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

Turn 7 (CONT)
Turn 7 (Cont)

Intrigue: The war in the shadows has only gotten bloodier. As Asurin burns the Speaker's networks were stretched to their limit across known space, even as Zaeswin had to be hurting. Yaziha helps out despite sickness, focusing on internal affairs rather than external. Chance he'll do one of the more sedentary actions each turn, rolling a 1d100+26 (he's not an official advisor though). (Pick 5) (One Extra for TURN 7 ONLY, this is a reminder for myself. Normally have 4.)(+10 to all Internal security rolls, +5 to External Security rolls) (+5 to Asurin rolls thanks to I'isanah.)

Station 57

Who comes in and out of Station 57? Perhaps there can be bugs planted on mercenaries and track kept of the movements of ships, men, and supplies. It would all be very useful information, that could be used for future operations on Station 57, as well as against and involving any of the mercenary groups present.

Cost: 50 Wealth a turn
Probability: 65%+5
Reward: Information.


Financial Control

The economy is still going strong, but it's starting to slow down. The government owns a broad swath of companies, as well as some mines. It wouldn't be artificial, but they could have these companies operate in a way that best benefits the market, not necessarily themselves, first and foremost. Until the taxation and (eventually) banking situation is taken care of, as well as all of the other problems out there, perhaps the market could be gently nudged.

Cost: 50 Wealth
Probability: 70%
Reward: Financial nudging, Stewardship options, bonus to Economy rolls.


Financial Sabotage

Begin to act against the Iashec corporations. First, at home, undermining their position and driving them out of the market as harmlessly as possible, so long as they're gone. It would take some clever groundwork for this to succeed, but the first step is to start trying.

Cost: 50 Wealth
Probability: 50%+10
Reward: First step, an option.


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.

Last turn this can be taken.

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

A Traitor In the Ranks (Zaeswin)

It's a simple plan, if dangerous for many people. Plant rumors of traitors within the ranks, evidence and lies all concocted to sow discord within Zaeswin's network. But if done poorly the agents that tried it could be discovered. If done very poorly the entire inside line to Zaeswin's mid-level operations, which took a year to establish, could evaporate in a matter of days.

Cost: 100 Wealth
Probability: 50%+5, failure then rolls to see how bad this hurts you.
Reward: Dissension, further bonuses against Zaeswin, options.

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: 40%
Time: 2 turns.
Reward: Options, advantage gained in the game against Zaeswin.

Rockets for Freedom

The equipment that had been sent before is outdated, that much is obvious, and much of it wasn't meant to go up against a real military. Rocket launchers, and other anti-armor and anti-aircraft tools, as well as ways to travel quickly and stealthily across battlefields wouldn't be unwelcome at this point.

Cost: 300 Wealth
Probability: 60%+5
Reward: Rebellion protected, does better in the fight.


Bread AND Circuses

Money is always a valuable resource, but so is safety. If the rebels cannot offer a better life for those seeking their protection in exchange for their tax revenue, this will never get anywhere. So, provide them with the money and expertise in order to gain more followers and support.

Cost: 400 Wealth
Probability: 70%+5
Reward: Rebellion advances, spreads.


Constitutional Convention

Have them announce themselves openly. Hold a convention for the 'new Asurin Government' and get them to sit down and agree on a common goal and plan for the future. It'll make them a target of every force imaginable and at this point there is no common ideology to draw the rebets together.

Cost: 50 Wealth
Probability: 10%
Reward: Constitutional Convention.

Spartacus Rising

Agents could go in to free slaves, create chaos, to make indentured servants turn against their masses, and generally cause trouble for Capo and honest (slave-owning) citizen alike. This would be somewhat risky, but would have both moral, psychological, and economic effects.

Cost: 200 Wealth.
Probability: 40%
Reward: Freed slaves, options involving that path.


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.


Gang Infiltration

The Aroane Special Group is good at many things, and one of them is undercover work. The gangs are scattered and weak for now, but like weeds they will pop up again, and when that happens, having agents in place to snip them is only reasonable. It will require careful maneuver, both legal and otherwise, and you'd be a lot less certain of it if Mauris' wasn't there to help.

Cost: 50 Wealth a turn.
Probability: 95%
Reward: Gangs kept under control and infiltrated.

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 continues his march forward, having picked up a lot of valuable experience with a side of technical skills not usually associated with a 'Minister of education', which is really paying off in a number of ways. (Pick 4) (+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, ???. Will unlock the fourth in the 'Bricks in the wall' sequence.


Educational Holos

So, some of the first holos didn't work. But that doesn't mean that education can't be improved with VR and three-dimensional entertainment. They just can't be improved by Willie the Wormie. God, that was a stupid idea. Who thought of that? Kikkizit just sorta shrugged when asked.

Cost: 50 Wealth, 25 Wealth a turn
Probability: 70%
Reward: Start trying to make non-crappy educational material! Might have other advantages.



Academy Training (renamed)

Military academies and other fields could also use them. Training procedures could be improved, and not just for kids. There is some question as to how useful VR simulations are compared to the real thing, but that too is something that could be investigated.

Cost: 100 Wealth, 20 Wealth per turn
Probability: 70%
Reward: Information, Options.


Better Mining

Begin to research the ways that mining could be improved, or ways that it could be shifted away from vulnerable sites towards more sustainable methods, or even how exactly to get past the hard resource limits that might eventually choke any attempt at mining. There are a dozen different ways this could go, and so this might take a while.

Cost: 200 Wealth
Time: 2 turns.
Probability: 50%
Reward: Options, information, opportunities.

Childcare and Healthcare

More children are being born than ever, which means a careful study into expanding childcare and healthcare systems, both for expectant child-bearers and for children growing up is something of a priority. Currently it's not a top priority, but Kikkizit thinks that in the coming years, the 'Childcare issue' will be a particularly important one, and while currently the educational part of it is being adequately covered, there is more that can be done.

Cost: 25 Wealth
Probability: 65%
Reward: Options related to maternal healthcare and childcare.

Games, Games, and More Games

Holo-games are an art, and they are an art that could be funded. Companies could be founded and given money to make more games for children and young teens to play. Some educational...some not so educational, with quality control standards and everything. It would see no immediate advantages, but who knows?

Cost: 100 Wealth, 25 Wealth a turn
Probability: 70%
Reward: Expanded industry, ???

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!


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.

Scaling Cruisers

See details in the Martial section.

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 3)

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)

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.

Visit the colonies

B'iyiuna says that a great tour of the colonies in order to allow them to see their Speaker wouldn't be unwarranted, and you agree.

Cost: 20 Wealth
Probability: 90%
Reward: Opinion boost.

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: 100%
Reward: ???, mingling, relaxation, public-opinion baths.

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. (Choose 2)

B'iyiuna's Project

B'iyiuna is working on something and won't tell anyone what it is. This is bizarre, since usually the bug is constantly talking about various plans of his. It makes one wonder, doesn't it?

Cost: Free
Probability: ???
Reward: ???

Mauris' Request

Mauris would like to talk to Vorzhan about something, but they seem rather nervous and not talking in the usual grammatical constructs. It really is rather weird, and Vorzhan has no idea would it could possibly mean, the wild see-sawing across tones, pitches, and gendered and non-gendered phrases.

Cost: Free
Probability: 100%
Reward: Hear Mauris' Request

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 themselves 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: Vote only opens after someone posts a tally for the last vote. Until then, all votes won't be counted.
 
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Turn 7 Results
Turn 7 Results


Martial:



Hazitean: 1d100=37, nope

Tankers: 1d100+15=64, yep, some.


Terrorist Hunt
Need: ???, Rolled: 29+10=39, failure, though not catastrophic.

Another bombing in the news, this one not prevented by a raid of the terrorists usual meeting places. Vorzhan frowned and wondered at the costs of the war, which were starting to escalate- not economically, that was mostly paid for- but morally, and in terms of lives. Dozens were dead already on the Gazinith side, and the civilian losses were of course far, far worse. Still, when Hazitean returned she was still optimistic, but grumbling about how Solarian regulations were holding them back from doing real good. But she then admitted that 'real good' might have put civilians in harm's way, and after a while she admitted that it probably wouldn't have been worth it. Probably.

Reward: Failed, can keep on trying.


Colonial Police
Need: 35, Rolled: 7+10=17, well, there was an incident…

Hazitean takes the first shuttle she can, as soon as she gets back, to deal with the reports. One of the polic had gone crazy, and a dozen were dead on Gazinitah's main mining colony. Worse, before they'd gone crazy, they'd wiped all of the records, including pay records. And the backups. And there were supposed to be backups to the backups, yet in the boonies that sort of thing was often forgotten and…

Well, from the way she laid it out to Vorzhan, it was a wonder that things hadn't turned out even worse.

Reward: Slight hit to colonial opinion, can try again next turn.



Officer Bug?
Need: 40, rolled: 55+10=65, success

Training is a complex and difficult matter at the best of times. Training someone to be a law enforcement officer promises to be even more difficult. Ultimately, at least until a war comes around, there is far less asked of a soldier in terms of the skills they must have and the complexities they must face. Other than those soldiers on the Pirates' Moon, this statement is true, and part of why Vorzhan has stepped so lightly. A committee was formed to carefully draw up a list of suggestions and guidelines for police, which were then debated back, forth, and all around by the castes and people most affected, and finally some compromises were made, and it was accepted--Vorzhan could have insisted on it going out as originally planned, but they understand that some compromises had to be made.

Reward: Police Options opened up, basic standards set.


Tanks, Tanks, and More Tanks
Need: 20, Rolled: 33+5=38, success

There are a few flaws, but it is remarkable how quickly they can be ironed out. The first models are rolling out within months, and soon the orders are all filled. Other polities obviously don't want them, and so once enough have been made so that the army has its fill, the factories shut down, replaced by other factories. There will still be plenty of jobs for the workers as maintenance crew, but in all, the order seemed like a one-time thing. What isn't one-time are the savings.

Reward: 75 Wealth a turn saved, 100 Wealth in scrap.

A Compromise on APCs
Need: 25/50/75/100, Rolled: 64

The debate raged on. Well, simmered on, really. For weeks, and then months, each side argued back and forth as to whether APCs should have weapons, and how many, and...well, it was a bit of a mess, but finally they've found an area of agreement. Modularity. Create a basic frame and then build two 'modifications' of it, one for each of their ideas. Being able to alter the tanks was always something they'd intended to get on, allowing the tank to serve a wide variety of functions, so why not extend that to the APCs?

That, at least, was the logic.

Reward: Further progress on the APC issue.


Shipyards!
Need: 30, Rolled: 84

Captain Bizentara came personally to look through the shipyards and try to help out however he could. Each day when Vorzhan got a holocast from him, he was covered in sweat and grime, and had yet more areas where improvements could be made. But it was only two months into it that the complaints got truly dire. While some of small yards were working, the yard that the battleships had been built in centuries ago had long since been decommissioned. That, at least, came as no surprise to Bizentara.

"On the other hand," the Captain said, "I wasn't expecting that the Osika shipyard would be in such bad condition. It's not fit for anything at all, and it's going to take more to fix it than just throwing more people at it. Same with the Prince Nirinix shipyard, neither of them are in a fit state. Still, we have something, and hopefully we can move forward."

Vorzhan gave a chirp of approval and said, after a moment, "Thank you for the update."

Reward: Information, new options. There are two Medium shipyards and four Small shipyards- however, one of each is in an advanced state of disrepair, too much for them to build anything until they're sorted out. Medium shipyards can build cruisers, Small ones can build escorts.


Diplomacy:


The Big Meeting
Need: 20, Rolled: 19…+2=21

It almost was a disaster, the prep, and B'iyiuna had to fly in to talk to the diplomats. "No, no, no! You don't understand. Talking about the economic cooperatives is not the right thing at all, and if you can't even remember the names of each of the leaders of the E'intiz Republic, you'll have to go. People, people. We know what this meeting is about, it's what every meeting like this is about. A new Hive. A new chance. We cannot bring it down by talking of the petty, or by forgetting our places. This is not the time for ambition, not now. Such obvious displays of grasping, of avarice: it's as unseemly as can be. It's like chewing and throwing up food for someone who is not your child, or offering the worst meal-worms for a guest...it's profane, is what I'm saying, and if I see any of you messing up like this again, you're fired, you're all fired. Image is everything. Remember that."

Reward: Disaster averted, preparations continue for the big meeting.

