A Hive for The Galaxy (Sci-Fi CK2-style Quest)

Turn 4--Martial, Diplomacy, Stewardship
Turn 4--2428(B)--Martial, Diplomacy, Stewardship

They drained the rest of the glass, looking at the reports from some of Lucille's assets. A lot of spy work didn't involve personal action, for all that they'd risked themselves multiple times over the past year. Two years ago they wouldn't have thought they'd be sitting in a crowded den bar, going over information related to the Technocrat Imperium. It was very interesting, seeing how different species lived and made their own government, though at the moment there was little that seemed directly relevant.

However, those seized ships did fit with some of the activity that the Phoenix Wing might have been up to, both the wing you fought a large portion of, and captured, and the other wing. For a Phoenix has more than one wing, always. It had been getting harder to go around, to walk among the people without being swarmed by questions, but it was worth it, and this was the heart of their job. It was the part that made them least annoyed. Nowhere near as bad as watching the coverage of the trials, or the thousand new shows and cultural events that seemed to crowd the cities.

Revitalized was the word, the sights and most of all the smells seemed to indicate much. Xvorzit could pick up a lot from the tone of a voice, or the slight differences in scent and positional emotive data, and this place smelled happy and busy and more than a little buzzed, alive in a way that they knew it hadn't been before, because they've been there. The den hadn't had the up-to-date holovid player it had now, among other things.

There would come a time where this wouldn't be possible. Vorzhan accepted it, as they accepted the need for secrecy, but there were members of their… administration who didn't. Kikkizit was almost as great a celebrity- and certainly did the work to deserve it- but still insisted on getting all of their own groceries, and otherwise risking swarming mobs of reporters at every bend. It was odd, a sort of, well, the term that came to mind was 'proud humility.'

*****

Which, to allow me to intrude after some time of letting the story spin off, is common among Xvorzit. Speaker Vorzhan themselves possessed some of that trait, and it was a large part of the Gazinith culture as I observed it at that time and also later. In fact, the culture as a whole was developing. More and more shows were being put out that explored areas that would have been taboo before, and there were even some shows that were starting to background themselves in the revolution. Even a few that included lookalikes of Speaker Vorzhan.

The trials of the vandals somehow turned into theatre, and their ideas spread farther than expected even though most considered them discredited. Several speeches were made, and the total views, both of videos on the holonet with snippets and news coverage, surpassed 8 billion- put simply, over half the population tuned in, and nearly eight million tuned in and agreed with the platform of the radicals. Many others at least respected the sentiment. In their total defeat and conviction, they managed to shift the discourse.

That, combined with the event that would soon engulf the media, led to an interesting spectacle that says something about the state of the news, or perhaps the state of Xvorzit politics. Commentators ranting in response to a poll, accusing it of inaccuracy or, worse, of reflecting the truth, people shouting at each other, making comments both patronizing and rude about other species… and through it all the surprising devotion to Speaker Vorzhan. Upon hearing news that popularity polls for the Speaker had slipped into the 70% range due to budgeting questions, the naval 'debacle' and the trials, many commentators rushed to condemn the results as faulty, even as Vorzhan paid it no mind.

As far as they were concerned they were seeing the breakup of the post-revolution consensus. They saw doom, and surprisingly a number of writers wrote stories and articles about that fear, the fear that it would all dissolve, that the stability and peace would flounder if the Speaker was not loved to a degree that any Solarian Prime Minister would sacrifice people to eldritch elder deities to achieve.

Part of it was that Speaker Vorzhan was above and beyond a lot of minor splits. Militarists supported them, as did any number of spooks, and, as noted, they polled startlingly well with the common bug on the street. People had begun a process of deification that somehow still included- to use an old cliche- the all-important 'I could sit down and have a drink with them' factor. Vorzhan was even popular with businessmen and the Rulers, albeit by a far lesser margin. They held Gazinitah together, even though privately they would express a fear of themselves coming apart at the seams, chitin crumbling away from stress…

*****

It took a long, long time, sitting there drinking, before Vorzhan realized what was wrong. Intellectually, they distrusted Bizentara, without having met them. Despite having put forward a full argument before the world, on the morality of the action and how it was worth it, how letting the Commission handle the Xvorzit slaves was the right choice, and how they'd be processed and some might be sent to Gazinitah, the Speaker didn't trust them. Well, that was the weird thing. Their instincts were inclined towards trust, while intellectually they feared Bizentara trying something. They drank and thought about it, and couldn't reconcile things.

It took a meeting with Kikkizit to fix that.

*****

"You need to relax, but more importantly," the other bug whistled, "You need to trust your instincts. Hazitean is as paranoid as you, and twice as ruthless, and she didn't express fears of his ambitions. Much. Now, you're a good influence for her, so maybe she's settling down, but I don't think so."

"Of course you don't. She literally stormed in the other day, yelling at me, calling me a coward. Apparently we could have potentially trained with Sol, as well as gotten some of Sol's military equipment, had we agreed to deal with the Pirates' Moon with them."

"But…?"

"Well, it could go wrong, pretty wrong, and I wasn't sure if the people would support an occupation, even with all of the advantages it could have given us. But Hazitean said she literally didn't know of any other chance for our personnel to get any practical experience at all, and that--"

"I can guess. You were dooming Gazinitah and the military?"

"Yes. She said exactly that. She's not talking to me anymore. Well, it's more that she's ignored me for the past two days, she'll probably give up on that in a day or two."

"She's attracted to you," Kikkizit pointed out.

"I noticed, but it's not something I have time to deal with," Vorzhan admits. "So, you were saying?"

"Xvorzit aren't humans. While military prowess matters for leadership, the number of military coups that didn't immediately get taken over by civilians or fall apart or be totally rejected by the populace can be counted on one hand." They reached out their hand and waved it around. "It just isn't in our psychology and social history, and so the most you have to fear is an obstinate bug getting in your way. What I suspect is that you know this, instinctively, from the history lessons you've gotten, but it didn't quite become… conscious."

"I'm still not sure I trust them."

"Well, you don't need to trust him, but you do need them, if anything's going to be done with the navy… I can help out with everything that I can, and I know we're in this together, but you need Hazitean, and you need this Bizentara, you need everyone on this whole planet to work together if we're going to pull through and make the best world we can… the best polity, too, since the colonies don't deserve to be ignored, either. And I believe you can do it, I have faith in you, Speaker Vorzhan."

"That's probably a problem as well," the Speaker admitted, quietly, "Expectations."


Martial: Much is left to be done, and you're no closer to having complete mastery and control than before. While tank research continues under private umbrellas, and Haziteans stalks from place to place. Will roll 1d100 to see if Hazitean helps out with anything on her own. Will roll 1d100+20 (New hovertanks acquired)+5 (Enthusiasm) to see what those crazy Tankers are up to. (Pick two)


Current Bleed: 600+25-49 (Upkeep reduction from lost ships...next turn the costs start piling up from the upkeep of the new ships, so don't count on this)=576 Wealth in Bleeding


Crazy...and Brilliant

Hazitean, even after starting her therapy, is not an incredibly stable Xvorzit, but her thoughts are still insightful, and though they are scattered and strange at times, with official authority and backing she could do so much more. She's still working through her substance abuse issues, and her other psychological problems, as well as the potential for physiological problems, but while reluctant, the military establishment is not quite as opposed to her. But they do have their concerns, and perhaps they are valid. Of course, you aren't exactly inclined to fully trust the establishment whose corruption and graft were quite evident. It was something to consider, certainly.

After the stunts Hazitean has pulled, oddly enough she's basically a shoo-in for the position.

Cost: 50 Wealth
Probability: 100%
Reward: +2 Martial Actions, Hazitean starts presenting her ideas and reforms, possible drop in military opinion.



Colonial Police

The colonies have their own military forces, with their own (far smaller and uneven) budget. They, even more than the army, function as police more than anything. You could make sure you have control of them and figure out what their situation is, whether there are any funds there that could be creatively transferred, and of course whether they are loyal and competent. The colonies haven't stepped out of line, but neither are they completely integrated, and the situation is still more than a little confused.


Cost: 50 Wealth
Probability: 65%
Reward: Options, an outlook on things.

What Did You do Instead?


The Navy didn't patrol as part of the Repatriation Treaty. What did they do, then? All of those times they went out- where were they going, what were they doing? It's all a bit of a puzzle, and one that might be important. Or it might be nothing, it's hard to tell, naval affairs aren't your area of expertise.

Cost: Free
Probability: 100%
Reward: Information.

Domo Arigato

Studies should begin on the robots and the various weapons retrieved during the ground battle. There might be interesting design principles or technologies there, though it's entirely possible that there won't be too much. It's hard to tell, now, when all that you have are the remains of a lot of combat bots, but there might be something there that can be used.

Cost: 10 Wealth
Probability: 1d100, the higher the better
Reward: Study the inner-workings of the robots and machines deployed by the ship.


Study the Wreck

Begin studies on the ship you recovered, the one that seemed to function most in the atmosphere but, apparently, according to Hazitean, could also go into space. Safely, if only because it had no crew whose safety the ship had to take into account. It's complex, and with the controlling mind dead there's no guarantee that you'll get anything.

Cost: 15 Wealth
Probability: 60%
Reward: Begin research on the wreck, the abomination.



(Free) Gun it!

That Farsha Mk 2 handgun, and its long-gun version, is a horrible gun. You hate that weapon with a passion. As petty a thing as that is, you hold that grudge very deeply. It's a loud, inefficient weapon, a hog of energy and bullets, and you've seen civilians that have better weapons. You could try to convince the soldier-castes to buy some of a better model and make, in fact you have some ideas already. And you're going to start by buying some on the budget you know about, maybe do some trials to show how much better they are?


Cost: 500 Wealth
Probability: 75%
Reward: Your defense forces start using guns that, while not cutting edge, are at least not completely and utterly out of date. Also, you're convincing the people who you might be prosecuting to arm themselves better.



Gifts are not Warlike

You need to begin finding some way to even out the budget. And to begin with, the place to cut is the gifts, the graft, the very obvious areas of failure and problems, even if it does annoy some soldiers. Ultimately reducing foreign dependence here is a lot more important than the feelings of the soldiers, and seeing as looking at the loans ticking upwards feels to Vorzhan like watching his life slowly drain away. It was...well, none of it was anything she wanted to deal with, and it was only going to get worse, year by year by year.


Cost: 100 Wealth
Probability: 90%
Reward: Gain 500 Wealth in military budget.

Security or Liberty?

There have been calls to decrease the scope of the defense forces to interfere in internal affairs. The police should handle it, and the idea that there is a need for forces with special weapons or more militant tactics to deal with crime seems to many to be a sign of all that was wrong with the old order. Others have argued that in these chaotic times the need is greater than ever. Separating them and enacting laws to further this split would cost little directly, but could cause bruised egos and negative effects. The demand for this is increasing, and at the moment, resting under military control, police reforms are all but impossible.



Cost: 150 wealth
Probability: 65%, failure means laws are poorly written, bitterly opposed, or wind up compromising and not fully separating police and defense-forces.
Reward: Separate police and defense forces, updated planet page to represent this, increased opinion with the common Xvorzit, grumblings among the defense forces, ???




Admiral Bizentara?

Captain Bizentara is a very skilled commander, and holds a lot of respect from his men and the navy. It might be hasty, but you could promote them to Admiral and place them in charge of the fleet in general. They could then act towards making reform of the navy possible, to the extent that you know their opinions, goals, and ideas.

Cost: 50 Wealth a turn
Probability: 90%
Reward: New and separate Naval Options category created, has 1 action per turn.


Patrol Routes!

You could have someone set up more thorough and workable patrol routes. It'd give your ships and crews experience, if not in battle (mostly) and would make it less likely that anything goes wrong. It'd also give you a chance for small encounters and the like every so often, and would certainly be a way to exercise your flabby naval muscles.

Cost: 50 wealth, 10 Wealth a turn
Probability: 70%
Reward: Patrol routes created, chance of things happening each turn!



Engines and Jump drives, oh my?

You almost died because the FTL drives that your navy uses are unreliable, and apparently are given to problems of that nature. This will not stand, and not just because you swore an over-dramatic oath towards it. You don't expect miracles, but surely there can be research into finding out what's wrong with it, and how to fix things, and maybe it can start up more naval research in the future.


Cost: 100 Wealth
Probability: 80%
Reward: Potential quick-fixes for engine problems, open up the 'Naval research' options tree and the like.
(TL;DR: Unlocks naval R&D)

Shipyards!

Any improvements to the hardware or refitting of the ships to be more up to date is impossible while the shipyards are third rate, the contractors unknown- requiring laborious individual negotiation on a ship-by-ship-basis- and the overall situation is not so good. Begin looking into solutions for what Naval officers you talk to refer to as their 'shipyard woes.'


Cost: 25 Wealth
Probability: 70%
Reward: Opens up shipyard/hardware upgrades, chances to eventually build newer, or more up to date ships. Might have some economic advantage for civilian ships, though not anytime soon.
(TL;DR: Unlocks naval construction & refit)


Commission on Pay and Caste

Both the pay of the rank and file, and their opportunities to advance, are determined partially by caste. Many see this as unfair- you could begin to look into it, though it'd risk getting nowhere, being sabotaged by the officers, and will certainly raise more than a few hackles. Still, it might be worth it.

Cost: 50 Wealth.
Probability: 50%
Reward: Improved soldier opinion, reduced officer opinion, ???


Officer Bug?

The police lack consistent procedures in a number of areas, and even more importantly some soldiers aren't adequately trained as peacekeepers, leading to plenty of troublesome incidents. You can begin to work things out by having a set of rules and structure made for the police and the soldiers for as long as they and the police are the same--to the extent that there aren't tons of alternate organizations all overlapping in this regard. Either way, it's a start.

Cost: 50 Wealth
Probability: 60%
Reward: Create a code of conduct and a stronger set of rules for the police, open up Police Options pathway.


Slim Down

There are plenty of troops who are no longer interested in being part of the military, and thus could at least in theory open up some more cash when you're bleeding money every turn. Less to pay in terms of healthcare, though there would be some even if they retire from the military, and less troops. But those that remain would be those that are dedicated to the job, and there's likely not going to be a huge drop in the quality of the troops and their ability to work, it always was too large for the task at hand.

Cost: 25 Wealth.
Probability: 80%
Reward: 150 Wealth opened up each turn.


Diplomacy: You are making further progress in the matter of diplomacy, even if there's too much to do. It's far more enjoyable than… other things. (Pick 2) (+5 to Foreign Diplomacy)


No, seriously, what?

You are going to talk to the monarch, and anyone that you can find. It boggles your mind and gives you a headache every time you think about their misrule. You need to talk to them, figure out what happened and why it happened, in order to prevent this sort of thing in the future. And because your suspicion of them has increased dramatically over the last few months, to the point where you're half-afraid they're working against you.

Traitors, the lot of them, Hazitean says, deserving of being pushed up against the wall and shot. Your disagreement is... rather less vocal than it was before.

Cost: 50 Wealth
Probability: 60%
Reward: Information, knowledge, options.



Caste of Diplomats?

You have an entire caste of diplomats. Just… how good are they? Have they been doing a good job? Are there any candidates that you might promote to ambassadors? Any major problems sneaking up on you? You need to find out. And ultimately if you want an advisor to help you, they'd have to come from here.

Your faith in them has been shaken, or at least your faith in the ambassadors, but the situation has convinced you that you need someone on this yesterday.

Cost: None
Probability: 70%
Reward: More options, have some choices for a diplomatic Advisor, ???


Possibilities: Human Powers?

One of the more obvious ways to look diplomatically is towards the various human powers in the regions. Acquire dossiers on them, learn more about their trading needs, figure out as much as you can about them for the purpose of having more complete diplomatic relationships later on.

Cost: 200 Wealth
Probability: 60%+10%
Reward: Options.


Possibilities: Barsamen Confederacy

Recent events in the Barsamen Confederacy have come to your attention. You have no ties with the Confederacy, or even the Xvorzith hive world that is part of it, but it's one of the most powerful and populous entities in known space, to the extent that it is a single government. You could look into learning more about them and how there might be some connections that could be made.


Cost: 200 Wealth
Probability: 50%+5
Reward: Options, etc



(Free) Possibilities: Xvorzith Hives

Even more obvious are the other Xvorzit hives. Many have governments similar to the one you're trying to set up, so you could talk to them, try to figure out how you might work together. It'd be easier in some ways, though ultimately you are competitors as well as friends in the economic struggle. But it's certainly something you could follow up on.

I'isanah is working on this, actually!


Cost: 200 Wealth
Probability: 70%+5
Reward: Options for the option god!


Learn the Will of the Hive

What do the people want, diplomatically? Are there any groups that haven't been heard, are there options that have been ignored because they have come from outside the usual context and the corridors of power? You should ask around, start to get to know the people's will.

Cost: Free
Probability: 70%
Reward: Options, Learn the Will of the Hive on these matters, increased commoner opinion, ???


Talk to the Colonies

The administrators currently in charge might or might not have to go, but either way you need to make sure everyone's working together, legs locked and all of that. Talking to them and making sure there are not any concerns or problems you're missing is a good start to that.

Cost: 25 Wealth
Probability: 65%
Reward: Information, concerns, increased contact.


Re-establish all the Embassies

It's right there in the name. Establish new embassies on the Technocratic Imperium, the Incorporated Suns, the League of Free Worlds, the People's Republic of Tanara, the Republic of Deiah, Stendar, the Varalai Federation, the Transpecies Harmony Republic, The Star Kingdom of Kenoadad, the Republic of Graha, the other Xvorzith Hives, the Barsa Confederacy, the Ilwari Union, the Tawasi, the Mercantile Republic, the Rorrox...everyone, absolutely everyone.

Cost: 100 Wealth
Probability: Roll for each individual state with diplomacy and modifiers and different DCs for each. Failure is a minor setback...unless you crit-fail.+5
Reward: Embassies EVERYWHERE



Political Toe-Dipping


Your ambassador to Sol would have to step lightly indeed, but they could start to try to learn more about the political situation on Sol, and transmit it back to you. Since Kikkizit has been rather mum on their interactions with Prime Minister Mutumbo this would be a good first step, though there's some danger, if not done right, that it could be seen as untowards interference.

Cost: 5 Wealth
Probability: 75%
Reward: Information, options, ties.

Meet the Sol Ambassador

You've heard so much about them, and you've sorta been busy the past while, so why not have a meeting with him...and just as importantly, bring up modifications to your existing treaties to deal with the critical 'bleed' situation, or all sorts of other matters.

Cost: Free
Probability: Roll 1d100+Diplomacy to see how it goes.
Reward: ???


Stewardship: The economy is doing better than ever. But then, why don't you ever want to talk about it. You *thought* you were good at administration, charts, graphs, and even economics. But... all it gives you is a headache and a growing sense of inadequacy. Every few hours of work is followed by at least an hour of blinding headaches. You have too much to do, and too little time, and so you work through it, if at all possible. (Pick 3) (Will of the Hive currently at 1.)


Colony Administration

Try to arrange the administration of the colonies in a way that will work better. Right now there are appointed governors and small councils and the like, you could bring democracy (and people who are more surely in your pocket) to the colonies! It's probably overdue, and there are more calls for it now than there were before.

Cost: 100 Wealth, 50 Wealth a turn.
Probability: 60%
Reward: New colonial administration, stronger hold on them, options.

(Locked in!) Buy-out?

You know the Iashec have holdings on the planet, tax-free other than bribes and a few taxes they aren't immune to. You could research and begin buying out the smaller of the holdings and companies, while seeing what else you can do. Ultimately you want them all gone, yet short of nationalizing them in an overt act, it's going to be expensive and take a while, but it might have very positive effects on the economy. You can also do the same for the Colonial holdings at the same time, now that you know about them. Though now that they're on to you it could be a lot more complicated, or even lengthy with long legal battles and negotiations.



Cost: 600 Wealth
Probability: 60%
Time: Will complete next turn!
Reward: Government now owns several companies, potential wealth increase, options on what to do with them, knowledge of the larger Iashec firms that are harder to buy out.


Military Duties

You could open up some new taxes, import and export duties in order to pay for the military bleeding. In the long term, it might dampen economic growth, but it could make a quick patch for the shortfall that can then be fixed later.

Cost: Free, for now.
Probability: 100%
Reward: 250 Wealth, only towards Military matters. Small across-the-board opinion loss.


(Ongoing) Open Up Avenues

This is ongoing, and will be continued unless you vote to discontinue it. So you can ignore it, though at some later date you might decide that the markets are tapped out and that continuing to spend 100 Wealth on it will provide no bonuses. Indeed, it is possible for that to happen, eventually.

Cost: 100 Wealth a Turn
Probability: ???
Reward: Continues the program


(Hive) Unhelpful Taxes

There are taxes designed towards the underclasses, like the way that there is a tax for having more than one sac worth of kids, or the extra taxes levied if you live in houses constructed by non-builder-caste members. Those you know about. Your former caste. Tons of them cluster, and then there are payroll taxes, and taxes on basic necessities, and 'buy in' taxes designed to make sure that each and every member of the society has 'chitin in the game.' It's all rather problematic, and bizarrely enough, here Hazitean is taking the lead in advocating against them. She was born poor, and still remembers those times.

