Abyssal Princesses 2 (Not Actually the Second One): A Kancolle GSRP

If anything is missing please let me know?
This should be 2 Destroyers and 3 Subs. Apparently the "rolling for Subs" bit wasn't included in the screenshot and I didn't notice.

I also used my free construction action to fortify my base, as seen here:
[X] Watch the humies.
[X] Fortify base (free action)
[X] Summon
 
Post to hang the turn's rolls on. Finishing the Gatherer Tactics I research. ECP has a Learning of 18 and Hiei has a learning of 10. So that's, unless I'm understanding things wrong, 1d100+18+10.

Research is currently as such -> Gatherer Tactics: 77/150.

Rolled a 45, so a total of 45+18+1+5 = 69. 69+78=151/150.
Happerry threw 1 100-faced dice. Reason: Gatherer Tactics I Total: 45
45 45
 
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Okay, here goes my research roll! Gather Tactics GO!

Edit: ....Well, 30 is better than nothing I suppose.

Edit 2: Well... Looks like Onami's quite the little spy, ain't she with a total of 88?
Sukrai threw 1 100-faced dice. Reason: Research Total: 16
16 16
Sukrai threw 1 100-faced dice. Reason: Spying on Guam Total: 72
72 72
 
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Okay, let's start rolling! Hopefully, it goes well. May the Abyss be with me.

Establishing a Base by Rogue Wrathful Princess: 91+10(Stewardship): 101
Research 'Construction I' by Victorious: 66+16(Learning): 82
Establishing a Base by Zuikaku: 78+10(Stewardship): 84 Replaced by resources scavenging.
Terran Imperium threw 1 100-faced dice. Reason: Establishing a Base: Princess Total: 91
91 91
Terran Imperium threw 1 100-faced dice. Reason: Construction I: Victorious Total: 66
66 66
Terran Imperium threw 1 100-faced dice. Reason: Destroyer Constructio: Zuikaku Total: 78
78 78
 
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Made a small but significant update to the basic available actions, opening up the 'scavenge' Action and the infiltration-specific 'steal resources' action.
 
A couple updates to the rules. Infiltrated units can now steal resources. Researching multiple techs is now officially allowed but comes with a penalty of -30% of the roll when researching two at once, and -50% of the roll when researching 3 at once.

As long as all turns haven't been submitted yet you can still make changes to your turn plans to reflect this new information.

Also... Speaking of turns... @Nihilo @ForgottonFuture @Murderhobo of Nod @Troglodyte and @Gorgoth Since I was slow on the draw with opening the new turn you have until this coming Friday (At the latest) to submit your turns. Just so you know. If you get it done earlier though I'll do my best to update the RP earlier.
 
A couple updates to the rules. Infiltrated units can now steal resources. Researching multiple techs is now officially allowed but comes with a penalty of -30% of the roll when researching two at once, and -50% of the roll when researching 3 at once.

As long as all turns haven't been submitted yet you can still make changes to your turn plans to reflect this new information.

Also... Speaking of turns... @Nihilo @ForgottonFuture @Murderhobo of Nod @Troglodyte and @Gorgoth Since I was slow on the draw with opening the new turn you have until this coming Friday (At the latest) to submit your turns. Just so you know. If you get it done earlier though I'll do my best to update the RP earlier.
THank u. Christmas has been busy for me so I haven't had a lotta time to work on this
 
A couple updates to the rules. Infiltrated units can now steal resources. Researching multiple techs is now officially allowed but comes with a penalty of -30% of the roll when researching two at once, and -50% of the roll when researching 3 at once.
As in, a single character researching multiple things at once?

Because I don't see how two different characters in two different bases researching two different things would incur a malus just because they are from the same faction.
 
As in, a single character researching multiple things at once?

Because I don't see how two different characters in two different bases researching two different things would incur a malus just because they are from the same faction.
We should be happy we can even do multiple researchs a turn since GM was really reluctant about allowing that. I mostly pointed it out since it removed one of the major points in having multiple actions through multiple characters.

GM is putting up this penalty mainly for balance reasons since otherwise we would go through the technological tree very quickly.
 
As in, a single character researching multiple things at once?

Because I don't see how two different characters in two different bases researching two different things would incur a malus just because they are from the same faction.

We should be happy we can even do multiple researchs a turn since GM was really reluctant about allowing that. I mostly pointed it out since it removed one of the major points in having multiple actions through multiple characters.

GM is putting up this penalty mainly for balance reasons since otherwise we would go through the technological tree very quickly.

