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

[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, or perhaps blow something up)

Worth a shot, given how crappy things are. Action Free research is good.

[X] Speaker

We speak for the People.

[X] No (Annoy Concerned Parents Groups.)

This is a triviality...and we got natural head wings anyway.
It's like the whole parents concerned over children using makeup/wigs in schools really

Don't waste money and time on researching it. Just come down on one side or the other.
A proper investigation would take a few years and it'd come down to subjective interpretation of results, going by RL.

[X] NO COMMENT, NO COMMENT

Confirming would be bad. Denying is even worse, you don't want to be caught out in a lie here because it erodes our credibility.

Just give the classic response. No comment.
They can't prove anything sufficient that way, and thus cannot ascertain the degree of our involvement.

If we deny it, they can produce limited proof of our presence to shoot holes in the denial. But if we don't say anything, they'd need more substantial evidence than "a Xvorvit was here"
And they can't without exposing what they were hiding.
 
Okay, vote closes sometime tonight, or tomorrow morning, so get your votes in! I'm working on the Turn 3 right now, though I won't be writing the opening text until I close the vote. But I'm working on all of the OPTIONS and stuff.
 
[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, or perhaps blow something up)
[X] Speaker
[X] No (Annoy Concerned Parents Groups.)
[X] NO COMMENT, NO COMMENT
 
[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, orperhaps blow something up)
[X] Leader
[X] No (Annoy Concerned Parents Groups.)
[X] NO COMMENT, NO COMMENT

Vote tally:
##### 3.21
[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, orperhaps blow something up)
[X] Leader
[X] Preform a study to see if it really does decrease classroom preformance. If it does by a significant amount, ban it in schools.
[X] Deny
No. of votes: 3
Dark Ness, Night_stalker, Wellhello

[X] Yes
[X] Speaker
[X] Perform a study to see if it really does decrease classroom preformance. If it does by a significant amount, ban it in schools; if it doesn't, use study as base of push to remove unnecessary restrictions on students
[X] Yes
-[x] Pin the blame on Zaeswin overreacting to someone recognizing him; see if we can use the fact they were harboring a war criminal as leverage to weaken or eliminate some of the capitulations the previous government made to the Iashec
No. of votes: 1
The Sandman

[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, or perhaps blow something up)
[X] Speaker
[X] No (Annoy Concerned Parents Groups.)
[X] NO COMMENT, NO COMMENT
No. of votes: 3
wingstrike96, veekie, Hydroplatypus

[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, orperhaps blow something up)
[X] Leader
[X] No (Annoy Concerned Parents Groups.)
[X] NO COMMENT, NO COMMENT
No. of votes: 1
Arkatekt
Vote tally:
##### 3.21
[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, orperhaps blow something up)
No. of votes: 7
Dark Ness, Night_stalker, Wellhello, wingstrike96, veekie, Hydroplatypus, Arkatekt

[X] Leader
No. of votes: 4
Dark Ness, Night_stalker, Wellhello, Arkatekt

[X] Preform a study to see if it really does decrease classroom preformance. If it does by a significant amount, ban it in schools.
No. of votes: 3
Dark Ness, Night_stalker, Wellhello

[X] Deny
No. of votes: 3
Dark Ness, Night_stalker, Wellhello

[X] Yes
No. of votes: 1
The Sandman, The Sandman

[X] Speaker
No. of votes: 4
The Sandman, wingstrike96, veekie, Hydroplatypus

[X] Perform a study to see if it really does decrease classroom preformance. If it does by a significant amount, ban it in schools; if it doesn't, use study as base of push to remove unnecessary restrictions on students
No. of votes: 1
The Sandman

-[x] Pin the blame on Zaeswin overreacting to someone recognizing him; see if we can use the fact they were harboring a war criminal as leverage to weaken or eliminate some of the capitulations the previous government made to the Iashec
No. of votes: 1
The Sandman

[X] No (Annoy Concerned Parents Groups.)
No. of votes: 4
wingstrike96, veekie, Hydroplatypus, Arkatekt

[X] NO COMMENT, NO COMMENT
No. of votes: 4
wingstrike96, veekie, Hydroplatypus, Arkatekt
No Comment and Deny were also tied.

edit: ...and now speaker and leader are tied... :/
 
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[x] Speaker

I'm not so fond of Leader. It sounds a bit too much like a Best Korean joke title, whereas Speaker has connotations of 'the one who speaks for the Hive' instead. Much better than the previous dictatorship.
 