Extending the Common Goods
Need: 20, Rolled: 29+5=34

There are a few hitches, most of all related to cultural differences. Many of the colonists speak in a dialect, and others have strange food preferences, like preferring the carnivorous ulin grub to the herbivorous uhun grub, or all sorts of minor factors that means some shows--and especially comedic bits meant to soften the news--didn't translate over quite as well. Still, once that is solved, and once the network hires on some locals to produce entertainment, including a strange show involving a Xvorzit turned into a giant ulin and hunted by predators from another world, it all seems to go quite well.

Reward: Colonial opinion raised, cancelling out the loss earlier.

Meet the Solarian Ambassador
Rolled: 97+19=116, well, okay!

He was tottering on a bookshelf, halfways to falling, muttering to himself, "Why do you get into these things, why do you--"

Vorzhan slipped into the room, looking around at it. Books were not much in vogue anymore, but there were plenty of collectors, and others who liked the aesthetic of reading a book, so it wasn't that surprising. What was surprising was how flimsy the security had been. They'd literally walked in, expecting to be stopped and have to explain their presence the whole time. Instead, here Vorzhan was.

They stepped forward and chirp-squeaked, "Do you need help?"

"Do I...wait!" the man said, turning. He was tall and thin, somewhat handsome, skin dark like the walls of a cave, eyes bright, one of them clearly artificial, "Vorzhan?! I'm...a little indisposed at the--"

"If you jump I'll catch you."

"No, it should be…" he said, looking down the dozens of feet and saying, at last, "You know what, sure."

Vorzhan's head-wings set themselves as he skittered forward and held out his arms. Down came the ambassador, Miles Yatoni, caught by two strong arms and spun around to see the face of Speaker Vorzhan, big, curious eyes looking at them.

"Well, we...meet again," Miles said, uncertainly, "Sorry about last time, I had a bit of a head cold…"

Vorzhan fiddled with something on their collar and when they chirped this time human speech came with it. The translation technology apparently decided that a rich baritone was the 'right' one for Vorzhan, odd considering their own nuanced identity.

"It was entirely my fault. I should have noted your illness and not offered quite so much food. And also remembered that humans prefer their food to be dead when they eat it."

"Usually, yes. Speaking of, well, would you like something to eat, since you're a guest in--wait, how did you get in?"

"I walked," Vorzhan said, the baritone voice sounding as puzzled as the ambassador.

"You're even stealthy just walking," the Ambassador said, "Maybe? Can you walk?"

Vorzhan walked across the room, and the Ambassador said, "It's the way you move. It looks deliberate, as if you belong there, and you were moving to reduce your profile. And yet it's fast. Huh…anyways. It is a pleasure to meet you again…"

Reward: Acquaintance made with the Solarian Ambassador, Miles Yatoni. Potential rewards later on. Made a pretty good second impression.



Stewardship

Colony Administration
Need: 40, Rolled: 70

The first elections get rather rough, and there are many of the common administrators who keep their positions due to lack of knowledge as to who might replace them, but progress has been made, and the democratization of critical colonial posts has no doubt led to an increased interest in doing the same, or going even further, when it comes to positions on the homeworld.

Reward: Colonial opinion boost, options.

Opening Up Avenues
Rolled: 90, first success in *years*

New embassies means new avenues of trade. Ambassadors missing home-grown food, movies and media, and of course the opportunity to reach out to new client bases. Ultimately, it was a pretty good opening, and Vorzhan was glad that there had been some advantages gained from the program, which had been stagnating for some time under a number of embarrassing setbacks.

Reward: 50 Wealth a turn.

(Hive) Government Fooding
Need: 0, Rolled: 2+10=12, some pushback

Buying the business was successful, and even popular, but the business community was very suspicious that this was the start of centralization. Their lucrative contracts towards providing subsidized, cheap food for the poor were no longer operative, and many complained, though ultimately they couldn't do much.

Reward: Some opinions increased, some decreased, -50 Wealth a turn.


Equal Rights for Equal Laws
Need: 40, Rolled: 62+5=67

The laws needed to be changed, and so they were. There were a few meetings, with Barsa mystics and human activists, and Lucille sent a message congratulating Vorzhan, but it really was that easy. There were a few who were suspicious, though, and others who asked about how well humans could integrate into Gazinith society. And the equality of the laws did, for a short time, have a few strange clauses like the human 'right to head-wings' which was...unlikely to catch on. But overall, integration of the laws was relatively simple.

Reward: Boost to immigration, small opinion boost across the board, made Lucille happy.

Legal Reforms
Need: 30, Rolled: 97+10=107, crit success.


Vorzhan would learn later why, but at the time they had been stunned by the progress made, and the strange avenues of research Mauris' went down. They managed to craft a set of laws that allowed the worst drugs to remain heavily restricted, while regulating the medical industry and opening up limited use of less dangerous drugs,for every species. There were now laws on the books for human-specific drugs as well, Barsa-specific drugs, everything under the sun. And since they had time left over, they even managed implement legislation aimed at criminal cartels and criminal activity by companies. It was one of the most comprehensive set of reforms Vorzhan had seen in a while.

Reward: Major legal reforms. Huge impact.


INTRIGUE


Yaziha Roll: 8, nope.

Bread AND Circuses
Need: 30, Rolled: 87+5+5 (external)=97

To be popular, one had to be able to answer 'what have you done for us lately', it seemed, with most species, to different degrees. And lately, despite a string of minor military setbacks owing to their lack of equipment, the rebels have been able to fund medical procedures, entertainment, and even saved many from death, starvation, privation or economic exploitation. The rebellion is expanding, all out of odds with its own rather limited successes thus far, though many wonder how long the momentum can be kept up.

Reward: +10 to Constitutional convention, new options unlocked.

The Dark Side of Reconciliation
Need: 50, Rolled: 84+10=94

They had thought they were safe, they really had. Then a few disappeared, and then a few more. It was done subtly, and at the moment nothing more had been done than private trials and investigations into them. They had murdered, they had used drugs to rape, there were abuses there that couldn't be ignored, and finally justice, slow and inexorable, was grinding over them. There are a few different ways that Vorzhan could proceed from here.

Reward: Prisoners, some options on what to do with them.

Cyber-Agents
Need: 50, Rolled: 19+10=29, failure

Vorzhan looked down at the agent. Then at the gun in their own hand. Another assassination attempt? This time using their own agents' programming against them? It was as distressing as it was annoying, since the enemy agent hadn't even hurt Vorzhan, despite genuinely having the drop on them. Luckily they could be interrogated, but for the moment, improvements to cybernetics were going to have to take a back seat to damage control.

Reward: You get nothing, good day sir and/or madam. Can try again next turn.

Financial Control
Need: 30, Rolled: 58+10=68

There was a certain fitting synergy to expanding the government corporations to include food products, increasing regulations on criminal or black-market corporations, and using all of this as a subtle, careful weapon to maintain economic strength. Only time would tell, however, how effective it was.

Reward: Stewardship options, +5 to all economy rolls.


A Traitor in the Ranks
Need: 50, Rolled: 10+5+32=47…+5 (friend-nudge)=52

It nearly failed. Repeatedly. It was a comedy of errors, or would have been if the comedy couldn't have been written in blood. Agents got sick, missed their cues, accidentally said just the wrong thing, codes were cracked not by the cunning of Zaeswin's agents but by sheer incompetence, and yet at every step of the way, Vorzhan and their friends were able to steer things back on track...barely.

If anything, the confusion and mistakes make the whole operation more likely, in a way. Zaeswin doesn't treat fools lightly, and there's a purge even before the information about hidden traitors comes in. There are also a lot more agents being dragged off to unknown locations for unknown experiments than usual. Either way, Zaeswin's whole network is a mess, and the bug hasn't even stepped in to try to fix it, not really. It was...curious, but also frustrating.

Reward: Dissension sewed in their ranks, further options and information.


LEARNING

Better Mining
Need: 50, Rolled: 53, progress, locked in for one more turn

Kikkizit assured Vorzhan that progress was being made, but it would take a while for results to come in. At the moment, a lot of the equipment seemed almost too expensive for the advantages, so refinements would be needed unless they were willing to accept costs that weren't particularly acceptable.

Reward: Will finish next turn.

Caste-based Research
Need: 40, Rolled: 94

Kikkizit seemed glad to finally get into this research, since there was so much to do. At this point, the first step was legalizing the research, and then there would be more than a little waiting to see results. One early result was finding that at least three or four prominent castes that claimed genetic diversity and historical differences from other, less prominent castes, lacked both. This is controversial, to say the least, but it's likely just the start. After all, with the turn towards populism that Vorzhan had embraced, and the increasing influence of the masses on economic policy, there was nothing more timely, Kikkizit said, then a renaissance in Caste Studies.

Reward: Caste-studies begin in earnest.

Childcare and Healthcare
Need: 35, Rolled: 42

Well, it definitely seems as if it is valuable right now in ways that Vorzhan hadn't predicted. The boom in births continues, though if the economy slacks off, so too will this element, and with it comes the need for daycares, accommodations for working parents (which was to say, most parents), and of course healthcare for the one bearing the eggs. There was a lot to consider, and while maternal mortality was low by most standards, it should be at next to zero, and only above it because of the chance of deaths occurring among the general population.

Reward: Childcare options.

Scaling Cruisers
Need: 15, Rolled: 97

The weaponry was not that hard to modify, ultimately, and the designs were intuitive. While battleships and (Kikkizit guessed) dreadnoughts were different not just in scale but in qualitative ways, light versus heavy cruisers was solved in a month, and the escorts too were an easy fix, technologically. What Kikkizit couldn't do, however, was draft the designs, there were far too many choices, many of which they either couldn't make or couldn't make with a good certainty of being correct.

Reward: Naval options.


PERSONAL

Lucille's Games
Rolled: 62+19=81

They are polite with their opinions, but there are a few stinging comments that slip through, of sorts. The spy games and such could be improved in a number of ways. Not merely in terms of realism, but there were tons of missed opportunities in many of the games for integrating certain things far better, and the Xvorzit characters were often stereotypes. Plus, some of the games Lucille found hard were almost too easy, though Vorzhan realized that this might be a result of biological differences between the species. Either way, they didn't expect Lucille to be so amused, nor for her to request that she be allowed to send them on.

She then sent more games, including the same game, but somehow changed...mostly for the better. And so Vorzhan played those and sent a message about the flaws there, as well as what they'd noticed in the games that were new. And on it went...though where was it going?

Reward: ???, one new option next turn.

Among the People

The people may change, but ultimately Vorzhan can no more not be a part of them than they can be separated from their own limbs. They're treated oddly, among the common bugs. Reverently, and yet with the expectation that they like all of the same things, the same coarse jokes and the same sorts of food. And of course it's all but impossible to get out of having sex at least a few times, here and there, as much for politeness as anything else. It was something they were aware that Lucille might find odd, and when they sent a letter talking about it, Lucille sent a holocast of her laughing.

They still didn't get what the big deal was, and Lucille's comments about how most human politicians fuck their voters figuratively were rather odd, since it didn't match Vorzhan's own descriptions of the acts.

Humans were bizarre, though, so what could one do?

Reward: Public opinion booth, relaxation, more running into cultural differences.


PERSONAL- OTHERS


Mauris' Request

"They were...rather insistent, and in all honesty, I think they made some good arguments," Mauris said, taking on a rather lower tone of voice than their usual median one, "And so, well, I'd like to ask for either time off or an understanding that things will be somewhat slow going for a while, until I can hatch the eggs."

"Oh," Vorzhan said, wings fluttering in an embarrassed way. So far as they knew, Mauris' had identified strongly as 'male' which was to say, the one who would implant but not bear the eggs, and yet here...s/he was. Now, on the other hand, this happened often enough that it shouldn't be awkward, yet it was, just a little bit. "I am glad for your fortune. It seems that everyone is pairing off to make broods lately."

"It's an economic boom," Mauris said, shifting a little bit. Their belly had seemed a bit swollen, but they'd figured it was food, rather than the eggs growing inside them. By the end of the year, around time to deposit the eggs to be hatched, they'd have difficulty walking far. Now, they could be taken out at certain points, but it wasn't a very popular option for a number of reasons, and was regarded as something only a workaholic would do...though of course, all Xvorzit thought it perfectly natural to work up to a few hours before the eggs hatched, even if their work would be much slower towards the end.

Reward: Uh...yay? Will get to vote on which option to take in the turn news.