Now that the will of the Hive has been unleashed, this is a Hive action.

Call: Medium, trending towards High
Cost: 300 Wealth
Probability: 65% (+5 to rolls for it)
Reward: -600 Wealth a turn, Worker opinion increases, potential long-term gains.


Exemptions Must Go

The ruler caste doesn't pay taxes. The merchants don't pay import fees. People of the military caste have 50% discounts on all taxes. The diplomatic caste is immune from all import and export fees, as well as any fees on gifts they receive, and there are a thousand other exemptions. Some are not entirely bad and might be turned into some sort of 'tax-credit/reduction' sort of thing, like with teachers, or with builders and property taxes or so on, but a lot of it just can't be defended at all. Rip it all away, and let the light of taxation finally hit them.


Cost: 250 Wealth
Probability: ???, rolling better means you get more.
Reward: 500-1000 Wealth a turn, targeted groups will like you less.

Lower Taxes

The counterpoint is that the exemptions, while unfair, are also the only thing keeping the system going. As utterly messed up as the taxation system is, if everyone was getting hit equally it'd fall apart. More efficiency could, some argue, lead to depressed economic growth. Yet at the same time lowering taxes would lead to a large shortfall, and in the long term everyone admits it isn't a solution.

Cost: 100 Wealth
Probability: 50%
Reward: -800 Taxation income, tax burden reduced, mitigates for exemptions, preventing the economy from dipping, but might create difficulties in the future. Increased opinion of you across the board, though.


No Mr. Bond, I expect you to mature in 5, 10, or 20 years

Bonds are an idea that Kikkizit suggested off-hand, having read about them in regards to both Xvorzit Hives and Barsa and Human worlds. It gives a way for the common citizen to invest in the government at a time where the question of corporate investment is rather muted. It would of course have to be set up properly, and more than that it would be subject to the whims of consumer interest and confidence. But it could make money and it wouldn't step on any toes.


Cost: 150 Wealth, 25 Wealth a turn (for the structure and such)
Probability: 85%
Reward: Unknown amount of Wealth per turn, increases and decreases based on the confidence the people have and the economic situation. Currently estimated to be between 600-700 Wealth per turn.


There's Power in a Workers Association

Long hours, beatings, suppression of workers rights. You cannot accept any of this, and it has to stop now. Start by setting up some commissions. And if any of them get in your way, any of those so-called 'public corporations' that allowed this, you have no compunctions about destroying them. Patiently, slowly, justly, but if it comes down to it, destruction is better than the situation as it is now. Plus, it'd be really, really cathartic.

Cost: 25 Wealth a Turn.
Time: 1d4 Turns
Probability: 100%, rolls less than 40 add another year onto the time.
Reward: You shall BREAK them. You shall make it so that the worker no longer fears those who would exploit them, and if they stand in your way it shall be the last mistake they make.


Mines of the Hive

You need to make them productive. Which means charts. Graphs. Long meetings and economists accusing each other of being literally worse than Jasirin. All in a long day's work, but it would lead to the mines you purchased out in order to reform turning some degree of profits, at least hopefully.

Cost: 50 Wealth
Probability: 70%
Reward: Wealth, options, lots of good stuff!


Trauma Centers

Those that are hurt cannot be un-hurt. You cannot turn back the hands of time, but you can punish the guilty, prevent these things from happening, and open up psychological groups to allow them to cope with all that's happened, among other things. These abuses didn't used to be common, and they are disgusting, against everything Xvorzith culture is meant to embody, and yet you have a feeling that the disgust and rot is going to have to be cleansed, bit by bit, to restore Gazinitah to what it might have been.


Cost: 50 Wealth
Probability: 90%
Reward: Open up more clinics for those suffering abuse and rape, either at the hands of an employer (what drew the case to you) or otherwise.


Talk to the Castes

These castes were the ones that ran the bureaucracy that the ruler-castes led, they organized the economy, they did much of the middle-management. And they have been cast aside for the moment. You could reach out a hand and talk to them, learn about their concerns and see what they know?

Cost: Free
Probability: 80%, roll 1d100+Stewardship+½ Diplomacy to see how they take it.
Reward: Information, more knowledge of what they think of you. Opens up options.


Judicial Activism

Judges are terrible, chosen by inter-caste mechanics, and not remotely fair. You can solve all of these, taking the selection away from the judicial caste, for the moment doing it via appointment and eliminating those judges that don't measure up. Eventually you'll have to stop doing it by hand, it's not efficient, but for the moment there's at least enough information to start throwing out the worst offenders and starting with a clean slate, however difficult in time and work (with lawyers) it would be.

Cost: 150 Wealth
Probability: 55%
Reward: Judicial oversight, options.

Lawyer Up

The standards for lawyers is both far too strict and far too lax. Call attention to their problems and change the standards in a way that doesn't lead to as much railroading. It'd take money, potentially money you don't have, but it'd improve standards some.

Cost: 100 Wealth a turn.
Probability: 75%
Reward: Better lawyers and law-situation. Options might eventually open up (given time.)

Legal Reforms

Now that the bad laws have been eliminated, it was time to start fresh. You can start creating laws that can more carefully target the large cartels, keeping them off balance, and undermining the truly dangerous parts of drug culture and other such dangerous avenues. One has to step carefully not to repeat the mistakes of the past, but that the future might hold more than mistakes, it's something you must believe in, and so you shall have your lawyer friends and others try to craft something new, see whether it sticks.

Cost: 50 Wealth
Probability: 70%
Reward: Reformed laws, more weapons in the legal arsenal against large-scale crime, without targeting or weakening individual liberties more than is necessary.


A Survey of the Law-Books

You could hire some people to look through the entire law-literature of Gazinitah for suggestions towards tighter, more careful reforms. However, at this point with the judiciary not yet reformed, with very difficult requirements and fewer trusted members, this would take a while. But it would probably pay off. Probably. Though at the moment it'd be difficult.

Cost: 100 Wealth
Probability: 80%
Time: 1d2+2 Turns, might be less later on.
Reward: Further legal reforms, more knowledge of your own laws, other advantages/perks.


(Hive)Palace Fees

No. Get rid of it. You cannot possibly accept this as a valid use of economic power of your country, and you have to at least reduce it. It'll be dicey, and there might be calls against it from some, while others call for its complete elimination. You'll try to balance it, reducing it greatly while not leading to protest or dislike.

Call: Low, but growing, thanks to increased issue awareness. No major pressure yet.
Cost: 50 Wealth
Probability: 70%
Reward: 500-1000 Wealth, potential raised/lowered ruler/worker opinion. The rest of that money (300-800 Wealth) would have to be gotten at in the budget more subtly because it's less obviously payoffs and might cause a bigger stink.


Diplomacy?

How much of that huge diplomatic budget is corruption? If any of it is, can it be taken away? And is there any waste or areas where it could be trimmed down even if it isn't corrupt? You're still not at the 'belt tightening and desperate scrabbling' part...well, mostly, but surely there's a little fat there.

Cost: 25 Wealth
Probability: 65%
Reward: Wealth? Information? Options?


Search for an Adviser

You need help. Being able to fund a resistance movement or a secret holo-cast channel or do your household budget with your eyes closed and not counting off on your digits is not the same as running a world economy. Search for someone to help you.

Cost: 200 Wealth, 100 Wealth per turn to pay them.
Probability: 100% (roll to see how good of a selection you find to choose from.)
Reward: An economic advisor. If they have a higher Stewardship than you than you can finally have time to take a breath without numbers swimming through your head. +1 Stewardship, if replaced by Adviser's bonus, becomes +1 Personal Action, thus allowing the same number of Stewardship actions and one extra Personal Action.


(Hive) Caste or No Caste

It'll begin small, aimed at the specific complaints addressed to you, rather than at the issue as a whole, but something is better than nothing, right? Remove restrictions on low-level jobs that exist which protect them for certain castes. It's not targeting the soldier caste, the rulers, the merchants and the diplomats yet, nor other high-value castes, but it's part of a process, or it can be seen that way. However, some argue that taking small steps won't solve the larger problem or that it's premature... and yet, the call is strong.

Call: Very, Very High
Cost: 100 Wealth
Probability: 70%
Reward: Caste prejudices in small positions attacked, potential loss/gain of opinion in several groups. No decrease in popular opinion.


(Hive) Government Fooding

You could buy out the company now that it's been laid low by your lawsuits and your consumer protection, and perhaps use it as a way to get the poor subsidized food on the cheap, as well as generally win points with the populace. It wouldn't make much, if any, money as a government corporation if you used it this way, but there are things more important than wealth, at least directly


Cost: 200 Wealth (It's a big company)-50 Wealth in losses a year
Call: Low
Probability: 100%
Reward: You now own a company! Joy. New options! Opinion of the masses increased.


(Hive) Public Transportation

Public transportation needs to be better, that much is rather obvious. And there are some calls to do so, even though it is indeed quite expensive. It'd be best at the moment to start with the areas of complaint, a set of Hive-Cities on the southern continent, solving their problems directly without going for the big, sweeping gesture...yet.

Call: Medium
Cost: 150 Weath
Probability: 85%+5
Reward: Public transportation improved in one area. Increased worker opinion. On the other hand, more graphs.



The Moneybags

The ruler-castes, the bureaucrats, they have money stored away, hidden away. The rich, the powerful they always do. Vast fortunes immune to taxation, immune to sense, covered in blood. You could free it, as it were. Fuck what the former rulers say, the money belongs to the people, through your own will, to spend for their betterment.

Cost: 200 Wealth
Probability: 50%
Reward: ??? Wealth, Caste and Ruler-Caste opinion lowered, perhaps dramatically, ???


Public Parks

Recreating the entire agricultural order is not on your agenda at the moment, and so you've told Kikkizit to shelve the plans until there is less on your plate since even looking at it for too long does horrible things to you, but public parks sounds nice, safe and uncontroversial, and Kikkizit talked you through it in a way that both allowed you to understand it without creating too many difficulties. Plus, it'd improve morale.


Cost: 75 Wealth
Probability: 60%
Reward: Parks start getting built, people get happier. Maybe you can go to one of them sometime and relax away from economic duties?


*****

A/N: And so the vote's up! I will note that while opening up a Naval Category gives more overall options, and more consistent ones as well, it does come with a small potential drawback, sorta. Getting more than one action will take some buildup, while theoretically if you kept them together you could spend all two (four once you get Hazitean) actions one year on things that'd be locked away in the Naval Category. Now, of course, you have plenty else to occupy you, but that'd at least theoretically be possible, whereas once Hazitean is locked out of control over that end, her actions will be aimed only at her baliwick: everything non-naval.

Anyways, hope it looks good, and a spoilered it this time!
 
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Turn 4--Part 2
Turn 4: 2428 (B)--Intrigue, Learning, Personal


Intrigue
: At least here you will not literally lie sick in bed dreaming of never having to see it again. In fact, you like it, and here you have far too many things to do, and too little time, but at least you know the rules, know how it works, and you can really feel as if you are making progress against Zaeswin. Yazhiha is still helping you for the moment, though he has some reservations as to how long he'll stay on when he could be retired, or at least not puttering about with little to do but go to therapy and help out when he can. Chance he'll do one of the more sedentary actions each turn, rolling a 1d100+26 (he's not an official advisor though). (Pick 4) (+10 to all Internal security rolls, +15 to all rolls against the Iashec this and next turn.)

In The Black

Find the areas where the Iashec are donating money to your half-defunct intelligence system and try to reduce it or even eliminate it. It might lead to budgetary squabbles, but it's the only way you can be sure that you're not bleeding more and more each turn.

Cost: 50 Wealth
Probability: 70% (+10)
Reward: Iashec investment reduced, -Wealth of some level.

Question the Phoenix

There is a lot you could learn if only they would talk. They had to know a lot about their employers, but they were keeping silent. More focus and expertise were needed to make sure some of them talked. That, and better interrogation attempts. You had ways of making them talk, and none of them involved torture, either.

Cost: 10 Wealth
Probability: 65%
Reward: ???

The Dark Side of Reconciliation

There are enemies. They can be found, those that committed the worst crimes. Even though reconciliation has happened, accidents could be arranged. Or more honestly, they could be found to be continuing bad behavior through basic monitoring and then be hauled off, to see what to do with them from there. It might turn out badly, it might be accepted, who knows.

Cost: 100 Wealth
Probability: 50% (+10)
Reward: Worst criminals still present taken in/dealt with, options.

A Bug in the Code

It is likely Zaeswin knows that you've decoded their messages, however they can't entirely discard their code system. Well, they can, since like you they have a very deep understanding of the ways codes and security systems work, but their underlings, well, they are not Zaeswin's equal. You could have agents break into important positions using the codes and begin to infiltrate the security structures that Zaeswin has set up. But it'd be dangerous, not only individually but as a whole, even when many of your agents will be using 'intelligence assets' rather than directly risking themselves.

Cost: 30 Wealth
Probability: 35%, mutually exclusive to Codebreaker
Time: 2 turns.
Rewards: Line of intrigue, web of deception into the 'middle circle' of Zaeswin's own web, chances to trip him up, options to try to tear his forces apart from the inside.

Codebreaker!

That might be too risky, so you could instead do a smash and grab. Like a maid armed with a feather-duster, you could sweep away the cobwebs of Zaeswin's obscure systems, using the code to break in, but instead of slowly working your way into the trust of Zaeswin's agents your agents and their assets would destroy them. Send word to the police, to other corporations- whatever works, they won't be picky. At the end of it Zaeswin himself will be untouched, but a large amount of their power would be destroyed, even if it wouldn't take forever for them to recover from what would be a mere setback rather than a finishing move.

Cost: 50 Wealth
Probability: 45%, mutually exclusive to A Bug In the Code
Rewards: Dust up some of Zaeswin's operations. Do damage to them. Gain +5 next turn against Zaeswin.


En Passant

Zaeswin is canny and clever, and more importantly, brilliant. A genius who has a lot of very deep and tricky plans, and so attacking him directly could be very dangerous. So instead, your agents will attack his pawns, those Iashec and other forces that ultimately are the bread and butter of any major game he's playing. It will take them across known space, into very difficult waters, in a race against time to capture as many pieces as they can, while not letting themselves but lured into any mistakes.

Cost: 100 Wealth
Probability: 35% (+15)
Time: 2 turns.
Reward: Options, advantage gained in the game against Zaeswin


Castling

Protection of your own assets is quite important as well. Ultimately if your assets are destroyed, or worse, you yourself, you will have little ability to harm the enemy. Shuffle around identities, create new code systems and then have them change frequently, gain and discard shell corporations, and otherwise make sure that you have the processes in place to thwart any attempts at a counter-attack.

Cost: 150 Wealth
Probability: 50%
Reward: Protection, safety, chance to catch someone's hand in the cookie jar.


Discarded Pieces

What is going on in the Iashec planet you left? Reports are scattered, and you've had difficulty infiltrating agents. The behavior of one of the figures you met, the criminal boss, has been very suspect, though. She's acting oddly, very oddly, and the whole thing smells incredibly rotten. What is going on there, and what might it have to do with the future moves in this little 'game' of Zaeswin's.

Cost: 50 Wealth
Probability: 50% (+15)
Reward: Information, options to mess with Asurin/get involved, spy-style.


Keep the Boot On

Keep up actions against the gangs and continue to infiltrate them. Some of this will be done by the police and army anyway, but this represents you sending in specialists and having them focus on the task to the exclusion of other things. But, it would help keep the criminal underworld off-balance.

Cost: 20 Wealth
Probability: 70% (+10 on top)
Reward: Gangs kept unbalanced, other potential rewards.



Patterns of Behavior

You can monitor the forums and online conversation in several high-traffic areas, not to catch criminals but to notice patterns of thoughts and to better be able to predict just what's coming. Are people growing angrier, is dissent rising, is there a drop in activity that might mean they've found a way around the bugs?

Cost: 100 Wealth per turn.
Probability: 65% (+10)
Reward: Information, knowledge, potential options each turn. Likely to be one or so new options each turn, slightly oddball.


A New Archive

Now that the archive has been plumbed, it needs to be rearranged in a way that allows it to both be secret, but also less confusing, and more accessible… for you, at least. This would be a difficult process, but it would further improve internal security and allow for in-depth research on both the past and previous operations that might prove very valuable for agents in the future, since accurate information and accurate simulations are a major part of how one stays alive in a galaxy of Intrigue.

Cost: 50 Wealth
Time: 1d2 turns
Probability: 60% (+10)
Reward: Improved Internal Security, data.


What are they saying?

The ruler caste were immune to at least the bugs and programs you have access to, but you could find the codes for where they are monitored and work on setting up your own spy network. You need to know what they're saying and thinking, and whether they are planning anything against you. They gave up peacefully, but they certainly didn't *choose* to give up.


Cost: 400 Wealth
Probability: 50% (+10)
Reward: Monitor the former Ruler and her children and allies, open up options.

Colonial Eyes and Ears

The colonies are a big question mark. You could rectify this through viruses, agents, and other such forms of infiltration, but it's a long journey with forces you aren't entirely sure of. But considering the dangers the colonies pose, and are in, it might just be worth it. The operations would be delicate and complicated, but you just might be able to do it.

Cost: 400 Wealth
Probability:40%, 60% if you take another Colony action this turn.
Reward: Information. A few closed-off options.


Redeeming the Aroane Special Group

The most famous special forces group is the Aroane. There are many, but you have a friend or two who used to be in that group, and former friends still in there. Their reputation was marred by their actions, including a (nonlethal) raid on the house of a protest leader and scholar, but they are useful and the largest and (though the public might not believe it) least given to brutal and repressive acts.

Their actions in the gang war did start to redeem them some, and it's a little more likely you can salvage them.

Cost: 100 Wealth
Probability: 55% (+10)
Reward: Aroane checked out and cleared of potential subversives, public opinion restored to 'neutral/those scary people.' Might help other options.

Open Government?

There have been calls to open the action of the government so all can see it. You could do so...at least for the nonclassified things, setting up sites and document retrieval for the non-sensitive Diplomatic, Stewardship, Martial and Learning actions, while keeping the Intrigue carefully hidden. It'd increase public trust, at the very least, though also increase public scrutiny.

Cost: 100 Wealth
Probability: 70%
Reward: Open Government holo-casts and VR/websites, increased public opinion, increased public pressure.


Cyber-Agents

You need to improve agents, and just as importantly, make sure you know the access codes and shut-offs for the cybernetically enhanced agents so that you can grant more of them, deactivate them for those who leave the service, and otherwise get a handle on this security issue.



Cost: 200 Wealth
Probability: 50%
Reward: Any agents that escape a purge won't have military-grade cybertech available. Can track your own agents. Can train more and give them cybernetics.

Learning: Kikkizit is making great strides, perhaps even faster than expected. He's starting to encroach into other areas in some senses, but his brilliance has allowed him to have influence even greater than expected, and his Ministry of Education is off to a rousing start, though their budget is still currently mostly a nest egg. Either way, he has hopes that by the end of the year, a foundation for a new Gazinitah will have been laid. Ideas involving Earth have also been percolating, though they haven't yet shared all of that with you. (Pick 3) (+10 to all education options, +5 to all options as a whole (the latter will last one more turn)


We Don't Need No Education


Education reform is on the agenda and starting to be seriously discussed. Panels could be made, people could talk, suggestions could be proffered. It's unlikely to immediately change the curriculum, other than getting rid of the most obvious abuses and the propaganda, but starting on it is a good thing. [LOCKED IN]

Time: Will Complete this turn!
Cost: 300 Wealth
Probability: 85%
Reward: Education system improved, curriculum changes, potential other advantages as it shakes out.



We don't need no thought control

Students' lives are monitored every second. Security guards escort them from class to class. They live in fear that their sexual hangups will be punished and that any move out of line will destroy their lives. Not everywhere, some of the poorer schools are harder hit, while others are 'unlucky' enough not to have the kind of budget for that sort of thing, but the whole situation is one you still remember. Schooling wasn't as bad for you, but it certainly isn't something you'd wish on any children you had. You can move to remove the controls and loosen restrictions.

Cost: 100 Wealth
Probability: 80%
Reward: Less control over students, increased opinion by them, ???.




Virtual Production

There have been suggestions to further study virtual reality technology. Brain uploading is a no go, but the technology of entering a simulated reality temporarily is well established, but there might be new technologies produced from it, not only important for education- such as better historical simulators and virtual teachers- but potentially for training soldiers, as well as for the export market.

Cost: 50 Wealth
Probability: 80%
Reward: Better virtual reality gear, opens up more of the same sorts of research.


Caste-based Research

Currently, research into the history and sociology of caste formation, its potential economic consequences, its validity both educationally and genetically, its social impacts, whether it's a good idea, or anything of the like is forbidden by law. Professor Kikkizit would like to change that, opening up and providing grants for research in order to prepare the ground for later reform. They urge a slow and cautious formation of policy, not giving away their hand before they are sure they have the data needed to act.


Cost: 100 Wealth
Probability: 60%
Reward: Caste-based research- historical, social and genetic- opened up for discussion, results might take a while to come in, might open up options.

Implement the Hive's Will

There are many ideas in Gazinitah. Many patents filed, or that would have been filed. You could give an opportunity for independent inventors to use your facilities, pursue their ideas, their dreams, and see what comes of it. Which could very well be nothing, a big explosion or a ruined lab, or it could be something spectacular.