[X] Yes (Lose 50 Wealth a turn, chance that they might turn something up, orperhaps blow something up)

[X] Speaker

[X] No (Annoy Concerned Parents Groups.)

[X] NO COMMENT, NO COMMENT
 
Yep! Then the vote seems closed! I'll fix up part when I'm not so exhausted, and then I have to add a Diplomatic action I thought about while sleeping, and then I'm ready to post the first half of the turn.
 
[X] Yes
[X] Speaker
[X] Perform a study to see if it really does decrease classroom preformance. If it does by a significant amount, ban it in schools; if it doesn't, use study as base of push to remove unnecessary restrictions on students
[X] Yes
-[x] Pin the blame on Zaeswin overreacting to someone recognizing him; see if we can use the fact they were harboring a war criminal as leverage to weaken or eliminate some of the capitulations the previous government made to the Iashec

Edit:
Very interesting quest!
 
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Turn 3--Martial, Diplomacy, Stewardship
Turn 3--2428(A)--Martial, Diplomacy, and Stewardship

Speaker Vorzhan looked from Lucille to Hazitean. He'd just gotten home, and was debriefing Lucille on anything she might have seen, when Hazitean burst in. Unfortunately for Hazitean, Vorzhan was used to it, and rather than any hilarious antics, they merely gave a clicking whistle and waved her hand before saying, "Greetings, Hazitean."

"Who is she are you sure you can trust her are you stupid? Trusting some random human to--"

"I can understand you," Lucille said, "Got the implant and everything. Though, by satan and the thousand screaming gods of the abyss--" which didn't sound like a real saying, to anyone there, "You talk fast."

"I shoot faster, non-Hive slicker," Hazitean drawled, though for a human it was a series of clicks and whistles.

"Oh? Wanna compare guns then, like we're silly idiots?" Lucille asked, putting a hand on her hips and pouting.

"Yes, or maybe a drinking contest. You drink booze, I'll drink juice, maybe bug-juice, and we'll see who collapses first."

"Now, now," Lucille said, stepping forward, her hips swaying for some reason--was she ill? Had she hurt herself? Vorzhan couldn't be sure. "That's not fair. You'd win."

"I'd cheat, though of course I could do something to make it possible for you by making it rancid bug juice and we'll see how fast I get sick and die and then we'll be laughing and stuff!"

"You sound utterly, utterly," Lucille rolled her eyes, "Bug-fuck-crazy."

"That's what they say, yep. So, I know you're supposed to be a super-secret agent, lets see if you can drink like one?"

"What do you--" Lucille said, and within minutes they were arguing.

Within hours they were out on the town as Vorzhan stayed behind, claiming a headache. By the end of the night, they'd challenged each other to a duel, and almost went through with it before Lucille declared she'd only duel with a "true Solish weapon." Which somehow translated into a bright orange gun that shot out dihydrogen monoxide. By the end of three days, Vorzhan had a huge bill to pay, and was getting rather sick with the conflict and craziness of the two of them, though at least I'isanah seemed mostly sane, if rather in awe and also quite uncertain. By a week, somehow, they had morphed into friends.

Go figure.


Lose 1 Wealth in paying fines and such. Massive fines.

