at all.

This is in fact their power in motion, for the sloths are almost constantly under the effect of a field that stores up their potential energy, converting the kinetic energy of their movement into power that they can draw upon when they need it.

To make this work, the sloths must consume vast amounts and have an incredibly advanced digestive system, with biomatic powers similar to a titan scorpions that allow them to draw every fraction of nutrition from their meals, letting them go months sometimes even years without eating, digesting a single meal.

While under the effects of their power they are nearly invulnerable to most conventional forms of attack, but are not especially useful. However, the Skinks have learned how trigger the Sloths into action and direct them towards the enemy.

The result is that the Sloths unleash their stored energy at their foes all at once, turning into unbelievably fast and vicious killing machines.

However, this does come with a down side that this power is burned through at an incredibly fast pace, forcing the sloth into storing up power again.

Additional parrot required.

@Durin
 
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@Durin

1. The Firetide was a recently new addition to 40k lore, so was it canon in Embers?
2. If so, what happened to it after the Emperor died?
 
I doubt the Lizardmen have anything to extend Saint Lin's life. The current Eldar help for Lin is all but certainly the best he can get short of Isha herself.
 
You know I think that if Lin manages to truly achieve peace with the Lizardmen, Avernus may help him a little to become Transcendent, I think that Avernus Likes to cultivate Champions, like HHWO, Arethea or the Elder One, and right now the two best possible new assets for Avernus are Ridcully and Lin.

I am not saying that it is going to make transcendence easy, but I think that if Lin is very close to getting but fails, the Planetmind may hive him the push he needs.
 
The Fortieth Meeting of the High Council Part Three: Rotbarts Proposal
The Fortieth Meeting of the High Council Part Three: Rotbarts Proposal

With the support of Avernus the increase in the military tithe was passed with an overwhelming majority, which will lead to the Imperial Trust Guard being significantly enlarged over the next few decades. Avernus' abstention on the vote to lower the additional tithe rebate was enough to allow the motion to pass, reducing the amount that Avernus and Jotunehim receive for their additional tithe by a quarter.

Governor Rotbart's proposal to use a minor favor from the Empire of Ashes to acquire xenotech to trade with the Sirens for True Rune of Purification foci to help in curing Guilliman led to a great deal of debate, but it was eventually agreed that any assistance in healing the Primarch is worth the price.

Next there will be an intermission of a day before trade deals are negotiated for the next half century.
 
The Fortieth Meeting of the High Council Part Four: Trading Begins
The Fortieth Meeting of the High Council Part Four: Trading Begins

Next the meeting breaks down into varied trade talks, in which you find that the Juve-Nat that you are offering remains in great demand,
Note you now do not need any merchantmen for NA cargo routes and can use fractions of a merchantman for a route. It is assumed that all merchantman now have Navigators. Can store credit with all other planets
All debts above 1 million will gain 10% interest for the amount above a million per half century

29 available Mass Conveyors
350 available Merchantmen
each Merchantman provides 13 Cargo
each Mass Conveyor provides 208 Cargo
in total you have 10,582cargo to use
                 
Avernus Fortress World Thrones income Material Income Metal Income Promethium Income Advanced Material Exotic Material Food
population   264,423,339,723 125,657,166,715 486,153,630,644 41,815,492,835 130,307,601 472,034 64,981
81,089,588,835 Upkeep 406,356,313,858 66,694,497,436 299,938,624,037 16,145,465,524 122,746,128 681,762 77,277
0.20% Total -141,932,974,136 58,962,669,279 186,215,006,608 25,670,027,311 7,561,472 -209,728 -12,296
81,915,607,361 Reserves 464,342,560,768 1,523,567,045,258 3,566,925,544,745 674,509,237,122 1,770,885,561 18,010,694 437,622
you also have 1,500 million doses of Juve-Nat, 12 million doses of Advanced Juve-nat and 800 thousand doses of Hyper-Advanced Juve-Nat that you can afford to sell
each million doses of Juve-Nat costs 12 million Thrones, 0.6 million Material and 6 thousand Advanced Material
each hundred thousand doses of Advanced Juve-Nat costs 12 million Thrones, 0.6 million Material, 6 thousand Advanced Material and 6 hundred Exotic Material
each ten thousand doses of Hyper-Advanced Juve-Nat costs 12 million Thrones, 0.3 million Material, 12 thousand Advanced Material and 3 thousand Exotic Material

in total it would costs 20 billion Thrones, 1 billion Material, 11 million Advanced Material and 310 thousand Exotic material each year to provide this amount of Juve-Nat
relationship: 17/10
distance 18 LY
Asgard owes Avernus 242,134 Cr

