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
Definitely need to get rid of any debt that has interest. Also, maybe try to accumulate vanaheim's debt. If we can get that to over a million again, they have to start paying interest to us. Which would be very nice for our economy.
 
Definitely need to get rid of any debt that has interest. Also, maybe try to accumulate vanaheim's debt. If we can get that to over a million again, they have to start paying interest to us. Which would be very nice for our economy.
TBH the main benefit of Vanaheim debt is to move it to Muspelheim to get AM/EM.
 
still sub-optimal that we have ANY interest rate at all, so the discussion for removing it is worth it.
Which we are doing the only reason we need to get into debt was because we couldn't make our AM requirements. With the new forges and the technology, we gained from the conclave not only has the price of AM gone down again we now make more than enough ourselves so we don't need to buy nearly as much. Not to mention that the trade is over there is nothing to do anymore so it is not worth worrying about it until the next meeting.
 
Hm, if the Monday edit means the Midgard information is accurate, they have just under 500 billion people. Can they more or less feed themselves, and if so, how long until the colonies are filled up and they have to choose whether to restrict the population again or not? Because I imagine they're building new Hives as fast as they can, since Durin mentioned they still have spaces for them, and he mentioned my Under-Ecumenopoli (basically, tunnel 2 km down, use adamantium struts to hold the ground up, and then make a Hive across the entire underground, repeat twice more) idea was viable, but the problem was not a lack of room, but a lack of food.
 
midgard can currently feed itself without the tithe, and nearly do so with it

Neat. Are they building new Hives as fast as possible to give them room to expand their population to a comfortable level with full reserves of Food traded from the other planets, or are they planning to simply restrict the population again once the colonies are full?
 
Neat. Are they building new Hives as fast as possible to give them room to expand their population to a comfortable level with full reserves of Food traded from the other planets, or are they planning to simply restrict the population again once the colonies are full?
Perhaps they might be merging their hives instead.
 
Neat. Are they building new Hives as fast as possible to give them room to expand their population to a comfortable level with full reserves of Food traded from the other planets, or are they planning to simply restrict the population again once the colonies are full?
They already are restricting the growth rates. If they didn't they would be close to 700 billion with the older rates by now is not more. We are also close to starting the colonization of the Valinor worlds which will grow and be ready at a much faster rate so they have another area to dump population into again.
 
We've actually finished all the fertile areas in tarascon, this hive we're working on now will be the last.
No this Hive is just to make the region a fully settled one so we can get the increase to our bonus, and so we can connect it to the rest of the regions by the rail system. There are still several areas we can build hives in that are fertile farmlands. That is one of the main jobs of the Knights inn the Region to protect their holdings and the farms of their people.
 
Lizardman Trade
Lizardman Trade

You have recently entered into trade talks with both of the Lizardman Empires, the two warring forces of the southern continent. Due to the nature of your deals with them you can not pay one group notably more then the other if you wish to maintain your current situation.