*****

It isn't all fun and games. As economics continues to encroach on their valuable free time, they have had to dive into the work of reform and have talked to many lawyers. There aren't the stereotypes that plague humans about lawyers, and law is a bit more fluid and 'charismatic' as it were, but it still is a very different experience, and combined with the start of military reforms and dealing with Hazitean and her new 'best bud' Lucille, who seemed to be rather ambivalent about the whole thing. They were getting a lot more attention, now that the government had its own cultural programming, and interviews with 'Speaker Vorzhan' were now common, and someone had an action figure somewhere of the bug. It was all a little bizarre, and they had to admit a bit, as Lucille once said, "Like the start of a Cult of Personality or something, I've read a bit…"

The other thing was that Lucille seemed to be an activist, and thus she got along with Kikkizit. It was enough to make Vorzhan suspicious of a double-agent, or the like, but a detailed investigation turned up nothing. She was who she said she was, and that was someone who, though from Sol, seemed interested in hanging about and learning more about Gazinitah culture and helping them. While she was nothing as skilled a spy as Vorzhan, she was still far, far above the average agent, and so it was something to consider.

*****

Meanwhile a few lesser issues cropped up. Carefully denying the Iashec issues, though of course it was only going to get worse as opinions between the two changed. For all Vorzhan knew, they would try to do something soon, or withdraw their money, or… well, there were many ways that everything, everywhere, could be ruined.

And meanwhile parents complained about silly trends. Vorzhan decided to come down on the more 'open' side of things, deciding that ultimately it was a good sign that children were actually showing fashion trends and a greater recognition of school as a place of socializing, rather than the drab, monotone uniforms...though it was a stupid, stupid fashion. They didn't look like real Wingers at all.

The Speaker didn't get kids, but it wasn't his job to do so.

Ultimately, things were looking up, and so Speaker Vorzhan dived into the work with focus and intensity. They had a planet to run, after all.


Wealth at Start of Turn: 4694+250-50+250-1=5143



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

Crazy...and Brilliant

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


Cost: 50 Wealth
Probability: 60% (Certain actions might increase this by as much as 10%
Reward: +2 Martial Actions, Hazitean starts presenting her ideas and reforms, possible drop on soldier opinion.


Colonial Police

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

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


What Did You do Instead?

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

Cost: Free
Probability: 50%
Reward: Information.


Moonraker

This is your last chance. Those who like Hazitean's brand of madness point out that within a few months all of the leads will dry up, now that Zaeswin and Co. are in retrenchment mode. And so the plan to attack the Pirates' Moon is even more vital now than before, and with the Repatriation Treaty soon to be signed now might be the time to do it, a bold strike against slavery in the name of freedom and democracy, though also dangerous, considering the flaws that have been revealed in the fleet. Still, it should be strong against a bunch of pirates, right?


Cost: 400 Wealth
Probability: ???, better you roll, the better.
Reward: Start war turn, potentially controlling Hazitean, attack on Moon. More James Bond references.


Gun it!

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

Cost: 700 Wealth
Probability: 50%, 60% with Talk to the Soldier Caste
Reward: Your defense forces start using guns that, while not cutting edge, are at least a little less completely and utterly out of date. Also, you're convincing the people who you might be prosecuting to arm themselves better. :p


Gifts are not Warlike

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

Cost: 100 Wealth
Probability: 70%
Reward: Gain between 400 and 800 Wealth per turn to put towards reducing foreign investment or military budget-areas, will roll for that, represents how exacting your cuts are, as it were. Reduced soldier opinion.


Loans Adjusted

Each turn you receive [900 Wealth] worth of Iashec investment in your military. You could reduce that to 0 and shift the money around, paying for it with inflation, internal loans, and other obfuscating methods. Ultimately it'd be a drain and a problem, but it could be done, and once there's actual revenue within the military budget, the holes and workarounds could be removed.

Cost: 50 Wealth
Probability: 75%
Reward: Debt to Iashec increases only by their investment in the Black Budget, -900 Wealth a turn until you figure out how to make up the shortfall.


