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

Okay, the vote'll close sometime tomorrow. Time for last arguments and the like, and then I'll lock who wins and see about posting the second half. They do have a point about options bloat, though I'm not sure how to deal with it. Well, it should be getting managed in the next few turns, hopefully? I mean, there are options on the table right now that could have you with several different separate categories and more ability to take more options in the next 2-3 turns.

Though at the moment, you aren't taking all of them, but hey.
 
Turn 3: Inrigue, Learning, Personal
Turn 3: Intrigue, Learning, Personal!

Intrigue: This is your arena, and now things are starting to come together in some ways. You have options, not as many as you'd wished, but things are picking up, and Yaziha is helping you out for the moment. Chance he'll do one of the more sedentary actions each turn, rolling a 1d100 (he's not an official advisor though). (Pick 4) (As a reminder, +10 to all internal security or crime-based rolls this turn)

In The Black

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


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


The Dark Side of Reconciliation

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

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



Decode the Messages

While some of Zaeswin's data was easily read, other parts of it weren't, and now's the time to uncover all that he was up to, before he can get to all of it. You need to get this yesterday if you're going to stand any chance of using this information against him in any other context than 'analytic.'

Cost: 25 Wealth
Probability: ???
Reward: Information, options, data, ???


Bishop to King's Bishop Five

To begin with, you know some of their assets that were not as heavily classified, and which you were able to brute-force earlier. So a good start would be hitting and infiltrating these assets, and fast, in order to destroy them before Zaeswin cuts them off at the vine. It's a start, though it's also quite risky. But the first key is, whatever the danger, to get your agents out and about, and start threatening Zaeswin seriously. Who knows, maybe you'll even scare up Zaeswin, though you suspect that he has taken to acting like a human Ruler-- Kikkizit talked your ear off about his trip-- in the old days, travelling around, putting off fires, rather than basing himself like a true Xvorzit


Cost: 50 Wealth
Probability: 60%
Reward: Screwing with Zaeswin's shit. First moves in the shadow-war against him. A high enough roll might get you more information about what he's up to.

Lucille and Company

Though Lucille didn't get to do much, she has a good record of service, albeit not for you. But for one reason or another, she's fallen in love with Xvorzith culture and thinks she might want to stay in your service a while. She also met Hazitean and the world wasn't ready for that, not at all. Either way, you could hire her, and have her build a network, to extend your intelligence forces over Sol and other human polities. It'd be a start, and it'd take more work to make it a robust network, but it might lead to some information.


Cost: Free, 50 Wealth a turn in generous, very generous, budgets.
Probability:90%
Reward: Spy network expanded, Lucille doesn't get bored and go off on other adventures, options unlocked, in a turn or two, once things get set up.


Keep the Boot On

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

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


Patterns of Behavior

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

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


The Infernal Archive

Records were kept, in theory. In reality it's a rat's nest, and it's hard to tell. Many are encrypted, speaking of dark deeds, or hidden from one part of the Black Budget. The thing is a tangle. But within all of it might lie secrets, or information on Zaeswin, your target. Either way, you need to learn more about just what the government was up to.'

In light of the new information, this has gone up some in priority, since the ties to the Iashec are...troubling to say the least.

Cost: 100 Wealth
Probability: 50% (would also get a +10)
Reward: +10% to all other Intrigue rolls this turn, opens up tons of new options. Information.


What are they saying?

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

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


Colonial Eyes and Ears

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


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

Redeeming the Aroane Special Group

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

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

Cost: 100 Wealth
Probability: 50% (+10)
Reward: Aroane checked out and cleared of potential subversives, public opinion restored to 'neutral/those-scary-people.' Might help other options.


Open Government?

There have been calls to open the action of the government so all can see it. You could do so...at least for the non-classified stuff, 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/web-sites, 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 are let go but...aren't let go of living, and otherwise get a handle on this most-vital security issue.


Cost: 200 Wealth
Probability: 40%
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 Intelligence-Grade cybernetics.

Learning: Kikkizit has a lot of ideas, and after visiting Earth they have even more, though some of them are too early a stage to be presented before the world just yet. (Pick 2) (+10 to all education options, +5 to all options as a whole (the latter will last a turn or two)

We Don't Need No Education

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

Time: 2 more turns.
Cost: 300 Wealth
Probability: 85%
Reward: Education system improved, curriculum changes, potential other advantages as it shakes out.


We don't need no thought control

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

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



Virtual Production

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


Cost: 50 Wealth
Probability: 70%
Reward: Better Virtual Reality stuff, opens up more of the same sorts of research.


Caste-based Research

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

Cost: 100 Wealth
Probability: 60%
Reward: Caste-based research, historical, social and genetic is 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 giant explosion or a ruined lab, or it could be something...spectacular.

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


Take A Pill

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

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


Foreign Examples

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

Cost: 200 Wealth
Probability: 40%
Reward: Grab bag of foreign tech advancements, potentially Wealth if any of them are marketable.

