[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
[X] In secret. Keep this small and limited, and use the intelligence service to try and pin their their whereabouts. They surely know you'll be looking, but that's no excuse to let them see all of your moves as you make them. You need to be secret about this...albeit slow.
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
So I've been watching the game movies for Mass Effect, and I'm about four hours into Mass Effect 3. There are these spherical artifacts that appear to have belonged to the Leviathan species that have a mind control effect. Now the Anarchy Spheres aren't nearly old enough to be Leviathan tech, but the similarity is undeniable. I wonder if the precursor species that invented them based them off of a Leviathan artifact they discovered? I am firmly of the camp that the Anarchy Spheres are a desperate and half-finished attempt at creating an anti-Indoctrination defense.
So I've been watching the game movies for Mass Effect, and I'm about four hours into Mass Effect 3. There are these spherical artifacts that appear to have belonged to the Leviathan species that have a mind control effect. Now the Anarchy Spheres aren't nearly old enough to be Leviathan tech, but the similarity is undeniable. I wonder if the precursor species that invented them based them off of a Leviathan artifact they discovered? I am firmly of the camp that the Anarchy Spheres are a desperate and half-finished attempt at creating an anti-Indoctrination defense.
WOG says that the Anarchy spheres are unrelated to the Levianthans IIRC. The precursor species came up with the spheres themselves. Which reminds me we really need to finish securing that planet for future exploitation as a research slash civilian colony.
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them. No. of Votes: 40
[X] In secret. Keep this small and limited, and use the intelligence service to try and pin their their whereabouts. They surely know you'll be looking, but that's no excuse to let them see all of your moves as you make them. You need to be secret about this...albeit slow. No. of Votes: 28
[X] Manhunt. Using this Lysa's correspondence with Beka Vilar as justification, declare these women members of a terrorist organization and begin ransacking the Commonwealth for them. Institute heightened border security and, if you think you've found them, full-area lockdowns. This will certainly make them try to flee...which may be one way of finding them, granted... No. of Votes: 4
[X] Plan Protoplan v0.2.1
-[X] Start to search for them in secret right now.
--[X] Offer the coven a chance to surrender with the prospect of more lenient terms of incarceration if they do so. Make it clear to them that this offer is open for all of them together or as individuals. Even if none of them surrender, the offer might cause suspicions and paranoia to arise within the coven thus disrupting cooperation among them. Give them three days to make a decision. Give a hint that there are other possibilities besides simply imprisonment/seclusion, but be subtle and evasive so if something happens these words cannot be used against you.
--[X] Warn them: if they'll try to lie low or run away from Virmirean space, you don't go all Angry General T'Vael. But if they try to escalate...
--[X] You don't need to remind Shirna to investigate anything about second end of that dialogue, but you do it anyway. Who purchased that communicator, when, where and so on. Of course, Lisa has already got rid of the communicator, and right now she is doing everything possible to cover her tracks. But it's still possible to find at least some clues, and she is in hurry, so may make mistakes.
-[X] Request information on biological features of AY from the Republics. Also we will be happy to receive any other info about AY they want to share.
--[X] Remind them - the easier it will be for us to cope with AY's, the less likely it's will attract too much attention to the collective problem of all asari.
-[X] Let's talk to the one that's obeying the law and staying in jail.
--[X] Ask her about other members of the group. Ask her why she still in the prison.
--[X] Explain to her that a relatively peaceful solution is still possible. But if she's... whoever she considers them... begins to resist, any available means will be used.
--[X] Offer her better conditions in exchange for help.
-[X] Start to prepare two different press-conferences. One if they surrender and another - if they don't.
--[X] If they don't surrender name them "asari suprematist" terroristic group.
--[X] If they, or at least most of them, surrender (placeholder).
-[X] If they don't surrender within three days, start to search them officially.
--[X] Start referendum about starting manhunt, if at least 70% of voters say "yes, go on" - start manhunt.
--[X] After first act of terrorism or assasination attempt (not necessarily against you) start a manhunt anyway. No. of Votes: 2
[X] Plan Protoplan v0.3
-[X] Start to search for them in secret right now.
--[X] Offer the coven a chance to surrender with the prospect of more lenient terms of incarceration if they do so. Make it clear to them that this offer is open for all of them together or as individuals. Even if none of them surrender, the offer might cause suspicions and paranoia to arise within the coven thus disrupting cooperation among them. Give them three days to make a decision. Give a hint that there are other possibilities besides simply imprisonment/seclusion, but be subtle and evasive so if something happens these words cannot be used against you.
--[X] Warn them: if they'll try to lie low or run away from Virmirean space, you don't go all Angry General T'Vael. But if they try to escalate...
--[X] You don't need to remind Shirna to investigate anything about second end of that dialogue, but you do it anyway. Who purchased that communicator, when, where and so on. Of course, Lisa has already got rid of the communicator, and right now she is doing everything possible to cover her tracks. But it's still possible to find at least some clues, and she is in hurry, so may make mistakes.
--[X] Start searching from the police, medical examiners, and hospitals. They need somehow hide tracks of their "hunts", and there a best places for it. So, almost certainly there will be either Ardat-Yakshi herself, or their "thralls".
-[X] Request information on biological features of AY from the Republics. Also we will be happy to receive any other info about AY they want to share.
--[X] Remind them - the easier it will be for us to cope with AY's, the less likely it's will attract too much attention to the collective problem of all asari.
-[X] Let's talk to the one that's obeying the law and staying in jail.
--[X] Ask her about other members of the group. Ask her why she still in the prison.
--[X] Explain to her that a relatively peaceful solution is still possible. But if she's... whoever she considers them... begins to resist, any available means will be used.
--[X] Offer her better conditions in exchange for help.
-[X] Start to prepare two different press-conferences. One if they surrender and another - if they don't.
--[X] If they don't surrender name them "asari suprematist" terroristic group.
--[X] If they, or at least most of them, surrender (placeholder).
-[X] If they don't surrender within three days, start to search them officially.
--[X] Start referendum about starting manhunt, if at least 70% of voters say "yes, go on" - start manhunt.
--[X] After first act of terrorism or assasination attempt (not necessarily against you) start a manhunt anyway. No. of Votes: 1
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
[X] Officially. Issue warrants for their arrest on charges of murder and conspiracy to commit murder. Use the additional latitude to devote more resources for the search. Granted...they'll absolutely know that and how you're onto them.