Pretty much that, I was originally planning to do this Civilization/CKII style where you could only research one tech at a time across your entire faction. This is me trying to make multiple researches work.
 
@Spectral Waltz, got a few lot Jesus that's a lot of questions; I'll have my IC post up tomorrow.

Sorry in advance if any of these have been answered on the Discord.


Installation Princess are noted as being immobile, is this due to them simply not having the ability to sail or because they're bound to the installation they're powering and can't leave it? If my base was under siege and losing, could my Disdainful Dread Princess just bail and get out alive? (let's assume I've done the Organize Escape Routes project)

Does establishing a Forward Operating Base build the non-Princess version of an Installation Princess or does she get made when an Outpost is constructed?

Both of the above lead up to the following: Would it be possible for me to build a Installation to take the place of Disdainful Dread Princess so she can move/be moved to a new location where I can put that sick 'free construction action' to use on a new base?

How does the expansion process for settling new territory go? Forward Operating Base -> Construct Outpost (+module) -> further tier ups?
Surface Resource Gathering is something we all have in a module slot, but there isn't anything like that listed in the Module section of the Guide. I'm guessing it's just a Tier Zero tech that everyone has access to? What does someone do if they want to construct an Outpost with just the Surface Resource Gathering/Underwater Resource Gathering? Is that module auto-included in every base?

Just to clarify: Is salvaging what we're calling our passive income? Not sure what else Gatherer Tactics would be affecting otherwise.

Establish Surface Resource Gathering is locked behind Of The Land. Does researching that make all current S.R.G not take up a module slot? Can multiple Abyssal Factions have Mining Facilities in the same territory as long as it isn't claimed by any of them?

Can a fleet engage in multiple battles in a single turn? To expand on this, say I've tech'ed into doing Hit and Run tactics with multiple Mobility Researches, could I avoid a multi-fleet attack and hit the enemy fleet with several smaller ones (incurring a battle each time) or would I only be able to attack with all of my ships as one fleet?

I can see the above being limited by requiring a Demon+ ship to lead each fleet as the current rules stipulate. The reason I ask this is because I'm looking for ways to maximize my base focused Fortifications + Artillery Emplacements. It'd basically be fluffed as a small fleet spotting for the base while trying not to die.

Is it possible to build more than one copy of a module in a base? Can a base house more than one copy of Resource Coordination for example?

Speaking of Fortifications, when built do they always start at Tier 1 and need to be built to the same level as the base they're built in, or are they automatically built at the same Tier of the base they're in? I built Fortifications in my Harbor (Tier II) and they're listed as Tier I Fortifications (1 slot) (+2 CP). While the Guide simply has their effects listed as: Installation gains +2 CP per Tier. Am I just misinterpreting this and everyone can actually just upgrade their Fortifications Ad. Infinitum? I was just misinterpreting it wasn't I?

Under my Turn 3 Status, under my installation spoiler Surface Resource Gathering is listed as giving me (+3 resources/turn), but under the Status: part of the screen I'm listed as having an income of two point five. Also, The Installation princess gets a free 'construction' action each turn. Does that 'perk' just give you an extra action for 'construction' related things or does it also make what you're building free? Either way I think I've got more resources than listed. As I've either had an income of 2.5 for two turns resulting in a total of 5 or an income of 3 resulting in a total of 6.

Under the summoning results table, 1 Tender is listed. However, there aren't any stats for said Tender under the Ship Build Costs and Combat Scores section. What effects does a Tender offer, and is it possible to build one or can they only be summoned?

I have a Shipyard. I know it requires a Demon+ ship spending an action to initiate the building process. Is it possible to queue up four Destroyers and a Light Cruiser? Would all the ships be build co-currently or would they be built as two Destroyers, two Destroyers, and two turns later Light Cruiser? In the case of the second, and presuming multiple copies of modules being possible, would building a second Shipyard speed up long queues? Example: Action orders up four Destroyers and a Light Cruiser; the base has two Shipyards; the results would mean four Destroyers being built in one turn and the Light Cruiser taking one turn.

Is it possible to trade tech, resources, sorcery, and ships?

Did anyone notice the Part 4: Choose Starting Tech? I certainly didn't; thank you for giving me Construction I Spectral Waltz.


Pretty sure that's it for now. Thank you for being patient and dealing with all of my questions Spectral Waltz.
 
@Spectral Waltz, got a few lot Jesus that's a lot of questions; I'll have my IC post up tomorrow.

Alright... In order.

Installation Princesses are bound to their installations, they can move outside them to a limited degree but if their installation is destroyed, they die. That is their weakness and it's why they're so tough to destroy in the first place (If you've looked at their stats, even the lowest tier installations have a Suvrivability around 20 and Princesses start at around 40 iirc).