Resource Survey

Understanding, preserving, and using natural resources is a vital part of how Sol is so successful. And thus Kikkizit wants to begin to study this topic in depth, doing a survey not only of the landscape itself, but of the political and academic landscape, a huge study that should hopefully help chart a way forward.

Cost: Negligible
Probability: 70%
Time: 1d2 years
Reward: Information, Options, advantages.

Political Education

Political Science is an important discipline, and just because the former regime used political indoctrination and abused history doesn't mean the new order can refrain from trying its 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.


Ministry of Education

On Sol, Kikkizit was reminded of the importance of bureaucracy, and so he has proposed a labor-saving measure. It would be costly, but he believes it would improve his ability to do his work, though it'd be another layer to regulate and control over time. A Ministry of Education to fiddle around with, though for the moment it's primary advantage would be to formalize and grant a bit more power to his friends who are already helping him.

Cost: 100 Wealth a turn (much of the budget won't be immediately spent, but his hope is to have an ambitious budget with room for expansion of what it does)
Probability: 100%
Reward: Increase Kikkizit's Learning by 1, meaning +1 Learning action. Options for increasing Learning bonuses and other such things eventually.

Personal (Choose 2)

Personal Intervention

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


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

I'Isanah

You rescued her, and now you're not sure what to do with her. You can talk to her, and learn more about what she wants, even see if she'd be willing to accept business or other such contacts, though it might not be what she desires. Either way, you don't want to leave her hanging, and since she has stuck around since your daring-- and rather nerve-wracking-- escape, you'll have to talk to her eventually.

Cost: Free
Probability: 100%, but will roll for what comes up.
Reward: Learn what I'Isanah wants/will settle for/can do for you


What Are Friends For?

You are part of a Workers Association. These are friends, people who cared for you and whom you still care for. You could get the gang back together, talk, de-stress, maybe get their advice.

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


Getting in Shape

Some laugh at the idea that you'd go and do the mission. Not because it's a risk, many in the intelligence business actually admire that attitude, but because you've clearly seen better days. Part of it is lack of the cybernetics, yes, but more importantly you haven't had as much time to exercise, and you might have packed on a little beneath the chitin. Either way, a little bit of work would be all it'd take for you to get more in shape.

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

The Wagon Keeps Moving

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


Chance she'll do this action this turn anyways: 80%
Cost: Free
Probability: 100%
Reward: It's what friends do. Also, +5% chance to Crazy But Brilliant.

Shrink Yer Head

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

Chance she'll do it on her own: 50%
Cost: Free
Probability: 90%
Reward: Roll to see how well it goes. +5% chance to Crazy But Brilliant


Let's Get Physical, Physical

For some reason, Hazitean wants to avoid physical checkups. After the third time she's done so, you start to wonder. What is it she's hiding, and why does she avoid looking into her physical condition? So you might want to try to press her to go to the doctor's.

Chance she'll do it on her own: 10%
Cost: Free
Probability: 50%
Reward: Well...information. +5% to Crazy But Brilliant.

A/N: So! I hope this helps/works, though I was surprised at some of the choices that won in the first part, but that's locked in now, so onto this, then a turn result thing, then straight to another war-turn.
 
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Turn 3: Intrigue, Learning, Personal!

Intrigue: This is your arena, and now things are starting to come together in some ways. You have options, not as many as you'd wished, but things are picking up, and Yaziha is helping you out for the moment. Chance he'll do one of the more sedentary actions each turn, rolling a 1d100 (he's not an official advisor though). (Pick 4) (As a reminder, +10 to all internal security or crime-based rolls this turn)


In The Black

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


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


The Dark Side of Reconciliation

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

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



Decode the Messages

While some of Zaeswin's data was easily read, other parts of it weren't, and now's the time to uncover all that he was up to, before he can get to all of it. You need to get this yesterday if you're going to stand any chance of using this information against him in any other context than 'analytic.'

Cost: 25 Wealth
Probability: ???
Reward: Information, options, data, ???


Bishop to King's Bishop Five

To begin with, you know some of their assets that were not as heavily classified, and which you were able to brute-force earlier. So a good start would be hitting and infiltrating these assets, and fast, in order to destroy them before Zaeswin cuts them off at the vine. It's a start, though it's also quite risky. But the first key is, whatever the danger, to get your agents out and about, and start threatening Zaeswin seriously. Who knows, maybe you'll even scare up Zaeswin, though you suspect that he has taken to acting like a human Ruler-- Kikkizit talked your ear off about his trip-- in the old days, travelling around, putting off fires, rather than basing himself like a true Xvorzit


Cost: 50 Wealth
Probability: 60%
Reward: Screwing with Zaeswin's shit. First moves in the shadow-war against him. A high enough roll might get you more information about what he's up to.

Lucille and Company

Though Lucille didn't get to do much, she has a good record of service, albeit not for you. But for one reason or another, she's fallen in love with Xvorzith culture and thinks she might want to stay in your service a while. She also met Hazitean and the world wasn't ready for that, not at all. Either way, you could hire her, and have her build a network, to extend your intelligence forces over Sol and other human polities. It'd be a start, and it'd take more work to make it a robust network, but it might lead to some information.