Year 34: 513 GS
You never knew that time could take so long.
You sit in the waiting room outside of Ilena's hospital room, twiddling your damn thumbs. The doctors banned you from the room after you freaked out a little too hard when Ilena started screaming. You understand why; a panicking parent is no help in a birth. You maintain that your reaction was understandable and reasonable, but you do acknowledge that and why the doctors wouldn't want to deal with it.
Still, it has meant hours here, listening to Ilena strain and grunt to bring a baby into the world, and it's driving you insane.
The fact that Kirai is sitting next to you does not help your general desire to do something.
"How can you just sit there?" you grumble, glaring at the Matriarch.
"Long practice," she says, flicking to the next page on her datapad. "I have been on both ends of this before. It's an acquired skill."
With a frustrated growl, you leap to your feet and start pacing. "I want to do something. I want to help!"
"Most parents do," she replies, going back to her reading.
You pause, looking at the door. "...I feel like I'm going to screw this up," you admit.
Kirai pauses, shuts off the datapad, and looks up at you. "Why?"
"I don't know what I'm doing," you say, running a hand along your scalp. "I can lead a nation, but...being a parent? I don't understand what I need to do. I can't even be there for them without stressing out Ilena so badly it puts the baby in danger."
Kirai's lips thin. "Listen to me, Mira," she says in a tone of uncommon seriousness. "Nobody is ever ready for a child. We fool ourselves into thinking that we are, but deep down we're all going in on a mixture of uncertainty and guesswork. Being willing to admit that you'll be wrong sometimes is what makes the best parents." She raises a finger. "Just like relationships, Mira. The best ones are those maintained...by constant maintenance." She leans back. "Were I being unkind, I could tease you and say you lacked restraint. But I cannot argue that you don't try." She picks up the pad again. "You will be a fine parent-"
At that moment, the door opens, and a salarian doctor leans out, smiling. "Ah, Prime Minister? Ready for you. Please, come in."
You stare at him, gulping, before glancing Kirai's way one last time. She smiles back. "-as long as you don't forget to try."
You take a moment. You brace yourself. You nod back at her.
You enter the room.
As always, your gaze finds Ilena, but this time, it doesn't stop there. You settle on her for a heartbeat, confirming that she's all right, and then immediately move onwards, to the bundle in her arms. In a daze, you step forward, eyes fixed on it, and the little flashes of blue you catch as it shifts on Ilena's chest.
"-ira?"
You blink, looking up at Ilena. "Huh? What?"
She smiles at you, turns the bundle out towards you, and you see the baby's face. "Meet Loreia," she says.
You lean in, taking in every detail. Her crest is longer. Her skin is a pale blue, almost white, at this age. And you can see several dents where cartilage is still giving way to bone.
She's perfect.
"Hey, Loreia," you whisper, reaching up to run a finger down your cheek. "I'm your father."
Briefly, her eyes open, a flash of gorgeous blue meeting yours in one unfocused glance before they close once more.
I'll keep you safe, little one, you silently promise, eyes locked on the miraculous thing you and Ilena have made. No matter what, you will be safe. I promise.
You are now a parent.
Credit Reserves: 342,500.
Yearly Income: 489,000.
Martial: "We're in something of a precarious position. Our occupation fleet is years out, and our responsibilities have recently expanded more than ever, with our acquisition of the Maroon Sea. We should not expect to be able to commit to any aggressive actions until our effective fleet strength expands. Happily...that's everybody, right now. It'd be wonderful to have the strength to go on the offensive while the Rachni are still reeling, but unfortunately, it looks like we're stuck on the back foot as well. And, of course, we're quite occupied with construction, at the moment."
Choose 1. 1 Locked.
[ ] Another!: Since you've lost the quarians, it's time to crank out a new raiding fleet with the slack in your budget. Time: 3 years. Cost: 70,000 credits, -43,000 yearly income. Chance of Success: 90%. Effect: Get the shipyards fully spooled up once more, and build the 4th Raiding Fleet. With your shipyards choked with new orders to replace destroyed vessels, or involved in the already delayed and cost-overrun-ridden project to produce a dedicated occupation fleet, you cannot seriously begin establishment of more fleets.
[X] Occupation Patrols: If there's one thing the last few years have shown, it's that Virmire has a need for dedicated occupation forces. Presently, two-thirds of your on-paper raiding fleets are tied down suppressing rachni holdouts rather than doing their jobs, and you may see your commitments expanding, should you receive the Nubian Expanse. Get your naval design bureau to design a few dedicated bombardment vessels and order a production run. Time: 1 of 4 years complete. Cost: 85,000 credits, -43,000 yearly income. Chance of Success: 75%. Effect: Introduce dedicated bombardment vessel formations to your navy for the explicit purpose of bombarding and suppressing rachni-held worlds behind the front lines, freeing up the 1st and 2nd Raiding Fleets for battle duties.
[ ] Evacuation Procedures: You now have an evacuation plan for Eletania, but it is woefully inadequate. You cannot begin evacuation procedures every time the Rachni mount an assault on Attican Beta. It happens too frequently. It's time to review your procedures and get them up to scratch. Time: 1 year. Cost: 15,000 credits. Chance of Success: 85%. Effect: Draw up a one hour evacuation plan for the upcoming Eletania colony, its orbitals, and its army bases (including CAG headquarters) in the event of the Rachni mounting an assault.
[ ] Army Mechanization: Your Army has made the request for a massive expansion in the amount of materiel they can field, and they've drawn up plans for what they'd like. It is...extensive. Your troops are already fairly mechanized, but frankly, they've always lagged behind; what this proposal suggests is the work of years. Frankly, at this point what you need is an expansion in your industrial capacity suitable for servicing the Army's needs, but before that you need to get to work on closing the gap with what you have now and designing new equipment for the next generation of soldiers. This is a massive project, and will require an immense investment. Time: Locked until complete, 10 years at present rate. Cost: -40,000 yearly income every year option is active, reduces to -20,000 yearly income once option completes. Chance of Success: Rolled yearly; 30% for no delays, 70% for rapid pace. Effect: Acquire an army equipped to the task of seizing Rachni worlds or defending your own from Rachni assault. May not receive DD or EX modifiers.