Establishing a forward operating base and establishing an outpost are the same thing, I just had two different terms for them at different times and forgot to update the one when I introduced the other. If you look at the doc now you should see the new action for 'establish installation' starting with an outpost there.

Short answer is no, long answer is yes, but not right now. Moving as an installation princess is just about impossible, but I've long intended to have a late game event or technology open up the possibility of an installation becoming mobile, Habakkuk-style. You can send a demon to go start a new non-princess installation somewhere else and that installation can work on herself as she grows, but you can't replace yourself and move your own princess elsewhere.

You start as an installation, your princess isn't going to be moving for most of the game at the least. Possibly all of the game depending how things go. That's why they get some pretty nice boosts to start.

Actually if you look in the tech tree, you'll see surface and underwater resource gathering listed there, Unlocked by the techs 'Of The Land', and 'Of The Sea'. Another slight case of confusion between old mechanics and new ones though, I've updated them, thank you for pointing out the discrepancy.

Alright, since it's clear that I've made a few goof-ups and left confusing artifacts of old rules models lying around in places, let me try to disambiguate a little. You gain resources in two ways, the first is by committing demons or your princess to performing salvage or theft operations. Salvage is more reliable but doesn't gain you much in most cases while theft can steal you more but runs risks at times. These are both considered what I guess I would call 'active resource gathering', as in you have to commit an action each turn to continuing to gain these resources. The second way is passive resource gathering, where you build an installation with a resource gathering module and it will automatically gather you that area's resource score each turn. Gatherer tactics effects both of these.

I had originally planned to have different types of bases that weren't interchangeable but realized that it got horrifyingly complicated to set things up like that and did my best to unify them under the current tiers and module system. I'm sorry for missing a few things during the clean up, but I've gone over the document again and it should all be properly set up now.

On to the questions regarding battles...

Yes. You would need a separate demon+ ship to lead each fleet but as long as you had that many demons you could attack with multiple smaller fleets in succession to wear down an enemy. You would have to be a little careful about the search rules since some of your fleets might miss the battle entirely on a poor intrigue roll but such is naval combat, things rarely go entirely to plan.

The modules are not designed around being stacked at present, so I'm not sure how that would interact with the game balance... I'll say you could try it but be prepared for me to nix that development if it gets out of hand?

You were misinterpreting, fortifications can be built up to the same tier as the base they exist in, no higher, I was originally planning for them to automatically be built at that tier but several people last turn didn't account for how building that way would multiply the cost accordingly so rather than correct them I simply built all the fortifications at tier I and found in the process that I thought it was perhaps a better way of doing that anyways. Basically, any module marked with a * next to its cost on the modules table has that cost multiplied by the installations tier because its effects are also multiplied by installations tier.

The free construction action means that the action is taken in addition to other actions, not that you do not pay resources for it. Sorry! As for your resources per turn, uh... Copy Paste Error? Thanks for pointing that out, I'll fix it.

EDIT: No I didn't fuck up your resources, you forgot that you started with 3 resources on turn one, then gained 2.5 each turn, bringing you to 8, then constructed fortifications last turn as well, bringing that 8 down to 6.

...Oh fuck I forgot to stat submarine tenders. Give me a bit on that one okay? I just need to do some other stuff with my morning before I get back to this. I'll fix that glaring oversight later.

To the building question, yes and yes... hm... I guess I did sorta account for multiple copies of some modules at least. But yes, you can queue shipyards and yes they build concurrently p, you can also use the installation princess' free construction actions to commission stuff from the shipyards, at least under current rules.

To the trade question, yes, yes, yes, and yes. You can trade things.
 
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The modules are not designed around being stacked at present, so I'm not sure how that would interact with the game balance... I'll say you could try it but be prepared for me to nix that development if it gets out of hand?
Sure, just be forgiving and refund some of the spent resources.

You were misinterpreting, fortifications can be built up to the same tier as the base they exist in, no higher, I was originally planning for them to automatically be built at that tier but several people last turn didn't account for how building that way would multiply the cost accordingly so rather than correct them I simply built all the fortifications at tier I and found in the process that I thought it was perhaps a better way of doing that anyways. Basically, any module marked with a * next to its cost on the modules table has that cost multiplied by the installations tier because its effects are also multiplied by installations tier.
How do Resource Coordination and Artillery Emplacements scale to installation tier?

The free construction action means that the action is taken in addition to other actions, not that you do not pay resources for it. Sorry! As for your resources per turn, uh... Copy Paste Error? Thanks for pointing that out, I'll fix it.