Cost: 100 Wealth
Probability: ???
Reward: Grab Bag of Mystery Shinies? Or nothing? Who knows!

Take A Pill

There are many illnesses that shouldn't exist, but do. Cured long ago, often simply and easily, their costs are yet beyond the average worker. You could tackle this problem any number of ways, but at the moment you judge opening free clinics and the like is far, far beyond you, considering at the moment you aren't entirely sure how much your budget is, what you're spending, how you are going to pay month by month, let alone the state of medical care. However, you could have scientists and doctors work on trying to reduce the cost of medical equipment and find new ways to do the same things only more cheaply.


Cost: 400 Wealth
Probability: 50%
Reward: New medical tech, health benefits start spreading slowly to the masses. Potential upswing in wealth over the next few years thanks to improved health.


Foreign Examples

There is a lot of technology from other places that your scientists could study. Other places often make things you cannot, and other species have their specialties and their skills. You could try to get them to gather and study some foreign technology, buying the patents or just the object, or otherwise trying to reverse engineer them. It's not entirely above board, and what you'll get is a grab-bag as to whether it'll be useful, but it's certainly possible.

Cost: 200 Wealth
Probability: 50%
Reward: Grab bag of foreign tech advances, potentially Wealth if any of them are marketable.



Political Education


Political Science is an important discipline, and just because the former regime used political indoctrination and distorted the facts doesn't mean the new order can refrain from trying their best to educate children. This would be Kikkizit's stab at a balanced and rounded primary and secondary education guideline for Politics/History, and the first step towards them interfering in higher education in a way they've hesitated to do so far.

Cost: Free
Probability: 70%
Reward: Options, guidelines posted and start to be adopted, could have potential advantages a few turns down the line.


Patterns of Design

The military is still repairing the damaged and wrecked acquisitions, but Kikkizit has expressed more interest than you expected in having some people examine the ships and their technology to try to obtain information on the different systems and ways of thought. Not only psychological, or military, but even things like methods of air filtration deduced from little bits of charred remains. It'd be a complex process, but if Kikkizit thinks it can be done it can be done.

Cost: 20 Wealth
Probability: 55%
Reward: Information, avenues of research.

Standards of Education

Colonial education is often a little haphazard. Kikkizit could begin investigation into this matter, though it would take time to correlate the data and make sure that they are not barking up the wrong tree. Either way, it could be very useful.

Cost: 50 Wealth a turn
Time: 2 turns
Probability: 60%
Reward: Information, options, chances.


Personal: Ah, the blessed peace of something other than economics. It was your only refuge, solace, and balm.(Choose 2)


Personal Intervention

(will vote on what you Intervene on later.) Take a guiding hand in something, directing it, even more than you already are, spending a very large amount of your time and effort on it, free time as it were.

Cost: Free
Reward: Bonus equal to your stat on an action (+19% for Diplomacy, etc)

What Are Friends For?

You are part of a Workers Association. These are friends, people who cared for you and whom you still care for. You could get the gang back together, talk, de-stress, maybe get their advice. It's been so long since you've seen them, and you're really starting to miss them.

Cost: Free
Probability: 70%
Reward: Get the gang back together. Relieve some stress. Potential other benefits.



Getting in Shape

Some laugh at the idea that you'd go and do the mission, but they were wrong. But it's true you've seen better days, and want to get back to them as well. Part of it is lack of the cybernetics, yes, but more importantly you haven't had as much time to exercise, and you might have packed on a little beneath the chitin. Either way, a little bit of work would be all it'd take for you to get more in shape.

Cost: Free
Probability: 70%/30%
Reward: 70% chance of +1 Martial, 30% chance of +2 Martial.


The Wagon Keeps Moving

Hazitean needs to keep relatively into it, and not fall off too often or long. You've read books, and you know that rehabilitation is not about swearing never to slip and do drugs again, it's about resisting doing them, and being willing to stop yourself and not abandon the program with each failure. It's something far more complicated than total denial, and it will take a lot of group therapy sessions and constant work. Statistics show that the early stages are harder than later on, when it becomes part of a pattern, so you could mind her and make sure she goes.

Chance she'll do it on her own: 95%
Cost: Free
Probability: 100%
Reward: It's what friends do, and now's the worst time for her to backslide. If she fails, -5 to Crazy But Brilliant'.


Shrink Yer Head

While she's dedicated, relatively, to not doing drugs, she's ambivalent about being called crazy by some overpaid asshole who's never murdered someone in anger, as she comments once. It's a rather anti-social attitude, rather bizarre in a Xvorzit, but you could try to help her through her concerns.

Chance she'll do it on her own: 65%

Cost: Free
Probability: 95%
Reward: Hazitean continues to improve, doesn't backslide at all. If she fails, -5 to Crazy But Brilliant.

Getting to Know Bizentara

You are placing someone in a position of vast power, or might do so soon. In fact, whether you hand him anything at all or even try to bypass and ignore him, he has won a great deal of credit and authority in the military establishment. However, face to face contact tends to promote accord and harmony, or at least you'd like to think it. You could have a chat with him, see if you can find points of harmony, and learn more about his politics, thoughts, and feelings. And then keep on learning more about him.


Cost: Free
Probability: 60%
Reward: Keep up contact, make friendship/etc with Captain Bizentara. Represents many conversations over a full year.
 
Turn 4 Results
Turn 4 (2428 B) Results



Martial:

Hazitean Roll: 1d100+32=75, nope, too busy, though close.

Crazy Kids Roll: 1d100+25=68, some progress

Bleed Roll: 1d100+28 (Bleed amount)+0 (Turns bleeding)=67, some discontent, generals and soldiers are growing wary, but thus far nothing's been done wrong enough to worry too much!

Crazy and Brilliant

Hazitean is rather busy all the next few months. Vorzhan sees surprisingly little of her for the next few months as she dives into her work. It's remarkable, seeing how much she's changed, how much it seems as if she is endlessly advancing, all while the Speaker felt stuck in the grit and muck of their job. And of economics, which was increasingly weighing on their mind, making every moment a haze of misery, triumphs feeling fleeting before the constant grind of numbers.

It leaves the Speaker numb, and perhaps not a good friend, watching Hazitean with satisfaction but unable to help in their dive into the heart of the military situation.

Reward: Hazitean an adviser now. +2 actions, +10 for all non-naval Military Actions.

Gifts Are Not Warlike

An example of what she was able to do was look at the gifts budget. It was, simply put, graft, but also an attempt to create bonuses and incentives to keep people from retiring, or caring for their retirement outside the system. It's thus not entirely unjustified, but she is able to channel it into other directions and even 'encourages' some of the older generals to retire, managing to squeeze out further gains, even if they are on top of more than a little annoyance.

Reward: 500 Wealth a turn. Gained 30 more Wealth a turn in convenient retirements.


Drop Tanks

There is one night that cheers the Speaker up. They watch with satisfaction as, before the entire world (which will have to be changed once their research becomes high-level) they drop tanks from thousands of feet up out of transport aircraft. And rather than, well, crashing into the ground and making a crater, they stick the landing and keep on going, and going. Ready to fight. If there is every a need for a 'hot deployment', so hot that even landing the dropships would be difficult, this would be very useful. It's also undeniably cool, and the first bit of real progress the Tankers had made. It rather reassured the Speaker that their ludicrous (half the budget of the education ministry) budget was being used well.

Reward: Lose 50 Wealth (this is an every turn thing, duh), gain 'Drop Tank Modifications.'


Diplomacy:


???: 1d100=67


Caste of Diplomats
Need: 30 Rolled: 54

The Speaker is presented with a list of options, after several revisions and a lot of arguing. Apparently large numbers of candidates that were going to be proposed were found to have recent ties to the Iashec, though many protested their innocence, claiming that they didn't know how that money got into their account. Yeah, sure. Speaker had considered checking themselves, but had enough going on that they simply had to trust the investigators. Either way, a list was eventually winnowed down, and would be pruned for a good candidate.

Reward: Will get to vote from among several candidates for Diplomacy Advisor at the end of this turn.


(Free) Possibilities: Xvorzith Hives
Need: 25 Rolled: 3, well okay.

I'isanah sends an angry message to the Speaker when they suggest she stop trying. At every step, it seemed there were difficulties, rumors about what Gazinitah was doing, and further suspicion that I'Isanah was not an actual representative. The whole thing was immensely troubling, and the Speaker was at the point of wanting her back to try something else. The stream of failures and incidents was getting humiliating and annoying. Enough so that they began to suspect enemy action.

The Iashec, for instance. However, there was little they could do to dissuade I'isanah from continuing.

Reward: Lose 200 Wealth, choice 'locked in' (though it's free), will cost 100 Wealth next turn in ongoing effort.


Talk to the Colonies
Need: 35 Rolled: 78

They wanted to help, they wanted to contribute, and they wanted a voice. The last brought into focus a lot of things, like the fact that eventually Vorzhan would need to form a government, create a system in their own image to help them run things. Some sort of representation for the colonies when that happened would be great, but they appreciated that Vorzhan was busy, and they had been benefitting second-hand from a lot of what the Speaker was doing, enough that they were mainly content to wait, though some of the higher-ups wondered at the Speaker's priorities.

Was he really all that different from the previous Rulers? All of that fear was at least somewhat assuaged when, partially to escape from the constant refrain of the economy, the Speaker went on a personal tour of the colonies, learning a lot more about what each did. Each economy seemed somewhat specialized and small-scale, but each did their jobs admirably, and so while their numbers were small (by Xvorzith standards, at least) they were more important than they'd seem at first. The people themselves had bought into the hype, and believe that the Speaker will make their lives noticeably better.

Reward: Expectations, options. Colonies don't get annoyed at you.


Stewardship:

???: 1d100=74


Buy-Out
Need: 60, Rolled 98

They were toying with the Speaker. It was that simple, they concluded, pacing around the room, the headache growing. This was disgusting. Just a bunch of reptiles playing games and, and--

It defied thought, and Vorzhan let out a plaintive chirp. It was a good thing they'd started now, because there were contacts, links. Other businesses were being talked to, and potentially blackmailed, into toeing the Iashec line, and with that many of the economic journals and holocasts had begun to turn against the Speakership. One of the people working for the Speaker had gotten so offended that they'd started sharing them with Vorzhan.

Who had ignored the person, reassigned them, and deleted all of their emails they ever had on the subject. Then they'd holed themselves up in this small room for the past week and worked on it between blinding headaches that they always got when they dealt with financial stuff. It felt normal, by now, part of what it was to manage an economy. It was a lot like the itch they got from the lost cybernetics. Only rather more painful, but it was fine. Everything was fine. The companies were soon to be bought out, their influence reduced or destroyed.

Everything. Was. Fine.


Reward: Will Complete next turn


No Mr. Bond, I expect you to mature in 5, 10, or 20 years
Need: 15 Rolled: 48

Sometimes, though, they were baffled at what other bugs thought. According to them, the Speaker was a genius, a financial guru whose wisdom had taken the economy upwards and upwards. Even as some businesses and their tame media turned against them, millions of others leapt to Vorzhan's defense, and picked holes in their fulminations. The people were voting with their wallets, that in twenty years the future would be that of the Speaker and their world. That there would be a New Gazinitah Fund to be repaid from, that the world would grow rich and prosperous, as it had once been.

From every sector, hundreds and hundreds of millions voted with their wallets, with tens of millions joining them each day. The bonds were immensely popular, so much so that some are suggesting it as a way to pay for other things. Hazitean, for instance, has...ideas.

Reward: 150 Wealth to set up, 25 Wealth in cost a turn. Gain 700 Wealth a turn at the moment, will change as the economic fortunes/optimism of the planet shifts. Whether upward or downward. Gained an option to try to do 'war bonds' or the like to try to fund the military further.


Survey of the Law Books
Need: 20 Rolled: 36

This was not a good idea. Kikkizit was stunned at the daring to go forward with this without having worked with the law system more. But armed with nothing more than pro bono lawyers and none of the groundwork that might've eased its passage the Speaker dives into it, working nearly a day for every hour off with a headache--oddly, law proved a lot easier to cope with than the economy--as they make some progress in understanding the law.

Time: 1d2+2=3

However, this is going to take a little longer than hoped, at this point. So far, though, it's turned up a lot of good insights.

Reward: Locked for the next two turns. Also, gain +5 to all other Law options that you were supposed to take first because this is meant to be a time sink that you can eventually whittle down into being able to do in a single turn, you crazy diamonds! Also, now two of your four slots are locked.

(Hive) Caste or No Caste
Need: 30 Rolled: 53

Another popular move, if one that certainly did alienate some elites, was the opening up of many jobs to anyone, without restrictions involving caste. Other barriers are broken down, and while Kikkizit points out that this is symbolic, it's also quite overdue, and appears to many of the more hesitant and old-fashioned of the Xvorzit to be the first drop of water before the dam breaks. Combined with Iashec manipulation, many of the 'losing' sectors of the new order were getting discontent. In truth they weren't losing, so much as having to share their wealth and prosperity with other rising areas. Still, they were starting to be suspicious of Speaker Vorzhan's intentions. Still, the Speaker was riding high, despite difficulties.

Result: Caste prejudice starts to break down. Opinion stays even overall, but fluctuates across the board. Also, welcome to Will of the Hive 2 (+10 on all anti-espionage rolls, +20 on economy rolls (at the end of the turn, you know the ones)+10 on Will of the Hive Rolls, must do a (Hive) action each turn or you lose it and suffer some opinion loss.)


Open Up Avenues
Rolled: 41, not much.

This time, with all of the distractions and the uncertainty of the business Castes, the money only unlocked a few small avenues of trade, such as using the new and improved engines to cut down on the expense margins enough to make several trade routes slightly more viable.

Reward: 25 Wealth a turn more, spent 100 Wealth.

Intrigue:
???: 1d100+20=40


A Bug In The Code
Need: 65 Rolled: 74+32 (PI)=106, crit.

The Speaker comes down. That's what the techs and the black-box bugs whisper. The Speaker comes down and solves everything. The code is cracked- shattered- and not only that, but somehow Vorzhan was able to guess at what wasn't included in the code. Signs and symbols, ways in which the organizations would interact. Within just a few months, much of the Iashec network, Zaeswin's network, had been broken open, even if the core yet remained safe and shielded in a wall of paranoia. It would take time and effort to infiltrate all of it though. The organizations, for good reason, did not expose all of their secrets to new recruits, and being in the proper position to completely undermine them would take time and effort.

Time: 1 turn remaining


Question the Phoenix
Need: 35 Rolled: 26...reroll activated because of crit. Reroll: 35.

For a while they didn't talk, a long, long while. Until someone 'happened' to mention something in front of the Commodore. A code-phrase that was connected deeply to one of their orders, or so it was suspected. They began to crack open, though the Commodore refused to speak on a number of things unless they were guaranteed some form of immunity, and even then they were very hesitant.

She had been given conflicting orders, but the basics were that she had been told to protect and transport these ships to a certain destination, the coordinates of which she eventually gave, and to make sure that nothing happened to the pirates. Both had been complete failures, and she was pretty sure her career was over. Further information was harder to pry out of her, but it was definitely something.

Reward: Information, options. Coordinates.

Discarded Pieces
Need: 50 Rolled: 77+15 (Bonus)=92

Okay, this wasn't normal at all. Capos were warring in a chaotic political melee that seemed to be leading up to a single winner. Capa Narle was the one that Vorzhan had met before, but she seemed completely changed. Her pronouncements were hard-edged, her voice seemed strange and tinny, and she was proving as brutal as she was cunning. She seemed to have few obvious long-term interests, and it was hard not to conclude she was a puppet. Maybe even literally, as the entire planet soon fell under her sway.

Did Zaeswin… do something to her? Either way, an entire planet was currently in the midst of a civil war, and there might soon be a single ruler. Unless, of course, Gazinitah had something to say about that.

Reward: Information and options. Hints of darker things to come.


Castling
Need: 50 Rolled: 17, Reroll: 14, yeah, that's a failure

The problem is, there was no way to lead and run. No way to hide the assets and also effectively speak for the people. The government was at once too light and too ponderous for the heavy secrets they tried to put upon it, and so at the end of five months, the Speaker knew they could try again, but had to admit that it was a failure, and that this meant that there was likely more than a little that they'd missed. No assassination attempts, luckily, or anything too dangerous, but the business contacts and that affair with the plans going missing...it's all rather annoying.

Reward: Nada. Zilch. Can try again next turn.


Learning:


We Don't Need No Education
Need: 15 Rolled: 70+10=80

Finally, there were recommendations, across the board ones. Some of them were small, while others were radical, separating out education into a number of streams, which was common, but merging most of them together in order to reduce Caste stratification, as well as opening the qualifications much wider. A combination of physical, moral, artistic and 'regular' education was proposed, and the whole report was, if it was made into a paper-book form, thousands of pages long. Comprehensive, Kikkizit said with wide eyes and a mischievous cast to his arms.

Reward: Options, reports, education system improved, across the board opinion boost.


Foreign Examples
Need: 50 Rolled: 99+5=104

It was remarkable, at least for the humans of the various planets that Kikkizit sent people out to, how good Xvorzith were at haggling. They bought thousands of patents, sifting through them, making sure each was useful, and then once they were back on Gazinitah they sold them all off, but made sure to check to see if any were *particularly* valuable, outside the civilian sector. They found several different gems. First, the motors and engines in some civilian transport craft would actually be a huge improvement for the hovertanks, and thus it was quickly given to the tank enthusiasts to fool around with. As well, there were tons of small upgrades, mostly on supplemental hardware, like better first aid, 25th century cupholder technology, faster connections, and a thousand things that add up to very small improvements in efficiency.

Then there were civilian ship improvements. Many of them would no doubt expand the economy and help in a thousand other small ways, but the key was that their engines, while not military grade, operated on the same principles, and were cutting edge. With them, not only could the navy's engine problem be fixed, they could at least in theory be upgraded, though whether there would be room was being questioned, and Bizentara had suggested holding off until they have enough improvements in general to start up new classes of ships. However, either way, the start into research and the fixes should be easier now.

Reward: 400 Wealth, +5 to Tanker Rolls, minor advances on military tech, +20% to 'Engines and Jump Drives, Oh My?'


Standards of Education
Need: 40 Rolled: 59+10=69

The colonies were difficult if only because often bugs didn't live there for long. They faced different pressures, had different jobs, and were often some combination of both more parochial and also more galactic. It was a complicated mess, and the relative independence of the colonies in some respects--and the total lack of independence in others--made it all a tricky puzzle, but the data gained from the education committees helped quite a bit.

Reward: Will finish next turn.

Patterns of Design
Need: 45 Rolled: 6+5=11

Kikkizit felt as if they were getting close to something. Then their research had been deleted by an accidental file transfer, and then the military swooped in. Several captains declared that the data was classified, and someone broke into their house to take their files because apparently a deep probe of the data indicated there was a small chance that some sort of message was coded into the Phoenix Wing ships. Apparently that's what some feared with some… interrogation?

Some days, Kikkizit wondered about just what the Speaker was involved in.

Reward: Failed. -5 to future attempts, balancing out the +5.


Personal

Getting to Know Bizentara
Need: 40 Rolled: 34+10 (½ diplomacy)=44

"I want to make the people of Gazinitah proud. I don't want to have them saying things about me, as if I'm a butcher, as if I hate peace and harmony and unity," they said, eyes bugging out as they paused to slurp some more of the meal-sauce, staring plaintively at their Speaker. Which is what they'd exclusively called Vorzhan, despite their attempts to make it more familiar, or friendly. 'Speaker' this and Speaker that, often said in this fast high-low chirp that was generally the sign of someone confused and uncertain. They seemed almost afraid of the Speaker, and they couldn't work out why.

Vorzhan did know that Bizentara was startlingly ambitious for a Xvorzith and also seemed to have a rather complex history. No insubordination, but they'd been willful and obstinate, even straining at the leash to go hunt some real pirates rather than...well, apparently they had patrolled Iashec space, among other things, basically acting as guards for merchants and the like. Not even Gazinith merchants. Essentially, the entire navy had been a security force for another power. Stubborn, yet oddly polite, ambitious and yet as far as Vorzhan could tell, ambitious within the 'proper spheres' it all made for an interesting enough figure, and likely rather trustworthy. They had a lot of ambitions, goals, and plans, and they shared them earnestly, as if they were going to be judged for them. Apparently they didn't get along amazingly with Hazitean, though they had something close to a working relationship at the moment.

But there was a word they mentioned, near the end of the conversation, that made the Speaker wonder just how vast their ambitions were: Dreadnought.

Reward: Captain Bizentara stat-sheet will come out with the rest of them. 'What did you do instead' completed--turns out you were glorified bodyguards of shipping, spending large amounts of money maintaining a fleet to do the shit jobs so that the Iashec didn't have to.


The Wagon Keeps Moving
Need: 5, Rolled: 9

She almost relapsed, almost, when she learned what some of the Captains had done with Kikkizit. That just wasn't cool.


Shrink Yer' Head
Need: 35, Rolled: 99

On the other hand, she made a lot of progress in therapy, at least according to the reports that the Speaker very carefully requested, sans anything that would violate therapist-client confidentiality.