Sifting through ashes


Besides illegal drugs, is there anything of use that came from the Research division? You have the effects on your person and in your care, and so you could simply pay some people to look through to see what exactly, if anything, can be salvaged from the research division and its debacle and drug connections.


Cost: 15 Wealth
Probability: Roll 1d100 to see what you find.
Reward: Potential innovations, avenues of research, goodies. Or nothing, depending on how you roll.


Security or Liberty?

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


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


Structural Adjustments

The Navy's hierarchy is nonexistent, and their patrol routes are neither set nor entirely logical. Plus, their internal politics are mysterious to you. You should get started on finding out how to reform it, how to navigate it, and who might be able to help you on that endeavor.

Cost: 10 Wealth
Probability: 80%
Reward: More options related to naval structure, patrol routes, hierarchy and potential reforms.

Engines and Jump drives, oh my?

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

Cost: 100 Wealth
Probability: 70%
Reward: Potential quick-fixes for engine problems, open up the 'Naval research' options tree and the like.


Shipyards!

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

Cost: 25 Wealth
Probability: 70%
Reward: Opens up shipyard/hardware upgrades, chances to eventually build newer, or more up to date ships. Might have some economic advantage for civilian ships, though not anytime soon.


Talk to the Soldier Caste

You've known soldiers, you've befriended soldiers and loved and hated those from the soldier castes. They are people just like anyone else, as much members of the Hive as any, and you could talk to them, get to know their desires and their fears, and try to open up to them.

Your relative laxness has gotten them to open up somewhat for the moment.

Cost: Free
Probability: 75%
Reward: Improved relations with soldier-castes, get gossip/news/information about their concerns and what their leaders might have in mind.

Diplomacy: You're getting used to talking to the people, and it's starting to show, if only it was that easy to talk your way out of the mess that seems to have enveloped your planet in terms of the treaties. (Pick 2)

No, seriously, what?

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

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


Cost: 50 Wealth
Probability: 55%
Reward: Information, knowledge, options.


Caste of Diplomats?

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

Your faith in them has been shaken, or at least the ambassadors, but it's also convinced you that you need someone on this yesterday.


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

Possibilities: Human Powers?


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

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


Possibilities: Xvorzith Hives

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


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

Learn the Will of the Hive

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

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

Reveal the Treaties

The nature of the treaties you've signed onto will get out eventually, likely sooner than later. So you could try to reveal it in a way that allows you to minimize the damage, going around and talking to people, trying to get the Hive on your side when it comes to this very pressing. You'd go around, complete with ads, media information, events designed to raise awareness, a full attempt to spin this as best as can be done.

Cost: 100 Wealth
Probability: 60%
Reward: Information gets out, populace backs you on this.


Talk to the Colonies

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

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

Winnow the Ambassadors

Which ones are incompetent? Which aren't? You don't know, and at this point you need to set things up to send ambassadors back out and re-establish ties with other polities. To do so you need to find out the corrupt ones, the incompetents, and also find those outside of the Diplomatic Caste who might be tapped as ambassadors to assemble a team to restore the full diplomatic functions of the government in a way that allows your interests to be advanced in a proper manner.


Cost: 100 Wealth
Probability: 60%
Reward: Sort out ambassadors, prepared work in your interests, ???


Better on Holiday!

You could declare it a planetary holiday, the day that the old order was overthrown. At the moment, celebrations would mostly be parties, but who knows, maybe you'll make some patriotic contributions and it'll become something more formalized and more widely spread. Either way, it could certainly have good effects, even if it might annoy the Ruler-Caste. Screw them, however.


Cost: 10 Wealth
Probability: 100%, will roll for how well it goes
Reward: New holiday each year, ???


(Free) Join the Interstellar Community?

There's more of them than you, but they'd welcome the diversity. You can join the right organizations, sign the Repatriation Treaty, start discussion, and while at the moment it would bring no immediate advantages other than interstellar credibility, it's the first step to anything.