[ ] Expand Military Shipbuilding: With the sudden, massive growth in your available resources, your shipyards are once again your bottleneck in the size of your navy. It is time to begin another round of expansion. Time: 2 years. Cost: 47,000 credits. Chance of Success: 80%. Effect: Subsidize or purchase expansions to your various shipbuilders' ability to produce the weapons of a naval war, allowing you to withstand a higher rate of production.
Diplomacy: "Congratulations, Mira. I'm so happy for you. But, as always, we have work to do. We may be in the Alliance, but our work has just begun."
Choose 2.
[ ] Legislature Maneuvers: The RC has established itself in the Assembly, and with the Assembly making their picks for the Commonwealth's Senators to the Alliance this year, you may want to act quickly to ensure that those Senators share your motivations. Prosperity is starting to make independent noises, and the Militarists are always a bit changeable, if you ignore them for too long; get on them and see if you can't get some allies on your side.. Time: 1 year. Cost: 30,000 credits. Chance of Success: 65%. Effect: Get a coalition going to oppose the Virmirean Security Party and Socialist Party's alliance, as Senatorial appointments loom.
[ ] Embassy Exchange: You never actually visited Rannoch during your state visit tour, but they have expressed some hesitant willingness to commit to an embassy exchange. Some members of your cabinet have talked about the possibility of breaking the Republic from the Citadel, with these embassies being step one. You personally think that it'd be a long time coming...but then again, despite how you often act, you are an asari... Time: 1 year. Cost: 38,000 credits. Chance of Success: 60%. Effect: Negotiate an exchange of formally embassies between yourself and the infamously isolationist Republic of Rannoch.
[ ] Alliance Allies: The Alliance has its power players like any other, and you would do well to seek out those players before events move on without you. The Commonwealth is still new to the Alliance. If you want to impress yourself as an active player, rather than a valuable piece on the board, you need to move swiftly. You were promised prominence, not agency. That, you need to earn. Time: 1 year. Cost: 40,000 credits. Chance of Success: N/A, leads to further votes and rolls. Effect: Have Councilor Shereel get to know her counterparts on the Terminus Council and start sounding out the factions for their specific agendas in the near future, and how the Commonwealth might fight into them. With Kurik's information in hand, she should be able to cut somewhat directly to the heart of things.
[ ] Good Fences: Your closest neighbor in the Terminus Alliance is the Frontier Confederacy. In terms of common interests, however, the two of you have another neighbor; the Remnant. You three are the nearest to the Rachni threat, and all have felt the sting of assault upon your home territory. It focuses the mind somewhat. The Confederacy and the Remnant are fairly weak on their own, and largely subordinate to other factions...but it occurs that you bring a sharp injection of strength to your set of common interests... Time: 1 year. Cost: 32,000 credits. Chance of Success: 70%. Effect: Reach out to your closest neighbors and most co-interested allies, seeking to discuss your common interests and establish closer ties.
[ ] The Commonwealth Call For Aid: Your military strength was one of the things that the Alliance wanted to acquire. However, your obligations have expanded massively just as you've taken significant casualties. Instruct Shereel to bring a proposal before the Council requesting aid for the Commonwealth in reestablishing and expanding its fleets...although the Joint Fleets need to be rebuilt as well. Time: 1 year. Cost: 10,000 credits. Chance of Success: 10%. Effect: Acquire aid for expanding and maintaining your military.
Stewardship: "I feel as if I can breathe again after years of being smothered. We have so many more options, now! Mira, things are going to be much better, now. We're going to build a good galaxy for your daughter."
Choose 2.
[ ] Space Cops: With the resumption of galactic trade, the Commonwealth is officially behind the curve on enforcing your laws on the tide of traffic now returning to your system. Worse, with your military shipyards chokes with war-critical orders already, there's no chance of founding a paramilitary-capable space force to handle interstellar law enforcement. Still, you need something, and the need only grows greater with each passing year. Time: 1 year. Cost: 30,000 credits. Chance of Success: 70%. Effect: Authorize the creation of an interstellar law enforcement agency. Given the present bottlenecks in military production, the resulting branch will be built unarmed, or armed only to civilians standards, and will not be capable of reliably serving a paramilitary role.
[ ] Power Is Power: You have recently cracked power generation principles from Yulair technology offering a staggering improvement in gains. You, quite frankly, cannot afford not to roll it out as widely as possible. Time: 3 years. Cost: 75,000 credits. Chance of Success: 70%. Effect: Better warships, +40,000 yearly income.
[ ] Military Production Expansion: While more typically the preserve of the MoW, the MoW is somewhat overstretched, at the moment, and the MoF is always interested in the labor-intensive work of building arms factories, so Lissa has volunteered to handle the work of expanding production for the Army. Time: 3 years. Cost: 87,000 credits. Chance of Success: 75%. Effect: Double the rate of advancement on the, "Army Mechanization," action thanks to improved industrial capacity.
[ ] Social Programs: The political alliance between the VSP and SP concerns you, in that it shows that you cannot rely on significant differences to keep your opponents from uniting against you. However, it can't be stable. If you were to undercut the SP's opposition to your initiatives by enacting some of their proposals through the Ministry of Finance, you could drive a wedge between them and the VSP. One of their big talking points at the moment is an expansion in what you will admit is your embarrassingly anemic unemployment subsidies. Time: 2 years. Cost: -32,000 yearly income (under present conditions). Effect: Expand and fund your unemployment benefits, undercutting the SP's opposition to your policies. With the Crash in living memory, this is not a difficult sell, and even the Prosperity Party won't complain too hard.
Intrigue: "Well, Prime Minister, we have stopped the bleeding. I would say that we have the personnel to be getting on with our duties now. And I will admit-" gshk "-my failure in allowing it to get this bad. We have fallen desperately behind, and will need to play catch-up, now.."
Choose 2.
[ ] Purge the Embassies: It is not a question of if your foreign embassies are compromised. They have not had intelligence commands on site for an extended period of time. They are compromised. You need to find, flip, or expel those who have been subverted by foreign agents, and finally get your people in place. You are certainly leaking information like a sieve right now. Time: 1 year. Cost: 31,000 credits. Chance of Success: 65%. Effect: Secure your embassies and ascertain the extent of the damage in terms of foreign infiltration.
[ ] Following Up: You'd kill Kurik if he wasn't so useful. Unfortunately, he is useful and he's given you an in on Omega. Twig Shurna to it and see if she can't do something to follow up with the woman and seek out additional opportunities...presuming that the opportunity has not closed. Time: 2 years. Cost: 22,500 credits. Chance of Success: 60%. Effect: Take the opening that idiot Kurik gave you, and try to push yourself onto Omega.
