Installation Class Quest (A CK2 Style Quest)

WEll, we actually failed at something. Also whats this kingdom hearts quest?

Anyways, we kinda have someone to help us at least. Though I think some will find it surprising or something that Maya's back and where she was summoned at. Though at least we have a true carrier. Though kinda want a small fleet made up of ships that aren't true carriers. Maybe at most escort carriers who are still capable. Battle off Samar I believe it was. Others being aircraft subs, ones like Makon, etc.

Also, on the two corn belt fleet carriers, how would we go about summing one of them or is it by omake?
 
Yeah, our crit fail was pretty terrible considering that it meant losing out on three entire Alaska-class ships which severely reduces our firepower. However, seeing that the Abyssal Fleet has no anti-air coverage, that means the fact we summoned the Yorktown pretty much covers that loss. Still, now that we know our enemy, it's time to fill in the gaps of our fleet! And also to feed our increase in forces before we all start starving.
 
I'll just point out that Pearl has the perk Young. on her character sheet and it reads as follows. Young: and Full of potential! (Any stats gained by training are doubled)
 
Well I guess I will do a quick breakdown of the enemy fleet and what we are currently facing.

Total number of known enemy warships: 19

Types of warships:
1 Re-Class, (Aviation Battleship, very tough and Is capable of carrying aircraft in large numbers, at least according to the wiki)
3 Ta class, (Fast Battleship, can carry a few recon aircraft but that is about it. Pretty tough but not has much as the Re-class.)
4 Wo class, (Aircraft Carrier, Interesting is not capable of carrying as many aircraft as the Re-Class.)
5 chi class, (Torpedo Cruiser, Appears to be heavily dependent on their Torpedoes, at least when looking at the wiki.)
6 I class, (Destroyer, Appears that Torpedoes are their main means of causing damage but other then that, not a lot to write home about besides them being there to be cannon fodder.)

Our Advantages:
Apparent element of surprise: As far as we can tell the enemy fleet is completely unaware of us and is only thinking it will be facing the American Convoy. If we retain the element of surprise we should be able to inflict heavy damage in the first round or two of combat.

Lack of Formation and Discipline: According to recon the Enemy Fleet is not in any sort of formation and is just heading in the direction of the American Convoy. Seems the Re-Class is only one in command and does not appear to care to try and correct the lack of formation. Assuming this is not corrected by the enemy by the start of the battle we may be to use the lack of formation to easily destroy more enemy warships in the surprise attack with them being unable to cover each other along with simply cutting off individual enemies from the rest of their fleet and quickly destroying them.

Apparently absolutely No anti-air coverage: From what we have been told the Enemy fleet has no anti-air coverage this may mean that most of the enemy ships replaced their AA guns for more cannons and have disregarded the threat of enemy aircraft or they are very confident in their own aircraft. I would recommend taking out the enemy Aircraft carriers first as to attempt to gain air superiority. With the Carriers destroyed we will only have to worry about aircraft from the Re-class.


Possible advantage:
Modern jet aircraft: We right now have a wing of Modern jet bomber and a Wing of Modern Jet fighters. While it will remain to be seen I think if WW2 aircraft can go toe to toe with Abyssal aircraft then Modern jet fighters should have little trouble with the Abyssal aircraft, but this is once again remains to be seen.
-Also the QM said the Jet aircraft will be in range for the upcoming battle.

SAM Missiles: We have recently gotten SAM missiles that will work against Abyssal aircraft, Although I'm not sure if our ship-girls will be capable of using them. Will need to hear from the QM about it.

American convoy: Depending on what the Americans bring with them in the convoy and if we can convince them not to shoot at us we may not have to rely only on ourselves for the fight.

Re-class is the leader: As far as we can tell the Re-class is in command, it is possible that if we take it out then the rest of the enemy fleet will break and run. Only problem with this is that the Re-class will be quite tough to take out. So it likely will be better to simply focus on taking out most of the rest of the enemy fleet before trying to focus on her.


Our disadvantages:
Lack of numbers: Fair chance we will be able to correct this by the time of the battle but we will be mostly working with cruisers and only have one battleship although a very good one. We will likely take heavy losses if we are unable to retain element of surprise or are unable to cause heavy damage to the enemy fleet in the surprise attack.

American convoy is unprepared: At this time the American Convoy is unaware of the incoming threat and it is unknown how many warships are in the American Convoy or what kind of warships. We can try and warn them ahead of time but at high risk and with the possibility that they will not believe us. So at this time we are unable to coordination with them.

Protection mission: Our main goal is to protect the American convoy, otherwise this battle will be a loss for us even if we destroy the Abyssal fleet.


