Vote tally - Terminus Quest: A CKII Mass Effect Quest

Adhoc vote count started by uju32 on Feb 6, 2018 at 5:33 PM, finished with 151 posts and 38 votes.

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uju32
Terminus Quest: A CKII Mass Effect Quest
Post #9584
Post #9734

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  • [X]Plan Bodyshop
    -[X]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
    -[X]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
    -[X]Diplomacy 1: PR, Always PR: 15,000: DC33 - Minister 11 = DC22
    -[X]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
    -[X]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
    -[X]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
    -[X]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
    -[X]Intrigue 2: Digging For Receipts: 32,000: DC56 - Minister 12= DC44
    -[X]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
    -[X]Learning 2: Dispense The Fun Coupons [Already costed into income]
    -[X]Personal 1: Personal Attention Military Outposts [Martial 24]
    -[X]Personal 2: Personal Attention Emergency Response [Learning 17]
    -[X]Personal 3: Commit Hero: Kurik, Intrigue, Databanks [Kurik: Intrigue 15]
    [X] Plan: Dealing with the Dumpster Fire
    -[X] Martial 1: Integrating Reforms: Time: 3 years. Cost: -50,000 yearly income Chance of Success: 60%
    -[X] Martial 2: Take Over the Explorer Corps: Time: 1 year. Cost: 20,000. Chance of Success: 85%.
    -[X] Diplomacy 1: Investigate the Secessionists: Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits.
    -[X] Diplomacy 2: Start My Own: Time: 1 year. Chance of Success: Variable depending on sub-options chosen. Cost: 23,000 credits.
    -[X] Stewardship 1: Rebalance Food Production: Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits.
    -[X] Stewardship 2: Build More Docks: Time: 1 year. Chance of Success: 80%. Cost: 50,000 credits.
    -[X] Intrigue 1: Digging For Receipts: Time: 1 year. Chance of Success: 45%. Cost: 32,000 credits.
    -[X] Intrigue 2: Databanks: Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits.
    -[X] Learning 1: Dispense the Fun Coupons: Time: 5 3 years locked, 10 8 years to effect. Chance of Success: 80%. Cost: -50,000 yearly income until effect.
    -[X] Learning 2: Emergency Response: Time: 1 year. Chance of Success: 50%. Cost: 50,000 credits.
    -[X] Personal 1: Personal Attention: Integrating Reforms
    -[X] Personal 2: Personal Attention: Start My Own
    -[X] Personal 3: Personal Attention: Emergency Response
    [X] Plan Stopgap Measures
    [X] Personal Attention (Emergency Response)
    [X] Plan Explorer Alternative
    - [X] Military Outposts: Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%.
    - [X] Take Over the Explorer Corps: Time: 1 year. Cost: 20,000. Chance of Success: 85%.
    - [X] Knowledge Exchange: Time: 1 year. Chance of Success: 35%. Cost: 35,000 credits.
    - [X] Investigate the Secessionists: Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits.
    - [X] Rebalance Food Production: Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits.
    - [X] Build More Docks: Time: 1 year. Chance of Success: 80%. Cost: 50,000 credits.
    - [X] Digging For Receipts: Time: 1 year. Chance of Success: 45%. Cost: 32,000 credits.
    - [X] Databanks: Time: 1 year. Chance of Success: 70%. Cost: 25,000 credits.
    - [X] Personal Attention: Knowledge Exchange.
    - [X] Take a Break: Time: 1 year. Chance of Success: 50%. Cost: Free.
    - [X] Commit Hero Unit: Captain Jamar Kurik - Databanks.
    [X] Commit a Hero: Kurik (Digging for Reciepts)
    [X] Personal Attention: Start My Own
    [X] Emergency Response: The 3rd RWF is critically low on crucial medical supplies. With many crew members still in need of urgent medical attention, the MotS absolutely needs to divert all available resources to the matter of figuring out how to synthesize those medicines using only materials from an incompatible biosphere. This is...not going to be fun. Time: 1 year. Chance of Success: 50%. Cost: 50,000 credits. Effect: Divert medical funding to make a brand-new branch of your pharmaceuticals industry appear overnight; address quarian medical problems.
    [X] Dietary Supplements: You cannot make dextro food from samples that don't exist. The quarians did not bring plants or breeding pairs of livestock with them. If you worked at it, you could rejigger your crop and slaughterhouse yields to get them a nutritionally-complete diet, but that would see them eating the same exact thing for every meal they eat during their stay here. A lot of foods Virmire produces are simply inert to quarians, or contain some but not all of the things they need to survive. Feed them that, and then produce the dietary supplements that will make that stuff nutritionally-complete. Time: 1 year. Chance of Success: 70% Cost: 40,000 credits. Effect: Produce, with the quarian medics' aid, dietary supplements to turn the varieties of food the quarians can safely eat into actual meals, solving the food crisis without forcing them to eat the same things for literally every meal.
