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
Yes advanced power armor for helguard
yeah, I feel like the wards would get us more then the APA would. the basic runes gives us +30 anti-warp and light assistance in a chaos invasion + light anti-cultist EVERYWHERE is much better then other option of: "simple runes for +10 anti-warp everywhere + basic (see above for basic effects) in Dis + our most northern city" espeally since the basic can help agains the higher level psykers if I remember correctly....right?

but thats the question of "either X or Y" ...but we could do both and sacrifice having a build-up which would ALSO be nice. personally I think anti-pyker is just so useful and powerful that its worth it. we could get a alpha+ next turn and THEN roll poorly and lose a major hive or something (obviously if its bad enough to even nuke Dis (and of course is in Dis) then our decision to ward the hives BESIDES Dis is moot....but the concern for the other, smaller and less defended hives still applies)
 
We can afford both, but if we do its going to take a while to build up our reserves for another big ticket item. That being said, the time skip is coming soon, so holding discipline would likely be a lot easier.
Well, that's how it works. You buy a big ticket item, it makes a hole in your budget and you wait a bit before buying next one.
I'm fine with us getting the APA and other big budget military stuff as a follow up to Basic Wards, provided that there aren't any civilian/industrial/infrastructure projects we might not be able to afford as a result. If, for instance, it means we can afford to build fewer Forge Hives, then it's worth delaying APA a while longer, so that it doesn't cause us to constrict our economic growth.
 
Honestly I'm partial to the Jane school of getting good potential inheritors- track down a talented orphan and adopt them.

Admittedly this is a lot harder when looking for martial talent than clmbat talent, since you can't really be accidentally pushed into a situation where you need to command an army as a child, but we have an advantage most worlds don't, aka fucktons of psykers and Ridcully, the best mortal diviner in the galaxy.

Upon askig Durin, an average roll done by Ridcully to sniff out the 'best' adoptable martial candidate would leave us with a list in the thousands. Not great, but that's a low enough number we can either do another divination to narrow down the numbers further, or just take those thousands and work through their rough levels of skill via Gladatoria-based command training. Although it takes up so much energy we can't do this in bulk, we could probably work through the list in a decade or two, or if we're willing to get potentially suboptimal picks, we can randomly select 100 from the list to start with.

Once that's done with, we pick the best candidate, adopt them as a Rotbart, and focus on tutoring them until they're worthy of the name. Optimally speaking we then take that list and offer every kid who's willing a position in a military school because they'd still be talented for the job, but that's optional.

Avernus is a world dedicated to making weapons. As people on that world, we shouldn't forget the potential of any of them, because if they've survived till now, they have something to them. And hey, being relatives by adoption is more than commonplace on Avernus, it's practically assumed you'll have a blood-bond or two, even for Rotbart, Jane's essentially his sister.

The main drawback is pretty obvious, of course. That being that Ridcully's time is incredibly valuable, so we'd always be sacrificing a little to maximise our potential successor's abilities.
Apologies for my necromancy, but I think this is actually a really cool suggestion. I'm kinda envisaging something a bit like Fuhrer Bradley's upbringing and training from FMA:B, albeit rather less toxic. We could literally recruit the best kids from across the entirety of Avernus, train them intensively in some kind of Grimdark 40K Hogwarts bootcamp, and then pick out the best candidates, before grooming them for important roles. At the end you'd have a bunch of incredibly talented kids, who at the very least would be poised for stellar careers in the Army, Navy, and Administratum, even if we couldn't necessarily find our dream successor.
 
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I'm fine with us getting the APA and other big budget military stuff as a follow up to Basic Wards, provided that there aren't any civilian/industrial/infrastructure projects we might not be able to afford as a result. If, for instance, it means we can afford to build fewer Forge Hives, then it's worth delaying APA a while longer, so that it doesn't cause us to constrict our economic growth.

I am similar mind on advaned PA. it would be nice to have, but I don't see it as a game changer. Going from goo power armor to great power armor is less of a bump than going from no power armor to good power armor. The runes however, are another step ahead in the reace to keep ahead of psyker deaths.
 
Tally
Adhoc vote count started by StormySky on Nov 6, 2019 at 11:23 PM, finished with 180 posts and 42 votes.
 
[X] Plan Basic (say goodbye to EM)
-[X] Runemaster Training
-[X] Basic Warding
--[X] Remaining Souls into Basic Wards Maintainence (Partially due to lack of Souls)
 
[X] Plan Basic (say goodbye to EM)
-[X] Runemaster Training
-[X] Basic Warding
--[X] Remaining Souls into Basic Wards Maintainence (Partially due to lack of Souls)
 
I am similar mind on advaned PA. it would be nice to have, but I don't see it as a game changer. Going from goo power armor to great power armor is less of a bump than going from no power armor to good power armor. The runes however, are another step ahead in the reace to keep ahead of psyker deaths.
Actually the jump from basic to advanced power armor is at the very least equal to going from none to basic. Getting basic jumps from 2 to 7 armor while getting advanced jumps to ~13 armor while also giving things like being able to hover over walls and obstacles, better sensors, better targeting assistance and the option of several backpacks for further specialization like active camouflage and energy shields. I've heard something about "triple survivability, +30 equipment bonus" floating around but I didn't have time to check that myself yet, but even if that's not true I think you're really underestimating the difference.
 