Cost: Free, 50 Wealth a turn in generous, very generous, budgets.
Probability:90%
Reward: Spy network expanded, Lucille doesn't get bored and go off on other adventures, options unlocked, in a turn or two, once things get set up.


Keep the Boot On

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

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


Patterns of Behavior

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

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


The Infernal Archive

Records were kept, in theory. In reality it's a rat's nest, and it's hard to tell. Many are encrypted, speaking of dark deeds, or hidden from one part of the Black Budget. The thing is a tangle. But within all of it might lie secrets, or information on Zaeswin, your target. Either way, you need to learn more about just what the government was up to.'

In light of the new information, this has gone up some in priority, since the ties to the Iashec are...troubling to say the least.

Cost: 100 Wealth
Probability: 50% (would also get a +10)
Reward: +10% to all other Intrigue rolls this turn, opens up tons of new options. Information.


What are they saying?

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

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


Colonial Eyes and Ears

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


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

Redeeming the Aroane Special Group

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

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

Cost: 100 Wealth
Probability: 50% (+10)
Reward: Aroane checked out and cleared of potential subversives, public opinion restored to 'neutral/those-scary-people.' Might help other options.


Open Government?

There have been calls to open the action of the government so all can see it. You could do so...at least for the non-classified stuff, 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/web-sites, 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 are let go but...aren't let go of living, and otherwise get a handle on this most-vital security issue.


Cost: 200 Wealth
Probability: 40%
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 Intelligence-Grade cybernetics.

Learning: Kikkizit has a lot of ideas, and after visiting Earth they have even more, though some of them are too early a stage to be presented before the world just yet. (Pick 2) (+10 to all education options, +5 to all options as a whole (the latter will last a turn or two)



We Don't Need No Education

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

Time: 2 more turns.
Cost: 300 Wealth
Probability: 85%
Reward: Education system improved, curriculum changes, potential other advantages as it shakes out.


We don't need no thought control

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

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



Virtual Production

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


Cost: 50 Wealth
Probability: 70%
Reward: Better Virtual Reality stuff, opens up more of the same sorts of research.


Caste-based Research

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

Cost: 100 Wealth
Probability: 60%
Reward: Caste-based research, historical, social and genetic is 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 giant explosion or a ruined lab, or it could be something...spectacular.

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


Take A Pill

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

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


Foreign Examples

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

Cost: 200 Wealth
Probability: 40%
Reward: Grab bag of foreign tech advancements, potentially Wealth if any of them are marketable.

Resource Survey

Understanding, preserving, and using natural resources is a vital part of how Sol is so successful. And thus Kikkizit wants to begin to study this topic in depth, doing a survey not only of the landscape itself, but of the political and academic landscape, a huge study that should hopefully help chart a way forward.

Cost: Negligible
Probability: 70%
Time: 1d2 years
Reward: Information, Options, advantages.

Political Education

Political Science is an important discipline, and just because the former regime used political indoctrination and abused history doesn't mean the new order can refrain from trying its 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.


Ministry of Education

On Sol, Kikkizit was reminded of the importance of bureaucracy, and so he has proposed a labor-saving measure. It would be costly, but he believes it would improve his ability to do his work, though it'd be another layer to regulate and control over time. A Ministry of Education to fiddle around with, though for the moment it's primary advantage would be to formalize and grant a bit more power to his friends who are already helping him.

Cost: 100 Wealth a turn (much of the budget won't be immediately spent, but his hope is to have an ambitious budget with room for expansion of what it does)
Probability: 100%
Reward: Increase Kikkizit's Learning by 1, meaning +1 Learning action. Options for increasing Learning bonuses and other such things eventually.


Personal (Choose 2)


Personal Intervention

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


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

I'Isanah

You rescued her, and now you're not sure what to do with her. You can talk to her, and learn more about what she wants, even see if she'd be willing to accept business or other such contacts, though it might not be what she desires. Either way, you don't want to leave her hanging, and since she has stuck around since your daring-- and rather nerve-wracking-- escape, you'll have to talk to her eventually.

Cost: Free
Probability: 100%, but will roll for what comes up.
Reward: Learn what I'Isanah wants/will settle for/can do for you


What Are Friends For?

You are part of a Workers Association. These are friends, people who cared for you and whom you still care for. You could get the gang back together, talk, de-stress, maybe get their advice.

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


Getting in Shape

Some laugh at the idea that you'd go and do the mission. Not because it's a risk, many in the intelligence business actually admire that attitude, but because you've clearly seen better days. Part of it is lack of the cybernetics, yes, but more importantly you haven't had as much time to exercise, and you might have packed on a little beneath the chitin. Either way, a little bit of work would be all it'd take for you to get more in shape.