Can Sell
76.7 Cr (NA cargo)=1 Knight Titan per year (up to 1,000 times)
661 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 7 times)
2,466 Cr(NA cargo)=100,000 doses of Advanced Juve-Nat (up to 10 times)
9,993 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 5 times)

Can Buy
14.3 Cr(NA Cargo)= 1,000 Advanced Material per year (up to 4,000 times)
7.5 Cr(NA Cargo)= 10 Exotic Material per year (up to 15,000 times)
distance: 14 LY
Relationship: 11/10
Avernus owes Alfheim 172,892 Cr

Can Sell
20 Cr (0 Cargo) =Training (100 regiments assigned to Alfheim for next half century, can be taken once)
9.7 Cr (0.1 Cargo)= 1,000,000 Metal per year (up to 10,000 times)
674 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 3 times)
2,496 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 2 times)
10,089 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 2 times)

Can Buy
5.3 Cr (0 Cargo)= 1,000,000 Thrones per year (up to 100,000 times)
7.6 Cr (0 Cargo)= 10 Exotic Material per year (up to 20,000 times)
14.2 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 1,500 times)
16.4 Cr (0.96 Cargo) =10 units of food per year (no limit)
relationship: 12/10
distance: 21 LY
Vanaehim owes Avernus 1,121,164 Cr

Can sell
10.1 Cr (0.12 Cargo)=1,000,000 Metal per year (up to 20,000 times)
12.2 Cr (0.12 Cargo)=1,000,000 Promethium per year (up to 20,000 times)
665 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 1,000 times)
2,461 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 90 times)
5,000 Cr (NA cargo)=1 Relic Material (up to 30 times)

Can Buy
421.5 Cr= Upkeep for Fólkvangr
   
Stealth Battleship 101,659
Medium Battleship 61,924
Fast Battleship 70,353
Armored Battleship 69,225
Grand Cruiser 12,498
   
Heavy Cruiser 5,021
Gjallarhorn Battlecruiser 3,593
Battlecruiser 3,064
Night Class Battlecruiser 4,794
Defence Cruiser 811
Knight Cruiser 955
Corsair Class Fast Cruisers 707
Warrior and Praetorian Class Cruisers 641
Bishop Class Carrier 609
Military Transport 885
   
Fog Class Light Cruiser 514
Escort Cruiser 321
Light Cruiser 341
Page and Squire Class Frigate 91
Soldier and Legionnaire Class Destroyers 58
Privateer Class Raider 71
Shadow Class Destroyer 99
Decent Class Destroyer 96
distance: 11 LY
Relationship: 13/10
Avernus owes Jotunheim 108,938 Cr

Can Sell
31.8 Cr (0.09 Cargo)= 1,000,000 Material per year (up to 1,000 times)
667 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 3 times)
2,487 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 2 times)
10,072 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 1 times)

Can Buy
7.6 Cr (0 Cargo)= 10 Exotic Material per year (up to 20,000 times)
14.2 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 20,000 times)
relationship:12/10
distance: 7 LY
Midgard owes you 6,362 Cr

Can Sell
9.4 Cr (0.08 Cargo)=1,000,000 Metal per year ( up to 50,000 times)
12.3 Cr (0.08 Cargo)=1,000,000 Promethium per year ( up to 10,000 times)
15.2 Cr (0.8 Cargo)= 10 Food per year (up to 2,000 times)
696 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 600 times)
2,495 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 30 times)
9,995 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 15 times)

