Installation Class Quest (A CK2 Style Quest)

Uber_Fail_Dinesh, I think you forgot to update the Informational regarding how many units we have now. It's only us having one of each type and no Rotor Plane aircraft.

Edit: also we are suppose to have 25 berths now, not 20.
 
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A quick look at turn 13 results shows there are 2 BB and a CV currently building which are going to finish in the next 2-3 turns. Looking at are current units it seems to me like we should fill up the open berths with a couple of heavy cruisers and battlecruisers to come online with the capitals and more destroyers to get some more numbers quickly.
 
If you say so. Most of my knowledge with naval doctrine is basically ship goes here, shoots here, then leaves.
Edit: Also, it still says Maya is our guest... is she our liaison with allied forces or what? And how much equipment do we have that we can use to equip our Gremlins? We may also wish to build some subs, if only to use them as scouts.
 
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[X] Plan: Sneaky Architecture learning.

Martial: (2 Locked) (Plus 1 from Multitasker Perk, locked for A walk on the high side for another 2 turns.)

[X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
-[X] Atlanta Class Cruiser: 20 Material, Takes 2 turns (x3)
-[X] Brooklyn Class Cruiser: 25 Material, Takes 2 turns (x3)
-[X] Baltimore Class Heavy Cruiser: 40 Material, Takes 3 turns (x2)
-[X] Gato Class Submarine: 50 Material, Takes 3 turns (x2)
-[X] Type VII Submarine: 55 Material, Takes 3 turns (x2)

[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.)

[X] A walk on the high side: Take some particularly talented Military gremlins and put them under the tutelage of the command staff. Takes 3 turns.

Diplomacy:

Not much to do really... (+1 Action to Personal)

Stewardship:

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

[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%

Intrigue:

[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] Sneaky Sneaky...: Take some Talented gremlins and have them learn high level espionage. Reward: spies that can blend in. Takes 3 turns. Chance for success 50%

Learning: (One Locked)

[X] 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. Takes 2 turns. Chance for success 65%

[X] Architecture: Take an Online course on Structural Architecture, learning the finer points in how to properly construct things. Reward: All building actions gain +10 to their rolls. Takes 3 turns. Chance for success 70%

Personal:

[X] Train a stat: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-[x] Mitchell
--[x] Learning

[X] Train a skill: Train yourself in something you feel you lack experience in. Reward: Gain 100 to chosen skill. Chance for success 100% (Repeatable)
-[x] Mitchell
--[x] Atomic Manipulation: (Grand Master) 100/250 to High Master.

[X] Personal attention: Personally take care of one project of your choosing. Reward: +15 to Success roll of ONE project. Chance for success ??? (Sneaky Sneaky...) (Repeatable)

(total cost 445 units of material.)
403 units of food remaining (+128 per turn)
122 units of material remaining (+245 per turn) (+200 from My new magic materials action.)
 
[X] Plan: Sneaky Architecture learning.

You know, a possible stewardship option could be a repair berth/pool, though I don`t know if we built one yet.
 
[X] Plan: Sneaky Architecture learning.
Well its leagues better than my plan which was just 'Moar battleships!'
 
Turn 14 Results
Turn 14 Results

Martial:

[X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
-[X] Atlanta Class Cruiser: 20 Material, Takes 2 turns (x3)
-[X] Brooklyn Class Cruiser: 25 Material, Takes 2 turns (x3)
-[X] Baltimore Class Heavy Cruiser: 40 Material, Takes 3 turns (x2)
-[X] Gato Class Submarine: 50 Material, Takes 3 turns (x2)
-[X] Type VII Submarine: 55 Material, Takes 3 turns (x2)
The Berths are quickly filled, and are on the way. The already filled berths are coming along smoothly.
Iowa Class Battleship: 2 turns
Lexington Class Aircraft Carrier: 3 turns
Yamato Class Battleship: 2 turns

[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.)
The island of Kauai has successfully been consolidated. A basic fort and defensive fortifications have been built. Now all you need to do is decide what you want to do with it...
Reward: +1 Island. Vote coming up.


[X] A walk on the high side: Take some particularly talented Military gremlins and put them under the tutelage of the command staff. Takes 3 turns.
The Training is proceeding smoothly. Your candidates have finished basic training, now all they need to do is practice to gain experience.
1 turn remaining.


Diplomacy:

SKIPPED


Stewardship:

[X] My new magic materials: Use your aptitude in atomic manipulation to create some raw materials. Reward: +200 materials. Chance of success 100% (30% to double rewards)
d100+15=56
The conversion proceeds smoothly. Nothing much else to say.
Reward: +200 Materials

[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%
d100+15=46
The preparations for the new berths go smoothly.
Reward: Progress started.


Intrigue:

[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%
d100=73
The internet is useful. You've just discovered just how adorable baby animals can be, and hope that you can find some without scaring them half to death...
Reward: Nothing horrible is happening. Baby animal videos discovered.