[ ] Establish An Spy Academy: You were paralyzed, in recent years, by a lack of personnel for your intelligence branch. You've fixed it for now, but you want never to deal with that sort of headache again. Shurna's present model is almost an apprenticeship system; applicants need a sponsor, who will be responsible for their training. Your ex-Lystheni recruiters are, politely, horrified by the inefficiency of this. Get those recruiters to work on formalizing your recruitment, and make sure Shurna actually listens to them. Time: 3 years. Cost: -35,000 yearly income. Chance of Success: 70%. Effect: Establish an academy for the training of new intelligence personnel, ensuring a steady flow of new recruits.
[ ] Support and Analysis: You have fearsome SIGINT capabilities, and your Lystheni helpers are working on your deficiencies in SAPINT. However, another personnel-intensive job that has suffered until now is analysis. This is another area where Shurna admits her methods have caused her to fall behind. She just needs more support staff to go to work on improving your ability to collate information into a usable form. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 65%. Effect: Expand the MoI's Analysis Division, greatly improving your efficiency in turning tips into actionable intelligence.
[ ] Go Hunting: There is a coven of ardat-yakshi loose, and aware of the conflict between you and them. You must act to find them now, before they go underground. Time: 1 year. Cost: 15,000 credits. Chance of Success: 45%. Effect: Find the ardat-yakshi coven before they finish covering their tracks and going fully underground.
Learning: "Well, Prime Minister, with the immediate fires put out, I think it is time to begin focusing on educational affairs. I believe that we-" gshk "-have waiting on this quite long enough. It's not getting any shorter of a task. Let's get something going. Of course, there is also the matter of Xibek Sha...and the Anarchy Spheres we pulled from its surface."
Choose 2.
[ ] Military Schools: While your educational system must, first and foremost, be for education, your decision to emphasize skills valuable to the military demands certain aesthetics. One of your current series of test bed schools trains promising candidates for enlisted or officer service starting in mid-to-late adolescence. While your other test beds are closing down now, expand this set and formally adopt it into your school system. Time: 4 years. Cost: -40,000 yearly income. Chance of Success: 80%. Effect: Establish the specialized academies needed to produce trained recruits for the military right at the cusp of adulthood.
[ ] Curriculum Review: Your main-track schools have been integrating lessons learned from the test bed branches throughout the testing process. This makes it a somewhat simpler task to begin the final overhaul, but the sheer scale is still an issue. This will be a long process. Happily, after a certain amount of time you'll be able to turn it over to the experts on the ground. Time: 3 years locked, 7 years to completion. Cost: -15,000 yearly income. Chance of Success: 75%. Effect: Finish the process of integrating your new reforms to Virmire's new school system, instilling the desired overall martial tendency and giving staff the tools they need to identify promising military candidates early.
[ ] Destructive Testing: The Anarchy Sphere you originally found in Sikel has yielded little data, as of yet, but you have recently acquired an additional seventy-three of them. This opens up options for more destructive testing, prying them apart to see how they work. Time: 2 years. Cost: 1d10 anarchy spheres, 26,000 credits. Chance of Success: Progress, [52/???]. Effect: Significantly advance understanding of the anarchy spheres. Slightly increased risk of containment breaches.
[ ] The Home of the Yulair: You have a massive and organized expedition on the Yulair home world of Xibek Sha Prime already, but after finding that many spheres on the surface, you kind of feel like kicking additional resources their way. Time: 1 year. Cost: 38,000 credits. Chance of Success: 65%. Effect: Improve the background research rolls relating to Xibek Sha Prime on any roll, and gain immediate insight on a success.
Personal: "Mira, there is a grave threat on Virmire. We must hunt down this coven and ensure they cannot remain a threat. I have also transferred Agent Shalaya to your personal protection detail on a permanent basis, as you requested."
Choose 3.
[ ] Personal Attention: Sometimes, a project needs all hands on deck, including yours. Time: 1 year. Chance of Success: Automatic. Cost: Free. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Martial for Martial actions) to the success roll. You may not apply this to a given action more than once.
[ ] Speak To the People: You have the support of the people, and should never take it for granted. Time: 1 year. Chance of Success: 50%. Cost: 1,000 credits. Effect: Run a series of public broadcasts. Raise popularity with the populace by justifying administration decisions and being a visible and accessible public presence. A happier populace allows a deeper recruiting pool, for when you need it, as well as being just generally better. It would be advisable to spend some time on this or a similar option whenever re-election is near.
[ ] Take a Break: You are a parent, now, and your daughter is perfect. You want to spend all the time with her you can, and with Ilena -- the two of you are formally bonded now, after all. Time: 1 year. Chance of Success: 50%. Cost: Free. Effect: Take a step back from work, clear your schedule, and take a Goddess-damned vacation. Possible stat or trait gain; possible relationship gain with advisers or people of importance. Trait gain/stat growth for Loreia.
[ ] Commit Hero Unit (Name, Option): Heroes are potent, but somewhat unreliable. By ordering a Minister to get the best people you have on deck, you can nail them down and ensure that they'll commit to a project, if at the cost of preventing them from affecting any others. Time: 1 year. Chance of Success: Automatic. Cost: Free. Effect: Commit the selected hero unit to the option of your choice rather than risk the luck of the dice, as long as it's within their specialty. Their characteristic bonus will be added to your roll for that option, but the hero unit will not be able to affect any other options for the year. May only be chosen once per hero unit. Write in hero name and applied option in their respective fields.
[ ] Visit Li'Sai [Personally/Kirai/Marae/Lissa/K'Sharr/Kurik/Shurna/Shalaya]: According to what you've found, Cyntha Li'Sai, reviled serial killer, was in fact an ardat-yakshi all along, hiding her kills as being done through medical means. She is still in prison today...and ardat-yakshi have power over the unwary. Secure the facility in which she sits and go to find out what this woman knows. Time: 1 year. Chance of Success: 85% for personal safety, 35% for actionable intelligence. Cost: Risk. Effect: Try to use Li'Sai to try and find out what the others are doing. The person selected as the subject of the vote is the one to conduct the questioning, and their primary stat will be the one that modifies the roll.
MANUAL MORATORIUM; APPROVAL VOTING.