This is just may thoughts on the matter, Feel free to point out any thing i missed or did not consider. I did not make much comment on the stats of the enemy fleet because I do not know how the QM will stat the enemy ships.

I hope this will be helpful to everyone.
 
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Rumor Mill 4
Rumor Mill 4:

Rumblings in China: The Chinese Republic has been gaining some ominous rumors about it. Ever since the Abyssals first attacked, China has been hit catastrophically economically, having to completely dissolve it's communist government into an absolute democratic republic. However, there have been reports of a new group trying to restore the Chinese into a Communist regime, but only time will tell if they succeed.

Middle East Forming up!: During the Abyssal war, many radical religious groups in the middle east have tried to take advantage of the chaos and terrorize the middle east into obeying them. The culmination of this was an attack on the Egyptian president, the first female elected because they thought that she should stay at home, providing "Little Warriors" in their own words. The Egyptians did not take kindly to this, and staged an absolutely brutal counter attack that all but wiped out the terror groups. Since then, Egypt has collaborated with Israel to unify the Middle Eastern Countries into a Large union. So far it seems to be going well, but we don't know how this will affect the other powers of the world.
 
What do you mean by this?
Full democracy for china instead of communism.

The whole east vs west thing, democracy over communism, Japan over China. Nationalism. USA democracy is the true way for the world!:lol

At least star trek had ww3, here we have Japan's shipgirl supremacy against the world. Is Russia Japan's ally in this universe?
 
Turn 11
Turn 11:
With the great successes you are in a wonderful position. You are on your way to building a proper navy, plenty of food to make sure you won't starve, and exact knowledge of what the enemy looks like. Perhaps you could make an alpha strike?

Choose TWO of each:

Martial: (1 locked, can add on)

[] 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%

[] Build some stuff: Use your Factories that have been silent to churn out some machines. They will be useless until you get more gremlins, but it's better to have and not need then need and not have, right? Cost: Varied. Reward: Vehicles or weapons that can be used by new gremlins. Chance for success 85%
Costs:
[] Infantry weapons (Battalion's worth): 6 Material per Brigade
[] Armored Battalion: 14 Material per Brigade
[] Rotor Plane Squadron: 16 Material per Wing
[] Modern Jet squadron: 30 Material per Wing
[] Modern Bomber squadron: 34 Material per Wing

[] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
Costs:
[] Gearing Class Destroyer: 15 Material, Takes 1 turn
[] Fletcher Class Destroyer: 15 Material, Takes 1 turn
[] Atlanta Class Cruiser: 20 Material, Takes 2 turns
[] Brooklyn Class Cruiser: 25 Material, Takes 2 turns
[] Alaska Class Battle Cruiser: 35 Material, Takes 3 turns (will be able to be sent out for battle)
[] Yamato Class Battleship: 70 Material, Takes 5 turns (You aren't getting one in time.)
(5/15 Berths being used)

[] Beating them to the punch: Use some of your air assets to attack an enemy. Your runway can only send one at a time though, so you should choose carfully...
Reward: Mini-Battle turn. Chance of success 65%

[] Consolidation: Take some of your troops and have them occupy an island. Takes 2 turns. Reward: More land to build on. Chance for success: Varies (As there is no presence on the other islands, this will be 100%. If hostiles do take an island, this will change.)


Diplomacy:

[] Spread the word: Directly contact the American Convoy and tell them that a fleet is coming their way. (NUCLEAR OPTION) Reward: Fleet is warned and ready to fight Abyssals. Chance for success: 10% (This is the end all, be all choice because you want to stay anonymous as possible.) (Optional Action, Does NOT need to be taken)


Stewardship:

[] My new magic materials: Use your new found aptitude in manipulation atoms to create some raw materials. Reward: +200 materials. Chance of success 100% (30% to double rewards)

[] Putting the fine in refinery: Create some refineries at the resource deposits that are on the islands. Cost: 50 Material per refinery (Remember, you can put 2 per deposit.) Chance for success 75%

[] Big Bertha: Expand the Naval shipyard you have to increase production. Takes 2 turns Cost: 20 material. Reward: +5 Naval Production Slots. Chance for success 85%

[] 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%

[] MOAR FOOD!: Use some extra land you have on your island to create some extra farmland. Reward: +2 food per turn (Can be increased to +4 with introduction of farmers) Chance for success 80%

[] Write in? (Nothing too outrageous people.)