Yaziha's Desires

"I'd like to open up a training camp. Maybe more than a few," Yaziha said, "It's meant to be the next step, isn't it?"

"Training the next generation?" Vorzhan asked, "Usually, yes. Though is that what you really want?"

"I...think it is," Yaziha said, "Never liked brats that much, you were an exception, really, but maybe there are more if I'd look. At the very least, I don't feel like I'm done yet. All of that time locked up on the prison world, worked half to death...there has to be something good coming from that, and I can't stop working. It's, well, it's a part of me. Living, working, it gets in your blood, beats out a four step tango, you know?"

Vorzhan, who worked almost constantly to one degree or another, nodded, "Very well, I'm sure we could figure something out, though...if you want to retire and settle down, just tell me."

Reward: Yaziha wants to train new spies and agents. Options towards that direction. If the tree is begun, lose Yaziha as a general agent.

*****

A/N: Wow, a lot of near failures, here.
 
Turn 7 News
Turn 7 News:


Economic News:

1d100+15 (Roll over 90)12+20-10 (War)-1 (War Bonds lingering)+3 (Colony administration)+4 (Avenues)+5 (Financial Control)+2 (Mining)+2 (Healthcare)=1d100+52=113, somewhat outperforming expectations, though not significantly. Total Bond income increases to 1000, 250 of that War Bonds, Wealth increases by 20 in general.


Starting Budget: 6246 Wealth

Expenses: 2485 (Ongoing expenses)+100 (Hunt)+50 (Colonial Police)+400 (Tanks)+50 (Officer)+25 (Shipyards)+100 (Scaling Cruisers)+50 (Big meeting)+25 (Extending, Ongoing)+100 (Colonial Administration, 50 a turn ongoing after this)+125 (Both legal reforms)+200 (Fooding, 50 Wealth ongoing after this)+50 (Financial control)+100 (Dark Side of Reconciliation)+100 (Traitor)+400 (Bread and Circuses)+200 (Cyber Agents)+200 (Better Mining)+25 (Childcare)+100 (Caste Based Research)=4885 Wealth

Income: 3044+1000 (Bonds)+20 (Wealth increase)+100 (Tank wealth saved, 75 a turn in ongoing savings)+50 (Avenues, ongoing)+20d100=3114+100 (Tank)+1000 (Bond)+969 (Taxes)=4214+969=5183 Wealth

Ending Budget: 6246+298=6544 Wealth

Rolling over Expenses: 2485+25+50+50=2610 Wealth

Rolling over Income: 3114+75 (Tank ongoing)+1000 (Bonds)+20d100=3189+1000+20d100 Wealth




Local News


Reforms Aplenty: The pace of reforms has drastically increased on Gazinitah as the Speaker in their wisdom took on both the legal system and the corporations in order to provide the ordinary citizen with more food, more work, and better laws than they've seen in their lifetime. Children are being cared for, even if education reform has temporarily stalled, and every day it seems news of progress fills the air, even three and a half years after the revolution. And the continued economic growth doesn't hurt, though the average person is now more aware of some of the complexities of the economy.


A 'Workers Association' for Businessbugs: There are those that say the economic growth thus far, while impressive, could easily be doubled. That unemployment, while low, could be near zero if only the proper measures were taken. Moreover, they accuse the government of centralizing economic power to an extent that was harmful. And so they declared a 'Workers Association' of businessbugs. Their dedicated mission was overthrowing Speaker Vorzhan by peaceful means, and opposing him in any way feasible. There were calls that such actions are dangerous and perhaps treasonous, especially among those with such economic influence, who should be working for the good of the Hive, not spending their days attempting to unseat Vorzhan.

[] Yes, it should be banned.
[] No, it's fine.

Birth Culture: The number of children born in the last three years has increased by almost 25% over births in the three year period before that, owing to an increase in economic status that seems liable not to end for some time. In theory, of course, economic status and family planning are related, but in practice, Xvorzit tend to breed at above the rate of maintenance, with even the most wealthy and powerful couples, with the least need for many children to do work- though some need for heirs- have around 3 children average. Thus, the population does ever increase. But even by those standards, this boom… well, Vorzhan shudders to imagine how strong youth culture would become in the next few decades, as these kids grow up.


Foreign News

Iashec Reforms?: Recent problems in Mercantile synergy have led to a downsizing of assets that are no longer needed. Going forward, the Republic will efficiently promote reforms that will advance the Republic's strategic and economic interests through people-oriented technologies and investments. The key, it was said, was to leverage the core competencies that had made the Republic first in its field. In addition, management philosophy could use shaking up in order that they understand how best to deal with the problems and opportunities of this new century. Too many had abandoned the proven methodology that had worked before, and those who could not keep up would be left behind or terminated from their positions. It is hoped that the Republic will quickly transition through this temporary rough time, because the Republic has the basic viability and synergy that should successfully allow success. To promote, synergy, however, all Iashec must accept that heavy monetization of resources as well as proper visualization of a path forward are necessary. Those who are not willing to tend to the importance of the infrastructure and the new management philosophy should report their feelings proactively to the nearest education officer for seamless integration into the project of greater Iashec glory. Together, though, well shall gain traction in the marketplace and lead in next generation business savvy!


Vorzhan's general reaction?

[] What?
[] Oh. Ow.
[] LOL.


Brawl in the Techno-dome: The Technocrat Imperium experienced an upsetting development recently when a sitting Technocrat attempted to assassinate a member of the New Party, which has recently begun to gain votes and power among the competing blocs and groups. He has been arrested, and his party, the SHP, has been declared illegal, and voting for the party or candidates associated with the party is now a criminal offense. The member has been tried, found guilty of treason, and executed.

Nstra City in Flames!: At the time of writing, the capital city of the Ilwari colony of Nstra is a warzone. According to the Union News Network, the Insurgency, supported by organized crime and armed street gangs, launched a concerted assault to seize control of the island city. The Ilwari Army has been deployed to contain the situation, working alongside the Military Police, but entire districts of Nstra City remain under the Insurgency's control. Worryingly, there are unconfirmed reports that Insurgency forces have been forcibly removing or outright executing members of Ilwari ethnic minorities.


Sol News

1d100+10+10-10 (Previous failure)-3 (Terrorist hunt failure)=1d100+7=24, jesus christ these rolls.

War Rages Onward, No End In Sight: Things are getting no better on the war front. Something needs to be done, everyone agrees, but faced with sudden and inexplicable setbacks and failures at every end, there's no agreement what it is. The Prime Minister is starting to face pressure even within his own party, but for the moment controversies regarding his other, internal reforms have taken the heat off of him by critics, and it's suspected he has a winning set of issues internally, which he is trying to use to keep public attention off of his own foreign policy goals, which are currently not entirely...going as planned.


Mercenary News

A Phoenix On the Wing: The Phoenix Wing Mercenary Company has finally completed the process of rebuilding its strength, and has reaffirmed its commitment to providing high quality private military services at competitive rates. If desired, Gazinitah may hire Phoenix Wing elements to reinforce their military- at full price, however. There is, of course, the possibility at any given time that Phoenix Wing has already accepted a contract, thus certain of their forces may not be available. As the situation in known space becomes more unstable, the probability of this increases. Prices cover crew pay and supply costs, but not combat-induced expenses.


PRICES

- Hire one 'wing' (4x CH, 6x CL, 8x DD, 8x FF)
o For a single operation – 354 Wealth
o On retainer – 472 Wealth per year
- Hire both 'wings' (8x CH, 12x CL, 16x DD, 16x FF)
o For a single operation – 708 Wealth
o On retainer – 944 Wealth per year
- Hire both 'wings' plus 'head' (12x CH, 18x CL, 24x DD, 24x FF)
o For a single operation – 1,062 Wealth
o On retainer – 1,416 Wealth per year
- Add the flagship, the armored battlecruiser Phoenix (+1 BC(A))
o For a single operation – +236 Wealth (1 wing), +118 Wealth (2+ wings)
o On retainer - +308 Wealth per year (1 wing), +159 Wealth per year (2+ wings)



Spy News

Into the 'Projects'

1d100+25 (Average of Lucille and Vorzhan)=125

Infiltration should be a years long process of slowly coming up towards high-ranked positions, gaining with abominable slowness the power and position necessary to do covert ops. That's how it is for most people. Most people are not Vorzhan and Lucille, and most people aren't lucky enough to stumble on several Iashec driven towards traitorous actions by their fear of the new regulations and whether they might uncover past "subversive" activities. Progress is made, and then more progress, and Vorzhan carefully screens information from afar and hands out advice, as the agents and their handlers move into important positions. What they can't do is pierce the final veil to see what the projects are about.

Projects? Because there are more than one. In a little used solar system somewhere between Stendar and the Hexamari homeworld, something involving the Iashec, Stendar, and perhaps the Heretics is going on. It might have something to do with the abomination captured on the Pirates' Moon that still hasn't been analyzed. Certainly, "Project Ascension" sounded suspicious, as did "Project Fortress" which was deep in Iashec space, hidden away.

Vorzhan had a very bad feeling about all of this, but the stunning success thus far easily justified going forward.


Mauris Decision

You have three choices. Consider them carefully.

[] You can allow them some time off. This decreases your number of actions in Stewardship by one next turn.
[] You can allow them less strenuous work, leading to a -5 to all Stewardship rolls next turn.
[] You can demand that they surgically extract the eggs and raise them in the incubator. No loss of anything, but it might sorta… make Mauris dislike you.

I'isanah is too busy being stuck in to the Asurin thing, will be available to be reassigned next turn:


A/N: The 'Projects' Rumor chain would have been five turns of rolls, with failure potentially cutting it off, first three for Fortress and then two more for Ascension.' Instead, each will be completed together next turn, for a saving of three turns. That's what a Natural 100 gets you.
 
Turn 8--Martial, Naval, Diplomacy, Stewardship
Turn 8--2430 (B)--Martial, Naval, Diplomacy, Stewardship

There was something ominous about reading from afar of war, and dark deeds. Vorzhan knew, personally, just how much suffering was currently going on both on the Pirates Moon and Asurin. And how within the Mercantile Republic itself, many were being hurt. Now, Xvorzit were as given as any people to care for those around them more than the nameless, numberless others. Their whole social makeup was based on personal interaction, mixing, and diplomacy, Vorzhan was educated enough to understand the psychological pressures that existed. So it was difficult to feel as hurt by that far off suffering as to be thrilled by the constant updates to Mauris' pregnancy.

They'd opened up some, oddly relaxed by the very act of carrying eggs, and while they'd had to take some time off from work to go to child-rearing classes, and had worked slower, they continued on as they had before. Vorzhan was starting to get closer to them, and over the last few weeks they had met Mauris' spouse, a formidable Xvorzit indeed. Things like these, and the games that Lucille was sending, they seemed just as real as the far more pressing matters of war and death across the known galaxy. Something was coming. Years and years of experience told Vorzhan that down to their very bones.

Parties were forming, disagreements among those of Gazinitah, though currently few seemed able to touch Vorzhan, popular even among those who disagreed with his policies, a fact that baffled them. Still, either way, they wouldn't complain at good fortune, and the enterprise of running a nation continued. The planet hummed along, and people busied themselves preparing to go to the Big Meeting. It seemed the only topic on the news anymore, so crucial was it seen. The 'debut' of Gazinitah, as some of B'iyiuna's media blared!

The dawn of a new era?! Another reporter asked, breathlessly.

It was a lot to live up to.

Martial: The war on the Pirates' Moon rages on even as reforms continue at home and abroad, and for every advance there are more and more things to do, more priorities, and the Tankers continue their development. Will roll 1d100 to see if Hazitean adds bonuses to the actions you're taking. Will roll 1d100+5 (New hovertanks acquired)+5 (Enthusiasm)+5 (A direction) 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 Yearly Excess: 355, if reduced below 0, this becomes a bleed.


A Cut Above

Fire them. Not all of them, but the worst offenders. The officer caste will just have to deal with being understaffed for a while, Hazitean decides. After all it's already too big, and an actual war is unlikely. Even if it did happen, the officers wouldn't have been any good anyway.

Cost: 200 Wealth
Probability: 85%+10
Reward: 50 Wealth saved a turn, officer caste annoyed, many cut and out of jobs.

Lecture Hall

Hazitean wants to go to the military academies and try to scout out prospective recruits, allies, as well as just seeing what a mess they are. Back when she was young, they'd been a shithole of backbiting, incompetence, and illegal drug use, and she suspected it hasn't changed.