[X] Sneaky Sneaky...: Take some Talented gremlins and have them learn high level espionage. Reward: spies that can blend in. Takes 3 turns. Chance for success 50%
d100+15=113 (Natual Crit!)
This guy. This one guy. How did he do it? How did he manage to somehow realign the candidates to what proper espionage is, give them basic training, and help start them all on advanced techniques so quickly?! He must be some kind of savant! Maybe you should give him a medal...
Reward: 2 turns of work done in one. Potential Intrigue Gremlin Hero.


Learning:

[X] 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. Takes 2 turns. Chance for success 65%
Your gremlins now have proper transportation. Now you can reprimand them all you want for being slow in wargames!
Reward: Gremlin movements now take half time to reach destination.

[X] Architecture: Take an Online course on Structural Architecture, learning the finer points in how to properly construct things. Reward: All building actions gain +10 to their rolls. Takes 3 turns. Chance for success 70%
d100+10=88
The Course you are taking (anonymously, of course) is very interesting! Architectural standards and techniques have changed greatly from when you were last aware...
Reward: Class starts on time.


Personal:

[X] Train a stat: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
-[x] Mitchell
--[x] Learning
d100=81
d4=2
You take some time to yourself to read some research online. It's very interesting, and you learn quite a bit. It may not be helpful to you right now, but it's still cool to read.
Reward: +2 learning

[X] Train a skill: Train yourself in something you feel you lack experience in. Reward: Gain 100 to chosen skill. Chance for success 100% (Repeatable)
-[x] Mitchell
--[x] Atomic Manipulation: (Grand Master) 100/250 to High Master.
d100=76
You also take some time to sharpen your skills with Atomic Manipulation.
Reward: +100 EXP to Atomic manipulation (Now 200/250 to High Master)

[X] Personal attention: Personally take care of one project of your choosing. Reward: +15 to Success roll of ONE project. Chance for success ??? (Sneaky Sneaky...) (Repeatable)
Your extra attention pays off, even when it was mostly done for you.


403 Units of Food Remaining (+128 per turn)
322 Units of Material Remaining (+245 per turn)


(AN: Just as a friendly Author Reminder, Omakes can be sent in at any time.)
 
Island Vote 1
Through the abilities of your forces, you have successfully consolidated control on the island of Kauai. However, you still don't know what you will use the island for. What will you build?

Choose ONE of the Following:

[] An island Fortress: Create a highly defensible position, and a great mustering/fallback point for invasions. Gain +1 Martial action at a Malus of 10 to Rolls, New actions.

[] Population center: Create a place for not only your gremlins to live in large quantities, but also for humans and shipgirls to stay. Gain +1 Diplomacy action at a Malus of 10 to rolls. Can house ~30 units of military to begin, can be expanded.

[] Industrial Center: Create a place to refine and produce materials, weapons, even foodstuffs if needed. Gain +1 Stewardship Action at a Malus of 10 to Rolls, +50 Material per turn, +10 Ship Berths, +20 Food per turn

[] Spy Command Center: Create a place to house your intelligence operations. Gain +1 Intrigue Action at a Malus of 10 to Rolls, +20 to intrigue rolls (Not counting the ones that this one makes)

[] Research Center (Esoteric): Create a place to research and conduct more... out there projects. Gain +1 Piety Action at a Malus of 10 to rolls, Gain +20 to piety rolls (Not including ones made by Center).

[] Research Center (Mundane): Create a place to research projects. Gain +1 Learning action at a Malus of 10 to rolls, Gain +20 to learning rolls (Not including ones made by Center).


(AN: There will be a vote every time you consolidate an island. However, there is no way to manifest these as Installation classes.)
 
[X] Industrial Center: Create a place to refine and produce materials, weapons, even foodstuffs if needed. Gain +1 Stewardship Action at a Malus of 10 to Rolls, +50 Material per turn, +10 Ship Berths, +20 Food per turn

Honestly I want this for the berths and materials per turn
 
[X] Industrial Center: Create a place to refine and produce materials, weapons, even foodstuffs if needed. Gain +1 Stewardship Action at a Malus of 10 to Rolls, +50 Material per turn, +10 Ship Berths, +20 Food per turn

now we just need felthcher schematics.

'halp stop we have too many fletchers and not enough people to crew them' -the United states
 
[X] Spy Command Center: Create a place to house your intelligence operations. Gain +1 Intrigue Action at a Malus of 10 to Rolls, +20 to intrigue rolls (Not counting the ones that this one makes)
 
[X] Industrial Center: Create a place to refine and produce materials, weapons, even foodstuffs if needed. Gain +1 Stewardship Action at a Malus of 10 to Rolls, +50 Material per turn, +10 Ship Berths, +20 Food per turn
 
[X] Population center: Create a place for not only your gremlins to live in large quantities, but also for humans and shipgirls to stay. Gain +1 Diplomacy action at a Malus of 10 to rolls. Can house ~30 units of military to begin, can be expanded.
 
[X] An island Fortress: Create a highly defensible position, and a great mustering/fallback point for invasions. Gain +1 Martial action at a Malus of 10 to Rolls, New actions.
 
[X] Industrial Center: Create a place to refine and produce materials, weapons, even foodstuffs if needed. Gain +1 Stewardship Action at a Malus of 10 to Rolls, +50 Material per turn, +10 Ship Berths, +20 Food per turn
 
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