The Long Night Part Two: Sparks at Midnight: A Planetary Governor Quest (43k)

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@Durin (or whoever who knows):

1): when the ship component/parts say +XX% hulk rate or whatever, how is that applied and how do they stack?
IE: if there's 3 parts that add +10% and 1 part that adds -15% to a base rate of....I guess 35% for escort (found the bit in the design tab)....does that work out to a additively calculated 40%, multiplicatively calculated as 1*(1.2)*(1.2)*(0.85) = 0.4284 ... or something else?

cas lots of people in basically every scenario/scene that I have been in where numbers like this have to be calculated (DnD/RPG's/etc), I have seen people calculate them differently....even when something is "multiplicatively calculated, not addatively"...or whatever, people still manage to find different ways of interpreting what thats supposed to mean.

edit: based on comments like
The ultimate reactor does not increase the price of special weapons or ultra-dense armour, so the price increase for the Gridarvol is in effect +5% rather then +10%, and the replacement cost is -4.5%
... it looks like (most?) things are done addatively? or is this explictly a example of a exception since durin is littearly describing the UR as not effecting other parts of the ship's cost (implying that the ship's cost works off the cost of the hull*multipliers+sum-of-component-costs (and maybe their own multipliers individually))
or maybe durin doesn't want us to know and the numbers provided so far are just so we can better estimate only certain amounts of about his back-end of his quest/story......but thats fine, I'm ok with being told that

2a): maybe I just missed it, but could we have a link to the design tab put into the informational sub-threadmarking (this thing: Naval Rules in "new navy model designs" threadmark)

2b): likewise, can someone confirm that its ok that I added that link to the wiki: (here specifically: https://embers-in-the-dusk.fandom.com/wiki/Category:Ships)?
cas my running/working assumption is that people are better off knowing more about a quests "known" mechanics/rules/etc and that makes quests better for everyone.......

....or maybe durin doesn't want to encourage more people looking at the model for whatever reason? *shrug* If so, let me know and I will remove it from the wiki..... I only did it already as I am assuming its ok and trying to do what bits/part I can to help keep the quest for people.
 
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Also, I'd like to gauge how the voters feel about the below.

Enerael was thinking it'd be best if we had a hero put up our daemonbane wards for sure instead of only if we get lucky as the case is with Aria now but this would mean taking Rids off of finding Chaos Undivided's frequency and not finding the warp echo for paper but in exchange, if Aria gets lucky she'd be able to do blank research as well. Do people want to make this trade or keep things as is?
I would support that, if only cas I'm invested enough in the blank research tree at this point for fluff and curiosity reasons. (although I feel there are solid enough reasons supporting it that its ALSO worth it, but....the threads already gone through a war about in some previous turns so I won't go into details here/now).

[X] Plan Countdown to Disaster

edit: reading further into this plan, I really like the stylistic/fluff for the personal actions that it has rotbart subtlety working off the assumption that he won't survive for much longer and preparing for that....most people noticing anything will (reasonably) just conclude "oh, well, he is starting to near the age that even the best juvnant can't help for much longer" and even those in the know about the eldar's stuff will just assume he's assuming he will have to step down as planetary govener.....

...but I think its not too unreasonable for it to ACTUALLY be because rotbart knows theres a solid chance that...well...he's only got Just enough left in him, for One More Damned Invasion.....(Oh, and also for those other reasons).
 
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[X] Plan Countdown to Disaster
[X] Plan Countdown to Disaster

Damn, I wish we had just a few more turns.
yeah, but I imagine that durin's got this planned out so that that will have ALWAYS been the case.

like, we already know that not just chaos, but the warp itself follows rule of epic-story-telling....and getting all our ducks in a row before hand would tell us "clearly we did the best we can, so either we pass or, we would have failed regardless".....and durin's not just telling a story but DMing a game so...

we kinda HAVE to have some of the story's suspence be tied into "but did we pick the right techs/researchs" and "was there soemthing we missed about some tech we could have explored better"......
 