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

The Wagon Keeps Moving

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


Chance she'll do this action this turn anyways: 80%
Cost: Free
Probability: 100%
Reward: It's what friends do. Also, +5% chance to Crazy But Brilliant.

Shrink Yer Head

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

Chance she'll do it on her own: 50%
Cost: Free
Probability: 90%
Reward: Roll to see how well it goes. +5% chance to Crazy But Brilliant


Let's Get Physical, Physical

For some reason, Hazitean wants to avoid physical checkups. After the third time she's done so, you start to wonder. What is it she's hiding, and why does she avoid looking into her physical condition? So you might want to try to press her to go to the doctor's.

Chance she'll do it on her own: 10%
Cost: Free
Probability: 50%
Reward: Well...information. +5% to Crazy But Brilliant.

A/N: So! I hope this helps/works, though I was surprised at some of the choices that won in the first part, but that's locked in now, so onto this, then a turn result thing, then straight to another war-turn.
So many options:cry:

Can you spoilerize, please?
 
[X] Lucille and Company
[X] The Infernal Archive
[X] Decode the Messages
[X] Bishop to King's Bishop Five


Exploit the intel before Zaeswin finishes cutting off all tracks, secure the intrigue bonus, as well as getting our internal security untangled. We specifically got a warning here.
The Infernal Archive

Records were kept, in theory. In reality it's a rat's nest, and it's hard to tell. Many are encrypted, speaking of dark deeds, or hidden from one part of the Black Budget. The thing is a tangle. But within all of it might lie secrets, or information on Zaeswin, your target. Either way, you need to learn more about just what the government was up to.'

In light of the new information, this has gone up some in priority, since the ties to the Iashec are...troubling to say the least.

Cost: 100 Wealth
Probability: 50% (would also get a +10)
Reward: +10% to all other Intrigue rolls this turn, opens up tons of new options. Information.

[X] Ministry of Education
[X] Resource Survey

We need that action badly, and the resource survey is needed, if only so we can find something to exploit for income that doesn't cost a shitton of money.
Plus while the bonus lasts, there's a better chance of critting it.

[X] I'Isanah
[X] Let's Get Physical, Physical

Lets get our bond girl settled in.
And our crazy genius commander checked out. Illegal cybernetics? Sleeper agent bomb?
 
[X] Veekie

Looks good... That said, next turn we'll need to work on fixing the internal intrigue issues...
 
>.<

Well... lets just hope we can fix the budget next turn... and that we don't suffer even more from the extra loans we'll have to take...
 
Turn 3: Results
Turn 3--Results!


Military

Roll-Where-lower-is-better-pay-no-attention-to-man-behind-curtain: 1d100+25=124. Luckily for you, it's mostly a pass-fail. Mostly.

1d100+32=102, Hazitean does an action. Boy does she ever.


Moonraker
Rolled: 1d100+22=103, crit.

The planning sessions are started before you even get off of the ship. Hazitean is apparently busy with something, muttering about it being overdue, so you personally try to work with the various captains to plan the strike. The pirate moon has pretty tough defenses, but you've slipped through defenses of that sort before, and you know their weak points. Your navy isn't even close to ready for a head-on fight with that of another nation.

But beating on a bunch of pirates who are trapped and can't run away might just about be to speed. Speaking of, speed is important, and the fleet's going to leave behind the battleships, as well as most of the smallest units, to focus on--well, not speed, you're told, but acceleration. Either way, the key is to jump in and get to the moon before anything can be done, destroy its defenses in a first pass and launch some drop-ships on the way before coming around for a second pass. In the meantime, the troops sent would be unsupported for what would be, even with the best turning radius possible, hours and hours, alone on a rather large moon surrounded by foes.

Hazitean, though, takes those words as a challenge, and when she finally can be bothered to help out, she puts together a plan involving elites, as well as dropping turret guns, and maps out the path the various forces would take to cripple the moon in time for the ships second, and final, strike. With any luck, by the time word gets out that Vorzhan and Gazinitah have signed the Repatriation Treaty, it'll also be packaged with news of the raid, and it's likely there are at least some more hints on the Zaeswin puzzle. For instance, upon review of the actions seen at the end of the mission, the fast response time of the navy was suspicious. There was something going on there.

Reward: Large bonus to actual War turn, musings on other matters, synergy, War turn.


Talk to the Soldier Caste
Need: 25, Rolled: 92

A lot of soldiers don't want to be soldiers, and there are many complaints about just about anything and everything. They don't blame Vorzhan, and in fact other than the generals they seem surprisingly positive about the Speaker, but the situation clearly isn't optimal. Some have begun to leave, but others are bound by contracts and other such matters in, and would quite prefer to do something other than be a soldier.

These clash with those who want to be soldiers, but think that there needs to be some adjustment. Officers can only come from the right caste, orders are often illogical, and working conditions and pay are both substandard. They do agree that those who aren't willing to do the work should be allowed to get out, preferring a smaller army that can actually do its job.