    [X] Rebalance Food Production: Dextro-levo incompatibility is not complete, and honestly it's more a mining canary for a whole host of other issues than the core problem with quarians and levo food. Some -- a very limited some, mind -- of the foods you produce here on Virmire are edible to quarians, and if you scrape deep through the records of last year's yields, you can just barely hit, "nutritionally-complete diet," by some miracle of chance. It would mean one particular arrangement of not-very-well-coordinated foods for every single meal over the entire duration of the quarians' stay. It won't be tasty, and it'll get boring. Morale may very well become an issue eventually, but it'll feed your guests in the short term, and absent a disaster, you know you can do it. Time: 1 year. Chance of Success: 80%. Cost: 30,000 credits. Effect: Subsidize and reserve yearly batches of crops and animals that the quarians will be able to eat, solving the food crisis at the cost of making them long for the halcyon days of stale MRE's.
    [X] Colony Equipment: Assilia is as primed as it's going to be, which about means that you won't have to install orbital infrastructure yourself. Unfortunately, that's only one part of building a colony. You need to purchase the first wave of colonists' equipment -- everything needed to start constructing several small cities across the entire planet, and supply the fledgling colony in the years following its founding. Now that you're all ready to go otherwise, you'll want to take this soon. Time: 2 years. Chance of Success: 75%. Cost: 75,000 credits, -30,000 yearly income (income hit imposed at conclusion of option, persisting until Assilia Prime achieves self-sufficiency, a span of time you have no way of reliably estimating).
    [X] Investigate the Secessionists: You do not want to commit to a course of action without a full understanding of the situation. These Secessionists have one obvious goal, but there may be more, or creative approaches to solving their problems. It turns your stomach to treat with a political party, but you need information, and you doubt that they would refuse to speak with you; they're not hostile yet. Time: 1 year. Chance of Success: 72%. Cost: 15,000 credits. Effect: Approach Secessionist party leaders to get a better read on their exact wants and needs, and how your policy decisions might interact with them.
    [X] Start My Own: You disapproved of the Bill of Declaration for many reasons, and chief among them was the lack of official input you would have had regarding the final product. You are not opposed to independence; just to independence on the terms as presented. Time: 1 year. Chance of Success: Variable depending on sub-options chosen. Cost: 23,000 credits. Effect: Introduce to the Assembly your version of a Declaration of Independence, and in a sub-vote, determine what that version shall be. For everybody who really wanted to write in, "Pass, but only if-" last year, this is your chance.
    [X] Military Outposts: You've identified a few systems in Sentry Omega suitable for the establishment of dedicated military outposts. Setting up a base in one of them would establish extremely thorough ship basing and provide a secure basing point for your military deeper into the cluster. Time: 1 year. Cost: 40,000 credits. Chance of Success: 75%. Effect: Establish a permanent military presence in a system of your choice (sub-vote to follow for which). This provides a secure base within the cluster for your ships to use and provides excellent ship basing quickly. Certain systems will also provide passive benefits to background military reforms. Will provide enough docks to hold the 3rd RWF.
    [X] Marine Expansion: You have committed to an expansion of the role of your marines to allow them to conduct voidborne operations and support roles in planetary assaults. Time to send Tannuvael his funding and let him at the problem. After the disaster that occurred during the Attican Beta offensive, this has become something of a bigger project, as you're dealing with the loss of institutional veterancy as well and taking lessons learned on board. Time: 2 years. Cost: 30,000 credits. Chance of Success: 70%. Effect: Authorize the agreed-upon expansion of your marine forces into a force capable of offensive operations; marines expand. Replace losses and integrate lessons learned in doctrine and equipment.
    [X]Martial 1: Military Outposts: 40,000: DC 26 - Minister 11 = DC15
    -[X]Martial 2: Take Over The Explorer Corps: 20,000: DC16 - Minister 11 = DC5
    -[X]Diplomacy 1: PR, Always PR: 15,000: DC33 - Minister 11 = DC22
    -[X]Diplomacy 2: Approach The Secessionists: 15,000: DC29 - Minister 11 = DC18
    -[X]Stewardship 1: Expand The FDO: -35,000 Income: DC11 - Minister 10 = DC1
    -[X]Stewardship 2: Rebalance Food Production: 30,000: DC21 - Minister 10 = DC11
    -[X]Intrigue 1: Databanks: 25,000: DC31 - Minister 12= DC19
    -[X]Intrigue 2:Looking for Sponsors 33,000; DC39 - Minister 12 = DC 27
    -[X]Learning 1: Emergency Response: 50,000: DC51 - Minister 11= DC40
    -[X]Learning 2: Dispense The Fun Coupons [Already costed into income]
    -[X]Personal 1: Personal Attention Military Outposts [Martial 24]
    -[X]Personal 2: Personal Attention Emergency Response [Learning 17]
    -[X]Personal 3: Commit Hero: Kurik, Intrigue, Databanks [Kurik: Intrigue 15]
    [X] Emergency Response
    [X] Take a Break
    [X] Dispense the Fun Coupons
    [X] Looking for Sponsors
    [X] Digging for Reciepts
    [X] Rebalance Food Production
    [X] Colony Equipment
    [X] Start My Own
    [X] Investigate the Secessionists
    [X] Take Over the Explorer Corps
    [X] Military Outposts
    [X] Juggling Fire
    [X] Personal Attention: Marine Expansion
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