Cost: 10 Wealth
Probability: 70%+10
Reward: Options, knowledge, etc.

Training On the Job

The normal business of occupation and defense and building roads and skyways and buildings could be a great way to season rookies. Hazitean claims that there is more than enough action to give them combat experience, and that there was far more to war than combat anyway. It could also be a testing ground for new designs, like the tanks if they're made in time, and the new guns.

Cost: 50 Wealth
Probability: 70%+10
Reward: Begin using the Pirates' Moon as a training ground.

Terrorist Hunt

Have the special forces and the elites hunt after the terrorists any way possible. It'd be good training, perhaps, but this is more a matter of getting the job done. Rather than focusing on the overall mission, this is merely an attempt to use the special forces to their best extent. And if it wins some headlines and perhaps popular approval of them...what's the harm in having two missions?

Cost: 100 Wealth
Probability: ???
Reward: Dead terrorists, special forces get to stretch their legs.

Colonial Police

The colonies have their own military forces, with their own (far smaller and more 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.

Well, that failed. Try again?

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 robots, 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: 25 Wealth
Probability: 60%+5
Reward: Begin research on the wreck, the abomination.

Set Phasers

Better nonlethal technology would be greatly appreciated for the new, separate police force. Currently they are armed with military issue sidearms and longarms, leaving the possibility that at any time they could open up and kill dozens, and if a criminal got their hands on one- well, they lack the ID locking that would be very useful. Instead, the police could be armed with stasis weaponry- proven technology, and reliably nonlethal. The change in equipment would help convince many of the new purposes of this separate police force.

Cost: 300 Wealth
Probability: 80%+5
Reward: New guns for police, increased opinion, ???

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, ???

Internal Guidelines

Who watches the watchmen? Currently the topic is in the air. How are internal affairs conducted and regulated better, so that there is no harassment, prejudice, or misconduct? Guidelines could be a start, guidelines to reform internal investigations in such a manner as to protect the rights of both the individuals and the force as a whole. It's likely to be a delicate balance, and no set of laws, no matter how great, can enact immediate change.

Cost: 50 Wealth
Probability: 50+10%
Reward: Better internal standards for police, less chance of corruption, harassment, and problems.

Law and Order

In the criminal justice system, the people are represented by two separate yet equally important groups: the police, who investigate crime; and the Hive attorneys, who prosecute the offenders. Each of these groups despises the other and neither works together well at all, leading to thrown out convictions, corruption, and problems from the top to the bottom…

Which is bad. Thus, something should be done towards making sure that cops and the justice system aren't constantly butting heads, though there is the alternate worry that if they get too close to each other. It'll be a needle to thread, but now's the time to start sewing.

Cost: 50 Wealth
Probability: 60%
Reward: Start an exploratory committee on issues of integration of law and justice.

Naval: Admiral Bizentara has gotten off to a running start, but there's a lot more they're going to have to do if they want to be head of a truly powerful Navy. There is a lot to handle, and only so much time in the day. (Naval Organization: 3/10) (Pick 1)

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!

Bigger Lasers

The weapons technology on the captured light cruiser is just not up for what will eventually be needed if a battleship is to be constructed. While there are many adjustments that would have to be made, the biggest of them all is that a battleship's weapons are individually much more powerful than a cruisers. This would be research to correct this. Given that the Iashec light cruiser mounts particle beams instead of grasers it would mean your next generation of warships would also be armed with such- the difference in capabilities is largely a matter for academic debate, however.

Cost: 250 Wealth
Probability: 70%
Reward: Battleship armament.

Prince's Yard

Once, there were yards that could build a battleship or service one, but no more. Simply put, if the Gazinith navy is going to be a modern one prepared for a conflict- it need not be one, but in times like these the necessity is pressing down- it needs to be able to build a battleship, should it be so inclined. And thus it needs a yard fit for a battleship.

Cost: 450 Wealth, 100 Wealth per turn in upkeep, split evenly between civilian and military budget.
Probability: 80%
Reward: One Large shipyard built, more may be built as a free action from then on. Once other prerequisites are unlocked, can issue a request for proposals for a new battleship design.

To Build a Foundation

In order to have a navy, the shipyards need to exist in order to build the ships. While the two yards in disrepair need some work themselves, another option is to expand. Doing both is quite possible, though. It would be expensive, and among other things would eat into the surplus that has been established so far for yearly military expenditures, but it would also provide much needed dock space for refits and building new ships. After this, though, building new shipyards should be easier, once one gets into the practice of it.

Cost: 600 Wealth, 240 Wealth per turn, split evenly between civilian and military budget.
Probability: 90%
Reward: Build 3 new Medium shipyards, 1 new Small shipyard. Reactivate the disused shipyards- 1 Medium, 1 Small. Building medium and small shipyards is now a free action.

Request for Proposals: Cruisers

Gazinitah has the technology to construct an up to date, current generation cruiser. However, the shipyards also need a design to work with- to acquire one, a request for proposals would be sent out to various shipbuilding firms and design bureaus, and their responses with comments from naval analysts and experts.
Cost: 50 wealth.
Probability: 90%
Reward: Receive a total of six design proposals- three for light cruisers, three for heavy. Each proposal will consist of the ship's vital statistics, and analysis of the design by your naval experts.

Request for Proposals: Escorts

The same format and general plan, except this time requesting proposals for frigate and destroyer designs. Keeping the navy's escort vessels up to date is important as well, after all.

Cost: 50 Wealth.
Probability: 90%
Reward: Receive a total of six design proposals- three for frigates, three for destroyers. Each proposal will consist of the ship's vital statistics, and analysis of the design by your naval experts.

Okay, construction/refit mechanics. There may not be more ships building or refitting at any given time than there are shipyards. There is currently one Medium shipyard, capable of handling a cruiser, and three Small, only capable of handling escorts. Consider the Contents of the following two spoilers, then assign a job to each shipyard. Retiring units does not require shipyard space, and you may retire any number of units per turn. One ship may have multiple refits taking place at once, but at an increase in overall cost- for example, putting a Prince Izec class CH through the missile refit and the more extensive of the capacitor refits simultaneously would only take a turn, but cost 123 wealth to do so. However, older ships must receive a modernization refit separately before they can be fitted with new technologies.

[ ] Medium:
[ ] Small:
[ ] Small:
[ ] Small:
[ ] Scrapping:

Prince Izec class CH – 90 wealth (30 upkeep)
Resolution class CH – 62 wealth (21 upkeep)

Aspereiz class CL – 33 wealth (11 upkeep)
Liberator class CL – 19 wealth (6 upkeep)

Zynshos class DD – 4 wealth (1 upkeep)
Mirage class DD – 4 wealth (1 upkeep)

Pulsar class FF – 2 wealth (2 upkeep per 3)
Spur class FF – 2 wealth (2 upkeep per 3)

Note that all new constructions incorporate new, acquired technologies- at the current time, capacitor technology and Iashec missile technology.

Prince Izec class Heavy Cruisers – Refit cost 41 Wealth per unit (3 units of the class)
Aspereiz class Light Cruisers – Refit cost 15 Wealth per unit (12 units of the class)
Unity class Light Cruiser – Refit cost 24 Wealth (1 unit of the class)
Zynshos class Destroyers – Refit cost 2 Wealth per unit (17 units of the class)
Pulsar class Frigates – Refit cost 1 Wealth per unit (24 units of the class)

Refit with captured missile technology. Missile capabilities increased by 20%. Costs 1 refit.
Refit with upgraded capacitor technology. There are, however, two options:
Refit energy weapon capacitors. Results in a 10% boost to energy weapon power. Costs 1 refit.
The new capacitors can be used to slightly decrease the space required for more weapon mounts, allowing more mounts overall in both primary and secondary gun decks. It will also allow an incremental improvement in shield generators. Costs 2 refits.

Resolution class Heavy Cruisers – Refit cost 30 Wealth per unit (3 units of the class)
Liberator class Light Cruisers – Refit cost 9 Wealth per unit (4 units of the class)
Mirage class Destroyers – Refit cost 2 Wealth per unit (4 units of the class)
Spur class Frigates – Refit cost 1 Wealth per unit (5 units of the class)
Refit with upgraded capacitor technology. There are, however, two options:
Refit energy weapon capacitors. Results in a 10% boost to energy weapon power. Costs 1 refit.
The new capacitors can be used to slightly decrease the space required for more weapon mounts, allowing more mounts overall in both primary and secondary gun decks. It will also allow an incremental improvement in shield generators. Costs 2 refits.

Warrior class Heavy Cruisers – Refit cost 29 Wealth per unit (5 units of the class)
Refit all obsolete systems. Missile launchers are now autoloading type. Costs 1 refit. Unit upkeep cost decreases by 8.
Although the topic of scrapping them has been broached, there is immense resistance within the navy. All they need is modernization, say their captains and officers, and they'll have a brand new lease of life. While this is also true of the other obsolete classes save the corvettes, there's quite a large difference between scrapping a frigate or a destroyer and retiring something as significant as a heavy cruiser. As a result, retiring them is not an option at this time.

Ipriskin class Light Cruisers – Refit cost 17 Wealth per unit (4 units of the class)
Refit all obsolete systems. Missile launchers are now autoloading type. Costs 1 refit. Unit upkeep cost decreases by 4.
Retire them all. Light cruisers Ipriskin, Chazak, Kekkep and Rizokis permanently removed from service. 28 wealth gained from scrap. Total upkeep costs reduced by 44.

Exquisite class Destroyers – Refit cost 3 Wealth per unit (4 units of the class)
Refit all obsolete systems. Missile launchers are now autoloading type. Costs 1 refit. Unit upkeep cost decreases by 1.
Retire them all. Destroyers Exquisite, Burrower, Concordance and Feeder permanently removed from service. 4 wealth gained from scrap. Total upkeep costs reduced by 8.

Diamond class Frigates – Refit cost 2 Wealth per unit (3 units of the class)
Refit all obsolete systems. Missile launchers are now autoloading type. Costs 1 refit. Unit upkeep cost decreases from 1 to 2 per 3 units.
Retire them all. Frigates Diamond, Heliotrope and Sapphire permanently removed from service. 2 wealth gained from scrap. Total upkeep costs reduced by 3.

GZ series Corvettes (40 units of the class)
Permanently retire all units. 13 wealth gained from scrap. Total upkeep costs reduced by 13.
Retire all units but hold them in mothballs- if, say, you were to start up a space-based customs and border service, they would make ideal light patrol units. All units are mothballed, total upkeep costs reduced by 10.

Diplomacy: B'iyiuna is ready for the big meeting, but is Gazinitah? They've been working hard, and progress has been made, but B'iyiuna has also been getting increasingly secretive for some reason. (Pick 3) (+2 to Foreign Diplomacy) (+5 to Internal Diplomacy)

Rulers on Welfare?

Talk to them about their spending on place fees and the like. Surely there is some sort of polite accord that can be made that maintains some of their dignity without costing the state an arm and a leg. B'iyiuna would probably not approve, but compromises are sometimes the soul of politics.

Cost: 100 Wealth
Probability: 70%
Reward: Reduced palace fees budget, ???

The Former Queen

Talking to the former Queen would be either a sign of further reforms to come, or capitulation, depending on who is asked, but there is much that needs to be asked, and more than that, much that needs to be decided.

Cost: Free
Probability: ???
Reward: A chat, potential opinion changes.

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%+2%
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%+2
Reward: Options, etc

Workers For Workers

Often, what a Hive needs is workers with special experience. The trade of these workers, moving from hive to hive, migrant bugs, is well regulated and an essential part of inter-Hive relations. Entering into this trade could be lucrative, but more than that, it'd be social and neighborly.

Cost: 50 Wealth
Probability: 80%
Reward: 15 Wealth a turn, improved relations with other Hives.

Go to the Big Meeting

Now that you've prepared, all that's left is to actually go. Decisions need to be made on whether Vorzhan will be going, or how everything will work--some details have already been worked out, of course. There's much to do, and only a little time, but hopefully it will be worth it.

Cost: 25 Wealth
Probability: 100%
Reward: Diplomacy mini-turn, Big Xvorzit Meeting, lots of buggy stuff.

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%+10
Reward: Gain one piece of Colonial News each turn. Improved colonial opinion, unlocks/gates other stuff later.

Alien Ties

Both the Rorrox and the Tawasi have thus far refused to open up embassies, work could be done to bring them round. B'iyiuna has been convinced not to try again with the Entat and the Holy Free State, the latter with conviction, the former reluctantly.