[X] Plan Countdown to Disaster

yeah, but I imagine that durin's got this planned out so that that will have ALWAYS been the case.

like, we already know that not just chaos, but the warp itself follows rule of epic-story-telling....and getting all our ducks in a row before hand would tell us "clearly we did the best we can, so either we pass or, we would have failed regardless".....and durin's not just telling a story but DMing a game so...

we kinda HAVE to have some of the story's suspence be tied into "but did we pick the right techs/researchs" and "was there soemthing we missed about some tech we could have explored better"......
pretty much this
 
Rotbart is 712 years old at this point so ya if it wasn't for perfect juvenat he would have had to step down at some point in the next century or two depending on how much the BCJ slowed down his aging and even then we only have him for about another 288 years before he's forced to step down if that depending on player decisions.
 
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Hello, good people of the thread I have some information to share with you that I can already tell you're just going to love.

We've wasted ten action years every turn since turn twelve because we didn't notice we went up to one hundred and thirty action years total from our previous one hundred and twenty action years. And, the only reason we noticed was because I was re-reading the update and noticed an action year accounting error in my plan at the time which made me obsessively check everything related to action years in the update and my plan.

Edit: Oh, hey our merciful QM refunded us half of what we lost nice. Now, what do we spend an extra 20 years on when we've pretty much maxed everything?
 
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Hello, good people of the thread I have some information to share with you that I can already tell you're just going to love.

We've wasted ten action years every turn since turn twelve because we didn't notice we went up to one hundred and thirty action years total from our previous one hundred and twenty action years. And, the only reason we noticed was because I was re-reading the update and noticed an action year accounting error in my plan at the time which made me obsessively check everything related to action years in the update and my plan.

Edit: Oh, hey our merciful QM refunded us half of what we lost nice. Now, what do we spend an extra 20 years on when we've pretty much maxed everything?
It wasn't a waste, we just gave everyone on the planet a bit more time to de-stress.
 
Think we should if we can do Titan Design: Avernus-Pattern Reaver Titan so we have them all ready when we start building Huge Titan Manufactorum
 
It wasn't a waste, we just gave everyone on the planet a bit more time to de-stress.
I'm subscribing to the theory that Rotbart is such an efficient administrator that he subconsciously came up with the stress reduction plan and implemented it by reducing his workload by 10 years.*

*And ten other lies you can tell yourself so that you can sleep at night now available in my new novel "Oh, Lord the Imperium is Back" available at a store near you.

Think we should if we can do Titan Design: Avernus-Pattern Reaver Titan so we have them all ready when we start building Huge Titan Manufactorum
Tranth is maxed so no cigar. Pretty much everything was already maxed, to be frank, so I ended up slipping 3 more years into bio, 9 more years into munitorum, and the remaining 8 were all dumped into admin where they were spent on admin shake-ups since no one wanted to do the Nynye or the fortress hive designs.
 
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It wasn't a waste, we just gave everyone on the planet a bit more time to de-stress.
alternate IC/OOC explainations so far discussed in discord:
1): great clock combined with avernus deciding the last 10 years are likely not going to be ruined since chaos "probably already suspects anyway"
2): a....*accounting error*
3): rotbart came back from his vactation (T12 was the start of the 130 action-year thing and was when he got the stressed trait) with a niggling doubt about his administration efforst that only now actually hit his concious mind.
4): govener's hands
5): we hit a milestone in our eco.

btw: lags reported in discord the following:
"3 on bio, 4 extra years on defenses, 5 years on Helguard Troll rifles, 8 extra years on shake ups"

current theory's on what we could have spent on previous years are mostly admin-shake ups, bio and hive-designs
 
Hello, good people of the thread I have some information to share with you that I can already tell you're just going to love.

We've wasted ten action years every turn since turn twelve because we didn't notice we went up to one hundred and thirty action years total from our previous one hundred and twenty action years. And, the only reason we noticed was because I was re-reading the update and noticed an action year accounting error in my plan at the time which made me obsessively check everything related to action years in the update and my plan.