Actually the jump from basic to advanced power armor is at the very least equal to going from none to basic. Getting basic jumps from 2 to 7 armor while getting advanced jumps to ~13 armor while also giving things like being able to hover over walls and obstacles, better sensors, better targeting assistance and the option of several backpacks for further specialization like active camouflage and energy shields. I've heard something about "triple survivability, +30 equipment bonus" floating around but I didn't have time to check that myself yet, but even if that's not true I think you're really underestimating the difference.
where are you getting those numbers on the armor from? I already know about the extra ablitys.
 
where are you getting those numbers on the armor from? I already know about the extra ablitys.
The armor increase? The military spreadsheet + the knowledge that 7 armor is for basic while it's 80% strength of normal PA while Elite is 150%, which would be 13. Oh, I also forgot to mention that operational time increases from 12 hours to about a week.
 
The armor increase? The military spreadsheet + the knowledge that 7 armor is for basic while it's 80% strength of normal PA while Elite is 150%, which would be 13. Oh, I also forgot to mention that operational time increases from 12 hours to about a week.

hmmm, looking at the stat sheet, you may have a point. looking at impalers and boyz pen, it looks like most common infantry have pen hovering around 5 to 6*, with 6 being the common impaler. So power armor helps a lot with that, but you're resistant rather than immune to most infantry weaponry**. With advanced, your going to be able to hold up well to the vast majority of infantry guns in widescale use, and are just past the point where you can shrug off impaler fire. Which now that I think about it may have literally been a design requirement way back when the DAoT was designing the stuff.

I cede the point, going into advanced would notable decrease war attrition, in situations where armor matters at least, won't do much for some of the weirder chaos bullshit. That said, it will only come into play when we march to war, and we have 50 years of projected peace as everyone get back up. given the upkeep cost, maybe we should take this late in the time skip?

*looking at pen on ork units and human weapons.
**rule of thumb, armor is 50% when pen=armor and taking chip damage when armor is twice pen.
 
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I cede the point, going into advanced would notable decrease war attrition, in situations where armor matters at least, won't do much for some of the weirder chaos bullshit. That said, it will only come into play when we march to war, and we have 50 years of projected peace as everyone get back up. given the upkeep cost, maybe we should take this late in the time skip?
I like this bit here....lets wait till the military upgrades get used to get the military.

instead we should focus on the eco-upgrades which, in this case, is things which stop our eco from getting insta-gibbed from a insane alpha+.

(I assume alpha+'s are, at current rate of things, ALWAYS insane rather then "probably" insane like alpha's and beta's......then again I recall weird ratios between the sane/insane alphas and betas in previous turns.....the fact that the total (at least sometimes) didn't add up to the given stat of "total psykers of beta (or) alpha level" is hwat I'm referencing as weird. I assume thats just a durin-error)
 
I like this bit here....lets wait till the military upgrades get used to get the military.

instead we should focus on the eco-upgrades which, in this case, is things which stop our eco from getting insta-gibbed from a insane alpha+.

(I assume alpha+'s are, at current rate of things, ALWAYS insane rather then "probably" insane like alpha's and beta's......then again I recall weird ratios between the sane/insane alphas and betas in previous turns.....the fact that the total (at least sometimes) didn't add up to the given stat of "total psykers of beta (or) alpha level" is hwat I'm referencing as weird. I assume thats just a durin-error)
Alpha+s are normally sane on a nat 100. Well, I should say workably sane, as in don't go rogue. I'm not sure how many more nat 100s are needed to make them pure of mind and soul. If I remember correctly though, Psyker genetics made it way higher, so Alpha+ are caught before they go rogue about ~10% of the time, if I recall correctly?
 
Alpha+s are normally sane on a nat 100. Well, I should say workably sane, as in don't go rogue. I'm not sure how many more nat 100s are needed to make them pure of mind and soul. If I remember correctly though, Psyker genetics made it way higher, so Alpha+ are caught before they go rogue about ~10% of the time, if I recall correctly?
hm....nice to know

even more nice is the knowledge that we are at least one step away from the final step of psyker genetics so we can expect at least one more upgrade in regards to this (based on the name he gave for the last psyker genetic research which talked about something like "tiers/steps/levels" and implied something about how its incomplete) (although I expect that we are only at the beginning honestly)
 
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Inserted tally
Adhoc vote count started by Durin on Nov 7, 2019 at 5:03 AM, finished with 192 posts and 43 votes.
 
Siren Trade Conclusion
Siren Trade Conclusion

After much thought you decided to buy Basic Wards as well as Runemaster Training, and to devote all of your remaining souls to paying for the upkeep of the Wards. This should fully pay for the wards for the first dozens years after they are completed and reduce your upkeep costs by a third afterwards. Despite this keeping the wards maintained will stretch the Order of Warding to near its limits.
 
Excited to see how our new and improved force (this, Jane upgrades, Saurus stuff, Sirens, TW, anti-psyker training) will do against Alpha+ psykers this time.

Though hopefully they'll wait a few turns.
 
Does anyone know what the average size of an Avernite family is? I know Rotbart has bucked the trend with only one kid and one grandkids, but I'm curious about just how extreme of a difference it is. Does have everyone have four kids? Five? Eight? I figure the birthrate and fertility must be really high to keep up with the constant attrition.
 
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