Cost: 10 Wealth
Probability: roll 1d100+Diplomacy to see how it goes.
Reward: Open up embassies.

A Less Perfect Union

Stendar and Deiah can both be reached out to as well. While allies of the Mercantile Republic, or at least on good terms with them, that doesn't mean they don't deserve their own embassies for numerous reasons.

Cost: 20 Wealth
Probability: Roll 1d100+Diplomacy
Reward: Open up Embassies.

Friends in Heretical Places

The Hexamari Heretics sure are friendly. Perhaps they could be talked into teaching more about their technology. While much of their stuff goes a little too far, by Xvorzit standards, surely there is more that each culture could learn about each other.

And what's this about their...associations with the Iashec?

Cost: 25 Wealth
Probability: 60%+2
Reward: Learning options involving Heretic biotech opened up. Potentially other things.

Barsa Gurus

Well, if Gurus are what the people want, they can be subsidized and learnt from. A few could be placed on the payrolls, and more importantly they could be quizzed to learn more about Barsa ways and mores.

Cost: 20 Wealth a turn.
Probability: 70%
Reward: ???, Learn more about Barsamen and the 'Jedi Knights.' As a human once called the Harmonious Order.

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 that, if handled poorly, it could be seen as untoward interference.

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

Stewardship: Mauris Law-Caste has been taking more time off with their mate, but that doesn't mean they don't still work. (+5 to Law actions) (-5 to all actions) (Pick 4) Will of the Hive currently at 2. +10 to all (Hive) rolls, must do a (Hive) action this turn to maintain.)


Civil Service Tests

Currently, a lot of the administration in the colonies is selected by means of Caste based decisions and political influence. Tests could be administered to weed out those that don't deserve it on their own merits, and it could help gain further control over those that lead and influence the colonies.

Cost: 50 Wealth
Probability: 70%
Reward: Civil Service Tests, idea might spread beyond colonial administrators.

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 opinion drop across the board.

(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.

Exemptions Must Go

The ruler caste doesn't pay taxes. The merchants don't pay import fees. The military caste have a 50% exemption 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 or reduction scheme, such as 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, some argue, could 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 the possible side effects of Exemptions Must Go, 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.
Call: High
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.

Touristy Mines?

It seems like a silly idea, but Kikkizit says it might work. The mines often have deep historical significance, and they are around some formerly nice wilderness area. Work, time, and effort could be put in to restore these areas as a test for future, more extensive, work in land management, and they could become a tourist attraction.

Cost: 100 Wealth
Probability: 70%
Reward: 10-20 Wealth a turn, start a fledgling tourist industry, might unlock some Learning options.

(Hive) 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
Call: Medium
Probability: 90%
Reward: Open up more clinics for those who have suffered abuse and rape, either at the hands of an employer 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%+10
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. Mauris is rather explicit on how much their fellow lawyers might sorta, well, suck.

Cost: 100 Wealth a turn.
Probability: 75%+10
Reward: Better lawyers and law-situation. Options might eventually open up (given time.)


(Hive) Out With The Old

This one is simple compared to the other, and easy as heck. Chop through all of the old, outdated laws in order to make a slimmer, more accessible law book, and then make it available for the public. Sure, most of the public *won't* read it, but they could if they wanted to, which is what matters.

Cost: 50 Wealth
Probability: 90%+5
Reward: Opinion increase, laws start to make a little more sense.

(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
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.


(Hive) Caste Signifiers

It is currently legal to require prospective employees to undergo genetic testing, and, more than that, one's caste or former caste can be found on most forms of identification. 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 identifiable genetic markers, 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
Call: Medium
Probability: 60%+20
Reward: Improved opinion with several groups, lowered opinion with 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. Not just crimes, but also discrimination. Both could be covered and investigated 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%+5
Reward: Equality Division founded, crimes solved, opinion relatively neutral.

Economic Coordination

Now that a large number of companies are owned and controlled by the government, coordination could be improved between them. The miners could be fed with government provided food, the companies on the stock markets could base their decisions on each other, and the mines could provide resources for--as an example--electronics for one of the companies that is owned. It'd be coordination of the sort that might not be popular with business types, but it could have some advantages.

Cost: 50 Wealth a turn
Probability: 70%
Reward: ??? Wealth.

Expand the Grid, Part 1

Studies could be done to carefully arrange things so that several different segments of Gazinitah, each with wildly different economic issues and congestion problems could all try the grid. If it can't work everywhere, it can't work anywhere. This would be a careful, slow, deliberate gesture, and most of 'the Hive' wouldn't see the benefits yet.

Cost: 500 Wealth
Probability: 65%
Reward: ???, Expand the Grid, Part 2 unlocked

(Hive) The Grid Is All

Or you could do all of it at once! No trials, no waiting, the time is now and the word is 'go!'

Cost: 5000 Wealth
Probability: 30%
Reward: Entire planet is now in a transportation grid. The chance of this will increase and the cost decrease as you do component parts, but if you REALLY want to spend 5000 Wealth and take a ⅓ chance right now, nobody's going to stop you, are they? It's the sort of ambitious thing that the Hive would love...if it worked and didn't bankrupt everyone.

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, there we go! Thanks to lk for the Naval help.
 
Turn 8--Intrigue, Learning, Personal(s)
Turn 8--Cont

Intrigue
: The war in the shadows has only gotten bloodier. As Asurin burns, the Speaker's networks were stretched to their limit across known space, even as Zaeswin had to be hurting. Yaziha has ideas, a lot of very, very interesting ideas for training programs. 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, +5 to External Security rolls) (+5 to Asurin rolls thanks to I'isanah.)

Station 57

Who comes in and out of Station 57? Perhaps there can be bugs planted on mercenaries and track kept of the movements of ships, men, and supplies. It would all be very useful information, that could be used for future operations on Station 57, as well as against and involving any of the mercenary groups present.

Cost: 50 Wealth a turn
Probability: 65%+5
Reward: Information.

Financial Sabotage

Begin to act against the Iashec corporations. First, at home, undermining their position and driving them out of the market as harmlessly as possible, so long as they're gone. It would take some clever groundwork for this to succeed, but the first step is to start trying.

Cost: 50 Wealth
Probability: 50%+10
Reward: First step, an option.

Secret Trials: Execution

The criminals who had hidden behind reconciliation are now captured. Give them fair trials, secret trials, and then execute them. Be done with them once and for all. It's really that simple, and it should be reasonably cost-effective.

Cost: 50 Wealth
Probability: 80%
Reward: Malcontents executed, tried at least somewhat 'fairly.'

Secret Trials: Rebirth of a Prison

Perhaps it is fitting that they be interred after their trials in a prison for dissidents, where Yaziha had first been found. It would be somewhat expensive, but it would grant somewhere for...future usage.

Cost: 100 Wealth, 50 Wealth a turn
Probability: 75%
Reward: New secret prisons.
Scouting For a Location

The Distant Foe?

What is Zaeswin up to anyways? Or rather, why exactly is he disengaged from his own network, and why are parts of it suddenly disappearing, or being called in and coming back...different. This is disturbing for all sorts of reasons, so perhaps Gazinith double agents should carefully look into this matter, see what they find.

Cost: ???
Probability: ???, probably should handle this at least partially yourself…
Time: 2 Turns
Reward: ???

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: 55%
Time: 2 turns.
Reward: Options, advantage gained in the game against Zaeswin.

Rockets for Freedom

The equipment that had been sent before is outdated, that much is obvious, and much of it wasn't meant to go up against a real military. Rocket launchers, and other anti-armor and anti-aircraft tools, as well as ways to travel quickly and stealthily across battlefields wouldn't be unwelcome at this point.

It's really, really important at this point, and the rebellion is faltering a little bit without it.

Cost: 300 Wealth
Probability: 60%+5
Reward: Rebellion protected, does better in the fight.

Rebel Spies

While the network can't be allowed to get outside or beyond the control of Gazinitah, the rebellion does need its own spies and agents, and more importantly sources of information that, if discovered, wouldn't implicate Gazinitah. Double agents, undercover spies, programs for catching relevant mentions in social media...go all out in helping them help themselves.

Cost: 400 Wealth
Probability 65%+5
Reward: Rebels have their own spy network. Rebellion gathers strength.

Constitutional Convention

Have them announce themselves openly. Hold a convention for the 'new Asurin Government' and get them to sit down and agree on a common goal and plan for the future. It'll make them a target of every force imaginable and at this point there is no common ideology to draw the rebets together.

Cost: 50 Wealth
Probability: 20%
Reward: Constitutional Convention.

Spartacus Rising

Agents could go in to free slaves, create chaos, to make indentured servants turn against their masses, and generally cause trouble for Capo and honest (slave-owning) citizen alike. This would be somewhat risky, but would have both moral, psychological, and economic effects.

Cost: 200 Wealth.
Probability: 40%
Reward: Freed slaves, options involving that path.

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.

Gang Infiltration

The Aroane Special Group is good at many things, and one of them is undercover work. The gangs are scattered and weak for now, but like weeds they will pop up again, and when that happens, having agents in place to snip them is only reasonable. It will require careful maneuver, both legal and otherwise, and you'd be a lot less certain of it if Mauris' wasn't there to help.

Cost: 50 Wealth a turn.
Probability: 95%
Reward: Gangs kept under control and infiltrated.

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: 55%
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 continues their interaction with other branches, with a few clever ideas involving propoganda and philosophical nudging, and a whole lot of issues they'd like to see taken up. (Pick 3) (+10 to all education options).
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, ???. Will unlock the fourth in the 'Bricks in the wall' sequence.

Educational Holos

So, some of the first holos didn't work. But that doesn't mean that education can't be improved with VR and three-dimensional entertainment. They just can't be improved by Willie the Wormie. God, that was a stupid idea. Who thought of that? Kikkizit just sorta shrugged when asked.

Cost: 50 Wealth, 25 Wealth a turn
Probability: 70%
Reward: Start trying to make non-crappy educational material! Might have other advantages.

Academy Training (renamed)

Military academies and other fields could also use them. Training procedures could be improved, and not just for kids. There is some question as to how useful VR simulations are compared to the real thing, but that too is something that could be investigated.

Cost: 100 Wealth, 20 Wealth per turn
Probability: 70%
Reward: Information, Options.

[LOCKED IN] Better Mining

Begin to research the ways that mining could be improved, or ways that it could be shifted away from vulnerable sites towards more sustainable methods, or even how exactly to get past the hard resource limits that might eventually choke any attempt at mining. There are a dozen different ways this could go, and so this might take a while.

Cost: 200 Wealth
Time: 2 turns.
Probability: 50%
Reward: Options, information, opportunities.

Early Childhood Education?

Children currently don't have steady or predictable access to pre Level One education. Increasing the benefits and learning aids for that group (4-6 years old) would be very helpful in a number of ways. Or at least, it might be. Kikkizit knows that a full program would be both too expensive and unproven, and so they suggest a trial run in a number of different locations.

Cost: 100 Wealth a Turn
Probability: 70%+10
Reward: Open up experimental branches of early childhood education, before schooling starts, to see how effective it would be in helping the next generation.

An Ideology of Freedom

Ultimately, a convention will be called on Asurin, that much has been in the planning from the start. The rebellion has to succeed in order to draw Iashec attention away from other matters. Kikkizit proposes that when the time comes, democracy needs to be the set of ideas that most strongly define whatever 'Constitution' the rebels will fight under. Thus, now's the time to begin training them ideologically. Perhaps the same should be done among Gazinitah as well?

Cost: 200 Wealth per turn for duration of rebellion.
Probability: 70%
Reward: Rebels given propaganda aid and 'training' in 'democratic ideals.'

Games, Games, and More Games

Holo-games are an art, and they are an art that could be funded. Companies could be founded and given money to make more games for children and young teens to play. Some educational...some not so educational, with quality control standards and everything. It would see no immediate advantages, but who knows?

Cost: 100 Wealth, 25 Wealth a turn
Probability: 70%
Reward: Expanded industry, ???

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!

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.

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 3)

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)

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.

Visit the colonies

B'iyiuna says that a great tour of the colonies in order to allow them to see their Speaker wouldn't be unwarranted, and you agree.

Cost: 20 Wealth
Probability: 90%
Reward: Opinion boost.

Lucille's Games, P2: Hackin' It!