All right, folks, here we go again! I hope you've enjoyed the update! Comments welcome!
I hope you're ready for more yearly turns, because we have some juicy options this time. As ever, write-ins are welcome, albeit moderated. Have fun!
Well, an expedite on Military Shipbuilding is a must, since that would probably also knock off a year or two on occupation patrols(and we can't actually take any more ship options without it!). Actually, huh. @PoptartProdigy if we expedite more shipyards at the same time we do Space cops, will we actually be able to arm them?
Intrigue: "Well, Prime Minister, we have stopped the bleeding. I would say that we have the personnel to be getting on with our duties now. And I will admit-" gshk "-my failure in allowing it to get this bad. We have fallen desperately behind, and will need to play catch-up, now.."
Choose 2.
[ ] Purge the Embassies: It is not a question of if your foreign embassies are compromised. They have not had intelligence commands on site for an extended period of time. They are compromised. You need to find, flip, or expel those who have been subverted by foreign agents, and finally get your people in place. You are certainly leaking information like a sieve right now. Time: 1 year. Cost: 31,000 credits. Chance of Success: 65%. Effect: Secure your embassies and ascertain the extent of the damage in terms of foreign infiltration.
[ ] Following Up: You'd kill Kurik if he wasn't so useful. Unfortunately, he is useful and he's given you an in on Omega. Twig Shurna to it and see if she can't do something to follow up with the woman and seek out additional opportunities...presuming that the opportunity has not closed. Time: 2 years. Cost: 22,500 credits. Chance of Success: 60%. Effect: Take the opening that idiot Kurik gave you, and try to push yourself onto Omega.
[ ] Establish An Spy Academy: You were paralyzed, in recent years, by a lack of personnel for your intelligence branch. You've fixed it for now, but you want never to deal with that sort of headache again. Shurna's present model is almost an apprenticeship system; applicants need a sponsor, who will be responsible for their training. Your ex-Lystheni recruiters are, politely, horrified by the inefficiency of this. Get those recruiters to work on formalizing your recruitment, and make sure Shurna actually listens to them. Time: 3 years. Cost: -35,000 yearly income. Chance of Success: 70%. Effect: Establish an academy for the training of new intelligence personnel, ensuring a steady flow of new recruits.
[ ] Support and Analysis: You have fearsome SIGINT capabilities, and your Lystheni helpers are working on your deficiencies in SAPINT. However, another personnel-intensive job that has suffered until now is analysis. This is another area where Shurna admits her methods have caused her to fall behind. She just needs more support staff to go to work on improving your ability to collate information into a usable form. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 65%. Effect: Expand the MoI's Analysis Division, greatly improving your efficiency in turning tips into actionable intelligence.
[ ] Go Hunting: There is a coven of ardat-yakshi loose, and aware of the conflict between you and them. You must act to find them now, before they go underground. Time: 1 year. Cost: 15,000 credits. Chance of Success: 45%. Effect: Find the ardat-yakshi coven before they finish covering their tracks and going fully underground.
Uh oh, the MoI is leaking. That can't be good for infosec!
So many things to build! Shipyards and Factories and Space Cops, oh my!
Given our little joint offensive I think we've bought ourselves a bit of a breather, so now's probably the time to start knocking down the various long-term benefit projects like Shipbuilding, Military Production and the two education reforms? We can skip out on improving our unemployment welfare by creating thousands of new jobs instead
[ ] Power Is Power: You have recently cracked power generation principles from Yulair technology offering a staggering improvement in gains. You, quite frankly, cannot afford not to roll it out as widely as possible. Time: 3 years. Cost: 75,000 credits. Chance of Success: 70%. Effect: Better warships, +40,000 yearly income.
Whoo new turn alright space cops,power is power ,visit Li'sai, and hunting the Ardat are the main actions on my wishlist although I can understand holding off the last one until post interrogation of Li'sai on the chance it might modify the CoS.
ok... quick thoughts: we need more ships. A LOT more ships. we also need to pursue the AY, do something about the schools, we probably should expedite something...
yeah, we don't lack things to do.
...COLOR CODED ANALYSIS, GO!
Greens= must have Yellow= good if there are no green Red= fuck no. blue= in progress
Martial:
Choose 1. 1 Locked.
[ ] Another!: Since you've lost the quarians, it's time to crank out a new raiding fleet with the slack in your budget. Time: 3 years. Cost: 70,000 credits, -43,000 yearly income. Chance of Success: 90%. Effect: Get the shipyards fully spooled up once more, and build the 4th Raiding Fleet. With your shipyards choked with new orders to replace destroyed vessels, or involved in the already delayed and cost-overrun-ridden project to produce a dedicated occupation fleet, you cannot seriously begin establishment of more fleets.
not an option.
[X] Occupation Patrols: If there's one thing the last few years have shown, it's that Virmire has a need for dedicated occupation forces. Presently, two-thirds of your on-paper raiding fleets are tied down suppressing rachni holdouts rather than doing their jobs, and you may see your commitments expanding, should you receive the Nubian Expanse. Get your naval design bureau to design a few dedicated bombardment vessels and order a production run. Time: 1 of 4 years complete. Cost: 85,000 credits, -43,000 yearly income. Chance of Success: 75%. Effect: Introduce dedicated bombardment vessel formations to your navy for the explicit purpose of bombarding and suppressing rachni-held worlds behind the front lines, freeing up the 1st and 2nd Raiding Fleets for battle duties.
already in progress.
[ ] Evacuation Procedures: You now have an evacuation plan for Eletania, but it is woefully inadequate. You cannot begin evacuation procedures every time the Rachni mount an assault on Attican Beta. It happens too frequently. It's time to review your procedures and get them up to scratch. Time: 1 year. Cost: 15,000 credits. Chance of Success: 85%. Effect: Draw up a one hour evacuation plan for the upcoming Eletania colony, its orbitals, and its army bases (including CAG headquarters) in the event of the Rachni mounting an assault.
Good to have, but not urgent.
