Now CEO of Brethren Kelt, Boyce Holding immediately gets work. The current monetary situation of the charity can be summed up as… no money. But he has plans to make some.
First; street collectors. Have some cultists go out, shake some buckets, and collect as much spare change as possible. At the moment you can only do so within the Upper Spires, but Boyce believes you can still pull in a good amount. Thankfully your cultists will work as volunteers, so you don't need to pay them, but the more going out will draw more attention.
Semi-random income. Choose one
[] [Street Collectors] Low Numbers
Just a small handful of collectors on the busier paths
Low income, little attention
[] [Street Collectors] Medium Numbers
A couple dozen, scarred over a wide area
Medium income, more attention
[] [Street Collectors] High Numbers
Such numbers that are hard to miss, or avoid
High income, high attention
Next is perhaps an odd idea; merchandising. Boyce wants to print out some buttons, cloth bands, and more, that can be used to spread the charity's message as well as bringing in a profit. Aside from straight up advertising your front organization's existence, it'll also require a cash infusion to actually produce the products.
New Unique Resource unlocked, BK Merch. A single unit can be bought for 100 resources. Each turn the stocked units will attempt to be sold at a price you set here. The higher the price, the lower the chance it'll be sold. If a unit is not sold it stays in storage for next turn.
[] [Merch Production] Write in amount of BK Merch units to produce
[] [Merch Cost] Write in the buying cost of BK Merch units
Last is the sale of water to the Disciples of Nourishment, allowing them to bypass their rival. Technically such business would fall under the preview of the Sovereign Of The Waves, Coy Hold, but as the deal will be conducted under the Brethren Kelt name it passes Boyce. Currently you are producing five units of water, with Coy believing he can negotiate for a good price for a long term contract. However what water is sold cannot be used by the cult.
Write in the amount of water units sold. Each unit of water gives +5 to recruitment, and can be sold for 1000 resources. This contact can be renegationed at a later date, but running at a water deficit will cause issues
[] [Water Sold] Write in amount of Water units to be sold
Vote will open soon
Will be done in plan format
If you don't want to produce Merch or sell Water just leave them out of your plan
Sometimes I wonder why I've done something, but then I shrug and get on with it. Merchandise for all!
Just to add a note, I made the new edit to Water (gives +5 instead of +1) to make it more impactful.