Vote tally - Mass Effect: The Traverse

Adhoc vote count started by Nurgle on Feb 20, 2019 at 10:24 PM, finished with 85 posts and 27 votes.

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Nurgle
Mass Effect: The Traverse
Post #1488
Post #1572

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27
85

  • [X] Plan Health and build up
    -[x] Eezo 2. Electric boogaloo:
    -[x] Ensure Healthcare:
    -[x] Volus Volus Volus?
    -[x] Acquire licence: Kassa Fabrications: High quality body armour -1100 up front cost
    -[X] Building Small:
    -[X] Establish Police
    [X] Plan Investing in Everything
    -[X] Eezo 2. Electric boogaloo: With the cavern beginning construction what next becomes apparent is that you need to get that Eezo exploited as soon as possible, or at least covered. The amount of devastation it managed in an unrefined state was immense, you don't want a repeat of that. Thankfully Nal'vatanis is more than happy to set up a second mine/refinery, although the start up cost will be greater than before due to structural instability. -2000 credits
    -[X] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure for future development like ship yards. -800 credits.
    -[X] Building Small: Now you can service pretty much any ship barring the largest monsters, but now you need to go bigger. You need to be able to actually build ships. Well, easier said than done considering the number of components that still need to be manufactured elsewhere, but it's doable. -1750 credits.
    -[X] Congressional: The Congress is humanities representative body. While you won't have a representative for a while, getting involved now may ensure that you are not forgotten as other colonies with faster growing populations get involved especially now with the current confusion and fluctuation -in how the Alliance may govern itself. -100 credits (Remind them, that we are here, also add how we are investing in shipyards to help the alliance.)
    -[X] Investment: Nal'vatanis is currently one of your biggest employers, but also one of your colonies most lucrative contacts in general. Helping them helps you, so fund them and with luck reap the rewards. -1000 credits
    -[X] Ensure Healthcare: Between the fauna, flora and eezo you need it and while it may be decent now, it will need expanding. -800 credits
    [X] Plan Military and Infrastructure Build
    [X] System Defences: You have them now, but if anything, the recent attack proves you can never have enough of them. -1200 credits
    [X] Create Infrastructure: The lifeblood of any nation. While you are confident that barring a massive battle what you have won't decay, you need to invest to improve what is there (potential decrease due to sudden expansion). -1500 credits.
    [X] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure for future development like ship yards. -800 credits.
    [X] Military Expansion: You've lost a lot of soldiers over the years. To wildlife, pirates and other threats. You need to start recruiting new ones for defence. Happy is the city that in times of peace thinks of war. -1000 credits
    [X] Building Small: Now you can service pretty much any ship barring the largest monsters, but now you need to go bigger. You need to be able to actually build ships. Well, easier said than done considering the number of components that still need to be manufactured elsewhere, but it's doable. -1750 credits.
    [X] Establish Police: Well you certainly made the right call with this one, but you are going to need to get it even beefier if you want to keep unwanted eyes away. -1200 credits.
    [X] Found new city: You've found a new massive cavern that is perfect for a large-scale settlement. Of course, it'll be a lot of effort to make, but it'll be far easier than Lightning was and will open up easy access to a new Eezo deposit. Right now you just have the population for this to work… just. -1750 credits
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