She's sent more and more. Designs, pictures, bits and pieces of games, all sorts of other things, and she's apparently interviewing everyone she can for something big. She wants Vorzhan to play along, and to be fair it's pretty fun...but there are limits to some of what it's doing. Things that are WRONG. You have to tell her, because whatever this game is, it's not accurate in some important respects!

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

Learn About the Galaxy

Currently, Vorzhan doesn't have a full grounding in every aspect of known Interstellar politics. They have a lot of knowledge about many topics, and they have--as an agent of Gazinitah--been involved with matters beyond their borders often enough, but Vorzhan could always learn more. By talking to Kikkizit, the Solarian Ambassador, and others, he could train his understanding of areas outside Gazinitah.

Cost: Free
Probability: 100%/70%/30%/1%
Reward: Potential increase to Diplomacy, greater knowledge of outside events in general.

Personal: Others-- You weren't the only person with free time that spent it in an interesting way. (Choose 2)

B'iyiuna's Project

B'iyiuna is working on something and won't tell anyone what it is. This is bizarre, since usually the bug is constantly talking about various plans of his. It makes one wonder, doesn't it?

Cost: Free
Probability: ???
Reward: ???

Lucille's Questions

Apparently, Vorzhan isn't the only one that has been pestered with questions. Honestly, just what is Lucille up to?

Cost: Free
Probability: ???
Reward: ???

I'Isanah's Schemes

She has her own interests in the Big Meeting, and plans on attending, no matter what. But just what is she planning? Vorzhan hasn't talked to her one on one, in a personal way, in a long time, something unusual for the usually communicative Trill.

Cost: Free
Probability: 100%
Reward: A talk, information...plans.
 
Turn 8 Results
Turn 8 Results

Martial:

Hazitean: 83, yep, bonuses

1d100+15=32, minor progress

Colonial Police
Need: 35, Rolled: 40+10=50

This time, the police are chastened. They know that the various failures which dogged them these last months in the colonies aren't acceptable, and since reforms are sweeping the colonies as a whole, they don't feel singled out. It turns out they are primarily loyal and competent. Almost too loyal and competent, since their duty was to suppress dissent and make sure the colonies were in a state to be used for resources. The reforms tear away this secret police aspect of their job, and hopefully from here they can keep the peace.

Reward: Police improved, sabotage and unrest in colonies less likely.

Set Phasers
Need: 20, Rolled: 20+5=25

There isn't any need to go that far. The increased trade includes an increased but still limited market for self-defense weapons, and thus low grade versions of the stasis technology is already available. Thus, buying versions which are commonly used by police across the galaxy was not that hard, though finding a good deal was problematic, as several of the companies were clearly trying to make a good deal of money in an area they had previously expected would yield low profits.

Apparently, at least according to B'iyiuna, who chimed in helpfully at one point, the key was 'profit margin' and 'expected profits.' If they could go back to central with huge sales and increases in the total market and profitability of the division by 500 or more percent, they could ask for and receive bigger budgets and consummate pay raises, even if it was a tapped out market. So instead B'iyiuna advised and managed to champion a smaller firm which was looking towards the use by the police as a selling point to slowly expand their operations. Most of its workers, and half of those on its executive board were Xvorzit, which was another of B'iyiuna's selling points.

Reward: Police have Stasis Guns, contact with Grix-Ilrak Corporation.

Internal Guidelines
Need: 50, Rolled: 39+10+5 (Hazitean Interruption)=54

Who watches the watchmen? Hazitean does. There had been controversy and arguments and the whole division had nearly died in its crib, but Hazitean insisted this was what would work and this was the right idea, and barring anyone of higher authority saying otherwise, the Internal Guidelines were pushed through. Now everyone cop would have to answer to them first, second and last. While there were clauses in there that understood that exceptions existed, holding them to hard and fast standards was vital when the police had so much power.

Reward: Internal guidelines created. Can create an Internal Affairs division.


Study the Wreck
Need: 40, Rolled: 80+5+10 (Hazitean interruption)=95

Hazitean's personal knowledge and experience certainly help, but even so it is a tough slog, since the machine itself has decayed in storage for years. Still, a few things are evident. First, that to recreate something like this would be very expensive and difficult and that it was clearly a prototype. Second, that despite this fact it displayed characteristics which could make it very useful. But for what? As a ground based unit it had too many weaknesses, and similarly as a spaceship it couldn't go up against ships of a similar size. Which meant the best guess was that it was a prototype for two different things.

It was chilling to imagine what could be done with a system like that if it was truly viable. A single person, slaved to a machine, controlling an entire division of robotic soldiers. Command and control. And if it got into space? There were too many implications, and one very certain thing: there was need for the research facilities to be reactivated, because as it currently stands, progress has stalled.

Reward: Information, an option to start up military research again. Took you long enough.

Names and Faces

Progress slowed but it didn't halt. Each of the two factions, now clearly split over the issue, came up with designs and then critiqued the other's designs, and this continued through several drafts. A final blueprint has not yet been made, yet alone a first test that would check to see whether it would be back to the drawing tablet. But they have thought of names for each of their designs- Project Thixx, on the one hand, and Project Iznok on the other.


Naval

To Build a Foundation
Need: 10, Rolled: 98

There is more to do than has been done in a long time, but Bizentara dives into the task with vigor and skill, and soon a few very, very interesting facts are discovered. The old plans which they had been about to use didn't compensate for some new advances, including several that played to Xvorzit strengths. Increased automation would have led to some advances in efficiency, but not enough to save a huge amount, but some of the advances, when placed in the context of Xvorzit, more willing to be cramped and with lower needs in some areas, allow significant savings.

And with the power of the castes on the wane, more equitable contracts were made up that allowed further savings. Finally, consulting a dynamic archiect, whose skill at using a building to direct the work of the Xvorzit to its highest passion had led to a whole host of more improvements.
Within just a few months, Gazinitah has new and improved shipyards.

Rewards: 600 Wealth to build, 170 Wealth divided evenly between civilian and military budgets spent each turn (was 240), all future shipyards will be at the reduced upkeep cost (35 instead of 50 for Medium, 15 instead of 20 for Small). Now have 5 Medium and 5 Small Yards.

To Fit a Mold

"What am I looking at here?"

"A letter of thanks," said Admiral Bizentara. "From all three hundred and fifteen officers and crew of the Burrower, the Concordance and the Exquisite."

"Why did they feel the need to send this?"
"The Concordance was my first command," Bizentara informed the speaker. "I… wasn't too thrilled at the time. Even back then, the Exquisites were considered the worst postings in the entire navy."

"There are far older ships in the navy," the Speaker observed, drawing the Xvorzit equivalent of a sigh from the Admiral.
"Yes, it's true that they were built at the same time of the Zynshos class, but they were a failed competitor to it. Considering that they were inferior in every way, the previous regime didn't seem to feel the need to update them. They were commissioned in 2330, and they've never been refitted since. Until now."

"Ah."

"Indeed. Outdated, inefficient, extremely cramped, funny smells in the life support system that won't go away no matter what you try. So, yes- their crews are very thankful."


Diplomacy

A Voice for the Colonies
Need: 25, Rolled: 52+10=62

It was about time, many said. There was certainly plenty of relief in this area, though there was inevitable discussion of exactly who was chosen and for what positions. Vorzhan's overall government had been surprisingly informal, and so it was hard to always know what position corresponded to power and which ones did not.

Getting to know the staff, on the other hand, would take time. Still, they kept Vorzhan updated and were friendly enough, which was true of most Xvorzit in most cases, but never mind.

Reward: 1 piece of colonial news each turn, three new assistants, potential to eventually start a 'colonial affairs' division.

Political Toe-Dipping
Need: 25, Rolled: 22+5 (Friends)=27

That could have gone badly really, really easily. Vorzhan listened to the news about it from abroad, and became aware of a number of important facts. Solarians don't like feeling as if their government is colluding or otherwise bowing to the whims of others, unsurprisingly, and the ambassador had nearly wandered into a minefield with their interference. But politics was not a game where 'nearly' counted, and the information learned was quite interesting. Solarians were inward focused, primarily, and at the moment Mutumbo's internal reforms were sucking up oxygen in the room, luckily, since far less progress had been made abroad than he'd wished. At the moment, then, he didn't want Gazinitah to draw too much attention to their collaboration, and certainly not dip more than just a toe into the water.

But at some later date, it might be more welcome.

Reward: Information. Options...later, when things aren't so tense.

Go To The Big Meeting

The meeting is on! Time to get ready!

Reward: Diplomacy Turn, what more is there to say?

Stewardship

(Hive) Out With The Old
Auto-success

The hardest part is making sure to keep the site up against the flood of people going to check it. Everything else, well, honestly it's just simple.

Reward: Simpel enough gains, opinion increases across the board.

(Hive) Trauma Centers
Need: 10, Rolled: 12+10-5=17

It was difficult to start them up, and the rewards aren't immediate. People don't just open up about the things they've faced just because someone wants them to, but they're talking, and people who need help are getting help both verbal and pharmacological.

Reward: Give it time...

Civil Service Tests
Need: 30, Rolled: 39-5=34

This was controversial, even though it wasn't yet being applied on Gazinitah proper. In fact, if that had been tried, there might have been silent protests and worse. As it is, because it is merely reforms for the colonies, it is somewhat easier, but the debates over what the tests should entail are long and in the end only halfway resolved, and several different tests are administered and then averaged for a wide variety of factors. There is no telling now how much it will help, but at least a few incompetents have been kicked out already.

Reward: Options, Civil Service tests.

Touristy Mines
Need: 30, Rolled: 17-5=12

No takers. There were problems opening the mines, and there were arguments about income and revenue and for some reason it was a very slow season for tourism in general, something which was never that big in Gazinitah. All in all, a stunning failure.

Reward: Can try again at -5.

Open Up Avenues
Rolled 1d100-5=20, nothing.

Again, the economists report no progress. Despite the strong economy, there is a strong inclination to grow within 'safe' areas rather than risk expansions that could leave them vulnerable if the economy contracts. While admirable, it was also very annoying.

Reward: Zilch.

Intrigue:

Secret Trials: Execution
Need: 20, Rolled: 41+10=51

The trials are swift, but they don't have to be long to be fair. The accused start with chirping innocence or defiance, but slowly they are broken down by the power of words and testimony, until they are begging for forgiveness, for anything. A few are found not guilty of the very worst of their offenses, and these are jailed publically, a story carefully crafted. Most are judged guilty on all counts and swiftly, thoroughly executed by the most humane methods available.

Vengeance doesn't matter, what matters is purging the filth and rot which had survived thanks to policies of conciliation that, while entirely reasonable, did have downsides.

Reward: Justice is had, brutal, quiet and swift. Just don't make a habit of it.

Rockets For Freedom
Need: 40, Rolled: 35+5=40

The path to ship supplies to the rebels is long and convoluted. There have to be multiple sources, and none of them can be traced back to Gazinitah. At least, if Vorzhan has anything to say about it. These difficulties mean that several shuttles are almost intercepted, but as the months go on, the technology of the rebels increases. Not all of it is up to date with the latest and greatest military hardware--for one Gazinitah technology hasn't quite reached that level either--but anti-tank and aircraft devices are quite welcome, as is a greater standardization of their weapons.

The four way war, chaotic with each side moving seemingly at random, grows only bloodier as the military of the Mercantile Republic is forced to commit more forces against an unusually strong insurgency. They still hold the upper hand, while Capos secretly under control of Zaeswin run rampant. Recently, the two forces have begun to work together on occasion, if only by accident. Or by subtle manipulation by Zaeswin.

Reward: +10% chance for Constitutional Convention, war now balanced on the edge of a knife.

A New Archive
Need: 40, Rolled: 1+10=11, ow.

Sabotage is the answer. After literally months slowly building an archive structure with hundreds of backups, it takes just a few hours to destroy it, and if it wasn't for the built in self-destruct features of some of the data, all of the operations against Zaeswin, literally everything that Gazinitah has done in the past few years. It would have been a disaster, but thankfully good operational security and some forethought on the part of Vorzhan saved it.

It'll take a while to remake the archive, and nobody is taking any chances this time.

Reward: This is now locked in for the next two turns. Ouch.

Cyber Agents
Need: 45, Rolled: 55+33 (PI)=88

Vorzhan oversaw the project themselves, aware of just how badly cybernetic enhancements could malfunction, and full control has been established. The government now has the ability to begin doing major work in cybernetic enhancement again, and be able to control it. There is a lot more progress yet to be made, and Vorzhan is definitely not going to allow themselves to be a test dummy for the renewal of those systems.