Edit: Oh, hey our merciful QM refunded us half of what we lost nice. Now, what do we spend an extra 20 years on when we've pretty much maxed everything?
Well, that's both hilarious and deeply frustrating at the same time. I guess the obvious thing to do would be to upgrade the defences of more of our Hives? Or we could take some of the actions to implement the Remnant Battle Rifle? IIRC we've put off doing that.
 
I wonder if Tranth is good enough to splice avernite DNA into humans within a reasonable time-frame, not for the incursion obviously, but for after. It would be really nice if we could say get humans with Troll psyker powers who can reach the upper levels of transmutation.
 
I wonder if Tranth is good enough to splice avernite DNA into humans within a reasonable time-frame, not for the incursion obviously, but for after. It would be really nice if we could say get humans with Troll psyker powers who can reach the upper levels of transmutation.
wouldn't that be Max's job as the biologis with gene forger trait
 
durin's considering if/how he will do a lampshade on the missing years thing.

@Durin I'm dropping you (and others) the following ideas/prompts, and am curious to see if/when/what you conclude with as canon
edit: you saw my post on discord which was shorter/simpler then this as I removed details that I had here (I did clean this up a bit since tho).

1): since the extra years came from the Hands and we didn't know, I feel like the most natural conclusion is that rotbart/helpers just straight up diden't notice when the Hand's efforts became a net-positive over the cost of on-the-job training their trainers/helpers were giving them.....for FOUR DECADES.

so now that he/others realized (their too used to having to get EVERYTHING done themselves afterall), a bunch of our paper-work has to be updated to include stuff they did (or got ready to do at the start of this turn) over that period of time but not offically recognized at our level of administration....In other words, the reason the hands only delievered 20/40 action-years was because they weren't getting support/resources/authority that they needed.

2): honestly, I kinda feel like the Hand's whole thing now that their actually helping, should be that they have action-years that we DON'T get to pick (and only decide how much resources to give them authority over), but are instead governor-level decisions that get put into a report, possably inside our personal section (Jeb decided to work on setting up a small titan factory, refunding 9% of the Hand's total assigned budget having not spent 30% of his part. mean while, Sue's project of...)

So yeah, we should be having to decide how much of our budget to set aside to our potential-heir's personal efforts....they ARE supposed to take over after us afterall and being told what to work on is not the best way of learning how to delegate and plan on a planetary scale (even if its a good and needed start). they could even get bonus's to trait-gain based on the opportunity's we give them to fail-on-the-job so we are encouraged to spend resources on that.

(both of these even fits with a bunch of our bonus actions being assigned to admin-efficiency, both in our inductions of what we would have spent them on and the ones we have done this turn....cas that would be the thing that these people would end up making themselves productive with I imagine AND they would definitely stuggle from lacking the authority needed to override bad administrative processes).
 
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durin's considering if/how he will do a lampshade on the missing years thing.

@Durin I'm dropping you (and others) the following ideas/prompts, and am curious to see if/when/what you conclude with as canon
edit: you saw my post on discord which was shorter/simpler then this as I removed details that I had here (I did clean this up a bit since tho).

1): since the extra years came from the Hands and we didn't know, I feel like the most natural conclusion is that rotbart/helpers just straight up diden't notice when the Hand's efforts became a net-positive over the cost of on-the-job training their trainers/helpers were giving them.....for FOUR DECADES.

so now that he/others realized (their too used to having to get EVERYTHING done themselves afterall), a bunch of our paper-work has to be updated to include stuff they did (or got ready to do at the start of this turn) over that period of time but not offically recognized at our level of administration....In other words, the reason the hands only delievered 20/40 action-years was because they weren't getting support/resources/authority that they needed.

2): honestly, I kinda feel like the Hand's whole thing now that their actually helping, should be that they have action-years that we DON'T get to pick (and only decide how much resources to give them authority over), but are instead governor-level decisions that get put into a report, possably inside our personal section (Jeb decided to work on setting up a small titan factory, refunding 9% of the Hand's total assigned budget having not spent 30% of his part. mean while, Sue's project of...)