Cost: Free
Probability: 95%
Reward: Options, increased galactic opinion, increased chance for other options.

(Free) Embassies on Sol

Even easier, this will led to some funds being put aside in order to allow communication between the two states, and by all accounts should help quite a bit, both economically and otherwise. It's a simple, obvious move, and it needs only your approval. And short of some freak accident, or grievous error, it should even be easy!


Cost: Revenue neutral.
Probability: 99%
Reward: More options, increased Sol opinion, enough revenue to balance out the costs, potential greater trade/etc later on.


Stewardship: The economy has taken another giant leap forward, but that only increases your headaches. It's a lot to manage, and your actions are beginning to kick up dust, as the saying goes, obscuring just what it is you should do, and what you want to do. You do know that things are finally doing well, and that you should keep up the good work, but the areas you have to deal with seem only to be growing by the day. (Pick 4) (Incidentally, if you don't pick a Hive option in the next two turns, it goes back down to Will of the Hive 0.)

Colony Administration

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

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


Buy-out?

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


Cost: 600 Wealth
Probability: 60%
Time: 1d3 Turns. So it could take a year, it could take three.
Reward: Government now owns several companies, potential wealth increase, options on what to do with them, knowledge of the larger or harder-to-buy-out Iashec firms.

Open Up Avenues

Your trade is far too one-sided, producing things for the Iashec, for Stendar, even some things for the Heretics. Not anything like a reasonable split. You could invest some money in opening up trade with other powers, incentivizing it for your business-class and seeing what comes up. Now that you have some trade with human powers, this could really be a kick in the leg for it.

Cost: 50 Wealth, 100 Wealth a Turn
Probability: 60%+5% (If failed, will be rerolled for free next turn.)
Reward: Give business, tax, and other incentives towards opening up trade, gets new options, has a chance to start generating Wealth in taxes and economic expansion.

(Hive) Unhelpful Taxes

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

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

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

Exemptions Must Go

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

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


Lower Taxes

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

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

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

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

Cost: 150 Wealth, 25 Wealth a turn (for the structure and such)
Probability: 85%
Reward: Unknown amount of Wealth per turn, increases and decreases based on the confidence the people have and the economic situation. Currently estimated to be between 350-500 Wealth.

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.

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


(Hive) Mines of Death

Shut them down, now! You can figure out soon how to resume mining for natural resources and the like at a later date, but right now you have to stop the pile of bodies. Even a year of hemming and hawing would leave blood on your hands, dead and dying, shipped off to 'teach them a lesson' and then forgotten. You will not hesitate. You will stand firm.

Call: Low (Mostly because people don't know about it.)
Cost: 100 Wealth, -50 Wealth a turn until it's fixed.
Probability: 100%
Reward: Shut down the mines!

(Hive)Child 'Helpers'

Children should be learning in the schools which are starting to be something other than pure hell, not working to pay their parents debts, or for 'education in manual labor' or any of the other pure shit that comes spewing out of the mouths of the few who rush to defend it. Pass strident laws and crack down on the offenders, and the rest will come to the table to negotiate. Here you have the popular will on your side.


Call: Medium
Cost: 15 Wealth
Probability: 100%
Reward: Warm fuzzlies. Less dead and overworked children. :V

Trauma Centers

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

Cost: 50 Wealth
Probability: 85%
Reward: Open up more clinics for those suffering abuse and rape, either at the hands of an employer (what drew the case to you) or otherwise. Disturbingly, it has a rather high level of synergy with "Child 'Helpers.'"

Restore Productivity

The money needs yet to flow. The economy is starting to get back on track a little, but it still needs a boost. Or rather, production needs a boost, since now that the numbers have been laid out before you, it is quite clear that the economy was spinning towards the gutter, towards a place where all of the productivity in the world would just mean more money wasted paying taxes that would go to servicing a debt heedlessly acquired. Either way, there are still many that argue that this is potentially dangerous to the worker.