[ ] Army Mechanization: Your Army has made the request for a massive expansion in the amount of materiel they can field, and they've drawn up plans for what they'd like. It is...extensive. Your troops are already fairly mechanized, but frankly, they've always lagged behind; what this proposal suggests is the work of years. Frankly, at this point what you need is an expansion in your industrial capacity suitable for servicing the Army's needs, but before that you need to get to work on closing the gap with what you have now and designing new equipment for the next generation of soldiers. This is a massive project, and will require an immense investment. Time: Locked until complete, 10 years at present rate. Cost: -40,000 yearly income every year option is active, reduces to -20,000 yearly income once option completes. Chance of Success: Rolled yearly; 30% for no delays, 70% for rapid pace. Effect: Acquire an army equipped to the task of seizing Rachni worlds or defending your own from Rachni assault. May not receive DD or EX modifiers.
We should first expand our idustrial capacity
[ ] Expand Military Shipbuilding: With the sudden, massive growth in your available resources, your shipyards are once again your bottleneck in the size of your navy. It is time to begin another round of expansion. Time: 2 years. Cost: 47,000 credits. Chance of Success: 80%. Effect: Subsidize or purchase expansions to your various shipbuilders' ability to produce the weapons of a naval war, allowing you to withstand a higher rate of production.
This. SO MUCH THIS.
There are no words to say how much we need this one. We might even want to expedite the action, though that might be better used on a longer action.
tl;dr: more ship building is a must.
Diplomacy:
Choose 2.
[ ] Legislature Maneuvers: The RC has established itself in the Assembly, and with the Assembly making their picks for the Commonwealth's Senators to the Alliance this year, you may want to act quickly to ensure that those Senators share your motivations. Prosperity is starting to make independent noises, and the Militarists are always a bit changeable, if you ignore them for too long; get on them and see if you can't get some allies on your side.. Time: 1 year. Cost: 30,000 credits. Chance of Success: 65%. Effect: Get a coalition going to oppose the Virmirean Security Party and Socialist Party's alliance, as Senatorial appointments loom.
Especially in the beginning making sure that senators and councilors are willing to work together will be highly important.
[ ] Embassy Exchange: You never actually visited Rannoch during your state visit tour, but they have expressed some hesitant willingness to commit to an embassy exchange. Some members of your cabinet have talked about the possibility of breaking the Republic from the Citadel, with these embassies being step one. You personally think that it'd be a long time coming...but then again, despite how you often act, you are an asari... Time: 1 year. Cost: 38,000 credits. Chance of Success: 60%. Effect: Negotiate an exchange of formally embassies between yourself and the infamously isolationist Republic of Rannoch.
while I'd like to continue building up our relationship with the Quarians we should focus on alliance-related things for a bit. We can't make unilateral agreements with the Quarians anyway now, we need to go through the alliance for anything really important.
[ ] Alliance Allies: The Alliance has its power players like any other, and you would do well to seek out those players before events move on without you. The Commonwealth is still new to the Alliance. If you want to impress yourself as an active player, rather than a valuable piece on the board, you need to move swiftly. You were promised prominence, not agency. That, you need to earn. Time: 1 year. Cost: 40,000 credits. Chance of Success: N/A, leads to further votes and rolls. Effect: Have Councilor Shereel get to know her counterparts on the Terminus Council and start sounding out the factions for their specific agendas in the near future, and how the Commonwealth might fight into them. With Kurik's information in hand, she should be able to cut somewhat directly to the heart of things.
the action itself expresses how we need to move swiftly. This is maybe the most time sensitive of the diplo actions.
[ ] Good Fences: Your closest neighbor in the Terminus Alliance is the Frontier Confederacy. In terms of common interests, however, the two of you have another neighbor; the Remnant. You three are the nearest to the Rachni threat, and all have felt the sting of assault upon your home territory. It focuses the mind somewhat. The Confederacy and the Remnant are fairly weak on their own, and largely subordinate to other factions...but it occurs that you bring a sharp injection of strength to your set of common interests... Time: 1 year. Cost: 32,000 credits. Chance of Success: 70%. Effect: Reach out to your closest neighbors and most co-interested allies, seeking to discuss your common interests and establish closer ties.
If we weren't that busy and pressed for time with both councilors and senators I'd gladly take this. This seems like the obvious start of our own power block inside the Alliance. Hopefully we can talk with them next turn.
[ ] The Commonwealth Call For Aid: Your military strength was one of the things that the Alliance wanted to acquire. However, your obligations have expanded massively just as you've taken significant casualties. Instruct Shereel to bring a proposal before the Council requesting aid for the Commonwealth in reestablishing and expanding its fleets...although the Joint Fleets need to be rebuilt as well. Time: 1 year. Cost: 10,000 credits. Chance of Success: 10%. Effect: Acquire aid for expanding and maintaining your military.
only 10%? are you joking? pass.
tl;dr: councilors and senators are time sensitive enough that they're obvious picks.
Stewardship:
Choose 2.
[ ] Space Cops: With the resumption of galactic trade, the Commonwealth is officially behind the curve on enforcing your laws on the tide of traffic now returning to your system. Worse, with your military shipyards chokes with war-critical orders already, there's no chance of founding a paramilitary-capable space force to handle interstellar law enforcement. Still, you need something, and the need only grows greater with each passing year. Time: 1 year. Cost: 30,000 credits. Chance of Success: 70%. Effect: Authorize the creation of an interstellar law enforcement agency. Given the present bottlenecks in military production, the resulting branch will be built unarmed, or armed only to civilians standards, and will not be capable of reliably serving a paramilitary role.
We're behind with this, and the need for it is only going to rise with every turn we wait.
[ ] Power Is Power: You have recently cracked power generation principles from Yulair technology offering a staggering improvement in gains. You, quite frankly, cannot afford not to roll it out as widely as possible. Time: 3 years. Cost: 75,000 credits. Chance of Success: 70%. Effect: Better warships, +40,000 yearly income.
A massive increase in the quality of our fleets, and we might consider sharing it (for the right price obviously) with the rest of the alliance. This is probably a must.
[ ] Military Production Expansion: While more typically the preserve of the MoW, the MoW is somewhat overstretched, at the moment, and the MoF is always interested in the labor-intensive work of building arms factories, so Lissa has volunteered to handle the work of expanding production for the Army. Time: 3 years. Cost: 87,000 credits. Chance of Success: 75%. Effect: Double the rate of advancement on the, "Army Mechanization," action thanks to improved industrial capacity.
Definitely not as urgent as the other actions. The fleets come before the army anyway.
