-Mira's a parent! D'aww....
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."
Welp. There goes one of our Personal Actions permanently until she's 18
-It bears noting that if we ever get around to making that propaganda film/miniseries of Virmire's survival(probably as a Diplomacy project instead of Stewardship if the object is PR not money), bookending it with Mira fighting off an assassination attempt and then welcoming a child would be absurdly cinematic.
-That said, this also kinda makes the whole Ardat Yakshi attack on Ilena (and Loreia) doubly personal.
It adds a personal dimensions to the pragmatic one where Mira's administration doesn't want or need a societal bombshell in the shape of superbiotic sex vampires walking free and reaping people's lives in the society while they fight an interstellar war.
And if one of them was sociopathic enough to attempt a solo assassination like a koolaid woman, nothing to say that the others may not be as sociopathic but more competent.
-Kirai has really grown on me. Like a fungus, just more welcome. I wonder if those are secret Asari matriarch skills.
Or just common to all grandmothers.
Does Kirai have any kids, btw?
-Leaving both our Heroes free increases the chance they will trigger on applicable options.
- Mira survived an assassination attempt. And is about to oversee the selection/election of the whole first batch of Senators to the TA senate.
Those are both good reasons to talk to the general population to reassure them as to the governments stability (and reassuring the nervous that Mira won't take unnecessary risks like confronting an assassin lightly), and to sell them on your preferred type of Senators.
Additionally, if the apprehension of the AY coven goes bad, or even just unduly public, Mira needs to be out there talking to people.
Yes, I named the plan after a major antagonist in Buffy the Vampire Slayer
Sue me
VOTE
[]Plan Glorificus
-[][Martial]Occupation Patrols: 1 of 4 years complete. Cost: 85,000 credits, -43,000 yearly income. Chance of Success: 75%.LOCKED AND PAID FOR.
-[][Martial]Expand Military Shipbuilding: 2 years: 47,000 credits. Chance of Success: 80%. +11 =91%
-[][Diplomacy]Alliance Allies: 1 year. Cost: 40,000 credits. Chance of Success: N/A. +11
-[][Diplomacy]Legislature Maneuvers: 1 year. Cost: 30,000 credits. Chance of Success: 65%. +11 =76%
-[][Stewardship]Space Cops: 1 year. Cost: 30,000 credits. Chance of Success: 70%. +12 = 82%
-[][Stewardship]Power Is Power: 3 years. Cost: 75,000 credits. Chance of Success: 70%. +12 = 82%
-[][Intrigue]Go Hunting: 1 year. Cost: 15,000 credits. Chance of Success: 45%.
--[][DOUBLE DOWN + PERSONAL ATTENTION] Doubles costs, doubles Minister bonus: 30,000 credits. Chance of Success: 45 + 46 +8 =99%
-[][Intrigue] Following Up: 2 years. Cost: 22,500 credits. Chance of Success: 60%. +12 =72%
-[][Learning]The Home of the Yulair: Time: 1 year. Cost: 38,000 credits. Chance of Success: 65%. +10 =75%
-[][Learning]Military Schools: 4 years. Cost: -40,000 yearly income. Chance of Success: 80%. +10 = 92%
-[][Personal]Take a Break: 1 year. Chance of Success: 50%. Cost: Free
-[][Personal]Personal Attention: Go Hunting. +8 to Go Hunting.
-[][Personal]Speak To the People: 1 year. Cost: 1,000 credits. Chance of Success: 50%.
Beginning Income(x): 489,000 credits
Beginning Reserves(a): 342,500 credits
==================================================================
BUDGET(b): Martial(47,000) + Diplomacy(40,000 +30,000) + Stewardship(30,000+75,000) + Intrigue(30,000+22,500) + Learning(38,000) + Personal(1,000) = 313,500 credits
INCOME DEDUCTIONS(y): Learning(-40,000)
==================================================================
Ending Income(z)= x+y = 489,000 + -40,000 = 449,000 credits
Ending Reserves(n)= (a+b)+(x+y)= (342,500 - 313,500) + (489,000 - 40,000) = 478,000 credits
RATIONALE
Military
Occupation Patrols is LOCKED for 3 more years.
Expand Military Shipbuilding increases our ability to sustain an increased shipbuilding tempo.
Diplomacy
Legislature Maneuvers is necessary; we are going to be sending people into the Alliance senate, and it helps that the first set of senators put our best foot forward. It helps prevent future problems that we'd have to spend time and political capital addressing.
Alliance Allies allows us to scope out the political environment before making any additional commitments one way or the other.
Look before you leap.
Stewardship
Space Cops because smugglers are costing us money. And acting as a possible conduit for covert agents.
Power Is Power is an increase in combat power as well as an increase in industrial output.
If we start it now, it finishes at the same time as Occupation Patrols, and before we can build any new fleets.
GET.
Intrigue
Following Up is time limited. And as an intelligence op, doesn't actually have to be run out of the Embassy.
Go Hunting is also time limited; we have a limited window before they go to ground. And the AY secret has the potential to splinter Virmirean society.
We need to prioritize solving this.
If we double down on Go Hunting, Shurna's Intrigue 23 is doubled to 46, which means that it not has a chance of (45+46=91%) chance of success. Add Mira's Intrigue 8, and it becomes 99% chance of success.
Only if we critfail do we fail that task.
Learning
Home of the Yulair has the chance of throwing up additional tech secrets or speeding up the integration of Yulair power plants. GET.
Military Schools if started now, finishes one year after Occupation Patrols, which provides a pipeline of trained naval officers and soldiers for the expanding armed forces.
Leave Curriculum Review alone till next turn.
We can use the Asari expedite on it then, plus an additional paid expedite, reducing the duration from 10 years to 3 years.
I don't even want to go near the Anarchy Spheres without at least a DD, and preferably also a PA for good measure.
Mind control devices are nothing to fuck with casually.
Personal
Take A Break is obligatory now any year we're not running active military operations. We got a kid.
Personal Attention goes on Go Hunting; we can get the chance of success up to 99% that way, and IC Mira has previous experience with AY hunts that Shurna can draw on. It's thematic that she's involved.
Speak To The People is more or less obligatory this year; we survived an assassination attempt, parented a kid, and are about to be involved in nominating the first set of Senators to the Terminus Alliance. It strongly synergizes with Legislative Maneuvers and Go Hunting both, especially if the AY coven is being pursued as associates of the assassin.
Talking to the captive AY has a 15% chance of putting the envoy at risk, and even if we send one of our best or Mira herself, we only get maybe a 50% chance of getting her to spill something useful. I don't really want to risk one of our NPCs for so low a payoff.
It's a better chance to spend that PA on hunting down the rest of the coven and putting them all in custody, and only then interrogating them.
We can trust Shurna to secure the prison in the meantime without our personal intervention.