But their knowledge of the way the old technology, some of it outdated works is very valuable.

Reward: +1 to all Intrigue options, unlocks more options.

Learning:

We Don't Need No Thought Control
Need: 20, Rolled: 47+10=57

Kikkizit is somewhat nervous about this action. Not whether it is justified, because it is. But because not all of the structure is in place to fix it. However, Kikkizit has ideas in that regard, and removing security guards and constant monitoring should allow young Xvorzit plenty of time and room to think. Now, some of these thoughts could be undirected, and there are certainly some strains of youth culture that are a little dangerous. Currently, the direction of the new generation, as they're already being called, is towards further expression of their rights, and also more towards radical and reformist politics, but there are likely to be other undercurrents.

That is, however, a matter for another day, and children across Gazinitah and the colonies rejoice.

Reward: Unlock (with three pieces and Holo Education) "Teacher, Leave The Kids Alone!" Other options unlocked within a few years, because education takes time.

Better Mining:
Need: 50, Rolled: 62

Mining equipment isn't cheap, but over a year or two of operations, the new equipment should have considerable advantages, Kikkizit claimed, as would the new techniques. It has greatly increased the profitability of mines in general, though they are still annoyed at how their tourist idea hasn't worked. They aren't complaining, but it is rather obvious to those that know Kikkizit well, or monitor all of their advisers. Vorzhan falls into both categories, but it's hardly as if Kikkizit has been wasting their time, what with their progress in numerous areas.

There was always dissatisfaction, though, always more that could be done. And better. For one, there are some untapped veins that previously weren't profitable that could now be used, and even more than that, there was room for expansion in using these technologies either to increase the share of government owned mines or release it to the general public.

Reward: Options, +40 Wealth a turn.

An Ideology of Freedom
Need: 30, Rolled: 74

It wasn't that hard, once rockets were being shipped in, to start ideological training, but Kikkizit seemed remarkably skilled at it. They coordinated with Mauris' to cover the legal end of things, and with Vorzhan to make sure that everything was in order, and began what was perhaps the most thorough campaign of mass indoctrination imaginable. Not content merely with distributing propoganda, they helped the rebels establish a number of holo-channels, as well as broadcasts that could be downloaded and listened to secretly, which mixed music, discussion of news, and education in the basics of political ideology. Officers, too, receieved this training, and at every level there was forment, disagreement, and problems.

Yet Kikkizit managed it skillfully. There were some limitations to how much ideological progress could be made. On the economic front, respect for corporate power is too ingrained, and so that had to be accommodated, as did the military's own fear of being 'shackled' to democracy, the moral fear of slaveowners that democracy will undo their profits, and the cultural and biological factors that complicated the whole matter. Despite that, many Iashec were very interested in this ideology, and while there were still hundreds of groups that made up the rebellion, at least most of them now paid at least lip service to democracy. That didn't mean that if they got together now, the government they would make would be particularly 'democratic' in any way, shape or form. But there was the possibility, and there were Iashec within the rebellion who had been radicalized, and were now starting to think for themselves. It was a very interesting development.

Reward: +5% chance of Constitutional Convention. Potential outcome of Convention begins to tilt towards possibly being something somewhat democratic. Will roll this each turn, with successes granting +1% to Convention and also increasing the power of more democratic or radical thinkers.

Educational Holos
Need: 30, Rolled: 38

The next set of holo programs did much better than the first set. Thus far they haven't been fully tested in less than ideal environments, and the children exposed to them are already those who are most likely to dedicate themselves to completing the assigned tasks and learning from the holographic and interactive games. But it's enough to go on, definitely.

Reward: Educational Holos begin to spread, improved overall quality.

Personal:

Lucille's Games: P2
Rolled: 91, not bad.

More and more games, or bits of games. And sketches. Scenarios. Questionnaires. Slowly they seemed to coalesece, or at least, it seemed as if some of the games were being scrapped. Vorzhan knew this was a time waster, but it helped relieve stress, and it was cathartic, writing long notes on everything that didn't work, and then sending them back. It was, by the end of the six months, a lot more realistic and interesting. Was it some sort of training program? That was the only thing that made sense.

Hmm.

Reward: ???

Learn About the Galaxy
Need: 1/30/70/100, Rolled: 95

It was very educational. Almost too educational. The other species' of the galaxy were distinctly strange and even a little unsettling to learn about. From the smells, sounds, and mores of humans to the Barsan religion, to the Ilwari and their fur, it was all a lot to take in. Vorzhan wasn't sure how much they had really learned at the end of it, but they at least understood the current situation a little better. The Ilwari, for instance, could be a strong ally against the Mercantile Republic, but had a government that certainly clashed with the New Democratic Ideals, as some thinkers had labeled Vorzhan's actions. Everything they did nowadays seemed to get a fancy label attached to it.

Reward: +3 to Foreign Diplomacy, greater knowledge in general.

Personal (Others)

B'iyiuna's Project
Rolled: 64

"I was going to tell you about it when the time came," B'iyiuna said.

"Oh? Well, learning about it like this is somewhat awkward. But I understand that some formalization is needed. But, a strict timeline?"

"The world is moving, Speaker, you know it and I know it. People are starting to clamour for more formalization of the system you've put into place. You can hold it off, but now's the time to seize it."

"Which begins with 'Step 1, Formalize the Cabinet'?"

"Yes, yes! Of cours it does! You have advisers and you trust them, why not create a full cabinet and then staff it with trusted people, even if some, such as yourself, do double-duty as both the Speaker and the adviser on foreign and international security."

"You mean chief spy?" Vorzhan asked, wings twitching in amusement.

"I meant adviser on foreign and international security to the Speaker. Yourself."

"I advise myself?"

"Well, I certainly hope you take your own advice," B'iyiuna said, hands taking a position somewhere between amusement and seriousness.

"This is under my own authority now. You weren't going to announce it or have it called for without my permission, were you?"

"Of course not."

Liar, Vorzhan thought.

Reward: Options, lots of options.

I'Isanah's scheme

I'Isanah has something to talk to Vorzhan about, that is not in doubt, but they kept rather secretive about it until near the point when the Big Meeting would be held. It was only then that she sprung it on him.

Reward: You will learn...in the Diplomacy Turn. It seems, however, to do with forging ties with the other Xvorzit polities.

*****

A/N: Overdue, but alright I hope.
 
The Big Meeting, Part 1
The Big Meeting, Part 1

A new Hive. A brand new lease on the life of the world, of the Xvorzit themselves. It was a special event, and one that happened rarely. And meetings were far more common than successful Hives. B'iyiuna had reviewed the entire history of the meetings, and had plenty to tell Vorzhan. These were occasions for all sorts of agreements and negotiations, but the rule was that the new Hive was inviolable. If it was agreed to make a new Hive, each other Hive would declare how much they are willing to donate, in people, resources, support, but this support wouldn't come with ownership. The new Hive would not be required to 'repay' these generous gifts, nor would they be obligated to ally with whomever donated the most.

It was meant to be a gift, but like everything in the world, there was a catch. While there was nothing directly to gain out of helping the new Hive get started, not donating would be seen as being stingy, and there was social advantage in being shown to be rich, generous, and concerned with the good of the race by donating as much as possible, and helping the new Hive at every step of the way. It was a burden, yes, but one which B'iyiuna was determined to shoulder. Gazinitah had not gone to the last Big Meeting, using the death of a monarch's child as an excuse, but this time they would take center stage, as the newest government, and even if they had less resources, surely there was something they could do. This meant a lot to B'iyiuna, it was clear, and I'isanah had her own ideas.

Increasingly she had been feeling that there was a storm on the horizon. Her time on Asurin only increased that fear. The Xvorzit needed to stand together, and the best way to do so was to increase economic and diplomatic ties, as well as extend a network of information gathering that would allow Gazinitah to detect actions against the other Hives. And, I'isanah argued, perhaps the new Hive could be yet another ally.

Ally in what? Vorzhan had asked, but they knew the answer. The war against Zaeswin, against the monster of the Royal Era. Which was a strange title, but while Vorzhan was keeping quiet, there were others who were beginning to speak of Zaeswin on Gazinitah. But in the past tense, assuming that he must have died in the fighting, unaware of the true extent of his vast and shadowy influence.

The galaxy was on the edge, but of what I'isanah couldn't guess, and what was worse, Vorzhan understood exactly what she meant. Hazitean had talked about how the war on the Pirates Moon' was going, and Kikkizit had mentioned that more and more, Prime Minister Mutumbo had seemed more and more stressed in their communications. And Asurin burned.

So deciding who went to the meeting would be vital, everyone had their own ideas, and yet some had to stay behind, at least in theory, to hold down the fort.

Thus the decision rested in the Speakers' hands.


Choose as many as you wish to go, all others will stay behind to hold down the fort:

[] As the leader of Gazinitah, Vorzhan being personally there could be very important, though it would draw him away from local affairs. On the other hand, the personal contacts could be very valuable, and having a spy on the scene could help.
[] Kikkizit is intelligent, clever, and surprisingly diplomatic. They have their own plans, specifically involving cultural and educational coordination with other Xvorzit nations. At the moment, graduation of a Gazinitah higher education facility means nothing to the other Xvorzit nations, legally. That's...not a good thing.
[] Hazitean wants to talk military with the other Xvorzit. This could be a very bad thing, considering her tendency to un-Xvorzit like enthusiasm for violence, or it could be a good thing, considering the escalation of violence the last few years have ensured.
[] B'iyiuna wants to be there, he needs to be there, and whatever thoughts Vorzhan might have about their ambitions and their foreign diplomacy, they KNOW Xvorzit customs and norms quite well.
[] Mauris, despite the upcoming egg hatching, has expressed some desire to go and discuss international law, justice and order with the other Xvorzit Hives. There is much they could learn from each other, and synchronizing laws so that a criminal passing from one planet to the next isn't scot free is always a good thing.
[] Bizentara's desire to go is a bit more inscrutable. He apparently has a few contacts within other navies, and wishes to talk to a few people, but what, if anything, would be made of this, Vorzhan can't know.
[] I'isanah has her plans and her schemes, and a deep, strong desire to shake up the known galaxy. Vorzhan suspects that they might have underestimated I'Isanah a little.
[] Yaziha feels uncertain about this whole meeting, but more than that, there are old friends of his likely among the security detail of the other planets. A chance for commiseration? And he's expressed a desire to watch the back of everyone there.
[] Lucille has very few good reasons to attend other than curiosity, but she's been mysterious lately, and perhaps she could be of some use? Hard to tell.

*****

A/N: And there's the update. Ohh, this will be fun.
 
The Big Meeting, 2
The Big Meeting, Part 2

[X] As the leader of Gazinitah, Vorzhan being personally there could be very important, though it would draw him away from local affairs. On the other hand, the personal contacts could be very valuable, and having a spy on the scene could help.
[X] Kikkizit is intelligent, clever, and surprisingly diplomatic. They have their own plans, specifically involving cultural and educational coordination with other Xvorzit nations. At the moment, graduation of a Gazinitah higher education facility means nothing to the other Xvorzit nations, legally. That's...not a good thing.
[X] B'iyiuna wants to be there, he needs to be there, and whatever thoughts Vorzhan might have about their ambitions and their foreign diplomacy, they KNOW Xvorzit customs and norms quite well.
[X] Mauris, despite the upcoming egg hatching, has expressed some desire to go and discuss international law, justice and order with the other Xvorzit Hives. There is much they could learn from each other, and synchronizing laws so that a criminal passing from one planet to the next isn't scot free is always a good thing.
[X] Bizentara's desire to go is a bit more inscrutable. He apparently has a few contacts within other navies, and wishes to talk to a few people, but what, if anything, would be made of this, Vorzhan can't know.
[X] I'isanah has her plans and her schemes, and a deep, strong desire to shake up the known galaxy. Vorzhan suspects that they might have underestimated I'Isanah a little.



Preparations are long, and include far more details than Vorzhan had expected at first. For instance, Bizentara insisted that they should take a few ships, the refitted ones, as their contribution to the security of the meeting. It was all arranged beforehand, but it definitely gave the party a different feel when multiple warships were escorting their own fragile ship through the vacuum of space.