So yeah, we should be having to decide how much of our budget to set aside to our potential-heir's personal efforts....they ARE supposed to take over after us afterall and being told what to work on is not the best way of learning how to delegate and plan on a planetary scale (even if its a good and needed start). they could even get bonus's to trait-gain based on the opportunity's we give them to fail-on-the-job so we are encouraged to spend resources on that.

(both of these even fits with a bunch of our bonus actions being assigned to admin-efficiency, both in our inductions of what we would have spent them on and the ones we have done this turn....cas that would be the thing that these people would end up making themselves productive with I imagine AND they would definitely stuggle from lacking the authority needed to override bad administrative processes).
i like this ideas- it reminds me a little (the autonomous/working-in-background nature)of how our branch of the Mechanicus developed an entire order/specialized college devoted to studying and reconstructimg recovered STC data in the background back when we/our senior Magi first started to get really swamped- it WOULD be nice to see the hands starting to, ahem, ply their hand within their various specialties..
 
I'm still hesitant to make the Destroyer Golem because it adds another ship type, and I really like our streamlined fleet. If you go that route though, I'd be very tempted to upgrade Zephyr to speed 8 instead of OPW2 or OPS2. That would let it harass even speed 6 ships. The only enemy ships that are speed 6 right now are Cobras. But you were expecting Chaos to get +1 speed on their ships from either rituals or tech improvements, which would make the rest of their escorts and light cruisers speed 6 as well. If that's a serious threat then speed 8 on raiders could be very valuable.

Maybe IC we have a better idea how likely it is for Chaos to boost their ships' speeds.
The differences between a hybrid Zephyr and Destroyer Golem are huge though, not to mention being able to specialize Zephyr as a Raider. We only ever merged Destroyer and Raider roles because the difference between them was minimal, just -2 Power for Destroyer, and there was no need for OPWs because of sucky weapons. This no longer applies.

Compared to Zephyr with DIs, Speed 7, and OPW2, Golem-D has: +0.75 Armor, +27% HP, +24% Shields, -25% E DIs, x2 AC Wings, -10% Cost/CP, -30% Crew.

This can not be given up on out of desire for minimal number of classes.

I am starting to agree that +20% Weapons is worth less than the ability to harass enemy harassers probably, yes, its not like even with DIs Zephyrs role would be firepower.

Well I am not sure about universal +1 Speed, I was more thinking suddenly supercaps too fast for Scorch to harass, perhaps even only daemonic ones, as increasing speed like that seems pretty expensive.

I don't. It took a lot of wheedling to get Durin to buff them as much as they have been, and I think he's generally fine with them being a niche product.
USPR are a niche product best we can tell, the rest... aren't even that. I believe that either Durin will buff them, circumstances will change, or our understanding of their value is mistaken.

I would happy if he told us simply that we are wrong in some way and that the reactors are worth it. All I want is to use them.

Mind I'm currently thinking that downsize USPR for stealth fleet and Golem, integrate tractor beams in shipyards for an improvement to their productivity, then any further years we want to allocate to naval development the next best move would be Dark Matter reactor improvement research.
I am not a fan of Dark Matter, that No Hulk rule is pretty brutal. Its very niche, though said niche allows for the monster than is Twister so it can be an important niche, and improving it would just improve that as I don't see much use for a DMR that produces more power besides maybe a Harass Tachyon PDR. And lowering the HP penalty, making it not expensive, or getting rid of the No Hulk rule seems very unlikely to me.

Hm... here I was thinking about what ships DMR would be good for, besides Twister, and thought about carriers. They are not priority targets, stay at Extreme range, are fast so can run away (well in universe) etc. A DRM on Cloud would give OPS2 and, if that's allowed though I think not (have asked) rid it of Fragile, end result of -14% HP, +20% Shields, +25% AA for Expensive (EM) and No Hulks. Could maybe be worth it, but I don't grasp hulk value and how much Clouds die in fleet actions well enough to say.

More Gridarvols (from lower cost/CP) means more Psychic Cannons. So CP increases have to be measured that way.

It makes perfect sense for the +10% cost/CP to apply because it's way simpler to just apply % modifiers to total costs than try to break down what each part of a ship costs. If we were going for accuracy giving a flat CP and cost increase based on ship size would be the most sensible, but that would be way more effort, thus instead we have a % modifier.