Reward: +15 to chances (80% chance she'll do this on her own next turn), negative traits reduced one degree in severity (you'll see the new stats/traits soon.)

Current Financial Situation:



Turn 4 Starting Wealth: 5454+200 (Loots)-412 (Tugging Cost)+416 (Salvage Wealth)=5658


Expenditures: 1175+46 (Current Bleed)+50 (Crazy and Brilliant)+100 (Gifts are Not Warlike)+200 (Poss: Xvorzith)+25 (Talk to the Colonies)+600 (Buy-Out)+100 (Opening Up Avenues, ongoing)+150 (Bonds, also, to note for myself, +25 Wealth a turn in expenditures)+100 (Law Books)+100 (Caste or No Caste)+10 (Question Phoenix)+30 (Bug in Code)+150 (Castling)+50 (Discarded Pieces)+200 (Foreign Examples)+20 (Patterns)+50 (ongoing, Standards of Education)=3156 Wealth spent.

Income: 2650+100 (Economy expands, will be rolling over)+700 (Bonds)+400 (Foreign Examples)+25 (Opening Up, ongoing)+250 (Direct Aid)+20d100 (1058)=3875+1058=4933

Turn End Wealth: 5354+1777=7131

Rolling over Expenditures: 1175+46 (current Bleed)+100 (Avenues)+25 (Bonds)+50 (Standards)+30 (More Debt Servicing)=1426 Wealth

Rolling Over Income: 2775+700 (Bonds)+20d100=3475+20d100.

Debt Servicing:

Debt grew by 600 Wealth these past two turns, has to be in Intrigue, then. Means that the Debt Servicing will cost 30 more from now on.

Current Debt: 37,100 (1500 of it to Sol)

Bleed is now down to 46, though it will increase some next turn as some ships go online. Good job, team.

As for the salvage you took in 216 Wealth, which is to say that choosing to take all of them paid off to the tune of...4 Wealth. Which is actually a lot from an individual basis, but on a polity-wide basis...well, every cent counts!


A/N: So, another turn complete! All that's left is a choice of Diplomacy Advisers, and then I'm going to post a bunch of shiny, new and improved Character Sheets, McClenehan is working on fixing up the polity info sheet to post up front, and then we'll be moving onto Turn 5. No sub-turns this time, so it should be quicker!
 
Turn 4--Diplomacy Choice
We Inform, You Decide: Diplomacy Hunt 2428!

You have a number of candidates, but through a number of metrics, they have narrowed it down to three, and then asked for dossiers to be made on all three. Well, four, but you weren't going to ask Kikkizit to also be a Foreign Policy advisor. As smart as they were, and as much as they had gotten along very well with the Prime Minister of Sol, they had other duties that should occupy them. Thus it was down to these three.

B'iyiuna

A popular news figure and 'personality' they were one of the people who made you Speaker. That wasn't even hyperbole, they had masterminded actions across the planet to get your name out when Kikkizit had declined, and they'd played nearly as large of a role in the revolution as you and Kikkizit. Sort of that second tier, but at the top of it, and with enough in the way of personality and pizzazz that they'd even been clicked-about as a potential candidate for the office that had become the Speakership. Whether from humility or a keen sense of the odds, they had declined and thrown themselves into the process in other ways.

Since your election, they'd thrown themselves into dozens of causes, from the deeply political to reuniting parents and children separated by the prisons and child-work system of the old regime, and all of it part and parcel to their own holonet show and station. It had apparently worked, as they were incredibly popular, and if an election was held tomorrow, should Speaker Vorzhan step down, B'iyiuna would be among the top twenty most popular candidates. They haven't asked or clamored for a role, but among many it is expected that Vorzhan will eventually bring him in, especially since the Speaker had been moving towards the people for the past two years. B'iyiuna stood with the people as well, for measures to invigorate the popular will, write a constitution, as Vorzhan was expected to eventually do, and begin to intertwine the people with the Speaker until they were one. They did, though, advocate a more radical, rapid pace of reform than had been the case sofar.

What they lack is foreign policy experience, and while their domestic diplomacy is great, they in turn would have to rely on advisors for external affairs, and they are likely to have their own opinions on a number of key issues. Which can be a good thing, since thus far neither Kikkizit nor Hazitean are exactly in agreement with you either. Something to think about.

Uhan Darisnis.

An oddity in some ways, very normal in yet others, Uhan is one of the most respected theoretical minds on Gazinitah, and like Kikkizit (a friend, if not a close one) they have a reputation. Their specialty is systems, not only of interaction but of control. They've written some articles on management philosophy along those lines, but their primary focus seems to be the intergalactic system, and how it works, and doesn't, to achieve and maintain peace. They also published a number of articles that got them fired from their job, suggesting that Gazinitah was an irrelevance to foreign policy, and that serious overhauls would be needed to achieve positive affect within the system.

All of your experience, as well as the ties that had bound you to the Iashec show that, in retrospect, they were right, and when the revolution came they were allowed their job back. They have very little in the way of personal experience, operating entirely in the ivory tower, but they are pretty smart, and have the backing of some, like Kikkizit, who have influence. They seem to have pretty staid habits, except spiritually (and, it was good-naturedly rumored, sexually), where something of a revolutionary fervor entered them after their exile. They had changed their name to indicate their new religion (a variation of Barsan Mysticism which had only a hundred million or so followers on Gazinitah) and draw attention to their former Caste. Mechanics. As proof that the castes meant nothing, that they were defined by who they were, and that the Caste system was inherently flawed.

In all likelihood they wouldn't have accepted the post if you had not finally acted against Caste prejudice, but now they were willing to act. Their theoretical knowledge was as great as their lack of experience in direct diplomacy, their possibilities as great as it might take time for them to get situated.

Tezthen

Tezthen, the eternal runner up. She had almost been appointed ambassador to Sol twice, and thus far had taken being passed over in her stride. Of her personal conduct there was very little to say, no known scandals at all- but, she worked under the old administration. With recent revelations and money appearing in all sorts of accounts, some wonder whether she will be the next to be painted with the brush, though if she is you'll know it's all been a frame-up, considering you went through her record with a fine-toothed comb and found nothing particularly untoward other than the fact that she spent a long time as a diplomat under the old regime, which is not in and of itself damning evidence. It'd be an action that some would view as having implications of retrenching or moving towards supporting the old elite, for better or worse, but those impressions would be just that: impressions. Then again, impressions do matter in diplomacy.

Tezthen is no doubt well aware of that as she is incredibly experienced as a diplomat, both in theory and practice, and she has extensive experience dealing with human polities as well as a decent showing in interacting with other Xvorzith hives. Certainly, she'd bring with her not only experience, but the trust of other diplomats, and that's no small boon. Either way, just like the other two, whether she's picked or not, she'll no doubt appear again.

A very good choice, you are quite tempted by her credentials as you had been before, even as a part of you was wary at what some may perceive of your actions even when there is no reason to worry or think that she represents a backslide.



Make your choice!:

[] B'iyiuna
[] Uhan Darisnis
[] Tezthen

*****

A/N: So, here we go. Thanks to McClenahan for the help, they gave me some ideas and then I expanded them and tried to flesh them all out. All of these are people you're going to have to be dealing with, whether you pick them or not. They're going to become recurring figures. Also, yeah, each of them have their own plotlines, both as an adviser and not, and unique options, bonuses, etc, etc.
 
OOC: Polity Info Updated
Planet Name: Gazinitah
Location: At the edge of Xvorzith space, near a number of human powers as well as the Hexamari.
Species: Xvorzit, insignificant number of other species (only in the millions)
Population: 14.8 Billion on Gazinitah, a few tens of millions elsewhere
Government: Newly formed leadership by consensus of the people




Budget:
Treasury: 6,881 Wealth
Current Income Per Turn: Various, plus 20d100


MILITARY BUDGET

Infantry: 1,000 Wealth
Armor: 7,00 Wealth (Tanks, IFVs, self-propelled artillery, etc.)
Aircraft: 1,800 Wealth (Fighters, ground attack craft, gunships, troop transports, heavy transports, etc.)
Special Forces: 800 Wealth
Pensions, Healthcare, etc.: 1,400 Wealth
Police: 2,000 Wealth
Navy: 1,811 wealth

Total: 9,511

Payment: Full budget paid for by government, excepting the Bleed.



CIVIL BUDGET

Social Welfare: 800
Civil Development: 1300
Education: 1100
Diplomatic fees and other things: 600
Research stimulus: 500
Palace Fees, Luxury Goods, State Ceremonies, salaries and pensions for retired ruling-caste members, etc: 1,300
Colonial administration: 700
Other/Misc: 1,000

Debt Servicing: 1,855, mainly to the Iashec, currently interest is 4.5% and you are paying back at a rate of 5% per turn, just ahead of interest...but not, it seems, ahead of debt accumulation. Every two turns this will be recalculated.

Total: 9,155 Wealth

Income paid: All of it, albeit getting more difficult in the last years, apparently, with debt servicing, leading to inflation and cutting of the education and Research budget among other things. Economists estimated that the current trend was unsustainable and would fall apart within 3 years in secret records.

Debt to various Mercantile Republic entities: 30,333
Debt to various Iashec-aligned human worlds: 2,985
Debt to Stendar: 995
Debt to the Hexamari Heretics: 995
Debt (at 0% interest and flexible repayment) to Sol: 1,500

Total meaningful debt: 36,808

Current debt accumulation per year: 600


Black-Box Budgets: Unknown, but it seems as if at least some of that is funded by the Iashec...which might be a very, very bad idea.

Tax Income: Estimates are very high, though not exact at this point.



Popular Opinion:

Defense Forces/Police: 65, while there are doubts, thus far you've done well by them.
The Hive (overall, total): 90, they have great hopes for you, and thus far you've fulfilled them!
Space Fleet: 60, you've restored their honor
Caste of the Rulers: 35, they're fearful of what you might eventually be doing, but your lack of action has lulled them some.
Intellectuals: 79. While there are some criticisms and quibbling, as a whole your support here is rock-solid, and has been ever since you made Kikkizit one of your primary advisers.
Business Castes: 43. They've been made rich and yet some of the richest and most influential members have found themselves stymied lately, so they're a bit wary.
Poor Castes/'The People': 95, great expectations!
Colonials: 80, they feel somewhat neglected but are still very optimistic as a whole.

Will of the Hive Rating: 2 (+10 to anti-espionage rolls, +20 to economy rolls, +10 to Will of the Hive rolls- need to perform one (Hive) action per turn)
Will of the Castes Rating: Not unlocked!



Military:

10 million or so soldiers, and then (on top of that) many others that fall somewhere in between soldiers and policemen, the defense forces and police being tangled together, of only partially known efficacy, with outdated weaponry and some less than ideal doctrines. Of all sorts of different types and styles of deployment.

Indeterminate number of tanks, as well as other armored vehicles- IFVs, self-propelled artillery and so on.

Aircraft- including transports as well as combat aircraft such as fighters and gunships.

Special Forces units, often implicated in attempts to maintain order.


Navy:

2 x Gazinitah class battleship (Gazinitah, Prince Hazanit) (Obsolete)
3 x Prince Izec class heavy cruiser (Prince Izec, Prince Iltixx, Prince Zaynzem)
5 x Warrior class heavy cruiser (Warrior, Defender, Guardian, Powerful, Thunderous) (Old)

12 x Aspereiz class light cruiser (Aspereiz, Active, Brazen, Chaser, Crescent, Denguard, Highflyer, Hunter, Pathfinder, Patrol, Skirmisher, Skitterer)
4x Ipriskin class light cruiser (Ipriskin, Chazak, Kekkep, Rizokis) (Obsolete)
16x Zynshos class destroyer (Zynshos, Afen, Emena, Fleix, Greai, Ilnik, Irabrius, Kementak, Kluos, Orvestath, Ozos, Phen, Quiax, Shraw, Zeyri, Zim)
4x Exquisite class destroyer (Exquisite, Burrower, Concordance, Feeder) (Obsolete)

22x Pulsar class frigate (Asteroid, Blizzard, Comet, Cyclone, Downburst, Eclipse, Galaxy, Gale, Hurricane, Lightning, Moon, Nova, Planet, Solarwind, Singularity, Star, Tempest, Thunderstorm, Tornado, Typhoon, Whirlwind, Windstorm)
3x Diamond class frigate (Diamond, Heliotrope, Sapphire) (Obsolete)
40x GZ series corvette (GZ-002, GZ-015, GZ-016, GZ-017, GZ-027, GZ-028, GZ-033, GZ-042, GZ-048, GZ-049, GZ-050, GZ-057, GZ-058, GZ-061, GZ-072, GZ-073, GZ-100, GZ-101, GZ-108, GZ-111, GZ-115, GZ-119, GZ-124, GZ-131, GZ-161, GZ-163, GZ-164, GZ-165, GZ-166, GZ-189, GZ-190, GZ-192, GZ-193, GZ-194, GZ-197, GZ-199, GZ-203, GZ-209, GZ-213, GZ-215)


Clarification on timings:

Beginning Turn 5 - damaged Gazinith vessels and undamaged captured vessels enter service
(Gazinith CL Chaser, captured CLs Unity, Liberator, Freedom and Independence, captured DDs Mirage, Daybreak, Hailstone and Twilight, captured FFs Spur, Ambush, Bolt, Shield and Spear.)

Beginning Turn 6- wrecked Gazinith vessels and damaged captured vessels enter service
(Gazinith DD Uznal and FFs Constellation and Quasar, captured CHs Resolution and Resistance, captured CL Emancipator)

Beginning Turn 7- wrecked captured vessels enter service
(Captured CH Revolution)


The Laurent: Enjoy, and thank my Co-QM for this, they did most of the work. From now on it's going to stay updated, and in fact this'll be edited onto the front page as well, and we'll modify it from here to make sure it doesn't fall 4 turns behind again. Also, voting is not yet closed, I'm busy working on Character Sheets for everyone else, and will just add/complete the character sheet for whoever wins this vote!

McClenahan: I was glancing over the thread when I realized that we hadn't been maintaining the polity information. Must remember to do this every turn, it's so much easier than trying to apply the last four turns' worth of developments all at once.

Also, warship costs have been updated across the board, so that each class in a certain category has its own cost not affected by age. For example, the captured cruisers entering service at the beginning of turn 6 won't have the same maintenance cost as Gazinitah's Prince Izecs. But, I'm waffling.

In any case, I think this update has been adequate incentive for us to make sure it gets updated every turn from now on!
 
Character Sheets!
Character Sheets:


Name: Hazitean
Age: 37
Occupation: Military Adviser to Speaker Vorzhan
Gender: Female



Hunter
Mentally Unbalanced (-1 Diplomacy): Replaces Mentally Unstable, which had penalties to Martial, -2 to Diplomacy, and other bad stuff.
Brave
Suspicious ( -.5 Diplomacy +2 Intrigue, a less fucked version of Paranoid)
Cynical
Very Hard But (Mostly) Fair: (-.5 Diplomacy +2 Martial +2 Stewardship, +1 Learning, +2 Intrigue) Replaces Just, Cruel, and Ruthless.
On The Wagon (+1 Stewardship)

Martial: 36
Diplomacy: 12
Stewardship: 21
Intrigue: 20
Learning: 13


Name: Bizentara
Age: 32
Occupation: Captain of the Gazinith Navy
Gender: Primarily Male

Being a Xvorzit (+2 Diplomacy, -1 Martial, +1 Stewardship, +1 Intrigue, +1 Learning)
Ambitious (+2 across the board)
Quick (+3 across the board)
Temperate (+2 Stewardship)
Lustful (+1 Diplomacy, no Xvorzith opinion loss)
Trusting (+1 Diplomacy, -2 Intrigue)
Master of Wargames (+1 Diplomacy, +1 Martial (Naval), +1 Stewardship)
Trained Captain: (+4 Martial (Naval), +1 Learning, +2 Diplomacy, +2 Stewardship)
Victor at Pirates Moon' (+2 Diplomacy, +2 Martial (Naval))
Ambition: Dreadnought--Bizentara wants Gazinitah to have a Dreadnought. And he wants to ride around on it. Maybe take photos. He seems really, really enthusiastic about the idea, and thinks it would be the perfect capstone for all of his vast, vast ambitions.

Martial: 6 (base)-1 (Xvorzith)+2+3=10, perfectly normal for a trained soldier at self-defense and leading ground forces, which is slightly above average for a naval Captain.
Martial (Naval) 1d20=16-1 (Xvorzit)+2+3+1+4+2=27 Martial (Naval), a great commander, a very great one. Not a legend, not like former Admiral Mutumbo (Uncle of the current PM of Sol or other figures of galactic repute and myth for their commanding prowess, but well, well beyond what the Speaker had any reason to expect. Not only one-in-a-billion, but more than that. One in tens and tens of billions.
Diplomacy: 1d15 (reroll scores below 5)= 8+2 (Xvorzit)+2 (Ambitious)+3 (Quick)+1 (Lustful)+1 (Trusting)+1 (Wargames)+2 (Captain)+1 (Victory)=21 Diplomacy, pretty charming when he wants to be.
Stewardship: 1d15 (reroll below 5)=15+11=26, a master of naval logistics and managing men. Despite these stats, don't try to get them to be your economic adviser, they know jack shit about that sort of thing, it's a different facet of Stewardship.
Intrigue: 1d15=6+4=10, despite being startlingly earnest and willing to trust, they are rather normal at covert ops and keeping secrets. Which is to say, not that good.
Learning: 1d20=17+1 (Trained Captain)+3 (Quick)+2 (Ambitious)+1 (Being a Xvorzit)=24, primarily in Naval matters, though with a few interesting hobbies as well.


Name: B'iyiuna
Age: 37
Occupation: Diplomacy Adviser, Media Personality
Gender: Primarily Male

Xvorzit (+2 Diplomacy, -1 Martial, +1 Stewardship, Learning, Intrigue)
Ambitious (+2 all)
Proud (Some bonuses and penalties, none stat-wise)
Charitable (+3 Diplomacy)
Envious (-1 Diplomacy, +2 Intrigue)
Craven (-2 Martial)
Gregarious (+2 Diplomacy)
Media Personality (+1 Diplomacy)
PR Department: +1 Diplomacy, +1 Stewardship
Revolutionary Propagandist (+3 Diplomacy, +1 Learning, +1 Stewardship, +1 Intrigue)
I don't Speak Foreigner (-1 Diplomacy, -1 Learning)

Martial: 1d15=7-1=6, they're not very strong and they don't have a mind for war. In that way they're pretty normal for a Xvorzit, not like Hazitean and yourself at all.
Diplomacy: 1d20=13+2+2+3-1+2+1+1+3=25, they are very good at talking and influencing others, even if they're somewhat dismissive and not knowledgeable of foreign affairs. Still, they can charm anyone.
Stewardship: 1d20=19+6=24, They run a media empire single-handed, and it is incredibly profitable.
Intrigue: 1d12=12+6=18, they're actually very good at intrigue and backbiting, but not in the 'secret agent' sense.
Learning: 1d20=20+3=23


Name: Yaziha
Age: 54
Occupation: Semi-retired Operative
Gender: Neutral

Is a Xvorzit (+2 Diplomacy, -1 Martial, +1 Everything else)
Quick (+3 to all.)
Paranoid (-1 Diplomacy, +2 Intrigue)
Brave (+2 Martial)
Envious (-1 Diplomacy, +2 Intrigue)
Patient (+1 all but Martial)
Born Teacher (+4 Learning)
Content
High-Level Operative (+1 Diplomacy, +1 Stewardship, +1 Learning, +4 Intrigue, +2 Martial)
Getting Old ( -2 to Personal Combat, -1 to Learning)

Martial: 13-1 (Xvorzit)+3 (Quick)+2 (Brave)+2 (Operative)=19, Personal Combat 17
Diplomacy: 14, they are somewhat charming, if a bit old-fashioned. While above average for a human, this level of skill's pretty normal for Xvorzit.
Stewardship: 14. They had to take care of himself while he was locked away on prison camp, but he hasn't managed anything larger than that in many years.
Intrigue: 16+12=28, They taught you everything they knew. You have surpassed them, but they are still one of the most skilled operatives of their craft around, if somewhat out of practice on both the technological and practical sides of things.
Learning: 1d20=15+3 (Quick)+1 (Patient)+4 (Born Teacher)+ 1 (Operative)=24, they are a very good scholar and teacher of both other cultures and spycraft, having gone to a university, though much of his knowledge is somewhat out of date.

