Vote tally - Installation Class Quest (A CK2 Style Quest)

Adhoc vote count started by Captain.Cat on Aug 16, 2018 at 11:40 PM, finished with 315 posts and 6 votes.

Tally configuration

Simple majority
Captain.Cat
Installation Class Quest (A CK2 Style Quest)
Post #1
Post #315

None
Yes
Enabled
Enabled
Enabled
Enabled
6
315

  • [X] Plan Preperation
    [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%
    [X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
    -[X] Brooklym Class Cruiser: 25 Materials, Takes 2 turns
    -[X] Alaska Class Battle Cruiser x3: 35 Material, Takes 3 turns
    [X] Big Bertha: Expand the Naval shipyard you have to increase production. Cost: 20 material. Reward: +5 Naval Production Slots. Chance for success 85%
    [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] 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] 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%)
    [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
    [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 the possibility of awakening built ships into shipgirls.
    [X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
    [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] Plan: Gearing up and scouting the enemy and training to fight.
    [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%
    [X] Naval Industry: Use some of the Blueprints you got to create some ships. Cost: Varied. Reward: Ships. Chance for success 100%
    [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)
    [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)
    [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%
    [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] 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
    [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.)
    [X] Training: Train yourself in something you feel you lack experience in. Reward: Gain 1d4 to chosen stat. Chance for success 100% (Repeatable)
    [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)
Back
Top