[ ] Social Programs: The political alliance between the VSP and SP concerns you, in that it shows that you cannot rely on significant differences to keep your opponents from uniting against you. However, it can't be stable. If you were to undercut the SP's opposition to your initiatives by enacting some of their proposals through the Ministry of Finance, you could drive a wedge between them and the VSP. One of their big talking points at the moment is an expansion in what you will admit is your embarrassingly anemic unemployment subsidies. Time: 2 years. Cost: -32,000 yearly income (under present conditions). Effect: Expand and fund your unemployment benefits, undercutting the SP's opposition to your policies. With the Crash in living memory, this is not a difficult sell, and even the Prosperity Party won't complain too hard.
As the action says, our unemployment policies are honestly embarassing, and can make us somewhat look bad to other polities too. We should really address them.
Disrupting our political opponents (especially during the senators's appointment) is just a nice extra.
tl;dr: three greens and only two slots. I'd tentatively go for social programs and space cops simply because they feel more urgent. Power is power can likely wait more than the other two.
Intrigue:
Choose 2.
[ ] Purge the Embassies: It is not a question of if your foreign embassies are compromised. They have not had intelligence commands on site for an extended period of time. They are compromised. You need to find, flip, or expel those who have been subverted by foreign agents, and finally get your people in place. You are certainly leaking information like a sieve right now. Time: 1 year. Cost: 31,000 credits. Chance of Success: 65%. Effect: Secure your embassies and ascertain the extent of the damage in terms of foreign infiltration.
We can't allow free reign to foreign agents.
[ ] Following Up: You'd kill Kurik if he wasn't so useful. Unfortunately, he is useful and he's given you an in on Omega. Twig Shurna to it and see if she can't do something to follow up with the woman and seek out additional opportunities...presuming that the opportunity has not closed. Time: 2 years. Cost: 22,500 credits. Chance of Success: 60%. Effect: Take the opening that idiot Kurik gave you, and try to push yourself onto Omega.
[ ] Establish An Spy Academy: You were paralyzed, in recent years, by a lack of personnel for your intelligence branch. You've fixed it for now, but you want never to deal with that sort of headache again. Shurna's present model is almost an apprenticeship system; applicants need a sponsor, who will be responsible for their training. Your ex-Lystheni recruiters are, politely, horrified by the inefficiency of this. Get those recruiters to work on formalizing your recruitment, and make sure Shurna actually listens to them. Time: 3 years. Cost: -35,000 yearly income. Chance of Success: 70%. Effect: Establish an academy for the training of new intelligence personnel, ensuring a steady flow of new recruits.
[ ] Support and Analysis: You have fearsome SIGINT capabilities, and your Lystheni helpers are working on your deficiencies in SAPINT. However, another personnel-intensive job that has suffered until now is analysis. This is another area where Shurna admits her methods have caused her to fall behind. She just needs more support staff to go to work on improving your ability to collate information into a usable form. Time: 2 years. Cost: -30,000 yearly income. Chance of Success: 65%. Effect: Expand the MoI's Analysis Division, greatly improving your efficiency in turning tips into actionable intelligence.
I don't think we can afford any of those. I'd really want to start the two expansion actions, but I don't think we can ignore either of the two security threaths we have.
[ ] Go Hunting: There is a coven of ardat-yakshi loose, and aware of the conflict between you and them. You must act to find them now, before they go underground. Time: 1 year. Cost: 15,000 credits. Chance of Success: 45%. Effect: Find the ardat-yakshi coven before they finish covering their tracks and going fully underground.
this is the obvious one. The sooner we solve the AY problem the better.
Learning:
Choose 2.
[ ] Military Schools: While your educational system must, first and foremost, be for education, your decision to emphasize skills valuable to the military demands certain aesthetics. One of your current series of test bed schools trains promising candidates for enlisted or officer service starting in mid-to-late adolescence. While your other test beds are closing down now, expand this set and formally adopt it into your school system. Time: 4 years. Cost: -40,000 yearly income. Chance of Success: 80%. Effect: Establish the specialized academies needed to produce trained recruits for the military right at the cusp of adulthood.
[ ] Curriculum Review: Your main-track schools have been integrating lessons learned from the test bed branches throughout the testing process. This makes it a somewhat simpler task to begin the final overhaul, but the sheer scale is still an issue. This will be a long process. Happily, after a certain amount of time you'll be able to turn it over to the experts on the ground. Time: 3 years locked, 7 years to completion. Cost: -15,000 yearly income. Chance of Success: 75%. Effect: Finish the process of integrating your new reforms to Virmire's new school system, instilling the desired overall martial tendency and giving staff the tools they need to identify promising military candidates early.
We HAVE to take at least one of these two, and we might want to consider adding an expedite too. I think we should still have the free one from studying asari education, which would mean we can bring either of the actions from 3-4 years to 1 (not sure if the 7 years get halved as well, though I think so)
Curriculum review is probably more important of the two, as it's the one about integrating the various reforms.
[ ] Destructive Testing: The Anarchy Sphere you originally found in Sikel has yielded little data, as of yet, but you have recently acquired an additional seventy-three of them. This opens up options for more destructive testing, prying them apart to see how they work. Time: 2 years. Cost: 1d10 anarchy spheres, 26,000 credits. Chance of Success: Progress, [52/???]. Effect: Significantly advance understanding of the anarchy spheres. Slightly increased risk of containment breaches.
[ ] The Home of the Yulair: You have a massive and organized expedition on the Yulair home world of Xibek Sha Prime already, but after finding that many spheres on the surface, you kind of feel like kicking additional resources their way. Time: 1 year. Cost: 38,000 credits. Chance of Success: 65%. Effect: Improve the background research rolls relating to Xibek Sha Prime on any roll, and gain immediate insight on a success.
they're both not as urgent as the system AND the anarchy spheres are currently safe enough. We could take one of these with one of the school options though.
tl;dr: we HAVE to start at least one of the two school actions, possibly both. An expedite might be nice as well, and I think we still have the free one.
Personal: "Mira, there is a grave threat on Virmire. We must hunt down this coven and ensure they cannot remain a threat. I have also transferred Agent Shalaya to your personal protection detail on a permanent basis, as you requested."
Choose 3.
[ ] Personal Attention: Sometimes, a project needs all hands on deck, including yours. Time: 1 year. Chance of Success: Automatic. Cost: Free. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Martial for Martial actions) to the success roll. You may not apply this to a given action more than once.