Name: Kikkizit
Age: 42
Occupation: Learning Adviser
Gender: Primarily Male

Temperate (+3 Stewardship)
Humble (+1 Diplomacy)
Just (+1 Learning, +2 Stewardship)
Gregarious (+2 Diplomacy)
Advisor-Advised
Bazkhiti, improved! (+1 Diplomacy, +1 Stewardship, +1 Learning)
Voice of a Revolution (+4 Diplomacy, +1 Stewardship, +2 Diplomacy
Professor (+4 Learning, +3 Diplomacy, +2 Stewardship, +2 Intrigue, +1 Martial)
Workers Association (+1 Diplomacy, +1 Stewardship)
Ministry of Education (+1 Learning)
Diplomat: +1 Diplomacy, +1 Stewardship, +1 Learning--Kikkizit did a magnificent job as a diplomat, and learned much both about economic trade deals and also how to play the political game. They're now quite recognized by Sol's bureaucrats and diplomats as, in a sense, one of their own.
Cultural Explorer: +1 Diplomacy, +1 Learning. They've met the greats and not so greats of the art world on Sol, from videogame designers to old-fashioned painters. These contacts will no doubt come in handy.
Where Rulers...: +2 Learning. Kikkizit learned a lot about political science from the trip, and also gained important contacts and helped some of their fellow scholars, who will now combine their might and help out Kikkizit with his new position!
Correspondence: +1 Diplomacy. While they aren't friends, at least not yet, few enough people can say they have regular correspondence, of the friendly sort, with one of the most powerful men in the galaxy. Kikkizit can say that about Ankit Mutumbo.
An Idea of Conservation: +1 Stewardship, Kikkizit has an idea as far as increased conservation of natural lands on Gazinitah, though it's not yet fully formed.
Possible Friendship: Their interactions with Ankit Mutumbo have begun to be far closer and more friendly.


Martial: 12
Diplomacy: 31
Stewardship: 23
Intrigue: 11
Learning: 32

Name: I'isanah
Age: 31
Occupation: Merchant, frustrated Diplomat.
Gender: Female

Is a Xvorzit (+2 Diplomacy, -1 Marital, +1 all others)
Attractive (+1 Diplomacy)
Socializer (+2 Diplomacy)
Patient (+1 to all but martial)
Greedy (-1 Diplomacy, +1 Stewardship)
Lustful (+1 Intrigue)
Gourmet (-1 Stewardship)
Wroth (-1 Diplomacy, +3 Martial, -1 Intrigue)
Gregarious (+2 Diplomacy)
Merchant Training, secret keeping: +4 Stewardship, +1 Learning, +2 Intrigue, +1 Diplomacy

Martial: 1d20=13+2=15, she's a far better fighter than you'd expect, startlingly.
Diplomacy: 1d20 (reroll less than 8)=18+6=24, she's very charming, despite her indiscretions and somewhat shady dealings, once you get to know her.
Stewardship: 17+5=22 Stewardship. Though she's not as good at managing large groups of people, her expertise and surpreme skill in the realm of economics is rather gratifying.
Intrigue: 1d20=12+4=16, she's a pretty skilled operative for an amatuer, even if she needs a lot of seasoning in that area if she were to survive at the high levels that she's been thrust into.
Learning: 1d15+2=13+1+1+1=16, she's very well educated, one of the perks of having come from a Xvorzit world without a broken education system, even if it wasn't her focus as a child.

Name: Lucille
Age: 24
Occupation: Activist, College Student...Spy
Gender: Female

Charitable (+2 Diplomacy)
Diligent (+1 to all)
Kind (+2 Diplomacy...no Intrigue penalty, cause sometimes kindness takes deception, no?)
Lustful (+1 Intrigue)
Zealous (+1 Diplomacy, +1 Intrigue)
Activist (+2 Learning, +1 Diplomacy)
Social Gamer (+1 Stewardship, +1 Diplomacy, +1 Intrigue)
Woman of All Seasons: +4 Learning, +2 Diplomacy, +2 Stewardship, +2 Martial, +3 Intrigue

Martial: 1d20=14+3=17, she's surprisingly good at strategy and tactics...albeit mostly in games!
Diplomacy: 1d20 (reroll below 10)+1=17+10=27, she is very, very charismatic and popular among people, and fits in even among Xvorzit.
Stewardship: 1d20+3=19+4=23, she is very good with numbers, but more importantly she knows how to organize people.
Intrigue: 1d20=11+7=18, she's a very clever
Learning: 1d20+5 (Sol Advantage)=20+7=27, she knows a wide variety of eclectic information, though a lot of it is useless trivia. She picked up a lot in school.


Name: Vorzhan
Age: 35
Occupation: Speaker for Gazinitah
Gender: Either

Xvorzit (+2 Diplomacy, -1 Martial, +1 all others)
One Who Stands With the People (+2 Diplomacy, +1 Stewardship)
Workers Association (+1 Stewardship, +1 Diplomacy)
Winger (+2 Diplomacy)
Just (+1 Learning, +2 Stewardship
Patient (+1 to all but Martial)
Temperate (+3 Stewardship)
Elite Cybernetic Agent (+1 Martial, +2 Intrigue, +1 Personal Combat)
Intelligence Operative Gone Intelligent (+3 Martial, +5 Intrigue, +2 Learning, +1 Stewardship and Diplomacy)
I Got a Bad Feeling (+1 Personal Combat, +1 Intrigue
Listening In (+1 Martial, +1 Intrigue, +1 Personal Combat
Data At Hand (+1 Martial)
(New) Always Bet On Bug (+1 Intrigue, +1 Martial, Zaeswin hates you forever)

Martial:20 (Personal Combat 23)
Diplomacy: 19
Stewardship: 23, +1 Stewardship action
Intrigue: 32, +2 Intrigue actions
Learning: 18

A/N: And yep, that's vote closed. I was hoping I'd get more people voting, but oh well
:(

Either way, character sheets for everyone!
 
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Turn 4 News
Turn 4 News


Economy Roll: 1d100+37 (Previous turn over 130)-5 (No Stewardship Adviser)-5 (Military troubles)+2 (Opening up Avenues)-5 (Non-productive mines)+11 (Half-Stewardship)+20 (Will of the HIve)+5 (Bonds)+5 (Foreign Examples)-5 (Business Doubt)=1d100+60=154, economy is growing hugely, and more than that, against *all* expectations, the speed of its improvement is only increasing. A virtuous cycle is the best guess, but either way, this out-of-control economic miracle has vastly benefitted both Gazinitah and the Speaker who was in charge, and whose policies did broadly help the current situation. 150 Wealth extra, gain 100 Wealth from increased confidence leading to more Bonds being bought each turn. Improved opinion across the board by several points.


Local News

Tax Protests Explode: Angered at the high taxes and exemptions still clogging the system, hundreds of millions of Xvorzit storm to the streets during a pre-planned week of action, heads full of rage, to peacefully and calmly protest, through civil disobedience, sit-ins, shut-downs, lecture-ins, pamphlets, papers, and rallies, all aimed at affecting change. They are not against the Speaker, they are merely trying to call it to their attention, and the protesters come from all walks of life. The news media is torn, as are the police, who do not have either the numbers or will to act against this vast wall of people power, the largest seen since the Revolution itself, which had drawn billions out into the streets, sometimes as many as five billion in one event. When coinciding with the upcoming project about the revolution, it was rather effective at its goal of drawing attention.

'My Revolution': Working together, several famous authors, holonet producers, and Bazkhiti have announced an ambitious project, of collecting, narrating, dramatizing and otherwise allowing those who took part in the revolution to tell their stories, to be collected in a variety of formats and mediums--those who can paint, or sing, or express their story in non-traditional ways, or even in fiction that relates to their experiences are accommodated- but presented together as a set of volumes. The first will come in time for the second anniversary of the revolution. There are some calls to get the Speaker's views on that, but if they agree to an interview it might bring up topics which could hint at the underbelly of the revolution. The attempts by some security forces to order fires, the attempted assassination of several protester leaders, and all of the other various failed 'peacekeeping measures' and it might even hint at Zaeswin himself. Might, or might not

[] Agree to give an interview. Try to avoid the hardest/most classified topics.
[] Agree to give an interview. Open up about what might have happened, but don't mention Zaeswin.
[] Agree to an interview, including mentioning Zaeswin
[] Decline any interviews for the moment.

Religion?: Xvorzit are naturally communal, but while there have been plenty of great religions founded by Xvorzit, on Gazinitah, at least, belief was fractured, and a vast majority of Xvorzit had no religion in particular. Well recently, a form of Barsan Mystic practice, most popular on the Xvorzit Hive World that is part of the Confederacy, has been spreading like wildfire. Popular figures such as Uhan Darisnis (who wasn't at all aware of the probes months before as to his candidacy for Diplomacy advisor) and musical idols and holovid stars all joined up, and while there wasn't an official census, estimates placed the numbers as having doubled in the past few months. Eventually it'd die down, many thought, though others weren't so sure. Either way, the most reasonable estimate was that it was now the single largest religion on Gazinitah, with almost three hundred million adherents.


Intergalactic News:

Incremental Improvements: Hughes Heavy Industries, a technology firm based in the Technocrat Imperium, today announced a new development in the field of high-energy capacitors. While the improvement in efficiency is only incremental, spacecraft, especially warships, utilize scores of such capacitors attached to weapon mounts. A reduction in the size of the capacitor units would allow a saving in space that could be used for other things, such as crew quarters or magazine space. Alternately the capacitors could be kept the same size, but the output of the weapon mounts they attach to increased slightly.

Breakthrough Declared in Barsa Negotiations: While full reconciliation has not yet been achieved, Barsa negotiations and a last minute intervention of Xvorzith diplomats proposing a minor compromise have managed to hold the negotiations together, and while the main points of contention haven't been addressed, a treaty addressing issues of minor and moderate importance seems likely to be signed, papering over the larger issues for the moment in favor of what all parties have in common.

New Developments in Ilwari Transport Crash: Unconfirmed eyewitness reports have surfaced indicating that Union N-935 was struck by a surface-to-air missile moments before it fell out of the sky. Although the Department of Criminal Investigation currently refuses to confirm or deny anything, it is a concerning possibility- the TKH-5 was designed to be able to withstand a missile hit with no appreciable damage, and the design has shown that capability on more than one occasion in the past. As a result, speculation is rife about a possible flaw in the TKH-5's design. Union Aerospace were not available for comment.


Sol News

1d100+15=32

Setbacks in Reforms of Pirates' Moon: At the moment, it's not so much nation-building as economy and infrastructure building. Hundreds of schools and other buildings are being renovated and funded, and attempts are being made to build an economic foundation for independence that doesn't rely on slaves. But attacks are beginning to come from shadowy 'Independence' groups, and several raids have uncovered the fact that one corporation, supposedly reformed and part of the 'New Erlania' (The Pirates' Moon's official name is Erlania) were actually growing slaves in vats for secretive export. This was shut down, but seems to make a mockery of attempts to end the slave trade, at least thus far.


Spy News

Flames of Disaster?: Phoenix Wing is up to something. Part of this something is a series of surgical strikes on a variety of random targets, but they also almost 'confronted' some of your ships outside a colony of yours, and they're up to something big. Lucille feels that now might be the time to get in contact with them about the prisoners, having happened to be on a planet some of the forces were seen around, but Hazitean is worried that it needs to be timed well and should be done more 'seriously' than an offhand attempt to contact them via an agent. Either way, the Speaker has a choice.

[] Contact Phoenix Wing to discuss terms, via Lucille talking to people.
[] No contact yet, your first peaceful interaction with them shouldn't involve one of your agents happening to meet them.
[] Send word through other channels about your interest, though it might spook them off or...who knows?


A/N: So, in order, your economy continues to be bullshit lucky. Now, thus far your actions have been quite prudent and you've managed risks well, but in an amusing parallel to real life the Speaker, while they did plenty of good economically, is partially taking credit for things they, at best, facilitated by allowing it to happen without interference. And being given all the credit as if they were economic geniuses. When the same set of actions but a series of Nat 1s would have, with modifiers, made it two years of barely limping along.

Taxes are a thing, so are protests. Hence, Tax Protests. A continuation of last turn, 'My Revolution' represents the cultural opening up of this era. Expect Speaker Vorzhan to appear in popular books ala "Waiting for the Mahatma." Speaking of religious figures, if Uhan had been made your diplomacy adviser, you would have unlocked tons of neat Barsa options and religious opportunities that would have netted you ties to mystics, as well as, you know, giant dragon-men monks. Maybe even mercenaries. Speaking of, Barsa's storyline continues, and technology marches slowly on.

Sol got really unlucky with that roll, and flames (and Phoenix Wing mercs) indeed are being disastrous! Perhaps they will trigger Iblis.

McClenahan: Technology marches on, or at least takes another shuffling step forward, and the mystery of the crashed passenger transport deepens. To those of your scratching your heads at the thought that it's actually quite a reasonable theory that someone launched a surface to air missile at a passenger transport on one of the Union's core colonies… well, I'll deliver a quick precis of their internal situation in a later post.
 
Turn 5, 2429 (A)--Martial, Diplomacy, Stewardship
Turn 5--2829 (A)--Martial, Diplomacy, and Stewardship

Breathe in. Breathe out. Vorzhan's legs skitter across the floor, moving in a tense pattern, its meaning easily readable by any Xvorzit. There are a thousand, no a million, social cues and emotional ties and links in the Xvorzith culture, even more than among humans, but there were commonalities too.

People didn't usually pace when they were in a good mood, whatever species they happened to be. The year was almost over, and there was still so much to do. The charts on this quarter's economic graphs were going to come in soon, and Vorzhan had to know what to ask the holocasts he nominally controlled to do. Honest reporting, so far, but if they screwed up--and plenty of people were telling them that their actions involving Caste and their acquisition of the Mines were clear mistakes--they would have to, not lie, but understand that the truth isn't always as straightforward…

Yet here they were, about to tell their experiences, including the fact that there were secret orders to fire, and deadman switches that could have blown up protesters, and so, so very much in the way of grey over the golden morning where Gazinitah was saved from tyranny. The Speaker had been prepared for this interview for nearly a month, in between dragging themselves out of the law book and having meetings with citizens about the benefits of buying a Bond today. Selling the future of Gazinitah felt a lot like selling themselves, with how much people hung on their words. Some people, this didn't include B'iyiuna, who was quite respectful but clearly didn't buy into the idea that they were some model bug without flaws. Which was good, because the pressure was just getting stronger and stronger and--

"Speaker?" the assistant asked, "If you want another cup of--"

The mug of liquid they *had* been holding was crushed, the slimey rotted-into-liquid mold, in all of its delicious spiciness and warmness, dripping down onto the ground. "No. It's fine, was just thinking."

The other bug's legs kicked slightly, and they leaned in closer, asking the inevitable follow-up question, "What are you thinking?"

*****

1d100+19 (Diplomacy)+10 (Will of the Hive)=98


What were they thinking? The interview was a bad idea, and yet as they were flown up into the sky, they knew they'd something special. They'd told a story of frustration, of forces attempting to ruin everything, of how each day they woke up with more to do and yet they did it all. They conquered all of the difficulties and allowed the revolution to continue. And that's how the Speaker put it. Not that they saved the revolution singlehandedly, though there were some who said that was the case, but that they had allowed it to happen. They had made sure that nobody would stand in the way of the people. And now their job was the same, to act with the people, to make sure the people knew what they were doing and why.

That was the essence of this new government, of everything that billions had risked their lives for, might have given them for if things had been otherwise. It was sobering, the responsibility placed upon them, but they would stand up to it, they had promised they would. And in the evening glow of the setting sun, the sky blue-red, as darkness and light warred (and no Xvorzit would get easily the idea that darkness was anything but welcome, the cool dark of the den, against the light of the exposed plains where monsters roamed) and finally resolved their differences, they could feel that was a promise they could keep.

Speaker Vorzhan rolled down the window and felt the wind whip past their wings, which fluttered in pure joy. This world was a world of peace, of joy, of people made happy by their efforts. What was a bit of sickness, a little cough that wouldn't go away, and a few headaches against that?

Every day billions labored for a better Gazinitah, many in horrid conditions, many working long hours even by Xvorzit standards. Why should it be that their leader, the Speaker for those who did not always get their voices heard, should be lazy? Shiftless. Weak. Pathetic.

They could do it.

*****

On Sol, debates raged on the war, on the difficulties and the costs incurred thus far. News of this spread across Gazinitah, and while there was a brief controversy when B'iyiuna said, "I have no idea what humans are saying, they're weird and I don't get them" it was a common sentiment. Xvorzith were heavily inclined, culturally, towards peace, but the arguments mentioned soldiers off-hand, or casualties among civilians (in the hundreds after months of occupation). The real focus was the 'danger' of engaging in more and greater wars, and the cost in supplies and foreign aid. Why wouldn't the lives be the most important thing to be considered. It was especially baffling that the dozen dead Solarian soldiers got the most face-time compared to all of the dead civilians.

Still they watched, and days after the Speaker's meeting for 'My Revolution' turned into months.
*****

Kikkizit deleted half of the entire document without saying a word. Hazitean's face was priceless as she stared at him, as if contemplating leaping at him to strange him. "Wait, what….c'mon, what's wrong with that draft? I've had this 'staff' of mine go through it ten times, and then Bizentara got off their ass and pitched in too."

"You mention money, monetization, and spend a lot of time talking about the legal ramifications," Kikkizit said.

"But, I was told that I should at least mention that, the aides were all pissy about it," Hazitean protested.

"Maybe you should mention it, near the end, but honestly, start with the fact that it could let our ships blow the shit out of other ships. At least the Speaker will be able to smile at that and shake their head. This, though, this'll--"

"Are they… fuck. Are they really getting that fragile?"

"Like a tall tower where a single explosive in the right place can--"

"We have to do something! Don't we?"

"We probably do," Kikkizit said, "But you're a much bigger friend of theirs than I have ever been."

"Huh," Hazitean said, as if baffled by the idea.

******

Somewhere, I'isanah drank themselves into a stupor and prepared to try again tomorrow. Surely it shouldn't be that hard, talking to a bunch of fellow bugs. They were all Xvorzit, so why was it turning out to be so hard? They couldn't go back now. The Speaker, they were attractive, but so dedicated, so fierce, so powerful. They envied them, seemingly bullet-proof, so confident. They never had breakdowns. They never felt like a useless sack of shit who couldn't do anything right.

*****

1d100+27 (Lucille diplomacy)+5 (Opportunity)=103

"Please open the door."

They didn't reply.

"I can hack this door."

No reply.

"I can do it in my sleep."

Finally, a reply. "I could counter-hack faster than you. You know I can, Yaziha, I'm not incompetent at everything."

"Who said you were incompetent?"

"They would," the Speaker said, opening the door remotely and crawling further into their den of blankets, the headaches pounding every third second, blocking out all thought. Their speech was full of odd chirps and whistles and pauses as they were interrupted again and again by the agony. "I left them at a meeting to discuss opening up funding into the black budget for Lucille's idea, from her--"

"Yes, the meeting. It's not important, it can be rescheduled. You've been, I hate to say this, but you've been driving yourself too hard on this."

"No I haven't."

"Yes you have."

"No I--listen, Yaziha, you taught me a lot, but this is something you didn't prepare me for. I admit, I'm not always the best at this, but it's mine. You know that, it belongs to me. I lost a lot. You lost a lot. Everyone lost a lot to the Rulers, and I can't even hurt them. I can't even kill Zaeswin, not yet. But I have leadership. And even if I don't get it--"

If you burrow down deep enough into the blankets, the paranoia goes away. That is what the Speaker does. Inside every Xvorzit is a desire to be with others, to smell them, to feel them, to know them. But there is also a fear of being snatched away, of some monster leaping into the den and snatch you up. So the Xvorzit had burrowed, and finally, at the bottom of a pile of hundreds of blankets, a regular den of them, Vorzhan finally felt safe. Safe. Even Zaeswin couldn't get them from here.

"Get what?"

"Did you know that there is a science to market design, to how you set up and regulate the markets on commodities. But not all commodities, some of them fall under a different sort of pricing schema, and of course there is a lot of difficulty in monetizing and regulating certain aspects of commodities, since they are often a required and foundational element of any modern economic and taxes on them are regressive--that's at least simple enough to get--but more importantly need to be keyed against a wide variety of factors that you can find in subsection 3, paragraph...37. This chart clearly shows that there is a definitely correlation of causation and effect between government control of mining infrastructure as opposed to mining outputs as opposed to private control and public regulation, which is why," Vorzhan droned, their voice low and fast, as if trying to run through a thicket of words.

"What the fuck was that?"

"Proof that I'm not the right ruler. Kikkizit gets some of that stuff, academically, but eventually I just shut down and nod and nod and nod and that's all I am, a puppet. You know, the other day--"

"I was told. I've been wanting to talk to you about that," Yaziha said, with chirp-sigh, "They say you gave up, the other day. Just signed everything in front of you. And they kept on sending more and more ridiculous things, and as long as it began with economic jargon you'd signed it, but the moment you saw anything having to do with...anything else you didn't sign it."

"It's how I caught them."

"You didn't need to yell at them."

"I didn't need to not yell at them. It was a cruel prank, and I'm not feeling--"

"Merciful? Kind? Patient with stupid stuff? If that's so, Gazinitah has a problem. Just...let me talk to you. Let me--"

"Shut up, please. I can't take this, not right now."

Arms wrapped around their torso, thick, grizzled, black-yellow arms, and then the rest of a body pushed up against them in a close embrace. "I can leave if you want."

"...no. This is," they let out a soft chirrup, smelling, feeling, being comforted by the mere presence of another Xvorzit.

"This is… okay."


Martial: Much is left to be done, and you're no closer to having complete mastery and control than before. Tank research continues under private umbrellas and Haziteans stalks from place to place, now in complete command of the Military, at least in theory. Will roll 1d100 to see if Hazitean adds bonuses to the actions you're taking. Will roll 1d100+20 (New hovertanks acquired)+5 (Enthusiasm)+5 (Foreign Examples) to see what those crazy Tankers are up to. (Pick four) (+10 to all non-naval, non research options. +5 to all Research options.)