Cost: 300 Wealth
Probability: 60%
Reward: Potentially increased mercantile-caste opinions of you, potentially decreased worker opinions, economic production resumes full-tilt, income gained from that. Also, if you haven't noticed, the cost has been going down with each turn you do well on the economics roll, since there's less to do all at once.

Talk to the Castes

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

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

Judicial Activism

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


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

Lawyer Up

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

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

Legal Reforms

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


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


A Survey of the Law-Books

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

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

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.

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.

Diplomatics?

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


Cost: 25 Wealth
Probability: 55%
Reward: Wealth? Information? Options?

(Free) Money is Money

You're paying 5% a year on debt-servicing. The agreements say that you only have to pay 4.5 percent. It's not much, but at this point you're just about to start looking under the couch cushions for more money.

Cost: Free
Probability: 100%
Reward: Money owed grows slightly faster, have a little be more money each turn to your own, 25ish.

Search for an Adviser

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

Cost: 200 Wealth, 100 Wealth per turn to budget for him.
Probability: 100% (roll to see how good of a selection you find to choose from.)
Reward: An economic advisor. If they have a higher Stewardship than you than you can finally have time to take a breath without numbers swimming through your head. +1 Stewardship, if replaced by Adviser's bonus, becomes +1 Personal Action!

(Hive) Caste or No Caste

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

Call: Very-High
Cost: 100 Wealth
Probability: 60%+5%
Reward: Caste prejudices in small positions attacked, potential loss/gain of opinion in several groups.

(Hive) Government Fooding

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


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

(Hive) Public Transportation

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

Call: Medium
Cost: 150 Weath
Probability: 85%+5
Reward: Public transportation improved in one area. Increased worker opinion.


The Moneybags

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

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


*****

A/N: And here is the first part of the turn! Now, I will say that to make it harder for myself, I've actually changed this. Some of the probabilities for options have changed, and for at least one option your good economic rolls last turn made the rewards even greater (from a gain of 250-300 Wealth to one of 350-500 Wealth). And tons of percentage changes and the like! But yeah, like, comment, and subscribe or something! And vote! Tell me if there are any problems or errors in this update. Especially involving formatting.
 
[X] Yes
[X] Speaker
[X] Perform a study to see if it really does decrease classroom preformance. If it does by a significant amount, ban it in schools; if it doesn't, use study as base of push to remove unnecessary restrictions on students
[X] Yes
-[x] Pin the blame on Zaeswin overreacting to someone recognizing him; see if we can use the fact they were harboring a war criminal as leverage to weaken or eliminate some of the capitulations the previous government made to the Iashec

Edit:
Very interesting quest!

Thanks for voting! Just updated, though your study vote lost by one. Still, you got Speaker Vorzhan so that's something, no? Hope you've enjoyed reading it so far.
 
Thanks for voting! Just updated, though your study vote lost by one. Still, you got Speaker Vorzhan so that's something, no? Hope you've enjoyed reading it so far.

Yes I did.
To have a "secret agen bug" as our protagonist, including 007 flair, casinos and Bond girls, while being a leader of a nation in a truly desperate starting position is unique and extremely refreshing, and I very much liked the switch between strategic turns and the mini quests.
 
Martial: Much is left to be done, and you're no closer to having complete mastery and control than before. While tank research continues under private umbrellas, and Haziteans stalks from place to place. Will roll 1d100 to see if Hazitean helps out with anything on her own. Will roll 1d100 to see what those crazy Tankers are up to. (Pick two)


[X] Colonial Police




[X] Talk to the Soldier Caste


Diplomacy: You're getting used to talking to the people, and it's starting to show, if only it was that easy to talk your way out of the mess that seems to have enveloped your planet in terms of the treaties. (Pick 2)



[X] Talk to the Colonies


[X] Winnow the Ambassadors



[X] (Free) Join the Interstellar Community?