They had invited plenty of other Xvorzit, and so the ship was crowded in a way that was quite pleasing. Mauris had that smell, of a Xvorzit about to lay eggs, but as strange as it was, it was also one designed to create pleasant and nurturing feelings, and so all throughout the trip, most everyone was in a good mood. More than optimistic, or at least, chemically pushed towards a good mood even faster than normal. I'isanah was as friendly as she'd ever been, and she and Vorzhan laughed and joked and scurried about.

I'isanah seemed insistent that before Vorzhan even considered setting down, he should have his wings massaged, his carapace waxed and anointed with oils, and otherwise tended to. Now, Vorzhan was not a gasibt, not the sort who felt there was weakness in taking care of themselves--one of a dozen subsets of gender expression of which there is no proper term in any human language, especially when it came in 'male' and 'female' versions--but it wasn't something they were used to.

"Come on, it'll make you feel like a new bug," I'isanah said, "Don't tell me your enjoyment of yourself was all a pose. Just relax, I had some very good people set up here for just this occasion."

Vorzhan had not known that their carapace could shine so brightly, nor had they known that their wings could look even more fragile--while being even stronger--than they already were. It was something of a revelation, and in combination with the new clothing, tight and careful, but with frills here and there, it all seemed to be making a new them. A Speaker, and in more than just name.

*****

"What need is there for a fleet?" B'iyiuna asked, lounging on one of the spa couches, "Only for a war? Do you think we'll have a war?"

"I think...we already have one," Bizentara said, glancing over at Kikkizit, "We fought over the Pirates' Moon, there was the evacuation of the prison camp, and there are always pirates out there. It's enough of a war to justify this."

"Maybe, but the cost comes from things that could help others on Gazinitah. It's not without costs, whatever your ambitions. And it's obvious you have ambitions. Most prominent military figure in centuries of Gazinith history--"

"Second," Bizentara demurred.

"Perhaps, or perhaps Vorzhan is tiring of Hazitean. Certainly he didn't bring her along despite her insistence. Meanwhile, we're here, and the world's shifting. The world, not the galaxy. Aliens will be aliens, it is to be expected, but we Xvorzit see a path forward that doesn't involve ceaseless violence."

"We do. I think we have only just begun," Kikkizit said, "The true task of rebuilding. The best is ahead of us."

B'iyiuna nodded and said, "Indeed! Though we must plan for a changed world. What exactly are we to do in the way of government? Certainly, the Speaker is great and wise and should rule for long, but is it an elected position, an appointed one? There are those who speculate on your scope and ambition, Kikkizit."

Kikkizit's legs rubbed together in shock, "Ambition?"

"You're involved in spywork and research and diplomatic efforts," B'iyiuna said, "Even those that are my purview. It is hard to tell if you're the most important adviser, but you certainly advise Speaker Vorzhan on the most disparate topics."

"I do what I must," Kikkizit said, nervously.

"Don't we all. Yet there are some who say you stand alone." It was no slur, yet...in a way it was. Xvorzit were not fools, and they had never had the illusion humans sometimes have, that they are individuals without any connections to others other than that which they will. To stand alone was to be weak, to be great, yes, but not in the way that was admired. It was best to ride together, an army at one's back, friends by one's side.

"No, I am nothing without my friends," Kikkizit said.

"Very good. I can say the same," B'iyiuna said. "Let us help Vorzhan, so that they don't stand alone either."

"The galaxy, though," Bizentara says.

"What?" B'iyiuna asked, annoyed.

"Should the galaxy have to stand alone against what may be coming?" Kikkizit said, "Should the Xvorzit stand alone? When war came last, in time out of memory, the Hives hesitated, the Hives bent their knees. They stood alone and they fell alone. All the known galaxy fell. All that stood were the Aamanthorat and the Barsa. Please, think about it. It is your job, more than ours, to do so."

"Are things so serious?"

"They may be," Bizentara said, "Though that's something only Vorzhan can know for certain."

*****

Eventually the ships reached its destination, the planet picked to host this meeting. Mazi'tin. A beautiful Hive, one of the richest, and a traditional site for such meetings, to the extent that they had an entire city they maintained for just such an occasion. It was nothing like the human concept of a sacred or forbidden city, yet it shared some similarities, or at least it helped to think of it like that.

The ships headed down, and growing closer, Kikkizit began to point things out to Vorzhan, like the worm plants that ate the waste materials, specially designed to do so and to excrete out pastes that were considered a somewhat odd delicacy, or the way that other planets less blessed in terms of delicious paste still used the chemical compounds as part of the recycling process for difficult materials, babbling about how amazing it would be to get samples to attempt to grow their own, or at least ask for a copy of the chemical profile.

As they dipped down, the city came into view. Like most Xvorzit cities, it wasn't much to look at from the outside. Plenty of domes, a severe lack of high buildings replaced by the fact that buildings often burrowed deep into the ground, architecture that to a human seemed cramped and also bland, except for the color scheme, which was wild, insane. Red and yellow and orange and blue side by side, and while smaller towns were grey, the creators of a true Xvorzit city prided themselves in its color, structure, form and function.

Dozens of armed attendants greeted them, with faceless masks and an exotic dress which included long spines that were symbolic of some dangerous predators at home. Vorzhan wasn't the only one who found themselves checking out the rugged carapace of the guards as they moved through the bustling city, which was still only just coming to life. It only had a million Xvorzit so far, but in the next week it--and more importantly the embassy--would expand ten-fold. All coming here, to a city that usually had a skeleton crew of caretakers numbering only in the tens of thousands.

Onward they went, until at last they came to the embassy itself. Hundreds of buildings, thousands of buildings, half buried beneath the earth, a vast warren of dens, small and cozy by Xvorzit standards, cramped and horrible for any human, and vast open spaces with low ceilings and tens of thousands of Xvorzit all moving, laughing, joking, walking, bowing, legs skittering one way and then the next, constant chaos that would overwhelm a human. There were names for the mental diseases a Xvorzit alone could get. There were also names for what a human could get, surrounded by so many aliens, whose very smell, sound--chirps, squeaks, chirrs, and even stranger noises--and motion were utterly unlike those of any human.

Very few humans at all could stand that for even a few minutes, let alone the hours of happy mingling which was expected, and the days which would follow. Yet amid the crowd, not unexpectedly, were some humans. It seemed the Transspecies Harmony Republic was there, as always. Everyone was.

As Vorzhan and the others spread out, well-dressed, and hopefully ready, there was much to do, much to say, and no doubt little enough time.


Choose the actions of each of the following in the day or two before the meeting begins in earnest. Choose 2 from each.


Vorzhan



[] Security? What's that?: Perhaps the security here should be beefed up by Vorzhan's own methods, to make sure nothing happens.
[] Eyes and Ears: Or perhaps these same things can be used to spy on the participants. Of course, this sort of thing is rampant, and also greatly frowned upon...
[] Last Minute Prep: Have SOMEONE walk Vorzhan through more of what they need to know.
[] Talk to a Hive (Vorzhan edition): These aren't all of the possibilities, just the ones that are most prominent to Vorzhan. Even without choosing them, at least some interaction will be happening.
-[] Gattis: Being I'isanah's homeworld and the Hive that is also a part of the Barsan Confederacy also means it is--relative to Xvorzit standards--the most martially inclined, and also the strangest, the most alien.
-[] Home: The home planet is always important, even long after it has been eclipsed, and thus it sent plenty of representatives.
-[] Transspecies Harmony Republic: The embassy includes the only humans in attendance, and they are odd indeed. Humans that make Lucille look normal, and Xvorzit who seem to have a lot of human like habits. It'd be scandalous if enough centuries hadn't passed to dull the reactions. By now it was usual.
-[] Uzab: The site of a number of atrocities centuries ago during the Hexamar Empire, they know as much as anyone about Hexamari science, and are as always very leery around the remainder of the Hexamar Theocracy.
-[] Mazi'tin: They are hosting these events, so surely one should be polite to them, and they might know secrets, all sorts of secrets.

Kikkizit

[] Research Grade: One of the difficulties of most high-level research on Gazinitah is the lack of certain types of resources, or at least the lack in sources that didn't charge far too much to be reasonable. The planet, while rich in many ways, did have certain deficiencies that had been identified but not compensated for. Perhaps Kikkizit could talk to some suppliers, deal with that issue.
[] Caste Studies: Other Hives have done far more in that way than Gazinitah has ever been able to do, and some experts on these matters are likely to be present to give--well, humans would call them talks, but they're far more interactive than that--on their findings on these matters, as the meeting is a gathering of many sorts.
[] Worms, What Are They Good For?: A lot! Perhaps Kikkizit could talk to people on this matter.
[] Certification: A simple goal, but a worthy one: make sure those who graduate from Gazinith learning creches have their degrees honored.
[] Those Most Honored: Those who can do the most, teach. Learning more about how other Hives handle educational issues could be interesting, though there are few enough in the way of experts, probably only hundreds of well-trained experts in the field of education. Such a narrow sample size, but Kikkizit could certainly talk to them.
[] Cultural Exchange: There are all sorts of things that could be learned, and new markets explored, by talking to game designers, authors, artists and others who have crowded around looking for inspiration and patronage.


B'iyiuna

[] This...war thing?: Well, maybe Kikkizit had a point. Maybe. Perhaps B'iyiuna could ask around, see what the general mood is, talk about this matter with other Xvorzit.
[] Scheming for a new Hive: Making a new Hive is an important matter, and starting on the work early will help B'iyiuna get to know just what needs to be done.
[] Eyes On Me: The media is here in force, and that means B'iyiuna needs to draw its attention, and thus draw attention to both himself and Gazinitah as a whole. After all, he hopes to make a big splash, along with his Hive, so best that everyone is watching for the entrance into the water.
[] Talk to a Hive (B'iyiuna version)
-[] Home, Where the Heart Is: The home planet is always important, even long after it has been eclipsed, and thus it sent plenty of representatives.
-[] Uzab: The site of a number of atrocities centuries ago during the Hexamar Empire, they know as much as anyone about Hexamari science, and are as always very leery around the remainder of the Hexamar Theocracy.
-[] Mazi'tin: They are hosting these events, so surely one should be polite to them, and they might know secrets, all sorts of secrets.
-[] Others: There are other Hives that are important not so much for a single feature, as for the fact that they are part of a vast tapestry of the Xvorzit species. Get to know those who are not as often in the limelight. Surely you can afford to share!

Mauris

[] Money Talks: Searching for economic backers, trade deals and the like is very, very common in a Big Meeting. Mauris could join the pack doing so!
[] Law Answers: But it's the law that Mauris knows best, and they could start by talking to some lawyers and politicians about their own legal systems to see if there is anything they missed in their extensive studies.
[] Policing the Hive?: This was the matter that brought Mauris here, the one they were so very concerned about. Making sure the law runs across all of the Hives, since those are the places most Xvorzit criminals will tend to want to live, for good reason.
[] That Motherly Glow: Or they could just go around, hang out, and talk to people. People are likely to show up to talk to a Xvorzit who has that motherly sheen to their carapace, and who is also bloated with eggs. Call it a conversation starter.


Bizentara

[] It's totally for improved economically efficiency, I swear: Perhaps Bizentara could break the ice by talking about one topic that is quite popular at meetings such as this. Economics. Surely a discussion of better ships is entirely in the realm of making sure shipping can continue with greater efficiency:
[] Officer Training: Other navies have different methods, different ways of going about things, and while currently Gazinitah's latest ships are probably somewhat ahead of the average of other Hive ships, that doesn't keep there from being a lot that Gazinitah could be learning.
[] A trade?: There are technologies that Gazinitah has that other navies don't. Perhaps a trade of advice/tips/resources could be arranged?
[] Pirate Patrol: It'd be bold, but proposing a mutual alliance to patrol against pirates could be one way to break the ice.



I'Isanah

[] The Big Scheme (Economic): Starting with war might not be a good idea. If so, trade ties could be a way to break the ice, and could allow I'isanah to bring up the trade practices of the Mercantile Republic without directly stating what they might do.
[] The Big Scheme (Military): Military alliance is premature, but perhaps hints could be dropped in conversation that perhaps military actions could be justified in some circumstances? Sewing the seeds, even if it will take a long time for them to blossom.
[] The Big Scheme (Risk Assessment): The Mercantile Republic is a risk, as are several other rogue polities. Surely if they can be subtly shown this, through a number of ways, including perhaps some creative counting, it will register.
[] The Big Scheme (Security): If one is to have deeper talks on this matter, there definitely needs to be secure meeting places out of the way, and out of at least some of the eyes that might judge those discussing such risky actions.

A/N: Yup!
 
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