Current Bleed: 600+25+30 (Naval Costs rising)-500 (Savings from Gifts)=155 Wealth from Bleed. Next turn that increases by 65 as more ships come online, turn after that it increases by 25 as the last one gets fixed.

Good Old Bugs

The officers and higher-ups of the military accept Hazitean as a leader, as the person in charge of them, but she herself doesn't have a good opinion of them and, far more importantly, they know her but don't particularly respect her. She's a whirlwind, and she could blow in and learn more about them, as well as try to make them toe the line. There's a new person in charge of the military, after two years of drift and indecision, and her name is Hazitean.

Cost: 20 Wealth
Probability: 60%+10
Reward: Learn more about the officers, get them more under Hazitean's thumb, allows other actions later.


Colonial Police

The colonies have their own military forces, with their own (far smaller and uneven) budget. They, even more than the army, function as police more than anything. You could make sure you have control of them and figure out what their situation is, whether there are any funds there that could be creatively transferred, and of course whether they are loyal and competent. The colonies haven't stepped out of line, but neither are they completely integrated, and the situation is still more than a little confused.

Cost: 50 Wealth
Probability: 65%+10
Reward: Options, an outlook on things.


Domo Arigato

Studies should begin on the robots and the various weapons retrieved during the ground battle. There might be interesting design principles or technologies there, though it's entirely possible that there won't be too much. It's hard to tell, now, when all that you have are the remains of a lot of combat bots, but there might be something there that can be used.

Cost: 10 Wealth
Probability: 1d100, the higher the better. +5
Reward: Study the inner workings of the robots and machines deployed by the ship.

Study the Wreck

Begin studies on the ship you recovered, the one that seemed to function most in the atmosphere but apparently, according to Hazitean, could also go into space. Safely, if only because it had no crew whose safety the ship had to take into account. It's complex, and with the controlling mind dead there's no guarantee that you'll get anything.

Cost: 15 Wealth
Probability: 60%+5
Reward: Begin research on the wreck, the abomination.


(Free) Gun it!

The Farsha Mk.2 handgun, and its long gun version, is a horrible gun. You hate that weapon with a passion. As petty a thing as that is, you hold that grudge very deeply. It's a loud, inefficient weapon, a hog of energy and bullets, and you've seen civilians that have better weapons. You could try to convince the soldier-castes to buy some of a better model and make, in fact you have some ideas already. And you're going to start by buying some on the budget you know about, maybe do some trials to show how much better they are?

Cost: 500 Wealth
Probability: 75%+5
Reward: Your defense forces start using guns that, while not cutting edge, are at least not completely and utterly out of date. Also, you're convincing the people who you might be prosecuting to arm themselves better.


War Bonds

The bonds are a huge success, but currently they are mostly enriching the main budget. Hazitean has plans and so does Bizentara, and there is still a shortfall in the budget anyway. More money is needed, a lot more, but a good start would be to divert some of the money from the bonds, sort of. Create 'peacekeeping bonds' and offer them alongside the other bonds. It's going to be a cut into the overall profits rather than something new, but it'd help divert resources towards maintaining the military which was beginning to get some focus.

Cost: 25 Wealth
Probability: 75%+10
Reward: 20% of the total Bond money goes to the Military. At this point, it'd be 170 Wealth, but it'd grow and shrink as the overall Bond total grows and shrinks. May have the chance later to do other things, though the non-martial nature of your society inhibits it.


Security or Liberty?

There have been calls to decrease the scope of the defense forces to interfere in internal affairs. The police should handle it, and the idea that there is a need for forces with special weapons or more militant tactics to deal with crime seems to many to be a sign of all that was wrong with the old order. Others have argued that in these chaotic times the need is greater than ever. Separating them and enacting laws to further this split would cost little directly, but could cause bruised egos and negative effects. The demand for this is increasing and at the moment, resting under military control, police reforms are all but impossible.

Cost: 150 wealth
Probability: 65%, +10
Reward: Separate police and defense forces, updated planet page to represent this, increased opinion with the common Xvorzit, grumblings among the defense forces, ???


Commission on Pay and Caste

Both the pay of the rank and file and their opportunities to advance are determined partially by caste. Many see this as unfair- you could begin to look into it, though it'd risk getting nowhere, being sabotaged by the officers, and will certainly raise more than a few hackles. Still, it might be worth it.

Cost: 50 Wealth.
Probability: 50%+10
Reward: Improved soldier opinion, reduced officer opinion, ???

Officer Bug?

The police lack consistent procedures in a number of areas, and even more importantly some soldiers aren't adequately trained as peacekeepers, leading to plenty of troublesome incidents. You can begin to work things out by having a set of rules and structure made for the police and the soldiers for as long as they and the police are the same- to the extent that there aren't a number of alternate organizations all overlapping in this regard. Either way, it's a start.

Cost: 50 Wealth
Probability: 60%+10
Reward: Create a code of conduct and a stronger set of rules for the police, open up Police Options pathway.



Slim Down

There are plenty of troops who are no longer interested in being part of the military, and thus could at least in theory open up some more cash when you're bleeding money every turn. Less to pay in terms of healthcare, though there would be some even if they retire from the military, and less troops. But those that remain would be those that are dedicated to the job, and there's likely not going to be a huge drop in the quality of the troops and their ability to work- the ground forces always were too large for the task at hand.

Cost: 25 Wealth.
Probability: 80%+10
Reward: 150 Wealth opened up each turn.

Admiral Bizentara?

Captain Bizentara is a very skilled commander and holds a lot of respect from his men and the navy. It might be hasty, but you could promote them to Admiral and place them in charge of the fleet in general. They could then act towards making reform of the navy possible, to the extent that you know their opinions, goals, and ideas.

Cost: 50 Wealth a turn
Probability: 90%
Reward: New and separate Naval Options category created, has 1 action per turn.



Patrol Routes!

You could have someone set up more thorough and workable patrol routes. It'd give your ships and crews experience, if not in battle (mostly) and would make it less likely that anything goes wrong. It'd also give you a chance for small encounters and the like every so often, and would certainly be a way to exercise your flabby naval muscles.

Cost: 50 wealth, 10 Wealth a turn
Probability: 70%
Reward: Patrol routes created, chance of things happening each turn!


Engines and Jump drives, oh my?

You almost died because the FTL drives that your navy uses are unreliable and apparently are given to problems of that nature. This will not stand, and not just because you swore an over-dramatic oath towards it. You don't expect miracles, but surely there can be research into finding out what's wrong with it and how to fix things, and maybe start up more naval research in the future.

Cost: 100 Wealth
Probability: 100%
Reward: Potential quick-fixes for engine problems, open up the 'Naval research' options tree and the like.
(TL;DR: Unlocks naval R&D)


Shipyards!

Any improvements to the hardware or refitting of the ships to be more up to date is impossible while the shipyards are third rate, the contractors unknown- requiring laborious individual negotiation on a ship-by-ship-basis- and the overall situation is not so good. Begin looking into solutions for what Naval officers you talk to refer to as their 'shipyard woes.'

Cost: 25 Wealth
Probability: 70%
Reward: Opens up shipyard/hardware upgrades, chances to eventually build newer, or more up to date ships. Might have some economic advantage for civilian ships, though not anytime soon.
(TL;DR: Unlocks naval construction & refit)


Maximum Capacity

Startlingly, this is an area where Bizentara and Hazitean have a lot of synergy. Both were excited by the technological news, and both want to jump on it. Hazitean says she's aware that early on there will be a scramble, so the chances will likely improve, but she says that ultimately if they want to have a modern navy, they need the capacitors.

There is a further point, though. Captain Bizentara points out that even if the Speaker decides not to go for modern, up to date ships (an idea they disapprove of, but the understand that money is tight and it might not seem necessary), the reduction in capacitor volumes would allow them to fit all of the obsolete ships with autoloading missile launchers, allowing them rough parity with the rest of the fleet in terms of missile weight, at least covering for that deficiency. In any case, since the upgrades will eventually be applied to the ships of any polity that can afford it, falling behind is not a valid option.

Cost: 500 Wealth
Probability: 35% +10
Reward: Gain the new capacitors. Will be able to start upgrading ships once you get the Shipyard situation worked out. +1 ??? if taken on the same turn or after 'Admiral Bizentara.'

Diplomacy: Your adviser has been starting off somewhat slowly, easing into his job, as it were. They begin working by organizing the second annual celebration of the revolution's victory, and keep going from there. (Pick 3) (+0 to Foreign Diplomacy, -5 from your adviser and his lack of furrin' knowledge balanced out by the +5 bonus to Foreign diplomacy) (+5 to Internal Diplomacy)

No, seriously, what?

You are going to talk to the monarch, and anyone that you can find. It boggles your mind and gives you a headache every time you think about their misrule. You need to talk to them, figure out what happened and why it happened, in order to prevent this sort of thing in the future. And because your suspicion of them has increased dramatically over the last few months, to the point where you're half-afraid they're working against you.

Traitors, the lot of them, Hazitean says, deserving of being pushed up against the wall and shot. Your disagreement is... rather less vocal than it was before.

Cost: 50 Wealth
Probability: 60%+5
Reward: Information, knowledge, options.



Possibilities: Human Powers?

One of the more obvious ways to look diplomatically is towards the various human powers in the regions. Acquire dossiers on them, learn more about their trading needs, figure out as much as you can about them for the purpose of having more complete diplomatic relationships later on.

Cost: 200 Wealth
Probability: 60%+5%
Reward: Options.

Possibilities: Barsamen Confederacy

Recent events in the Barsamen Confederacy have come to your attention. You have no ties with the Confederacy, or even the Xvorzith hive world that is part of it, but it's one of the most powerful and populous entities in known space, to the extent that it is a single government. You could look into learning more about them and how there might be some connections that could be made.

Cost: 200 Wealth
Probability: 50%
Reward: Options, etc


(Free) (LOCKED IN!) Possibilities: Xvorzith Hives

Even more obvious are the other Xvorzit hives. Many have governments similar to the one you're trying to set up, so you could talk to them, try to figure out how you might work together. It'd be easier in some ways, though ultimately you are competitors as well as friends in the economic struggle. But it's certainly something you could follow up on.

I'isanah is working on this, actually! She's really, really frustrated in this regard.

Cost: 100 Wealth
Probability: 70%
Reward: Options for the option god!

Learn the Will of the Hive

What do the people want, diplomatically? Are there any groups that haven't been heard, are there options that have been ignored because they have come from outside the usual context and the corridors of power? You should ask around, start to get to know the people's will. And of course you've been reminded that their desires are not only stellar, they also have diplomatic goals and desires here as well.

Cost: Free
Probability: 70%
Reward: Options, learn the Will of the Hive on these matters, increased popular opinion, ???



A Voice for Colonies

The colonies feel excluded, but there's a simple answer to that. Include them. You can hire some more people onto your staff, to help you better cover the colonies needs and hear their opinions, and hopefully that will keep you up to date on them.

Cost: 10 Wealth per turn.
Probabilty: 75%+5
Reward: Gain (1) 'Colonial News' each turn. Improved colonial opinion, unlocks/gates other stuff later.


Extending the Common Goods

The government runs holocasts and other programs are very popular, and are frequently downloaded and watched by those in the colonies, but the news sections are entirely of planetary news and very little of the colonies' issues. Now, they certainly value knowing about the home planet, but if diplomatic efforts were extended to make sure that all benefits therein came to the colonies as well, it would be appreciated.

Cost: 25 Wealth a turn.
Probability: 80%+5
Reward: Colonies mollified, can use the holocast to disseminate opinions/information to them. Greater cultural control over the colonies established.

Re-establish all the Embassies

It's right there in the name. Establish new embassies in the Technocrat Imperium, the Incorporated Suns, the League of Free Worlds, the People's Republic of Tanara, the Republic of Deiah, Stendar, the Varalai Federation, the Transpecies Harmony Republic, The Star Kingdom of Kenoadad, the Republic of Graha, the other Xvorzith Hives, the Barsa Confederacy, the Ilwari Union, the Tawasi, the Mercantile Republic, the Rorrox...everyone, absolutely everyone.

Cost: 100 Wealth
Probability: Roll for each individual state with diplomacy and modifiers and different DCs for each. Failure is a minor setback...unless you crit-fail.
Reward: Embassies EVERYWHERE

Political Toe-Dipping

Your ambassador to Sol would have to step lightly indeed, but they could start to try to learn more about the political situation on Sol, and transmit it back to you. Since Kikkizit has been rather quiet on their interactions with Prime Minister Mutumbo this would be a good first step, though there's some danger, if not done right, that it could be seen as untowards interference.

Cost: 5 Wealth
Probability: 75%
Reward: Information, options, ties.


Meet the Sol Ambassador

You've heard so much about them, and you've sorta been busy the past while, so why not have a meeting with him...and just as importantly, bring up modifications to your existing treaties to deal with the critical 'bleed' situation, or all sorts of other matters.

Cost: Free
Probability: Roll 1d100+Diplomacy to see how it goes.
Reward: ???


Diplomacy?

How much of that huge diplomatic budget is corruption? If any of it is, can it be taken away? And is there any waste or areas where it could be trimmed down even if it isn't corrupt? You're still not at the 'belt tightening and desperate scrabbling' part...well, mostly, but surely there's a little fat there.

Cost: 25 Wealth
Probability: 65%+5
Reward: Wealth? Information? Options?



Stewardship: You're fine. You'll prove it, and do a great job, and everyone will praise you like they've been doing before. Surely that will make it worth it? (Pick 2, 2 locked in right now) (Will of the Hive currently at 2. +10 to all (Hive) rolls, must do a (Hive) action this turn to maintain.)

Colony Administration

Try to arrange the administration of the colonies in a way that will work better. Right now there are appointed governors and small councils and the like, you could bring democracy (and people who are more surely in your pocket) to the colonies! It's probably overdue, and there are more calls for it now than there were before.

Cost: 100 Wealth, 50 Wealth a turn.
Probability: 60%
Reward: New colonial administration, stronger hold on them, options.

(Locked in!) Buy-out?

You know the Iashec have holdings on the planet, tax-free other than bribes and what few taxes they aren't immune to. You could research and begin buying out the smaller of the holdings and companies, while seeing what else you can do. Ultimately you want them all gone, yet short of nationalizing them in an overt act, it's going to be expensive and take a while, but it might have very positive effects on the economy. You can also do the same for the Colonial holdings at the same time, now that you know about them. Though now that they're on to you it could be a lot more complicated, or even lengthy with long legal battles and negotiations.

Cost: 600 Wealth
Probability: 70%
Time: Completed this turn
Reward: Government now owns several companies, potential wealth increase, options on what to do with them, knowledge of the larger Iashec firms that are harder to buy out.

Military Duties

You could open up some new taxes, import and export duties in order to pay for the military bleeding. In the long term, it might dampen economic growth, but it could make a quick patch for the shortfall that can then be fixed later.

Cost: Free, for now.
Probability: 100%
Reward: 250 Wealth toward the military budget. Small across-the-board opinion loss.

(Ongoing) Open Up Avenues

This is ongoing, and will be continued unless you vote to discontinue it. So you can ignore it, though at some later date you might decide that the markets are tapped out and that continuing to spend 100 Wealth on it will provide no bonuses. Indeed, it is possible for that to happen, eventually.

Cost: 100 Wealth a Turn
Probability: ???
Reward: Continues the program. No need for a slot.


(Hive) Unhelpful Taxes

There are taxes designed towards the underclasses, like the way that there is a tax for having more than one sac worth of kids, or the extra taxes levied if you live in houses constructed by non-builder-caste members. Those you know about. Your former caste. Tons of them cluster, and then there are payroll taxes, and taxes on basic necessities, and 'buy in' taxes designed to make sure that each and every member of the society has 'chitin in the game.' It's all rather problematic, and bizarrely enough, here Hazitean is taking the lead in advocating against them. She was born poor, and still remembers those times.

Now that the will of the Hive has been unleashed, this is a Hive action.

Call: High
Cost: 300 Wealth
Probability: 65% (+10 to rolls for it)
Reward: -600 Wealth a turn, Worker opinion increases, potential long-term gains.



Exemptions Must Go

The ruler caste doesn't pay taxes. The merchants don't pay import fees. People of the military caste have 50% discounts on all taxes. The diplomatic caste is immune from all import and export fees, as well as any fees on gifts they receive, and there are a thousand other exemptions. Some are not entirely bad and might be turned into some sort of 'tax-credit/reduction' sort of thing, like with teachers, or with builders and property taxes or so on, but a lot of it just can't be defended at all. Rip it all away, and let the light of taxation finally hit them.

Cost: 250 Wealth
Probability: ???, rolling better means you get more.
Reward: 500-1000 Wealth a turn, targeted groups will like you less.

Lower Taxes

The counterpoint is that the exemptions, while unfair, are also the only thing keeping the system going. As utterly messed up as the taxation system is, if everyone was getting hit equally it'd fall apart. More efficiency could, some argue, lead to depressed economic growth. Yet at the same time lowering taxes would lead to a large shortfall, and in the long term everyone admits it isn't a solution.

Cost: 100 Wealth
Probability: 50%
Reward: -800 Taxation income, tax burden reduced, mitigates for exemptions, preventing the economy from dipping, but might create difficulties in the future. Increased opinion of you across the board, though.


(Hive )There's Power in a Workers Association

Long hours, beatings, suppression of workers rights. You cannot accept any of this, and it has to stop now. Start by setting up some commissions. And if any of them get in your way, any of those so-called 'public corporations' that allowed this, you have no compunctions about destroying them. Patiently, slowly, justly, but if it comes down to it, destruction is better than the situation as it is now. Plus, it'd be really, really cathartic.

Cost: 25 Wealth a Turn.
Time: 1d4 Turns
Probability: 100%, rolls less than 40 add another year onto the time.
Reward: You shall BREAK them. You shall make it so that the worker no longer fears those who would exploit them, and if they stand in your way it shall be the last mistake they make.


Mines of the Hive

You need to make them productive. Which means charts. Graphs. Long meetings and economists accusing each other of being literally worse than Jasirin. All in a long day's work, but it would lead to the mines you purchased out in order to reform turning some degree of profits, at least hopefully.

Cost: 50 Wealth
Probability: 70%
Reward: Wealth, options, lots of good stuff!


Trauma Centers

Those that are hurt cannot be un-hurt. You cannot turn back the hands of time, but you can punish the guilty, prevent these things from happening, and open up psychological groups to allow them to cope with all that's happened, among other things. These abuses didn't used to be common, and they are disgusting, against everything Xvorzith culture is meant to embody, and yet you have a feeling that the disgust and rot is going to have to be cleansed, bit by bit, to restore Gazinitah to what it might have been.

Cost: 50 Wealth
Probability: 90%
Reward: Open up more clinics for those suffering abuse and rape, either at the hands of an employer (what drew the case to you) or otherwise.



Talk to the Castes

These castes were the ones that ran the bureaucracy that the ruler-castes led, they organized the economy, they did much of the middle-management. And they have been cast aside for the moment. You could reach out a hand and talk to them, learn about their concerns and see what they know?

Cost: Free
Probability: 80%, roll 1d100+Stewardship+½ Diplomacy to see how they take it.
Reward: Information, more knowledge of what they think of you. Opens up options.

Judicial Activism

Judges are terrible, chosen by inter-caste mechanics, and not remotely fair. You can solve all of these, taking the selection away from the judicial caste, for the moment doing it via appointment and eliminating those judges that don't measure up. Eventually you'll have to stop doing it by hand, it's not efficient, but for the moment there's at least enough information to start throwing out the worst offenders and starting with a clean slate, however difficult in time and work (with lawyers) it would be.

Cost: 150 Wealth
Probability: 55%+5
Reward: Judicial oversight, options.


Lawyer Up

The standards for lawyers is both far too strict and far too lax. Call attention to their problems and change the standards in a way that doesn't lead to as much railroading. It'd take money, potentially money you don't have, but it'd improve standards some.

Cost: 100 Wealth a turn.
Probability: 75%+5
Reward: Better lawyers and law-situation. Options might eventually open up (given time.)


Legal Reforms

Now that the bad laws have been eliminated, it was time to start fresh. You can start creating laws that can more carefully target the large cartels, keeping them off balance, and undermining the truly dangerous parts of drug culture and other such dangerous avenues. One has to step carefully not to repeat the mistakes of the past, but that the future might hold more than mistakes, it's something you must believe in, and so you shall have your lawyer friends and others try to craft something new, see whether it sticks.

Cost: 50 Wealth
Probability: 70%+5
Reward: Reformed laws, more weapons in the legal arsenal against large-scale crime, without targeting or weakening individual liberties more than is necessary.



(Locked in) A Survey of the Law-Books

You could hire some people to look through the entire law-literature of Gazinitah for suggestions towards tighter, more careful reforms. However, at this point with the judiciary not yet reformed, with very difficult requirements and fewer trusted members, this would take a while. But it would probably pay off. Probably. Though at the moment it'd be difficult.

Cost: 100 Wealth
Probability: 80%
Time: Will complete next turn
Reward: Further legal reforms, more knowledge of your own laws, other advantages/perks.