must sell within 5% credits for both Empires

These will be a mix of tau weaponry, both melee and ranged
1,000 Cr (max 20)= Basic Tau Weapons (50k Thrones, 5K material, 500 AM) per year
5,000 Cr (max 10)= Advanced Tau Weapons (500k Thrones, 25K material, 10,000 AM, 1,000 EM) per year
25,000 Cr (max 5)= Exotic Tau Weapons (3,000k Thrones, 125K material, 100,000 AM, 20,000 EM) per year
5 Cr= Low Relic Weapons- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Veterans and have been enhanced by them greatly. The exact enhancements vary but boosts to cutting damage and toughness are the most common but more exotic effects are not unknown. Exotic effects can range from elemental enhancements or ranged attacks, deamon banishing or even spatial effects.
7 Cr= Low Relic Shields- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Veterans and have been enhanced by them greatly. The exact enhancements vary but boosts to toughness and resistance to warp effects are the most common but more exotic effects are not unknown.
60 Cr= Mid Relic Weapons- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Heroes and have been enhanced with them greatly. The exact enhancements vary but combinations of boosts to cutting damage and toughness are the most common but more exotic effects are not unknown.
100 Cr= Mid Relic Shields- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Heroes and have been enhanced by them greatly. The exact enhancements vary but combinations of boosts to toughness and resistance to warp effects are the most common but more exotic effects are not unknown.
1,200 Cr= High Relic Weapons- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Oldbloods and have been enhanced with them greatly. The exact enhancements vary but all have boosts to cutting damage and toughness, while many also have more exotic effects.
1,500 Cr=High Relic Shields- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Oldbloods and have been enhanced by them greatly. The exact enhancements vary but all have boosts to toughness and resistance to warp effects while many also have more exotic effects.
2,000 Cr (brought individually)= Low Artifact Weapons- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Elders and have been enhanced with them greatly. The exact enhancements vary but all have boosts to cutting damage and toughness, while most also have more exotic effects.
3,000 Cr (brought individually)= Low Artifact Shields- These weapons, made of an unknown material on par with Adamantium, were once wielded by Saurus Eldersand have been enhanced by them greatly. The exact enhancements vary but all have boosts to toughness and resistance to warp effects while most also have more exotic effects.
Multiply the prices below with each item that you are buy for the cost
*1- Heroes of Avernus-Provides a supply of this item to the heroes of Avernus.
*100- Primaris and Grandmaster Battle Psykers- Provides a supply of this item to Primaris and Grandmaster Battle Psykers.
*1,000- Master Battle Psykers- Provides a supply of this item to Master Battle Psykers.
*1,300- Psy Hunters- Provides a supply of this item to Psy Hunters.
*5,000- Elite Battle Psykers- Provides a supply of this item to Elite Battle Psykers.
*15,000- Veteran Battle Psykers- Provides a supply of this item to Veteran Battle Psykers.
*15- Last Hunters- Provides a supply of this item to the Last Hunters.
*25- Grandmaster Psyker and Witch Hunters- Provides a supply of this item to the Master Psyker and Witch Hunters.
*500- Master Psyker and Witch Hunters- Provides a supply of this item to the Master Psyker and Witch Hunters.
*200- Life Guard- Provides a supply of this item to the Life Guard.
*600- Helguard Regimental Champions- Provides a supply of this item to Helguard Regimental Champions.
*6,000- Helguard Battalion Champions- Provides a supply of this item to Helguard Battalion Champions.
*23,000- Helguard Company Champions- Provides a supply of this item to Helguard Company Champions.
10 Credit- 10 Food per year
50 Credits- 1,000,000 Metal per year
The Skink Empire is willing to sell you a range of tamed warbeats, sometimes entire breeding populations and sometimes individual examples. These warbeasts are make up the heart of their combat power, and maker Skink Army every bit as dangerous as one of your own armies.

Flat back- Fast reptiles able to bend space when on the move making them hard targets, stable firing platform. 1,000 Credits for breeding population
Bloom bee- Bees capable of massively boosting a plants growth rate, either for farming or for battlefield preparation. Goes well with the more dangerous Avernite Flora. 20,000 Credits for breeding population
Bolehs spider- Highly friendly giant spiders ranging from the size of a knight tot he size of a warhound with the strength and toughness to match. Possess a devastating poison that can be injected or sprayed. 100 Credits per pack or 4,000 Credits for breeding population.
Sotek serpent- Magma Wyrm sized serpents with a range of deamonogy powers, lightning speed and the second most deadly known poison. Makes up for its comparative fragility with its speed and powers. 2,000 Credits each (max 10)
Sluggish Sloth- A four ton creature that stores up its strength allowing for brief bursts of incredible speed and strength. 20 Credits each or 5,000 Credits for breeding population.
Dread Saurian- Battle Titan sized reptiles with enhancement biomancy allowing them to tear apart even Titans, and shrug off all but the most powerful of attacks. 5,000 Credits each (max 10)
Psyrodactyl- The bane of the Biologis and one of the most common predators of the Avernite skies. 15,000 Credits for breeding population.
Salamander- Lizards that act as crew served weapons in the Lizardman armies, able to slay foes at range with bursts of corrosive flame that can breach all but the strongest of armours. 2,000 Credits for breeding population.
Razordon- Lizards that act as crew served weapons in the Lizardman armies, able to slay foes at range with volleys of venomous, barbed spines that can spell doom for any lightly armored foe. 2,000 Credits for breeding population.
Stegadon- Incredibly tough reptiles the size of a Battle tank, often carries skink light artillery to war. 3,000 Credits for breeding population.
Carnosaur- Smaller version of the Dread Saurian, only the size of a carnifex. 100 Credits each (max 200)
Cold One- Horse sized riding beast. Reasonably fast and agile, tough for its size, even by Avernite standards, and utterly tireless. 1,000 Credits for breeding population
 
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Whooooo...

I want them all.

@Durin
1. I take it both sides are keeping things in reserve like Magma Wyrms for the Skinks and the Adamantium metal for the Sarus?
 
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