Can buy
5.8 Cr (0 cargo)= 1,000,000 Thrones per year (up to 500,000 times)
32 Cr (0.08 Cargo)=1,000,000 Material per year (up to 10,000 times)
relationship: 12/10
distance: 11 LY
Avernus owes Svartalfheim 228,799 Cr

Can sell
12.3 Cr (0.09 Cargo)=1,000,000 Promethium per year ( up to 10,000 times)
664 Cr (NA cargo)=1,000,000 doses of Juve-Nat (up to 9 times)
2,469 Cr (NA cargo)=100,000 doses of Advanced Juve-Nat (up to 5 times)
9,991 Cr (NA cargo)=10,000 doses of Hyper-Advanced Advanced Juve-Nat (up to 4 times)

Can buy
14.3 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 50,000 times)
relationship:13/10
distance: 5 LY
Avernus owes Muspelheim 1,488,330 Cr

Can sell
35.1 Cr (0.08 Cargo)=1,000,000 Material per year (up to 20,000 times)
13.6 Cr (0. 08 Cargo)=1,000,000 Promethium per year (up to 10,000 times)
1 Cr (NA Cargo)= 1 Midgard or Vanaheim Cr (no limit)
5.8 Cr (0.00 Cargo)= 1,000,0000 Thrones per year (up to 10,000 times)

Can buy
9 Cr (0 Cargo)=10 Exotic Material per year (up to 100,000 times)
13.7 Cr (0 Cargo)= 1,000 Advanced Material per year (up to 300,000 times)
1 Cr (-1 Cargo) = 1 Cargo Space (up to 40,000 times)
relationship: 10/10
distance: 6 LY
Avernus owes Nilfheim 2,407,608 Cr

Can Sell
5.7 Cr (0.00 Cargo)= 1,000,0000 Thrones per year (up to 10,000 times)
35 Cr (0.02 Cargo)= 1,000,0000 Material per year (up to 5,000 times)
10.6 Cr (0.02 Cargo)=1,000,0000 Metal per year (up to 50,000 times)
1 Cr (NA Cargo)= 1 Midgard or Vanaheim Cr (up to 100,000 times)

Can Buy
13.9 Cr=1,000 Advanced Material per year (up to 150,000 times)
7.5 Cr=10 Exotic Material per year (up to 100,000 times)
relationship:10/10
distance: 28 LY
Avernus owes Byzantium 27,040 Cr

Can Sell
9.7 Cr (0.18 Cargo)= 1,000,0000 Metal per year (up to 70,000 times)
12.4 Cr (0.18 Cargo)= 1,000,0000 Promethium per year (up to 10,000 times)

Can Buy
5.7 Cr (0.18 Cargo)= 1,000,0000 Thrones per year (up to 300,000 times)
32 Cr (0.18 Cargo)= 1,000,0000 Material per year (up to 30,000 times)
14.3 Cr=1,000 Advanced Material per year (up to 15,000 times)
7.6 Cr=10 Exotic Material per year (up to 20,000 times)

                             
Debt Matrix Asgard Alfheim Vanaheim Jotunheim Midgard Svartalfheim Niflheim Avernus Muspelheim Byzantium Trust Danaan Cobalt Gehenna
Total debt -729,199 -94,491 3,990,679 328,643 960,205 1,884,116 -5,513,782 2,830,178 -7,466,345 -94,177 828,081 1,753,479.89 927,533.83 395,077.59
debt/GDP -84% -8% 215% 30% 43% 133% -196% 108% -197% -7% 11% 62% 23% 18%
Asgard   943 983,651           943          
Alfheim         183,498     172,892            
Vanaheim       353,591 33,691           281,096      
Jotunheim     154,945   390,692 260   108,938            
Midgard     329,410                      
Svartalfheim 56   10,961 625 39,700     228,799            
Niflheim     1,262,317 30,978 475,451 323,200   2,407,608 25,028   208,248 780,951    
Avernus 242,134   1,121,164   6,362           233,770      
Muspelheim   131,780 796,610 525,552 160,222 1,840,796   1,488,330     256,285 972,528 927,534 395,078
Byzantium               27,040     67,137      
Trust 14,148 129,176   72,732         2,399          
Danaan                            
Cobalt                            
Gehenna                            
 
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