Intrigue:

[] 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%

[] 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%

[] Satellite Hijack: Hack the orbital satellites to get a much better view of the world. Reward: Global Viewpoint Chance for success 30%


Piety:

[] Soul sensor quality: Attempt to increase the fine tuning of your soul sensor to recruit higher quality spirits. Reward: Gain 50 XP in Soul sensing skill. Chance for success 55% (Chance to double rewards 30%)

[] 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%)

[] Working of the fields!: Use your abilities in soul sensing to get some farmers. They will help incredibly with food production. Reward: Roll 1d20 for farmers. For every 5 farmers starting at 1, the food production doubles. Chance for success 70%

[] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Takes 2 turns Reward: New girls to help out
Chance for Success 80%


Learning:

[] 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 75% (35% to find multiple.)

[] Taking the troops to them: Find a way to make some dedicated transports, from drop ships to Hover boats to APCs. Reward: Gremlin Movements will take half the time to reach a destination. Chance for success 65%

[] Torps: Your torpedoes have been kind of lacking, due to the total lack of torpedo capable ships. Now that you will be getting some, you can focus on upgrading them. Reward: Submarines and other Torpedo capable craft gain +10 to combat rolls. Chance of success 75%

[] Alternate energy: Make some strides into finding other sources of energy, so you don't need to utilize your oil so much. Takes 2 turns. Reward: -10 to costs of any and all projects. (This does not include troops or other units.) Chance for success 70%


Personal:

[] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)

[] Know thy friends, Know thy self: Interact with the Gremlins you have on base to better learn how they work. Reward: Increased Gremlin productiveness due to personal attention by princess. Chance for success 100% (Repeatable)

[] 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)


21 units of Food remaining

400 units of Material remaining


1 hour Moratorium before voting.
(AN: I'm almost afraid to ask this... but do you guys want me to start doing exploding criticals? Omakes will give +10 to a specific categories rolls, but not all of them.)
 
Here's what I think we should do, or some of it at least.

Martial: (1 locked, can add on)

[] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
Costs:
[] Beating them to the punch: Use some of your air assets to attack an enemy. Your runway can only send one at a time though, so you should choose carfully...
Reward: Mini-Battle turn. Chance of success 65%
[] Consolidation: Take some of your troops and have them occupy an island. Takes 2 turns. Reward: More land to build on. Chance for success: Varies (As there is no presence on the other islands, this will be 100%. If hostiles do take an island, this will change

Stewardship:


[] 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%

[] MOAR FOOD!: Use some extra land you have on your island to create some extra farmland. Reward: +2 food per turn (Can be increased to +4 with introduction of farmers) Chance for success 80%


Intrigue:

[] 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%

[] 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:

[] Working of the fields!: Use your abilities in soul sensing to get some farmers. They will help incredibly with food production. Reward: Roll 1d20 for farmers. For every 5 farmers starting at 1, the food production doubles. Chance for success 70%

[] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Takes 2 turns Reward: New girls to help out
Chance for Success 80%


Learning:

[] Torps: Your torpedoes have been kind of lacking, due to the total lack of torpedo capable ships. Now that you will be getting some, you can focus on upgrading them. Reward: Submarines and other Torpedo capable craft gain +10 to combat rolls. Chance of success 75%

[] Alternate energy: Make some strides into finding other sources of energy, so you don't need to utilize your oil so much. Takes 2 turns. Reward: -10 to costs of any and all projects. (This does not include troops or other units.) Chance for success 70%
 
Thoughts/additions/changes?

[X] Plan Tempest

Martial: (1 locked, can add on)

[X] Consolidation: Take some of your troops and have them occupy an island. Takes 2 turns. Reward: More land to build on. Chance for success: Varies (As there is no presence on the other islands, this will be 100%. If hostiles do take an island, this will change

Stewardship:


[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] MOAR FOOD!: Use some extra land you have on your island to create some extra farmland. Reward: +2 food per turn (Can be increased to +4 with introduction of farmers) Chance for success 80%


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] Working of the fields!: Use your abilities in soul sensing to get some farmers. They will help incredibly with food production. Reward: Roll 1d20 for farmers. For every 5 farmers starting at 1, the food production doubles. Chance for success 70%

[X] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Takes 2 turns Reward: New girls to help out
Chance for Success 80%


Learning:

[X] Torps: Your torpedoes have been kind of lacking, due to the total lack of torpedo capable ships. Now that you will be getting some, you can focus on upgrading them. Reward: Submarines and other Torpedo capable craft gain +10 to combat rolls. Chance of success 75%

[X] Alternate energy: Make some strides into finding other sources of energy, so you don't need to utilize your oil so much. Takes 2 turns. Reward: -10 to costs of any and all projects. (This does not include troops or other units.) Chance for success 70%

Personal:
[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)
-[X] torps
 
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[X] Plan: Build up and feeding the army's stomach.