(Hive)Palace Fees

No. Get rid of it. You cannot possibly accept this as a valid use of economic power of your country, and you have to at least reduce it. It'll be dicey, and there might be calls against it from some, while others call for its complete elimination. You'll try to balance it, reducing it greatly while not leading to protest or dislike.

Call: Medium-Low, but growing, thanks to increased issue awareness. No major pressure yet.
Cost: 50 Wealth
Probability: 70%
Reward: 500-1000 Wealth, potential raised/lowered ruler/worker opinion. The rest of that money (300-800 Wealth) would have to be gotten at in the budget more subtly because it's less obviously payoffs and might cause a bigger stink.


Search for an Adviser

You don't need help. You're fine. You don't get why anyone's suggesting this, but you supposed an adviser might be useful. Maybe, but probably not. Because you're doing just fine.

Cost: 200 Wealth, 100 Wealth per turn to pay them.
Probability: 100% (roll to see how good of a selection you find to choose from.)
Reward: An economic advisor. If they have a higher Stewardship than you than you can finally have time to take a breath without numbers swimming through your head. +1 Stewardship, if replaced by Adviser's bonus, becomes +1 Personal Action, thus allowing the same number of Stewardship actions and one extra Personal Action.

(Hive) Caste Signifiers

It is currently legal to do genetic tests on prospective employees, and more than that, on most forms of identification, one's caste or former caste can be found, thus while in theory caste prejudice is being broken down, at least at the lower levels, in practice there are many ways to detect it. While some castes don't have genetic factors, others do, and others have 'common' genetic factors, or the like. In any case, the ID tells the whole story. You could ban all testing for those certain factors, and begin actions to shut down this form of quiet discrimination.

Cost: 50 Wealth
Probability: 60%+50
Reward: Improved opinion for several groups, - opinion for others. Other things.

Equality Division

A division could be founded, of police and other figures, specifically to deal with the rising tide of inter-Caste crimes on both sides of it. Not just crimes, but also discrimination. Both could be covered and investigated constantly by the police, though it'd start slow and might also target some from less-fortunate castes striking upward.

Cost: 25 Wealth a turn.
Probability: 60%
Reward: Equality Division founded, crimes solved, opinion relatively neutral.


(Hive) Government Fooding

You could buy out the company now that it's been laid low by your lawsuits and your consumer protection, and perhaps use it as a way to get the poor subsidized food on the cheap, as well as generally win points with the populace. It wouldn't make much, if any, money as a government corporation if you used it this way, but there are things more important than wealth, at least directly

Cost: 200 Wealth (It's a big company)-50 Wealth in losses a year
Call: Low
Probability: 100%
Reward: You now own a company! Joy. New options! Opinion of the masses increased.



(Hive) Public Transportation

Public transportation needs to be better, that much is rather obvious. And there are some calls to do so, even though it is indeed quite expensive. It'd be best at the moment to start with the areas of complaint, a set of Hive-Cities on the southern continent, solving their problems directly without going for the big, sweeping gesture...yet.

Call: Medium
Cost: 150 Weath
Probability: 85%+10
Reward: Public transportation improved in one area. Increased worker opinion. On the other hand, more graphs.




Public Parks

Recreating the entire agricultural order is not on your agenda at the moment, and so you've told Kikkizit to shelve the plans until there is less on your plate since even looking at it for too long does horrible things to you, but public parks sounds nice, safe and uncontroversial, and Kikkizit talked you through it in a way that both allowed you to understand it without creating too many difficulties. Plus, it'd improve morale.

Cost: 75 Wealth
Probability: 60%
Reward: Parks start getting built, people get happier. Maybe you can go to one of them sometime and relax away from economic duties?

*****

A/N: So some details! The number of martial actions is the same as last turn, but you have two more actions, so you're starting to get ahead as I thought. Diplomacy's lower on options than I had hoped it would be, but more will be unlocked and it's somewhat close to what I sorta want the 'end-point' to be where everything is relatively steady. The big place where doom and gloom exists is Stewardship, which has always been the most bloated and continues its trend, combined with a lack of open options! Still, things are all good, mostly.

I do have to ask, would you prefer to stick to this two-part format for voting/Turn stuff, or would you rather move to an omnibus format where I have all of it in one update, spoilered of course.


McClenahan: Increased bleed is due to the navy expanding- the light cruiser damaged over the Pirates' Moon is back in service, as are the first wave of captured ships- a total of four light cruisers, four destroyers, and five frigates. Nice to see the navy gaining a little muscle, hm?
 
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Turn 5--Intrigue, Learning, Personal(s)
Turn 5, Part 2--Intrigue, Learning, Personal(s)

Intrigue
: The war in the shadows continues, unseen by everyone else. You fight it, tirelessly, endlessly, wondering if Zaeswin is somewhere out there wondering the same thing, wondering what the costs of this war are, wondering just what move is the right one. You will kill him, whatever he thinks, whatever he plans. Yaziha is still helping out. Chance he'll do one of the more sedentary actions each turn, rolling a 1d100+26 (he's not an official advisor though). (Pick 3) (+10 to all Internal security rolls, +15 to all rolls against the Iashec this turn)

In The Black

Find the areas where the Iashec are donating money to your half-defunct intelligence system and try to reduce it or even eliminate it. It might lead to budgetary squabbles, but it's the only way you can be sure that you're not bleeding more and more each turn.

Cost: 50 Wealth
Probability: 70% (+10)
Reward: Iashec investment reduced, -Wealth of some level.


From the Ashes

The pieces are coming together. From Lucille's meeting with the Phoenix Wing, and the information on the location of the ships that can be used as leverage and to reduce the information gap between your two parties, something daring, something bold has been conceived. By Lucille, by Hazitean, by Bizentara. A strike on the Iashec facilities that hold nearly the majority of the Phoenix Wing ships that were kept as collateral.

In exchange for funding and help from Gazinitah, Phoenix Wing will then owe the Speaker and Lucille, and there are military designs, especially of ships, at stake. It's a risky operation, but hopefully it'll pay off.

Cost: 300
Probability: 65%
Reward: Miniature 'fire and forget' war turn.


The Dark Side of Reconciliation

There are enemies. They can be found, those that committed the worst crimes. Even though reconciliation has happened, accidents could be arranged. Or more honestly, they could be found to be continuing bad behavior through basic monitoring and then be hauled off, to see what to do with them from there. It might turn out badly, it might be accepted, who knows.

Time is running out on this, though information about the revolution and darker actions coming out has extended the possibilities for this.

Cost: 100 Wealth
Probability: 50% (+10)
Reward: Worst criminals still present taken in/dealt with, options.


(Locked in)A Bug in the Code

It is likely Zaeswin knows that you've decoded their messages, however they can't entirely discard their code system. Well, they can, since like you they have a very deep understanding of the ways codes and security systems work, but their underlings, well, they are not Zaeswin's equal. You could have agents break into important positions using the codes and begin to infiltrate the security structures that Zaeswin has set up. But it'd be dangerous, not only individually but as a whole, even when many of your agents will be using 'intelligence assets' rather than directly risking themselves.

Cost: 30 Wealth
Probability: 35%+32 (PI, I decided not to be mean, and so a PI, once invested, lasts as long as the option does without locking anything)
Time: Will Finish this turn
Rewards: Line of intrigue, web of deception into the 'middle circle' of Zaeswin's own web, chances to trip him up, options to try to tear his forces apart from the inside.

En Passant

Zaeswin is canny and clever, and more importantly, brilliant. A genius who has a lot of very deep and tricky plans, and so attacking him directly could be very dangerous. So instead, your agents will attack his pawns, those Iashec and other forces that ultimately are the bread and butter of any major game he's playing. It will take them across known space, into very difficult waters, in a race against time to capture as many pieces as they can, while not letting themselves but lured into any mistakes.

Cost: 100 Wealth
Probability: 35% (+15)
Time: 2 turns.
Reward: Options, advantage gained in the game against Zaeswin.

Castling

Protection of your own assets is quite important as well. Ultimately if your assets are destroyed, or worse, you yourself, you will have little ability to harm the enemy. Shuffle around identities, create new code systems and then have them change frequently, gain and discard shell corporations, and otherwise make sure that you have the processes in place to thwart any attempts at a counter-attack.

Cost: 150 Wealth
Probability: 50%
Reward: Protection, safety, chance to catch someone's hand in the cookie jar.

The Capo War

Right now, the wrong person is going to win on Asurin, and it's not a Capo at all. It's Zaeswin, somehow using a Capa as a pawn. So the first step is to turn the tide and make the battle a stalemate, using agents, propaganda, and otherwise trying to break things in just the right manner to make sure that the Capa doesn't win...without making one of the other forces win either.

Cost: 250 Wealth
Probability: 55%
Reward: War on Asurin continues, more options to interfere.

Keep the Boot On

Keep up actions against the gangs and continue to infiltrate them. Some of this will be done by the police and army anyway, but this represents you sending in specialists and having them focus on the task to the exclusion of other things. But, it would help keep the criminal underworld off-balance.

Cost: 20 Wealth
Probability: 50% (+10 on top)
Reward: Gangs kept unbalanced, other potential rewards.

Patterns of Behavior

You can monitor the forums and online conversation in several high-traffic areas, not to catch criminals but to notice patterns of thoughts and to better be able to predict just what's coming. Are people growing angrier, is dissent rising, is there a drop in activity that might mean they've found a way around the bugs?

Cost: 80 Wealth per turn.
Probability: 65% (+10)
Reward: Information, knowledge, potential options each turn. Likely to be one or so new options each turn, slightly oddball.

A New Archive

Now that the archive has been plumbed, it needs to be rearranged in a way that allows it to both be secret, but also less confusing, and more accessible… for you, at least. This would be a difficult process, but it would further improve internal security and allow for in-depth research on both the past and previous operations that might prove very valuable for agents in the future, since accurate information and accurate simulations are a major part of how one stays alive in a galaxy of Intrigue.

Cost: 50 Wealth
Time: 1d2 turns
Probability: 60% (+10)
Reward: Improved Internal Security, data.

What are they saying?

The ruler caste were immune to at least the bugs and programs you have access to, but you could find the codes for where they are monitored and work on setting up your own spy network. You need to know what they're saying and thinking, and whether they are planning anything against you. They gave up peacefully, but they certainly didn't *choose* to give up.

Cost: 350 Wealth
Probability: 50% (+10)
Reward: Monitor the former Ruler and her children and allies, open up options.


Colonial Eyes and Ears

The colonies are a big question mark. You could rectify this through viruses, agents, and other such forms of infiltration, but it's a long journey with forces you aren't entirely sure of. But considering the dangers the colonies pose, and are in, it might just be worth it. The operations would be delicate and complicated, but you just might be able to do it.

They're not that much of a threat, and so this is now redefined as setting up a security network, the sort of thing you already do to some extent back home, only a little more built-up

Cost: 400 Wealth
Probability: 60%
Reward: Information. An option or two.



Redeeming the Aroane Special Group

The most famous special forces group is the Aroane. There are many, but you have a friend or two who used to be in that group, and former friends still in there. Their reputation was marred by their actions, including a (nonlethal) raid on the house of a protest leader and scholar, but they are useful and the largest and (though the public might not believe it) least given to brutal and repressive acts.

Their actions in the gang war did start to redeem them some, and it's a little more likely you can salvage them, though the longer it goes, the more likely they are to be forgotten either way.

Cost: 100 Wealth
Probability: 55% (+10)
Reward: Aroane checked out and cleared of potential subversives, public opinion restored to 'neutral/those scary people.' Might help other options.


Open Government?

There have been calls to open the action of the government so all can see it. You could do so...at least for the nonclassified things, setting up sites and document retrieval for the non-sensitive Diplomatic, Stewardship, Martial and Learning actions, while keeping the Intrigue carefully hidden. It'd increase public trust, at the very least, though also increase public scrutiny.

Cost: 100 Wealth
Probability: 70%
Reward: Open Government holo-casts and VR/websites, increased public opinion, increased public pressure.

Cyber-Agents

You need to improve agents, and just as importantly, make sure you know the access codes and shut-offs for the cybernetically enhanced agents so that you can grant more of them, deactivate them for those who leave the service, and otherwise get a handle on this security issue.

Cost: 200 Wealth
Probability: 50%
Reward: Any agents that escape a purge won't have military-grade cybertech available. Can track your own agents. Can train more and give them cybernetics.

Learning: Kikkizit is making great strides, perhaps even faster than expected. He's starting to encroach into other areas in some senses, but his brilliance has allowed him to have influence even greater than expected, and his Ministry of Education is off to a rousing start, though their budget is still currently mostly a nest egg. Either way, he has hopes that by the end of the year, a foundation for a new Gazinitah will have been laid. Ideas involving Earth have also been percolating, though they haven't yet shared all of that with you. (Pick 3) (+10 to all education options, +5 to all options as a whole (the latter will last one more turn)

We don't need no thought control

Students' lives are monitored every second. Security guards escort them from class to class. They live in fear that their sexual hangups will be punished and that any move out of line will destroy their lives. Not everywhere, some of the poorer schools are harder hit, while others are 'unlucky' enough not to have the kind of budget for that sort of thing, but the whole situation is one you still remember. Schooling wasn't as bad for you, but it certainly isn't something you'd wish on any children you had. You can move to remove the controls and loosen restrictions.

Cost: 100 Wealth
Probability: 80%
Reward: Less control over students, increased opinion by them, ???. Might be a gate to other options.


Virtual Production

There have been suggestions to further study virtual reality technology. Brain uploading is a no go, but the technology of entering a simulated reality temporarily is well established, but there might be new technologies produced from it, not only important for education- such as better historical simulators and virtual teachers- but potentially for training soldiers, as well as for the export market.

Cost: 50 Wealth
Probability: 80%
Reward: Better virtual reality gear, opens up more of the same sorts of research.


Caste-based Research

Currently, research into the history and sociology of caste formation, its potential economic consequences, its validity both educationally and genetically, its social impacts, whether it's a good idea, or anything of the like is forbidden by law. Professor Kikkizit would like to change that, opening up and providing grants for research in order to prepare the ground for later reform. They urge a slow and cautious formation of policy, not giving away their hand before they are sure they have the data needed to act.

Cost: 100 Wealth
Probability: 60%
Reward: Caste-based research- historical, social and genetic- opened up for discussion, results might take a while to come in, might open up options.


Implement the Hive's Will

There are many ideas in Gazinitah. Many patents filed, or that would have been filed. You could give an opportunity for independent inventors to use your facilities, pursue their ideas, their dreams, and see what comes of it. Which could very well be nothing, a big explosion or a ruined lab, or it could be something spectacular.

Cost: 100 Wealth
Probability: ???
Reward: Grab Bag of Mystery Shinies? Or nothing? Who knows!

Take A Pill

There are many illnesses that shouldn't exist, but do. Cured long ago, often simply and easily, their costs are yet beyond the average worker. You could tackle this problem any number of ways, but at the moment you judge opening free clinics and the like is far, far beyond you, considering at the moment you aren't entirely sure how much your budget is, what you're spending, how you are going to pay month by month, let alone the state of medical care. However, you could have scientists and doctors work on trying to reduce the cost of medical equipment and find new ways to do the same things only more cheaply.

Cost: 400 Wealth
Probability: 50%
Reward: New medical tech, health benefits start spreading slowly to the masses. Potential upswing in wealth over the next few years thanks to improved health.

Political Education

Political Science is an important discipline, and just because the former regime used political indoctrination and distorted the facts doesn't mean the new order can refrain from trying their best to educate children. This would be Kikkizit's stab at a balanced and rounded primary and secondary education guideline for Politics/History, and the first step towards them interfering in higher education in a way they've hesitated to do so far.

Cost: Free
Probability: 70%
Reward: Options, guidelines posted and start to be adopted, could have potential advantages a few turns down the line.

Patterns of Design

The military is still repairing the damaged and wrecked acquisitions, but Kikkizit has expressed more interest than you expected in having some people examine the ships and their technology to try to obtain information on the different systems and ways of thought. Not only psychological, or military, but even things like methods of air filtration deduced from little bits of charred remains. It'd be a complex process, but if Kikkizit thinks it can be done it can be done.

Cost: 20 Wealth
Probability: 55%
Reward: Information, avenues of research.

(Locked) Standards of Education

Colonial education is often a little haphazard. Kikkizit could begin investigation into this matter, though it would take time to correlate the data and make sure that they are not barking up the wrong tree. Either way, it could be very useful.

Cost: 50 Wealth
Time: Will Finish Next Turn
Probability: 60%
Reward: Information, options, chances.

Old Time Religion

Nobody keeps track of religion, and doing so is somewhat controversial. But the government should keep track of such things, surely? Surveys could be taken, questions could be asked, and information could be gotten. Who knows what it'd lead to, but it's certainly a matter of more than a little curiosity.

Cost: 50 Wealth
Probability: 80%
Reward: Information, options, who knows?


University or Bust

Kikkizit has been building up to this for a moment. An examination of what can be done to improve a thousand issues. Almost, to be honest, it's a matter of Kikkizit paring down their vast ambitions for Gazinitah's educational system into some managable paths towards improving things.

Cost: 20 Wealth
Probability: 90%
Reward: Start getting options involving improving universities.



Personal: There was time to do plenty besides work, fortunately.(Choose 2)



Personal Intervention

(will vote on what you Intervene on later.) Take a guiding hand in something, directing it, even more than you already are, spending a very large amount of your time and effort on it, free time as it were.

Cost: Free
Reward: Bonus equal to your stat on an action (+19% for Diplomacy, etc)

What Are Friends For?

You are part of a Workers Association. These are friends, people who cared for you and whom you still care for. You could get the gang back together, talk, de-stress, maybe get their advice. It's been so long since you've seen them, and you're really starting to miss them.

Cost: Free
Probability: 70%
Reward: Get the gang back together. Relieve some stress. Potential other benefits.



Getting in Shape

Some laugh at the idea that you'd go and do the mission, but they were wrong. But it's true you've seen better days, and want to get back to them as well. Part of it is lack of the cybernetics, yes, but more importantly you haven't had as much time to exercise, and you might have packed on a little beneath the chitin. Either way, a little bit of work would be all it'd take for you to get more in shape.

Cost: Free
Probability: 70%/30%
Reward: 70% chance of +1 Martial, 30% chance of +2 Martial.


Shrink Yer Head

While she's dedicated, relatively, to not doing drugs, she's ambivalent about being called crazy by some overpaid asshole who's never murdered someone in anger, as she comments once. It's a rather anti-social attitude, rather bizarre in a Xvorzit, but you could try to help her through her concerns.

Chance she'll do it on her own: 80%
Cost: Free
Probability: 95%
Reward: Hazitean continues to improve, doesn't backslide at all. If she fails, -5 to Crazy But Brilliant.


Among the People

You're popular. No, really, really popular. Yes, more popular than that. And them. People are literally quoting you as the authority for everything, which is rather odd. Either way, they're quite friendly and polite and you could spend some more time mingling. Talk to people, interact and befriend the common people, try to get away from it all. Not that you need a break or anything, everything's going just fine!

Cost: Free
Probability: 97%
Reward: ???, mingling, relaxation, public-opinion baths.


No. No. No. I'm not going.

You do NOT need to go to therapy. Everything's just fine, and Yaziha needs to just calm down with his accusations! Now!

Cost: Free
Probability: 50%
Reward: Therapy/counseling.

Lucille's Games

Apparently while on duty she's had time to play games. Lots and lots of games. Actually, how does she find the time? Either way, she apparently found some 'top shelf' games, and some of them she wants to share. She's dared you to see if you can beat her scores on some of them, and also just wants to see if you have any opinions/reviews of them. It's silly and surely it's a waste of time, but Lucille helped you out, and it couldn't hurt to try, could it?

Cost: Free
Probability: ???
Reward: You play video games, ???


Personal: Others-- You weren't the only person with free time that spent it in an interesting way. (By the way, OOC, only the one chosen happens this turn, the others simply don't happen yet) (Choose 1)


Yes. Yes. Yes. You ARE.

Haiztean has got it in her head that this situation is anything at all like what she dealt with. It's insulting, honestly, and her pointing out that friends should help each other ignores the fact that everything is fine. Just fine.

Cost: Free
Probability: 100%
Reward: +35% to 'No. No. No.'


Kikkizit's Correspondence

Kikkizit has been spending more and more time working on their next reply to the Prime Minister, it seems that their replies have grown longer and longer, and also more friendly. This is a really good thing! Maybe?

Cost: Free
Probability: 85%
Reward:???


Uhan's religion?

Uhan has requested a meeting with Kikkizit, and it has been granted. Who knows what it's about, but the two of them are old friends, and rumors are it might involve religion.

Cost: Free
Probability: 90%
Reward: A meeting happens.


Yaziha's Desires

Vorzhan realizes they've been selfish. Yahiza has been helping out these past months, yet never has the Speaker directly asked them *what* they want to do. What it is they want and dream of, other than vague mentions of retirement.

Cost: Free
Probability: 100%
Reward: Learn what Yaziha wants.

A/N: Yep, a new category! Anyways, you know the drill. Okay, and before you ask, 'fire and forget' means I do an update asking things like 'Who do you send, how much forces, basic strategy' and then once the voting ends, I write an interlude/update on the outcome, without asking what choices you make at specific points, instead just going with what seems most logical to the characters at the time. It will thus be only two posts long, hence 'fire and forget.'
 