Opposed to them were the police types, who really wanted to be released so that they could focus on their job. The reluctant ones were an anchor, and the soldier types abused their authority, didn't know how laws worked, and had all but immunity from being arrested or even challenged. It was a situation that had to change, though many were apathetic that it ever would.

And at the top the officers sat, some of them military caste, others ruler caste, still not sure what to do with Vorzhan. Or to Vorzhan. Or anything at all. Considering what happens later, on the other hand, Vorzhan has all sorts of ideas as to how much their opinions should matter.

Reward: Information. Might get some options next turn, but there's something else...


(Hazitean Lends A Hand) Sifting Through the Ashes
Rolled: 62, pretty good haul.

There was a lot that hadn't been catalogued from the raid on the former research facility, and one day Hazitean dove in and started cataloging things. And selling them off if they were useless. As 'relics' of the brief war. Mugs went for ridiculous prices, and bits and pieces of equipment were sold or broken down for scrap, and besides that there were other ways to make a quick buck off of the remnants. But most notable were the guns. They were very, very good firearms, the exact sort that, if you manufactured a few more of them, could work well for the gun-trials idea that Vorzhan had. And so they noted it down, thoughtfully, and since it was already on the docket, it should be easier to deal with.

Reward: Gun It is a Free action, costs 200 Wealth less next turn. 150 Wealth in selling off things gained.


Poverty. Is. Magic.
Need: 80, Rolled: 124

Vorzhan only learns about it after the fact. When Hazitean storms in with a general, holding him by an arm, his legs flailing helplessly. "Tell him, tell him you stupid sack of bug droppings!" She's yelling, she seems desperate and furious.

"The money, it's gone. All of our supplies were late last month, and we didn't have any ammunition, and...and it's just terrible, we've been forced to, well, we've had to do what we need. And borrow money, and do things on loan, and now we owe more than I've ever seen in our life and--"

It's like magic. The more he babbles, the bigger the headache. The Iashec withdrew all of their loans all at once, perfectly timed to do the most damage possible, huge economic impacts caused by it being pulled out without any care of what it did to others. And the troops compounded it in their desperation--

'Reward': -900 Wealth per turn, 500 Wealth in economic damages.


Not so fast!

Upon hearing what the generals and soldiers were doing, Hazitean grabbed a gun and went around. She said she had a 'collection' going for generous soldiers. Somehow she managed to raise a huge amount of wealth in donations from the soldiery, who now seem terrified of her, and she manage to get them to forswear some of the gift ceremonies and private parties they had been doing before, on pain of annoying her.

She constantly moved about, skittering around, desperately plugging in holes despite having no authority at all, and at the end of it, Vorzhan had the feeling that the soldiery respected her, even if they didn't like her. At all. Especially the generals, who came several times to complain in person.

Reward: 300 Wealth each turn from less 'Gifts', Gifts now automatically pays out the rest of the 500 and has higher odds, 100 Wealth in odds and ends.

Tank Research

Need: 25 (No disasters)/50 (Some progress)/75 (Lots of Progress)/100 (Tons) Rolled: 20+5=25

In the last month, several of them were almost run over on a daily basis, and there were lots of explosions, but very little progress made. They say, though Vorzhan isn't so sure, that they're having fun and working some things out. Either way, at least nothing's gone wrong, and hopefully they'll make some progress later.

Reward: Nobody's hurt, 50 Wealth spent this turn (it's a each-turn thing, recall)



Diplomacy:


Better On Holiday:
Rolled: 77

Things go pretty well. Vorzhan takes part in several parties, and there are huge masses of people listening to concerts, dancing, eating tons of food--provided for by various benefactors including the Speaker herself--and waving various old banners from the revolution as tokens. Kikkizit got in on it, leading a parade of children and officials out of school, some having still gone not thinking the holiday would be celebrated so soon, or having missed the declaration. Across the planet, Xvorzith peacefully celebrate a peaceful revolution, and knit themselves together. All in all, it's a success, and something that will definitely be repeated every year. Sales spiked during that one period, and it seemed to improve morale and public opinion, and here the Public Broadcasting programs helped out immensely in spreading it far and wide.

Reward: Public opinion greatly increased. Lose 10 Wealth each year (funding food on a massive scale, that sort of thing) gain 20 Wealth in economic gains every year. I'll just make it easier for myself and turn that into 10 Wealth a turn.


Winnow the Ambassadors:
Needed: 40 Rolled: 44

Not long after the celebrations begin, Vorzhan has a meeting with some ambassadors and begins the difficult process of finding those that are corrupt. It's very difficult to say the least, and many of them have uncertain motives, some are corrupt and some are not and yet are ideologically difficult, and all of them are nervous for their position, their families, and their status. What was hoped to be a process taking a few days stretches on into months, but finally they were chosen. Everything would be ready for attempts at re-establishing embassies, and while there were many secrets the Caste of Diplomats yet had, the Ambassadors themselves were fortunately ready and willing to do their duty.

And then one of them tried to kill Vorzhan.

