[X] Plan: Gearing up and scouting the enemy and training to fight.
(Devote 1 action from Diplomacy placed into Martial and the other action into stewardship)
Martial:
[X] A whole new meaning of the word Projectile: Besides SAM missiles, you want to figure out how long range missiles work. They could be very useful, and you could make them even better! Cost: 15 material. Reward: Gain Cruise Missiles, which can attack targets from super long ranges. Chance for success 65%
[X] Taking a closer look: Besides knowing that there is a Re-Class leading the fleet, you know nothing about it. Send some jets to find out the exact composition and formation of the fleet. Reward: Knowledge of enemy ship types, what formation they are in. Chance for success 70%
-(We should be getting a +10 to this due to the
perk Testing Ground, which states that it gives a +10 to martial rolls when using aircraft)
[X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
Costs:
[X] Alaska Class Battle Cruiser: 35 Material, Takes 4 turns (will be able to be sent out for battle) (build 4) (Total cost 140 Materials)
175 units of Materials
(Total cost here: 155 materials, 10 materials left over for other actions)
Diplomacy:
(Convert to two extra actions)
Stewardship:
(The perk
Eye for detail: should give us a +15 to stewardship rolls.)
[X] My new magic materials: Use your new found aptitude in manipulation atoms to create some raw materials. Reward: +100 materials. Chance of success 100% (30% to double rewards)
Gain 100 to 200 materials.
New minimum total: 110 materials.
[X] You require additional Spacing: You are out of space to put the Gremlins. Make some more. Cost: 20 materials Reward: +10 to all living spaces for combat units. Chance for success 80%
[X] Big Bertha: Expand the Naval shipyard you have to increase production. Cost: 20 material. Reward: +5 Naval Production Slots. Chance for success 85%
125 units of Materials
(Total cost here: 40 material, 70 material left over for other actions)
(195 units of Material used for this turn with 70 Materials left over for next turn)
Intrigue:
[X] Truly tuning in: Listen to US military frequencies to try and find out any operations. Reward: Know what the military is doing in the next turn. Chance for success 75%
[X] The power of the internet: Go on the internet and try and find news about anything important. Reward: Civilian News tells you something useful. Chance for success 90%
Piety:
[X] Omnimancy training: Try and advance your control and knowledge of Atomic manipulation. Reward: +50 EXP to Atomic manipulation skill. Chance of success 55% (Chance to double rewards 30%)
[X] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Reward: New girls to help out
Chance for Success 80%
Learning:
(the Perk
Learned: Should give us a 10+ to learning rolls.)
[X] Blueprint diving: Go on the internet to try and find some usable blueprints for later use. Reward: Possible new ships to produce. Chance for Success 95% (55% to find multiple.)
[X] Consult your scientists: Go to the gremlin scientists that you have to get some help on an idea. Reward: New project to work on. Chance for success ???
-[X] Suggest looking into creating Anti Ship missiles (ASM for short) and Guided missile destroyer (DDG for short.)
--(Evidence, Wiki
Page for ASM's, a list of
missiles that the US has made, 2 videos of them in action
1 and
2)
---(Next the Wiki
Page for DDG's which also happens to show links to various DDG's that have been made around the world and a
video of the USS Sqruance in action.)
Personal:
[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-(Training Pearl)
--(Trained in Martial)
[X] Personal attention: Personally take care of one project of your choosing. Reward: +15 to Success roll of ONE project. Chance for success ??? (Depends on project) (Repeatable)
-Taking a closer look
21 units of Food remaining (+2 per turn)
70 units of Material remaining (+175 per turn)
Mainly wanting to make as many Alaska Class Battle Cruisers as we can make this turn seeing that this is the only turn we can do it and still expect to have them here for the fight
,
Next turn we can make focus on making some other ships but I want to get as many big guns as we can at this moment.
We may want to grab a couple of quartermasters next turn as well seeing that Ship-girls require food and we are about to make a massive expansion to our navy.
I went with placing a good deal of focus on scouting out the enemy fleet as to hopefully getting a pretty accurate number and type of enemies while hopefully avoiding alerting them to us and or losing our jets.