Turn 5 Results
Turn 5 Results



Martial:

Bleed: 1d100+10 (Bleed Amount)+3 (Bleed Time)=30, a few things go bad, 50 Wealth in one-time losses.
(OOC note: Just to make sure we know, Bleed only counts for ongoing payments, I was sorta stunned that nobody took FREE action of Gun It. I assumed it was to save Wealth? In hindsight not a bad choice, but only because of rotten luck.)

Hazitean: 1d100+32=54

Tankers: 1d100+25+5=84, a good deal of progress.

A Slight Cut

The debate and turmoil over the cuts, the attempt to separate the police from the military, it all had its consequences, and in this case it meant that a lot of the traditional companies weren't available to manage materials. The scramble to get alternate suppliers for everything from food to repair parts was also somewhat expensive, though Hazitean managed to keep things from going too bad in that respect. Ultimately, though, it wasn't a really good start to the year for the military, overall.

Reward: 50 Wealth lost.



Good 'Ol Bugs
Need: 40, Rolled: 62 +10=72

Despite protests and disagreements, Hazitean does talk to the officers. And talk and talk. It seems as if all they do for months is talk to them, but by the end they have something of an understanding, and more importantly, Hazitean understands that when she thought half of them were incompetent, she was wrong. It's more like 1/3rd, with the last 17% being barely, barely competent.

It was hard to tell how to start, though. Firing them all would be stupid and reckless, but training up a new generation, while theoretically possible, would take a while. Perhaps the worst of them could slowly be retired at the same time, though even with major cuts to the 'kickback' for theoretically retired officers, it would be expensive to do so.

Reward: Options.


Officer Bugs, Security or Liberty
Need: 40 Rolled: 12+10=22, failure, though not a large one
Need: 35 Rolled: 6+10=16, moderate failure, can try again next turn.

It starts out with the best of intentions, but when Hazitean tries to slim down the army as well as create a code of conduct and separate the military from the police force, many regard it as a direct attack. More importantly, few are quite sure they wish to cooperate, and those that do find themselves running into all sorts of barriers. Ultimately, this is for the good of the military, and will open up a huge budget surplus to allow them to expand in other ways without funding the police, but Hazitean cannot outright say that, because of the protesters.

Day and night, they've started assembling outside of various locations to protest the continued actions of the police, as well as the increased activity of the military. Splitting off the army from the police suddenly seemed like surrender to them for many of the troops, and yet explaining that it's all a way to get funding would incite the media to speculate on just how much is being spent on the military. It was a bad situation, and for the moment Hazitean shelved her plans entirely.

Reward: Nothing, can do again next turn.


Slim Down
Need: 20 Rolled: 27+10=37

Though there are protests Hazitean simply pushes it through, and after several months of targeted cuts, the military is lighter, slimmer and more dedicated. Those who grumbled or wished to leave have now left, and while the military is a bit sour at both the Speaker and Hazitean, they'll get over it.

Reward: Military opinion drops a few points, 150 Wealth gained per turn.


A Frame and a Picture
Rolled: 84

Compared to that, the Tankers noticed no problems at all. In fact, they make a huge amount of progress on a tricky subject, and even bring in, of all people, Kikkizit, who is seen everywhere this year. Active, energetic, and unfazed by some of the difficulties, he's rapidly showing the breadth of his knowledge, and what he shares about the structural design of some of the Iashec ships inspires them. Plans are made, chassis are built and tested, and most importantly an entire new engine and shield system is made.

By the end of it, they have a design that should be able to stand up to the galactic average, albeit not quite the cream of the crop. There are just two things missing, one harder to learn than the other. The electronic systems which need to be entirely rebuilt from the ground-up to meet galactic standards. But more interestingly, the weapons would need to meet galactic standards. It's no surprise that the Tankers decide to focus on the latter, first.

Reward: design for a new tank, with engine, shields, and a good deal of the work done! It should be able to meet the 'average' galactic standard for battle tanks, according to their highly scientific analysis involving getting together in groups, getting half-cocked on various legal substances, and then watching videos of demonstrations of modern hovertanks while cheering and commenting. It's a precise and accurate method, Kikkizit assures you.




Diplomacy:

A Voice for the Colonies
Need: 25, Rolled: 15+5=20, can try again next turn.

This is forgotten. It's not even that they don't have enough time. B'iyiuna forgets all about this despite stating that they were going to get this done in favor of a long argument with the diplomatic corps about their spending that ended inconclusively, albeit after a few notable gaffes that decreased his popularity rating by nearly 1/3rd of a percent which, in a world of fifteen billion, meant many millions no longer liked them. But the colonies still held out their hopes for him.

Reward: Can try again.


No seriously, what?
Need: 40, Rolled: 88+5=93

Excuses, lies, and evasions begin the conversation, but they do not end them. Whatever else he might be B'iyiuna is a fierce bug, and doesn't take no for an answer. Ever. Need is the first answer, but more questioning complicates it. Desire, yes, and also, most of all, a realization that options are closed in. The system was broken, and everyone knew it, everyone wanted to be top of the heap, to control everything, but nothing was working. Then a bug from an old, disgraced family, one with a lineage a thousand years old but whose brood-mother had been involved in a most disgraceful scandal that had lost her all of her wealth, offered a solution.

They were already so far into debt to the Iashec and other parties, so utterly lost, that increasing the loans by 10% was nothing at all, and it gave more room for the government to operate, to start funding greater crackdowns and purges on the citizenry, and otherwise starting to make its mark on the galaxy as a partner to the Iashec. The debt could be something other than a noose, Zaeswin had said, it could be a tie that would allow them to use the Iashec to pull themselves up. And indeed, at least at first, until the last five years, Zaeswin got his way more often than not, because the economy entered a modest, and then a moderate, recovery. The government was being strangled, fear and paranoia were the order of the day as Zaeswin- according to their self-serving accounts, in which they absolved themselves of all guilt- ran amok and committed all the evil of the regime. Then, finally, it'd stopped working, and it was all falling apart, and Zaeswin was getting angrier and angrier, but also more confident, terrorizing even the Ruler at will. Then, he announced that soon Gazinitah would be reborn.

From fire and smoke and blood. Then, less than a month later, he skipped planet, ran, from something or someone.

From Vorzhan, the Speaker knew.

Reward: Information, an option or two for how to deal with the Ruler Caste and, most of all, the former Ruler.


Diplomacy
Need: 35, Rolled: 29+5=34...very bare failure, +5 to doing it again next turn.

The fight is a draw, a bloody, annoying draw. Not the best start at all for B'iyiuna, who storms out of every meeting to give personal briefs to his news channel on how they went, even when these aren't entirely...accurate. Including quotes that are not entirely true, either. It has, however, rather poisoned the well against the diplomatic corps, which is entrenching, against public opinion, on their previous stance of 'stop it, we're not corrupt!'

Reward: ???, try again next turn!

Possibilities: Xvorzit Hives
Need: 30, Rolled: 51

I'isanah turned up better results. Most importantly, that the Xvorzit Hives were not only willing to talk, but interested in trade deals, both for raw materials, for exotic foodstuffs, and for you to serve as an agent in trade with places like Sol. In addition, the Hive in the Confederacy had an interesting, if rather stunning, proposal that they'd quietly slipped I'isanah. In one and a half years, a Grand Meeting was going to be held between the Xvorzit Hives to discuss a matter of their common interest.

I'isanah knew what this meant, only two things it could. War, or the founding of a new Hive, the first in almost a century and a half.

Reward: Options, mostly involving trade deals. Also, a big important meeting happens on turn 8.

Stewardship:


Search for an Adviser
Rolled: 71, not bad

The candidate pool did shrink a bit, as several vocal critics of Vorzhan's economic regime turned them down, but Kikkizit and Vorzhan together managed to scare up and search through several well known candidates, and after months of preliminary inspection, they have three that interest them the most for the diversity of their skills.

Reward: Stewardship Adviser choice.


Buy-Out
Need: 30, Rolled: 10. Paying through the nose to get this shit done. 400 Wealth per ten gap. -800 Wealth

Compared to the accolades of the people, the quiet judgement of the business class over their recent actions is rather resounding. The Iashec had acted far more cleverly than Vorzhan had thought possible and, caught up in a thousand things at once, Vorzhan had ultimately left money on the table. Huge amounts of it, all but buying out the companies at rather overwrought rates, though the attempt drawn to them and several big companies, as well as the growing economy, meant that the private sector was finally stepping up to clear out the Iashec from at least some of the corridors of power.

However, that doesn't make the expense go away, and Vorzhan has to explain again and again that they'd find a way to make it profitable. The companies, between them, couldn't generate a fifth of what they'd spent on them in ten years, but there was a way forward, and more importantly it had cleared out the economic air and--well, they felt he was talking to thin air, because of what happened next.

Reward: Buy-Out complete. Options.


Opening Up Avenues
Rolled: 1, lost 5 ongoing Wealth, gained nothing.

Cheaters, dogs, liars, scoundrals! Hazitean rants and Vorzhan listens, then Vorzhan rants and Hazitean listens. Several bugs had gotten the idea to rip off the fund by simulating profits that didn't exist, and somehow they'd succeeded for three or four months before running off with the money. The hit to investor confidence would be far higher if most of the population had been affected, but it was an expensive loss to what was meant to be a program to increase overall economic well being.

Rewards: -5 Wealth a turn, in addition to what's already spent every turn keeping the program open.


A Survey Into the Law Books
Need: 20, Rolled: 59

The slog continues, but Vorzhan can see light at the end of the tunnel. It turned out to just be the marriage files. Apparently, to some humans, white was the color of marriage, and in one of the law books, humans on Gazinitah were forbidden to wear white at weddings because of an anti-Gazinitah movie involving a bride who fought against the government, who was wearing a white shirt for the whole movie till the end, when it was stained red. Thus, wearing white at weddings was forbidden for the human sub-population. Well, okay.

Reward: Finishes next turn!


(Hive) Unhelpful Taxes
Need: 35, Rolled: 72+10=82

There is no political theater this time. Not before it is announced. In fact, Vorzhan tried what was certainly an entirely new strategy. Total news blackout. Nobody announced the day that they signed off on all of the laws, and for a week afterwards as it transitioned they didn't answer any questions on taxation. They went and addressed the tax protests without anyone being entirely aware of what was going on.

Then people got their payrolls for the month and noticed the lack of taxation there, they realized that their food bills were lower, and they began to talk and chatter, and Vorzhan listened, both fairly and covertly, and chittered and laughed and knew something that none of the business caste could know. That even though they had made a mistake, the people stood with them, understood them. That with the people standing together with them, the costs would be nothing, the risks would be nothing. Let them blather away, but at the end of the day, the week, the month, the people stood with them, the great mass of the poor and even those of middling incomes too hard hit by the former taxes.

Money would find a way, but trust, trust was priceless and would fuel a growing economy, Vorzhan had to believe in that, and themselves, and their friends. And the people as well.

Reward: First group to reach '100' approval: The Poor. You're like their literal god and they trust you. -600 Wealth a turn.



Intrigue:


Yaziha=123, well


(Yaziha) Keep the Boot On

Need: 50, Rolled: 93+10=103, major raid!

Yaziha is busy this turn, working with not only security forces but the police, who are frustrated that Hazitean's reforms didn't go through. They were eager for good news, and the fact that the drug cartels and various other gangs had almost recovered only meant that they were an easier, better target. Hundreds were captured with only a dozen deaths, all on the other side, and any semblance of a returning underworld was smashed. Just as importantly, there was evidence found that could be followed up to strike at the most powerful Iashec corporations, those that had not been bought out yet or driven away.

It had taken months and months of work, thousands of bug-hours, but it was a welcome return to form in Yaziha's opinion.

Reward: An option, +15% chance for Security or Liberty/Officer Bug next turn.


In the Black
Need: 30, Rolled: 20+10=30

Yaziha almost had not lived to see their triumph. One of the probes into the black budget revealed that some of the weapons and recording equipment were quite literally traps. One agent died, and Yaziha was in poor shape for a full week. That was all the motivation needed to rip out all Iashec funding of the black budget, though it left a rather pretty hole that would be difficult to fill. Certainly, the government was starting to feel the same economic pressures that the previous one had. But it was dealing, it was coping, and Yaziha, as soon as they recovered, went right back on the case.

Reward: Iashec poison sapped, -300 Wealth a turn. Debt no longer grows, it only shrinks!


The Capo War
Need: 45, Rolled: 51+15=66

Reports come in third-hand, at best, but the war is stalemated. Hundreds are dead, thousands are wounded and without homes, as the war has grown from cold to hot. Riots break out over anything, and gangs roam the streets. The whole planet seems to be a powder keg, with rumors of a possible slave revolt or foreign intervention. Nobody saw that the war was being made worse, that in the shadows, an enemy lurked. Multiple, in fact, but many no doubt would consider Zaeswin an ally, despite their increased dominance over those Capos that fought under the red-gold banner of the ascendant Capa.

Reward: Options, war stalemated.


A Bug in the Code
Need: 65, Rolled: 57+32=89

But Zaeswin had to watch out. All throughout his network, including the part that oversaw some of his control of Asurin, enemy agents lurked, ready to strike and more importantly subtly sabotage their every action. Zaeswin's famed network was no longer the closed system it had seen before, and it was now clear that something was being done to control the Capa, but that the specifics were hidden, above even the highest of Vorzhan's agents. Across the known galaxy, some of the pieces before Zaeswin looked to belong to them, but would turn out to be the enemy.

Hopefully it would cause them to stumble. To falter. To fall.

Reward: +5 to actions against Zaeswin, options, information.


From the Ashes
Need: 35, Rolled: 55+15=70

The mission was a go. Greenlit at the highest levels, now a dizzying array of people were involved. Hundreds of analysts and consultants, Kikkizit (who knew how they got in, but they were surprisingly helpful), Hazitean, Yaziha, the Speaker, Captain Bizentara. All of them working with the plan and reworking it, as Lucille made her own, rather less detailed preparations. The star system they were held at was moderately defended, too much for the strike to be anything but a smash and grab, but what a grab it would be, if it paid off!

Reward: Fire and forget War Turn. +5 to all rolls for it.


Learning:

Take a Pill
Need: 50, Rolled: 43. 65% chance next turn. Save 100 Wealth of the 400 spent.

There were no lawsuits, because the contract was quite iron-clad, but the drug trials came back with some complaints. Dozens of them, in fact. A few small elements had gone wrong, and those had been compounded by shoddy work by some of the companies had meant that some of the equipment had to be scrapped. Most of it, in fact, as expansion was uneven and uncertain. A lot of money was wasted on only some progress, but oddly enough Kikkizit seemed buoyant, even optimistic, in a good enough mood that the money seemed to them just a minor setback.

Reward: Lose 300 Wealth, 65% chance of successes next turn.


Standards of Education
Need: 40, Rolled: 54+10=64


Colonial education is now as good, or as bad (Kikkizit is optimistic, but also very clear on the limitations of their work) as that of Gazinitah as a whole. This will have quite a large impact in the long run, but for the moment, from month to month, Kikkizit says that very little improvement will be seen. Those near the end of their first stage of education, along the various caste tracks which have yet to be eliminated, will go out into the world barely affected by it, and it will take years and years for the young to reach the end, let alone the levels above it. Some things, like political beliefs, can be examined and changed much easier, but the direct advantages to Gazinitah are far more subtle for improving the education of colonial bugs.

Reward: Advantages in a few dozen turns, ???, can apply reforms of the school system to Colonial Schools equally.


Virtual Production:
Need: 20, Rolled: 29

There was definitely a market for it, even if some of the first products had been a bit haphazard. Certainly, it was no Electric Elephant, or any of the other fanciful names for virtual reality producers, whether of plays, movies, and interactive sketches, educational material, or even games. But it was a start, though Wormies World was best forgotten and 'Knife Fight Simulator' was rated by Hazitean as actively dangerous to anyone who tried to take it as an accurate lesson on the uses of the knife that soldiers carried in case it was needed. However, there was something there, and the technology and possibilities rested half-awakened.

Reward: 150 Wealth, 75 Wealth a turn. 3 new options.

Patterns of Design
Need: 45, Rolled: 100


This is why Kikkizit was in such a good mood, Vorzhan realizes the moment they are handed the complete file. It's the same trick they'd just pulled with the taxes, and having it foisted on them was impressive. So too was seeing that Hazitean and Captain Bizentara were in on it.

It was deja vu. Another entirely startling innovation, one that could change the very nature of Gazinith warfare. Somehow Kikkizit had deduced from the wrecked remains and first principles and a lot of math not only how to turn the up to date civilian engines into military grade ones that should match the galactic standard, but they'd managed to advance missile tech several decades to catch up with (and, in fact, slightly surpass because the Iashec did missiles well) the the present standard and had found the basic blueprints for what the structure and design would have to be for a ship. Well, for all of the last-generation Iashec ships, which your people could now build as soon as the other ships were repaired and the shipyards were fixed up. But also for a new ship, a new set of ships, with modifications for size. It's not really a design plan, but as Captain Bizentara excitedly said, if they could find a way to upgrade their hardware and software, get the latest shield technology, and the most up-to-date energy weapons then, well.

If there was an Admiralty board, he hinted, they could begin building ships that were a first in recent Gazinith history. They could call for designs for ships that would meet the current standards, rather than being decades behind the ball. Hazitean did point out that in theory it could be done without creating a separate department of the Admirality, but it'd ruffle some feathers and cause more than a little in the way of problems.

Stunning.

Reward: Lots, lots and lots and lots. You're 4-5 actions/ 1-2 years from something I thought would take 2-3 years. Depending on how you use your turn actions, of course. Also, Maximum Capacity odds are increased.




Personal:


What are Friends For?
Need: 30, Rolled: 28, odds increase by 20% for next turn.

Vorzhan is busy. Very, very, very busy for the past while, and so they somehow don't find time to make the proper connections. But considering all that they've learned, Vorzhan is going to do this.

Reward: Odds increase to 90% for this.




No. No. No. I'm Not Going...Yes, Yes, Yes, You Are!
Need: 15, Rolled: 99

It had become a rather annoying ritual, one that had all of the mock formality of a court martial, in a small, miserable little room.

"So what have you learned?"

"Therapy doesn't work like that, Hazitean," Vorzhan said, "You don't come back to the office every day and go, like, 'My parental units standards of care now make me realize that they don't love me and that they wished for me to stay in the builder caste." Their wings shifted, and they sounded remorseful.

"Wait, re--"

"No! It was an example," Vorzhan said, sounding somewhere between amusement and exasperation.

"Anyways, that's why it's once every month-cycle. If you've learned jack and shit in a full month, not even a refinement or...I dunno, a new coping strategy, then I'm going to start wondering if you're even going."

"You track me by spy satellite."

"You're a very tricky bug, you could find a way to spoof that," Hazitean retorted.

"Well, the crux of the matter is. I don't trust you, I've never trusted you, nor have I trusted anyone else. Why can I, why should I?"

Hazitean stared but didn't say anything.

"Even my friend in the police fucked off ages ago, and I was proud of it. I could rely on myself and more than that I could find my way. I could do something and now- well, it's so much but trusting you is hard."

"Damn right it is," Hazitean said, sounding a little baffled, "I can't trust myself sometimes. But, fuck, if you wanna be trusted you gotta trust. People trust you, a lot. Shit if I know why, sometimes, cause you're weird and…" she made a neutral motion, the equivilant of a shrug, then said, "But yeah, trust, friendship, that's all good."

"Is that all, though?" Hazitean said.

"No, of course not, I also-"

And so went one of many conversations.

Reward: Don't explode from stress. Natural 99 means gain extra trait 'What are friends for?' Effect: Gain one extra Personal- Others action. You're going to make sure to take time for and trust your friends. After all, you sorta need to lean on them and admit that you can't do it all yourself.


Shrink Yer Head
Need: 15, Rolled: 82

"I'd be a shitty role-model if I didn't go too, wouldn't I?" Hazitean said.

Reward: 95% chance she'll do it on her own next turn. New option *almost* unlocked.



Economy


Starting Wealth: 7132 Wealth

Income: 2875+850 (Bonds)+150 (Virtual, 75 pm ongoing)+20d100=2875+850+150+1181=5056

Expenses: 1380 (Previous ongoing, including opening up, etc)+5 (Bleed)+20 (Good Ol' Bugs)+150 (Security)+50 (Officer)+25 (Slim down)+50 (No, seriously)+100 (Possibilities)+10 (A voice)+25 (Diplomacy)+800 (Buy Out)+600 (Ongoing, tax reduction)+300 (Unhelpful taxes)+200 (Adviser, 100 a turn)+630 (Intrigue Options)+50 (Virtual Production)4475+300 (Take a Pill)+20 (Patterns)+300 (Black Budget Cleansed)=5095 Wealth

Ending Wealth: 7093

Rolling Over Income: 2875+850 (Bonds)+75 (Virtual)+20d100=3800+20d100

Rolling over Expenses: 1385 Wealth+600 (Tax reduction)+100 (Adviser)+5 (Bleed)+300 (Black budget)=2390 Wealth


*****
A/N: The dice giveth, the dice taketh away.
 
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