[ ] Commit Hero Unit (Name, Option): Heroes are potent, but somewhat unreliable. By ordering a Minister to get the best people you have on deck, you can nail them down and ensure that they'll commit to a project, if at the cost of preventing them from affecting any others. Time: 1 year. Chance of Success: Automatic. Cost: Free. Effect: Commit the selected hero unit to the option of your choice rather than risk the luck of the dice, as long as it's within their specialty. Their characteristic bonus will be added to your roll for that option, but the hero unit will not be able to affect any other options for the year. May only be chosen once per hero unit. Write in hero name and applied option in their respective fields.
One of these should be the third action. Not sure which (or to boost what) though.
[ ] Speak To the People: You have the support of the people, and should never take it for granted. Time: 1 year. Chance of Success: 50%. Cost: 1,000 credits. Effect: Run a series of public broadcasts. Raise popularity with the populace by justifying administration decisions and being a visible and accessible public presence. A happier populace allows a deeper recruiting pool, for when you need it, as well as being just generally better. It would be advisable to spend some time on this or a similar option whenever re-election is near.
elections are not close, and we have other priorities.
[ ] Take a Break: You are a parent, now, and your daughter is perfect. You want to spend all the time with her you can, and with Ilena -- the two of you are formally bonded now, after all. Time: 1 year. Chance of Success: 50%. Cost: Free. Effect: Take a step back from work, clear your schedule, and take a Goddess-damned vacation. Possible stat or trait gain; possible relationship gain with advisers or people of importance. Trait gain/stat growth for Loreia.
We're parents! This isn't up for discussion!
[ ] Visit Li'Sai [Personally/Kirai/Marae/Lissa/K'Sharr/Kurik/Shurna/Shalaya]: According to what you've found, Cyntha Li'Sai, reviled serial killer, was in fact an ardat-yakshi all along, hiding her kills as being done through medical means. She is still in prison today...and ardat-yakshi have power over the unwary. Secure the facility in which she sits and go to find out what this woman knows. Time: 1 year. Chance of Success: 85% for personal safety, 35% for actionable intelligence. Cost: Risk. Effect: Try to use Li'Sai to try and find out what the others are doing. The person selected as the subject of the vote is the one to conduct the questioning, and their primary stat will be the one that modifies the roll.
Another step in the right direction to solve the AY problem. I think I'd have Mira go, but I can be convinced otherwise.
tl;dr: Ay in prison, family time and one action boost (either personal or hero), not yet decided for what.
my tentative plan (not including the expedite or double down yet, but we definitely need to use it)
[ ] Expand Military Shipbuilding: Time: 2 years. Cost: 47,000 credits. Chance of Success: 80%. Effect: Subsidize or purchase expansions to your various shipbuilders' ability to produce the weapons of a naval war, allowing you to withstand a higher rate of production.
[ ] Legislature Maneuvers: Time: 1 year. Cost: 30,000 credits. Chance of Success: 65%. Effect: Get a coalition going to oppose the Virmirean Security Party and Socialist Party's alliance, as Senatorial appointments loom.
[ ] Alliance Allies: Time: 1 year. Cost: 40,000 credits. Chance of Success: N/A, leads to further votes and rolls. Effect: Have Councilor Shereel get to know her counterparts on the Terminus Council and start sounding out the factions for their specific agendas in the near future, and how the Commonwealth might fight into them. With Kurik's information in hand, she should be able to cut somewhat directly to the heart of things.
[ ] Space Cops: Time: 1 year. Cost: 30,000 credits. Chance of Success: 70%. Effect: Authorize the creation of an interstellar law enforcement agency. Given the present bottlenecks in military production, the resulting branch will be built unarmed, or armed only to civilians standards, and will not be capable of reliably serving a paramilitary role.
[ ] Social Programs: Time: 2 years. Cost: -32,000 yearly income (under present conditions). Effect: Expand and fund your unemployment benefits, undercutting the SP's opposition to your policies. With the Crash in living memory, this is not a difficult sell, and even the Prosperity Party won't complain too hard.
[ ] Purge the Embassies: Time: 1 year. Cost: 31,000 credits. Chance of Success: 65%. Effect: Secure your embassies and ascertain the extent of the damage in terms of foreign infiltration.
[ ] Go Hunting: Time: 1 year. Cost: 15,000 credits. Chance of Success: 45%. Effect: Find the ardat-yakshi coven before they finish covering their tracks and going fully underground.
[ ] Military Schools: Cost: -40,000 yearly income. Chance of Success: 80%. Effect: Establish the specialized academies needed to produce trained recruits for the military right at the cusp of adulthood.
[ ] Curriculum Review: Cost: -15,000 yearly income. Chance of Success: 75%. Effect: Finish the process of integrating your new reforms to Virmire's new school system, instilling the desired overall martial tendency and giving staff the tools they need to identify promising military candidates early.
[ ] Take a Break: Time: 1 year. Chance of Success: 50%. Cost: Free. Effect: Take a step back from work, clear your schedule, and take a Goddess-damned vacation. Possible stat or trait gain; possible relationship gain with advisers or people of importance. Trait gain/stat growth for Loreia.
[ ] Visit Li'Sai [Personally]: Time: 1 year. Chance of Success: 85% for personal safety, 35% for actionable intelligence. Cost: Risk. Effect: Try to use Li'Sai to try and find out what the others are doing. The person selected as the subject of the vote is the one to conduct the questioning, and their primary stat will be the one that modifies the roll.
EITHER
[ ] Personal Attention: Time: 1 year. Chance of Success: Automatic. Cost: Free. Effect: Oversee one of your chosen actions personally, adding your full stat in the relevant category (i.e., Martial for Martial actions) to the success roll. You may not apply this to a given action more than once.
OR
[ ] Commit Hero Unit (Name, Option): Time: 1 year. Chance of Success: Automatic. Cost: Free. Effect: Commit the selected hero unit to the option of your choice rather than risk the luck of the dice, as long as it's within their specialty. Their characteristic bonus will be added to your roll for that option, but the hero unit will not be able to affect any other options for the year. May only be chosen once per hero unit. Write in hero name and applied option in their respective fields.
I agree with your analysis; we should put the hero unit in AY hunting, I think. I'd put Mira too with personal attention, but her Intrigue score is terrible.
It might be a good idea to hold off on space cops for a year so that they can be armed when we do build their ships. It'd probably help with anti-piracy operations and they could serve as a defense fleet of last resort.