Reward: +5 to Rolls Involving foreign diplomacy. There will be an option next turn to try to reestablish embassies galaxy wide (it'll be individual rolls for each polity, by the way, any failures can be tried later, of course.)

Join the Intergalactic Community

Need: 6 Rolled: 89

Another step forward was joining the trade agreements and then, at the right moment, the Repatriation Treaty, hopefully with enough time for the ships to have hit their target by the time it was announced. The meetings will be long, and a lot that is discussed will be matters that Gazinitah, still getting up on its feet, will only be able to participate in directly, but at least it allows them to learn more about the current situation. Which is to say, things were simmering, increased economic contact and work on technological development were overshadowed by groups such as the Iashec, not part of most of the councils, but part of a few. Could it be an Intergalactic community if it excluded a large portion of the known galaxy? And yet including polities such as Stendar and Iashec, states that were regarded by some as 'rogue' would run the risk of watering down the various organizations' abilities to do anything.

It need not be said that having the main slave-selling planets on the Council To End Slavery would be, at best, awkward, and at worst a travesty.

Reward: Huge opinion boost from the rest of the galaxy. Will get more information in the Turn End Rumors, might eventually have Free Actions involving agreeing/disagreeing with something proposed in the various communities.


Embassies on Sol
Need: 2, Rolled: 81

It wasn't hard to establish the embassies, and once done a lot of information was exchanged. It is likely that opportunities will soon flow from this contact, as well as information, but for the moment the ambassadors are getting settled in, though Vorzhan hasn't had a chance to talk to the human ambassador much, so busy are they with a dozen other things, including a number of minor crisis like the military budget. Still, by most accounts he is very well educated and trusted by the government, and him being sent is a very, very good sign that Sol means it when they welcomed Vorzhan's ambassador.

Reward: More accurate news from Sol, communication opened up with them, potentially options.


Stewardship:


Buyout?
Need: 40, Rolled 29. +1 to time taken...now
Roll: 1d3+1=2, will take two more turns, since this turn was a failure. So it's locked in.

It was almost another disaster. As it turned out- Vorzhan had to review all of this through another headache. That was what budgetary matters were as a whole. A huge headache, and every time Vorzhan had to deal with it rather than have somebug else do it, they grew more and more tired and cynical about the whole process. They'd almost bought some fake dummy companies the Iashec companies had set up, money that would have been wasted on nothing without getting any shares of the actual company. When he'd heard that, the Speaker had calmly and patiently talked through it, then listened to Hazitean's mutterings, and then gone to talk to Kikkizit, and finally, only then, said what they had known they'd have to say. Keep negotiations open, but do nothing yet.

Reward: No money spent on this, but it's locked in for two additional turns and will be spent next turn, the 600 Wealth.


Open Up Avenues:
Need: 40, Rolled: 81+5=86, Wealth generated starting now, rather than next turn.

On the other hand, oddly enough, the merchants were far more willing to take the necessary risks and even succeed. Following the path of the economic stimulus and trade deals with Sol and other human powers, as soon as they have money to play around with and subsidies they can use, they go straight towards trading more and more with Sol, though it leaves those businessmen with strong ties to the rest of the Xvorzith Hive Worlds a little bitter, and they complain to the Speaker, even after she chirps out that anyone can use the subsidies, so if they want to use them to develop other ties.

That shuts them up.

Reward: 100 Wealth spent each turn from now on in subsidies, rolls to see what you get. Got 100 Wealth in trade income, mainly involving import/export of more basic resources at this point, though Gazinitah tends to have less in the way of unique offers, it is noted.


(Hive) Mines of Death
It is a simple matter to rouse the popular will, and it even makes economic sense...eventually, at least. Kikkizit's study shows that they haven't been used to their full potential, especially the off-planetary mining in the colonies and other areas. So in a wash of public anger spurred on by the Speaker's own broadcast group, the mining companies are sued and the public gains ownership of the most troubled and troubling of the mines.

Now, Vorzhan thinks morosely, they have to find a way to make a profit, and deal with whether to sell off these back to the private sector.

Reward: The government now owns several percent of the total mines in Gazinitah's sphere, to do with as they want. -50 Wealth a turn until this is turned around.

(Hive) Child Helpers

Whereas the former issue was at least legally complicated, this one is simple. Throw around fines and lawsuits until any company using child labor is taught a lesson, and these children enter the system. Just as importantly, the Speaker meets them, and in a widely circulated segment of holovision, has a discussion involving one of the kid's interests in food and some of the new cartoons that are coming out. It's rated 'Most Touching Moment of the Year' by several news agencies and polls, and it is replayed again and again. They watch it, sometimes, when groaning over another revelation on the economic situation. Either way, the Speaker treasures that they were able to do this, and it does put everything in perspective, some.

Reward: Opinion of populace increase. Feels like it's on a threshold. Children are happy!


Intrigue:


Yaziha: 1d100+27=62, bare failure, but does get you a +5 to one roll, that I'll deploy this turn.