[X] (Free) Embassies on Sol



Stewardship: The economy has taken another giant leap forward, but that only increases your headaches. It's a lot to manage, and your actions are beginning to kick up dust, as the saying goes, obscuring just what it is you should do, and what you want to do. You do know that things are finally doing well, and that you should keep up the good work, but the areas you have to deal with seem only to be growing by the day. (Pick 4) (Incidentally, if you don't pick a Hive option in the next two turns, it goes back down to Will of the Hive 0.)



[X] Open Up Avenues



[X] There's Power in a Workers Association



[X] (Hive)Child 'Helpers'


[X] Trauma Centers


[X] (Free) Money is Money
 
[X] Moonraker
[X] Talk to the Soldier Caste

Make sure Hazitean recovers properly before we drop the job on her.
For now, finish the mopup action and finally learn the Will of the Soldiers. We've spent too long without that.

[X] Better on Holiday!
[X] Winnow the Ambassadors

Boost the population mood in preparation for revealing the treaties next year
And we need to flush the diplomats before any actions can be trusted.

[X] (Free) Join the Interstellar Community?
[X] (Free) Embassies on Sol

Cash in.

[X] Buy-out?
[X] Open Up Avenues
[X] (Hive) Mines of Death
[X] (Hive) Child 'Helpers'

Buy out the Iashec interests to take back our economy, and open up more trade so that the Sol trade trickle doesn't die off
The mines and chld abuse MUST end.

[ ] (Free) Money is Money

Cash in again.

Okay bad idea.
 
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[X] Veekie

I think we will need an economy helper in the near future but otherwise this sounds plausible.
 
[X] Moonraker
[X] Talk to the Soldier Caste
[X] Better on Holiday!
[X] Winnow the Ambassadors
[X] (Free) Join the Interstellar Community?
[X] (Free) Embassies on Sol
[X] Buy-out?
[X] Open Up Avenues
[X] (Hive) Mines of Death
[X] (Hive) Child 'Helpers'
 
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Too many actions! GM, please condense actions and organize a bit better!

Seriously, I am so in love with this game, and how in-depth and real it feels, but us players are suffering from virtual action overload. All of them need to get done, but there's just too many given to us at the moment.

Idea #1: A useful thing you could do every couple of turns is condense certain actions with similar themes into a single action giving the benefits of both of the initial actions together. This could reflect both the changing circumstances of the times (which they are changing VERY fast), plus account for weird shit that goes down and throws your and our plans awry. Just a suggestion, trying to help. :)

Idea #2: Another possible thing that might prove handy...for example, in Military action list I've noticed there are military research actions scattered in with the military non-research choices. Perhaps creating an action for putting all those military research in their own category would be a good idea? I've seen a lot of CKII-style games have both a category (ex: Military) and a research equivalent sub-category for it (ex: Military R&D).

Anyways, here's my vote.

***


[X] Crazy...and Brilliant
(OOC: Chosen because we DESPERATELY need more Martial actions now, and we've given her a few turns to get the worst bits over with. We cannot afford to delay any longer here.)

[X] Moonraker
(OOC: We need to capitalize on our hard-earned info now, before it's all useless. I'd rather do other things like continue the reforms/purge the corruption, but this can only be done NOW.)

[X] Caste of Diplomats?
(OOC: We desperately need to get a Diplomatic Adviser, and this is the first step in doing so, purging the useless/corrupt people.)

[X] Winnow the Ambassadors
(OOC: We desperately need better Diplomats, and more revenue/less corruption.)

[X] (Hive) Child 'Helpers'
(OOC: I did not know this was an ongoing problem, otherwise I would have pushed for this a few more turns ago. Children are our future, we cannot allow this to continue any longer. Consider this step one of our long-term cleansing projects. Plus, it satisfies the issue the GM brought up that we need to do a Hive action in at least two turns, best get it over with.)