EDIT: No I didn't fuck up your resources, you forgot that you started with 3 resources on turn one, then gained 2.5 each turn, bringing you to 8, then constructed fortifications last turn as well, bringing that 8 down to 6.
My current resources are listed as being 4 and fortifications are listed as costing 4 in the guide. The IC thread has fortifications listed as costing 6 now that I look at it...

If the current listing of my resources being 4 is correct then would it be possible to refund that Fortification? I thought that the extra construction action also meant the construction cost was nullified...

Also, what happens when all the slots of a base are taken, but you want to construct something new? Slight refund on the module you're getting rid of? Just overwrite the module with everything being lost?
...Oh fuck I forgot to stat submarine tenders. Give me a bit on that one okay? I just need to do some other stuff with my morning before I get back to this. I'll fix that glaring oversight later.
No prob bob.
But yes, you can queue shipyards and yes they build concurrently p, you can also use the installation princess' free construction actions to commission stuff from the shipyards, at least under current rules.

To the trade question, yes, yes, yes, and yes. You can trade things.
Alright, good to know. Thank you for clarifying everything.

EDIT: Rolled for reseraching Specialization 1

31 + 18 (Learning) + 5 (Focused Scolars) = 54

54 + (87.5/150) == (141.5/150)
Froggo Fantastic threw 1 100-faced dice. Reason: Researching Total: 31
31 31
 
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My current resources are listed as being 4 and fortifications are listed as costing 4 in the guide. The IC thread has fortifications listed as costing 6 now that I look at it...

If the current listing of my resources being 4 is correct then would it be possible to refund that Fortification? I thought that the extra construction action also meant the construction cost was nullified...

Also, what happens when all the slots of a base are taken, but you want to construct something new? Slight refund on the module you're getting rid of? Just overwrite the module with everything being lost?

Or I may have just forgotten the price I set on fortifications, I'd just woken up and misread your sorcery as your resources. Anyways, the math still works out. 3 + 2.5 + 2.5 - 4 = 4

So counting your fortification build, 4 should be correct. If I refund it you'd lose the fortifications too, are you okay with that?

If all slots are taken you need to first spend an action demolishing whichever module you want to replace. This refunds you 25% of the Resources spent on it (rounded to the nearest half-resource)

How do Resource Coordination and Artillery Emplacements scale to installation tier?

Resource coordination... Doesn't. I'll take the star off that one.

Artillery let's you bring half the installation's CP to fights in it's sea area that don't involve it directly. That CP rises by installation tier, so the Artillery inherently scales with it

Sure, just be forgiving and refund some of the spent resources.

If I allow multiple copies of the same module and then change my mind later I'll refund all modules that would be destroyed by that change.
 
Or I may have just forgotten the price I set on fortifications, I'd just woken up and misread your sorcery as your resources. Anyways, the math still works out. 3 + 2.5 + 2.5 - 4 = 4

So counting your fortification build, 4 should be correct. If I refund it you'd lose the fortifications too, are you okay with that?
Yup, currently I'd rather have 8 resources and two open slots.
Resource coordination... Doesn't. I'll take the star off that one.

Artillery let's you bring half the installation's CP to fights in it's sea area that don't involve it directly. That CP rises by installation tier, so the Artillery inherently scales with it
Rulebook currently lists each installation with 12(0) CP.
 
I've been on vacation and lost track of the days, thought that today was thursday.

In any case, I should have given you a 24 hours warning yesterday, so instead I am giving you a 12 hour warning today. @Gorgoth @ForgottonFuture you have until 11:59PM Pacific Time today (January 4th) to submit your turns, or your factions will be passed to those next in line on the waiting list.
 
I've been on vacation and lost track of the days, thought that today was thursday.

In any case, I should have given you a 24 hours warning yesterday, so instead I am giving you a 12 hour warning today. @Gorgoth @ForgottonFuture you have until 11:59PM Pacific Time today (January 4th) to submit your turns, or your factions will be passed to those next in line on the waiting list.
Thank u.
ForgottonFuture threw 1 100-faced dice. Reason: Summoning. Total: 87
87 87
ForgottonFuture threw 1 100-faced dice. Reason: Minor Abyssals. Total: 88
88 88
 
SCIENCE 2: SCIENCE HARDER!
Gorgoth threw 2 100-faced dice. Reason: SCIENCE! Total: 169
74 74 95 95
Gorgoth threw 1 10-faced dice. Reason: Scatterbrain Total: 10
10 10
 
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