[X] Devote 1 action from Diplomacy into martial one action into personal

Martial: (1 locked, can add on)(1 extra action from Diplomacy)

[X] (Does not take a action) Build some stuff: Use your Factories that have been silent to churn out some machines. They will be useless until you get more gremlins, but it's better to have and not need then need and not have, right? Cost: Varied. Reward: Vehicles or weapons that can be used by new gremlins. Chance for success 85%
Costs:
[X] Rotor Plane Squadron: 16 Material per Wing (Build 1)
[X] Modern Jet squadron: 30 Material per Wing (Build 1)
[X] Modern Bomber squadron: 34 Material per Wing (Build 2)
(Cost: 128)

[X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
Costs:
[X] Atlanta Class Cruiser: 20 Material, Takes 2 turns (Build 3)
[X] Brooklyn Class Cruiser: 25 Material, Takes 2 turns (build 7)
(5/25 Berths being used)
(Cost: 235)

[X] Consolidation: Take some of your troops and have them occupy an island. Takes 2 turns. Reward: More land to build on. Chance for success: Varies (As there is no presence on the other islands, this will be 100%. If hostiles do take an island, this will change.)

(Total Cost for Martial: 363)

Diplomacy:
(Actions being used for other things)

Stewardship:

[X] Big Bertha: Expand the Naval shipyard you have to increase production. Takes 2 turns Cost: 20 material. Reward: +5 Naval Production Slots. Chance for success 85%

[X] MOAR FOOD!: Use some extra land you have on your island to create some extra farmland. Reward: +2 food per turn (Can be increased to +4 with introduction of farmers) Chance for success 80%

(Total cost for Stewardship: 20)

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] Working of the fields!: Use your abilities in soul sensing to get some farmers. They will help incredibly with food production. Reward: Roll 1d20 for farmers. For every 5 farmers starting at 1, the food production doubles. Chance for success 70%

[X] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Takes 2 turns Reward: New girls to help out
Chance for Success 80%


Learning:

[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 75% (35% to find multiple.)

[X] Torps: Your torpedoes have been kind of lacking, due to the total lack of torpedo capable ships. Now that you will be getting some, you can focus on upgrading them. Reward: Submarines and other Torpedo capable craft gain +10 to combat rolls. Chance of success 75%


Personal: (1 extra action form Diplomacy)

[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] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-(Train USS Arizona)
--(Trained in Diplomacy)
(Arizona has the best stats for diplomacy at this time so I think its best to leave the talking to her.)

[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)
-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%

(Total Material cost for everything: 398)
21 units of Food remaining

2 units of Material remaining
(+175 next turn from refinery's)
 
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Oh okay I was unaware of this I'll change it in a second.

Edit: fixed. Placed it into Consolidation.
 
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Diplomacy actions go to Personal and to Stewardship
[X]Plan: USS Constitution
-[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] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
--[X] Yamato Class Battleship: 70 Material, Takes 5 turns (You aren't getting one in time.) x 1
--[X] Brooklyn Class Cruiser: 25 Material, Takes 2 turns x 4
--[X] Gearing Class Destroyer: 15 Material, Takes 1 turn x 5
-[X] Putting the fine in refinery: Create some refineries at the resource deposits that are on the islands. Cost: 50 Material per refinery (Remember, you can put 2 per deposit.) Chance for success 75%
--2 Refineries
-[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] MOAR FOOD!: Use some extra land you have on your island to create some extra farmland. Reward: +2 food per turn (Can be increased to +4 with introduction of farmers) Chance for success 80%
-[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 75% (35% to find multiple.)
-[X] Torps: Your torpedoes have been kind of lacking, due to the total lack of torpedo capable ships. Now that you will be getting some, you can focus on upgrading them. Reward: Submarines and other Torpedo capable craft gain +10 to combat rolls. Chance of success 75%
-[X] Working of the fields!: Use your abilities in soul sensing to get some farmers. They will help incredibly with food production. Reward: Roll 1d20 for farmers. For every 5 farmers starting at 1, the food production doubles. Chance for success 70%
-[X] Shipgirling: Use your abilities in soul sensing and atomic manipulation to find some ship spirits and build them some bodies. Takes 2 turns Reward: New girls to help out
Chance for Success 80%
-[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%
-[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
--USS Arizona Martial
-[X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
--Mitchel Stewardship
-[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)
--[X] Alternate energy: Make some strides into finding other sources of energy, so you don't need to utilize your oil so much. Takes 2 turns. Reward: -10 to costs of any and all projects. (This does not include troops or other units.) Chance for success 70%

Cost 380 materials.
 
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