[X] Lawyer Up
(OOC: Legal Reform is so desperately needed, but before we can do that acquiring better and less corrupt/self-serving Lawyers will only help our future Legal Reform actions. Planning ahead as it were, and will benefit our people as well.)

[X] Palace Fees
(OOC: WE NEED THE MONEY!)

[X] Search for an Adviser
(OOC: An Adviser can steer us from making bad economic/stewardship choices as well as giving us that extra action slot we need.)
 
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Money is Money is a bad action to take. We get a handful of money, but in exchange our debt goes up faster, which is something we do not want when we are trying to fix the economy and remove the debt. The Money is not worth the Debt.

[X] Moonraker
[X] Talk to the Soldier Caste

[X] Better on Holiday!
[X] Winnow the Ambassadors
[X] (Free) Join the Interstellar Community?
[X] (Free) Embassies on Sol

[X] Buy-out?
[X] Open Up Avenues
[X] (Hive) Child 'Helpers'
[X] Trauma Centers
 
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Too many actions! GM, please condense actions and organize a bit better!

Seriously, I am so in love with this game, and how in-depth and real it feels, but us players are suffering from virtual action overload. All of them need to get done, but there's just too many given to us at the moment.

Idea #1: A useful thing you could do every couple of turns is condense certain actions with similar themes into a single action giving the benefits of both of the initial actions together. This could reflect both the changing circumstances of the times (which they are changing VERY fast), plus account for weird shit that goes down and throws your and our plans awry. Just a suggestion, trying to help. :)

Idea #2: Another possible thing that might prove handy...for example, in Military action list I've noticed there are military research actions scattered in with the military non-research choices. Perhaps creating an action for putting all those military research in their own category would be a good idea? I've seen a lot of CKII-style games have both a category (ex: Military) and a research equivalent sub-category for it (ex: Military R&D).

Anyways, here's my vote.

***


[X] Crazy...and Brilliant
(OOC: Chosen because we DESPERATELY need more Martial actions now, and we've given her a few turns to get the worst bits over with. We cannot afford to delay any longer here.)

[X] Moonraker
(OOC: We need to capitalize on our hard-earned info now, before it's all useless. I'd rather do other things like continue the reforms/purge the corruption, but this can only be done NOW.)

[X] Caste of Diplomats?
(OOC: We desperately need to get a Diplomatic Adviser, and this is the first step in doing so, purging the useless/corrupt people.)

[X] Winnow the Ambassadors
(OOC: We desperately need better Diplomats, and more revenue/less corruption.)

[X] (Hive) Child 'Helpers'
(OOC: I did not know this was an ongoing problem, otherwise I would have pushed for this a few more turns ago. Children are our future, we cannot allow this to continue any longer. Consider this step one of our long-term cleansing projects. Plus, it satisfies the issue the GM brought up that we need to do a Hive action in at least two turns, best get it over with.)

[X] Lawyer Up
(OOC: Legal Reform is so desperately needed, but before we can do that acquiring better and less corrupt/self-serving Lawyers will only help our future Legal Reform actions. Planning ahead as it were, and will benefit our people as well.)

[X] Palace Fees
(OOC: WE NEED THE MONEY!)

[X] Search for an Adviser
(OOC: An Adviser can steer us from making bad economic/stewardship choices as well as giving us that extra action slot we need.)

Hmm! Well, I will say that there are certain choices on the Military group that will lead into a Naval Category, and that there are also certain choices in the Stewardship group that might lead to some sort of Legal Category, for instance. I'm working on it, and the option increase has likely started to slow down slightly. I might take that first hint of advice, though. For instance, already, there's one Stewardship action where if you have good rolls and make good decisions, it'll be obsolete within a turn or two. The 'get things back on track' roll. Its cost has kept on going down, and when it reaches Wealth 0, then you've basically already done it and it goes away. Other examples...hrm, maybe!

Let me think on this.
 
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