Lucille and Company
Need: 10, Rolled: 62

Lucille is a very eager woman, and as she says, "It's one of the few times someone from Sol has a chance to take part in real, major change, you know? Democracy born from the ashes. It's inspiring, and I should be able to extend the network. Now, I know a lot of people. It's what I do, what I am. I've even known some Barsa--"

"By known do you mean fucked?" Speaker Vorzhan asked, then paused, "Apologies, I know that for humans that might be regarded as rude, to ask outright, rather than subtly insinuate--"

"Well," Lucille said with a laugh and a blush, "Yes. Yes I have. Call it hands-on diplomacy. Anyways, but I know people in all sorts of fields, and I can get it started. Gonna start with the humans, and that human-Xvorzith state, but maybe I'll get more done later. For now, though, just sit back and watch. I'll do you proud.

Reward: Spy network started, will cost 50 wealth a turn. Obtained too much information.


The Infernal Archive
Need: 50, Rolled: 79+10=89

Vorzhan did a lot of swearing that season. How had they missed it all? The secret blackmail that Zaeswin had used to try to control the planet, the way the security organization had been riddled with holes, the strange combination of corruption and efficiency, present wherever Zaeswin held sway, but absent in other areas. It was clear that the entire security system and the planet itself had been something that Zaeswin had controlled, albeit rather uneasily. He was on record complaining about how the very system he had to run, that allowed him and his blood to rule, was also the system he had to reform if Gazinitah wasn't going to crash. He had dozens, even hundreds, of agents in place, and while most of those had been swept out of the way, a few still were in high positions. Now that was easy enough to solve, though Vorzhan lacked places to put them, honestly.

It did allow them to understand what they were working with a lot better, though.

The assassination attempt wasn't appreciated, though.

Reward: +5 to Internal Security actions, on top of the +5 that Will of the Hive 1 grants. High-placed Agents captured. Assassination attempt stopped.

Decode the Messages
Rolled: 68+5=73, pass. Mostly.

Yaziha is tired of dealing with Zaeswin, and the revelations in the archives only open him up more as to what it was like living under the shadowy rule of Zaeswin, before being exiled and then sent to a prison camp to labor fruitlessly. He's a little bitter, a bit angry, but very, very smart, and his help is appreciated. With it, Vorzhan is able to finally learn more, and it seems that Zaeswin has his finger in every pie imaginable. Various Barsa Confederacy worlds, lots of activity on Stendar and some of the other human rogue states, and direct meetings and interactions with the Hexamari heretics.

Something is being planned, and it seems to relate to a phrase that keeps on being mentioned in the notes. Project 352, which apparently goes all the way back to their time on Gazinitah. An ongoing project of unknown dimensions and unknown importance. Either way, their contacts and allies are at least somewhat more clear. Bad apples, the lot of them.

Reward: Information, more options. A shadowy hint of things to come.


Bishop to King's Bishop Five
Need: 40, Rolled: 51

One day, Vorzhan looked down at a cup of juice and then moved forward in a single motion, splashing it all over the ambassador's face before vaulting forward, yelling, their guards startled--or not, since they'd known this was coming--to grab the offending ambassador and wrestle them to the ground, "If you would kindly tell me what you thought you were doing poisoning my drink Ambassador In'azt, please? I'm sure it'll be a very good explanation."

Within hours, they spilled. Of course they did. It was all a trap to reveal one of the secret agents hinted at in the archives. Apparently, it wasn't even Zaeswin's doing. One of their allies had been getting antsy.

Star by star, across the whole of the galaxy, battles were being waged. Public identities were revealed on secret slavers, companies that funneled their money to Zaeswin's operations under false fronts were blackmailed or bankrupted, and while thus far Vorzhan's forces won more victories than not, shutting down dozens of money funnels for Zaeswin as well as several of their long-term plans, mostly involving the trafficking of slaves and the blackmailing and bribing of politicians, they are outnumbered. Even with Lucille's allies, they are relatively new in the game of intergalactic spying, and each new target has to have resources and assets developed afresh for the mission. Still, Vorzhan has a feeling that they are winning, though it's likely to get a lot more expensive once the obvious leads start to fall apart.

But the idea that an ally of Zaeswin might fear that real damage is being done, and that Speaker Vorzhan needed to be eliminated...it was a heartening one, oddly enough.

Reward: Zaeswin on the back foot, options.


Learning:

We Don't Need No Education
Needed: 15, Rolled: +15 in modifiers means it's an auto-success, but it was a 70+15

The reports keep coming in, and the committees are doing very superb work thus far. It seems as if they'll soon have a conclusive report that can be implemented immediately by the end of the year.

Reward: Finishes next turn!


Resource Survey
Needed: 30, Rolled: 97+5=102
Time: It's automatically one turn because of the crit, among other things.

