Let's Look at the Options:
[] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.
We lose 250c, but we are sure that our people will pull through. and they will be ready for if the Powder gangs attack. seems like a solid choice.
This also cements us as someone that takes care of our own, thereby increasing the loyalty of our gang members.
[] Your men are tough they'll pull through and be fine, no sense in spending so much money on them. Roll to see how many survive if at least one dies there's a chance of other people deserting once they find out they died because you would not pay for treatment.
Seems like a bad move overall. we save 250, but we risk losing our men, and we also risk some deserting and attaining a negative reputation within the gang.
[ ] Use your found goons to do various jobs around Goodsprings
80% chance of success, Rewards= 100c, possible loot.
Seems like a thing to do if we are low on Cash, but otherwise not relevant.
[ ] Now that you are flush with goons and have some intel on the Powder Gangers you feel pretty good about seeing if you could poke at them a bit. Start sending out skirmisher parties against Powder Ganger Groups. 50% chance at success, Reward= widdle down Powder Ganger numbers, Weapons and armour loot, caps, possible prisoners.
50% chance? I would suggest against it. Also, we need more members before we start this.
[ ] you and your gang decide to do some additional scouting missions around further from Goodsprings. 80%/60%/40% chance of success, Reward= ?? amount of caps, loot of varying value. knowledge of surrounding area.
This seems like a solid choice. Caps, loot and more importantly knowledge of the surrounding area.
[ ] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
We get caps, which is lovely, but more importantly, we also show Primm that we exist. we spread the word of our gang a bit by doing this. allowing us to be bigger than we appear, something that can make the Powder Gangers think twice before attacking us. We might even end up with a deal like the one we have with good springs.
And this also brings Primm more into focus for our gang, a town which has the hotel/casino that we can take over and use for our Main HQ.
[ ] The Black Luck Gang is not short on funds at the moment, but you don't have a lot of caps either. send some of your men to shake down travellers. 70% chance of success, Rewards= varying amount of loot and caps collected.
Seems like a risky proposition, we could run into other unsavoury elements, and there is very little money to be gained in simply shaking people down.
[ ] The presence of a Radscorpion nest so close to your town has scared the residents of Goodsprings. They are willing to hire you to kill them off as soon as possible. From watching the nest you can gather that there are three giant Radscorpions and at least six smaller ones present. If you accept this job you will have to fight them. With your current numbers and armament, you have a 50% chance of success. Rewards= 500c, Three large Radscorpion corpses, and a large number of venom glands ready for trade or use.
That went horribly last time. let's wait till we have some more men.
[ ] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
This seems like a very solid suggestion. Having someone with experience in robots is always useful. even more so if we can at some point gain more robots, free labour is always lovely.
[ ] Send some men down to Primm to buy or trade supplies and weapons. 100% chance of success, Reward= trade turn.
What do we currently have that we could be interested in selling?
[ ] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.
This seems like a very solid choice. Watchtowers, early warning System, Sniping positions. All the good stuff we could want. and 80% chance of completion sounds pretty decent.
You have one point to spend on a personal action
[ ] Work on a special attribute alone.60% chance of success +1
to a chosen attribute
[ ]S
[ ]P
[ ]E
[ ]C
[ ]I
[ ]A
[ ]L
Training is always good. but let's see if we can't find a trainer to help us do this even better first.
[ ] Try recruiting some more citizens of goods springs into your gang. 80% chance of success Reward 1d10 roll for members
Sounds lovely. and we certainly need more members.
[ ] Personally, do some jobs around town to earn some caps and perhaps if you're fortunate you might become more well-liked. 90% chance of success, Rewards= small amounts of caps and chance of increased opinion in Goodsprings.
The increase in opinion is nice, but we can do more.
[ ] Go down to the general store and see what they have in stocks, 100% chance of success, Reward= begin trade turn.
What do we currently have to sell?
Free action.
You noticed that the way you assign orders are very insufficient and might do better if you assign people to watch over particular parts of the tasks you give.
[] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)
This would enable us to delegate more, thereby do more in a shorter timeframe. sounds like an excellent suggestion. (and would most likely make it a bit easier for the QM)
[] No you can handle the workload, Reward= stick with the current system
The system works. but is not as far as I can see set up in a way that allows for easy setup of options.
So all in all.
Plan " Long Term"
[X] Pay for the treatment of your men, cost 250c, a hefty price but all your men are back up and ready to go.
[X] You now have men from Primm, send some of them back and see if anyone they know is in need of any jobs done. 80% chance of success, Reward= varying number of caps based on how well you roll.
[X] you and your gang decide to do some additional scouting missions around further from Goodsprings. 80%/60%/40% chance of success, Reward= ?? amount of caps, loot of varying value. knowledge of surrounding area.
[X] You made a deal with that robot to get his friend a way to move around. But you don't personally know anything about robotics, and neither does anyone in your gang. have Trudy in the bar and Chet in the general store put the word out that you're interested in hiring anyone with experience in robotics. 50% chance of success, Rewards= A character with the knowledge to build and modify Robots pops up.
[X] If the powder Gangers do come back you'd like to not be surprised, so you devised an early warning system. A series of watchtowers along the road that connects Goodsprings to the I 15. 80% chance of success, Reward= watchtowers from which to receive an early warning sign of an attack, also a good place to put snipers.
[X] yes assign task managers, Reward= More classic style of ck2 turns(makes it a bit easier for me to manage but I'm giving you the choice)