There's also the complicating factor that we wanted identical reactor on the Gridarvol and Gridarvol-R for similar emissions, and it certainly won't be worth it on the much more numerous Gridarvol-R.
In universe it doesn't make sense though, why would a more expensive reactor increase the cost of the Psy-Cannon or say Tachyon Scanners? The +10% Cost/CP is an abstraction of a flat increase in cost that happens to be that large on a normal ship, it does not make every part more expensive. Mechanically, it also should not be difficult to apply it to the base cost before adding Expensive (?) tags and such.

Oh yeah the Ultimate Reactor does not look good for G-R so that might nix this, though I did ask and increasing emissions is apparently easy enough so maybe our engin(s)eers could figure something out.

so replacement cost is basically the same, build cost is 10% higher and combat power is around 2% higher.
not worth it
WoG! Very happy to see. Provides more datapoints to extrapolate from.

EDIT: also redone this table to be more accurate, as from some reason I was counting RM with CP in the last
Ship Type% of Cost that is CP
Earthquake Dreadnought73%
Hurricane Dreadnought76%
Twister Pocket Dreadnought74%
Inferno Pocket Dreadnought70%
Boulder Battleship73%
Black Ship86%
Gridarvol Grand Cruiser50%
Gridarvol-R Grand Cruiser83%
Gjallarhorn II Battlecruiser79%
Blaze Cruiser62%
Scorch Cruiser62%
Cloud Carrier65%
Fissure Cruiser63%
Hail Light Cruiser57%
Zephyr Raider63%
Golem Frigate62%
Military Transport88%
Well then! What can we learn from this?

Hail is resource expensive. This is not surprising, Nova Cannon lacks the Expensive tag but is not supposed to have a Light Cruiser build around it.
Huh, Gridarvol-R is the cheapest resource wise of our warships to construct compared to CPs. Interesting. Wonder why. Probably because all the larger ships use UD Body, DRM, or AR.
Earthquakes lower %CP compared to Hurricane is probably UD Body.
There is a large jump in %CP between Cruisers and Gjallarhorn II interestingly

We pretty much have to speculate on what the result of unstarted research projects will be. Only by speculating what the results of research will be can we reasonably argue priorities on what to research. Anything with too low a priority just never gets researched. We've done that for literal real life years at this point. Unless you want to change how the quest works to always provide us what the research results will be with a stat line in advance, we pretty much have to continue to do so. Otherwise we'd be blindly picking research basically on nothing.
Uhm, while this is true, we are currently speculating without even having read Tranth's thoughts on the tech. I don't intent to make any decisions until after I see that myself, I have just been noting how viable the tech currently seems to be to help Durin tune it or to prod him into telling is how we are wrong.

Also Durin is a good QM and very unlikely to give us a useless naval part, so he will either tweak the USPR, surprise us with the scaling, or we misunderstand something about Ultimate Reactors value which is also entirely possible. So concluding that the tech is useless, other than seeming useless, is not wise or is at least premature I believe.

@Durin (or whoever who knows):

1): when the ship component/parts say +XX% hulk rate or whatever, how is that applied and how do they stack?
IE: if there's 3 parts that add +10% and 1 part that adds -15% to a base rate of....I guess 35% for escort (found the bit in the design tab)....does that work out to a additively calculated 40%, multiplicatively calculated as 1*(1.2)*(1.2)*(0.85) = 0.4284 ... or something else?
Same stuff is always additive, would be nightmare of math otherwise.

Tranth is maxed so no cigar. Pretty much everything was already maxed, to be frank, so I ended up slipping 3 more years into bio, 9 more years into munitorum, and the remaining 8 were all dumped into admin where they were spent on admin shake-ups since no one wanted to do the Nynye or the fortress hive designs.
Actually I would like to do Fortress Hive Design. It is very easy to imagine some of our Hives being destroyed in the Incursion, so having this design ready for rebuilding seems more useful than a better admin multiplier at this point in time.


Edit: Oh, almost forgot.

[X] Plan Countdown to Disaster
 
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