Kikkizit had first thought merely to look at Gazinitah. Then they had got going, and soon they were compiling data from across the solar system and beyond, on all of the sources of mineral or other resources, as well as how they could be best used. And more than that, what would and wouldn't be acceptable to certain populations, what is sustainable, and how trade can be affected by various proposals. A huge number of documents are made on how to do it politically, and that's before they start on how to create public parks and other spaces to allow Xvorzith to unwind and enjoy nature, as well as farm and raise a wider variety of food for internal commerce as well as perhaps capitalizing on the unique natural resources present on Gazinitah for the creation of a number of specialty bulk-foods that can occur only on Gazinitah using the rot and mold combinations that are hard to genetically replicate elsewhere, at least without great expenses.

Reward:Options (mostly in Stewardship), Information, etc.

Ministry of Education

Kikkizit needs help, and that's that. Vorzhan doesn't even think of refusing. Now, if only they could do something with the economy for help. Either way, the Ministry should be able to do good work, and they've rented a great big building in a city down south, as well as a few others at key locations, and one on the colonies, and they are beginning to fill them. Their budget goes a long way, though at the moment they have relatively little to do and are just reviewing the school system.

Reward: Ministry of Education, +1 Learning Option. Might unlock more later.


Personal:


I'isanah
Rolled: 93. Huh. Well.

"I want to be useful, and I think I can be," I'Isanah said, quietly, when Vorzhan talked to her one night, "All this time, I've been a pawn, or useless. Growing rich on things...well, I'm not the most moral person, but they aren't good things, and I feel bad in a way."

"For what?"

"For the fact that I don't regret it enough. I think some of the stuff was bad, but I feel wrong. Warped. Sick in the head," she said, "As crazy as Hazitean."

"Don't speak of her like that. She's working on it," Vorzhan said, his chirp a little harshly, "But I understand that feeling of uselessness. What do you want to do?"

"Well, I've seen how often you take to your bed when you have to deal with the economy, have you gotten that checked out?"

"Ha. It's lovely being able to help people, but the economy is a mess and I'm tired all the time and you know how it is, right?"

"Well, I could help you with that, or I could look into the other Hives. I have contacts there, and so I could do something? I mean, I'm not sure how long I'll stick around, but I definitely can't just leave, not now…"

Reward: I'isanah, for the next ??? Turns will do one of two actions each turn. Voters will choose which. This turn, you have these choices for next turn. Please vote now!


[] Serve as temporary/ad-hoc Stewardship advisor next turn, meaning +1 Personal Action.
[] Work to learn more about diplomatic options with the other Xvorzith Hives. Possibilities: Xvorzith Hives becomes a Free Action (not in terms of cost, but in terms of action economy) next turn.

Hazitean drunk?: Need: 20, Rolled: 21

All of the work almost drives Hazitean to drink and drugs and other means of distraction. Almost.

Reward: 95% chance she'll do it on her own next turn, +5 to 'Crazy but Brilliant.'


Shrink Her? Need: 50, Rolled: 58

The list of drugs she has to take is rather long, and she's talking through her issues with a group, several different groups, of therapists and fellow patients. It's all quite classified, but apparently it's helping, though it's a work in progress. But Vorzhan is glad that she's getting help, becoming a little more like her old self, at least in some ways.

Reward: +15% chance (to 65%) that she'll continue her therapy next turn. +5 to 'Crazy But Brilliant.'


Let's Get Physical?
Need: 50, Rolled: 68

"Besides the damage the drugs and implants did," the Doctor said gravely, "You have several different genetic illnesses, damage that goes back to your upbringing but has only been made worse. There are drugs, and cybernetics can be used for parts that fail, but I'm sorry to tell you--"

Hazitean stared at the ground, legs twitching a little, nervously.

"You're unlikely to live to be more than perhaps a hundred. And likely you'll start moving past your physical peak in your eighties and into your nineties. I'm sorry to tell you this. You can still have a fulfilling life though, even if it is shortened by--"

"Decades," she said, laughing bitterly, "Some Xvorzith live to be 140, healthy until the last decade and a half, and I...fuck. I knew this, you know? I knew I was doomed to die. I was born under a bright and flickering star, born and doomed to die alone in the muck like how I was born and--"

Vorzhan, who was watching, stepped forward and wrapped his arms around her, hugging her close, "You aren't going to. There are drugs, there are treatments, and you have friends. I'm going to be there for you, and everyone else is too. You're getting better, at last. Drugs gone, therapy going well, you're a better person, and you're going to live the last half-century or more of your life better than before. No more fear and worries, banish them please. I am Speaker, but--" You can hardly speak through the choking-up that proceeds tears, "But I can't say the right things. For you."

"Ah, you sneaky lump, don't make *me* be the one to comfort you." She turned around and hugged Vorzhan close, and said, "I'll cope. Fuck, I've dealt with worse, and if you asked me ten years ago how long I'd live...well, every damn day's a victory against all the parentfuckers who want me dead."

The thought of victory and vengeance seemed to cheer her up, as much as Vorzhan's promise of friendship and their hug. The Speaker would like to think, though, that both helped.

Reward: +5 to Crazy But Brilliant. If this Quest lasts 90 turns you might want to start looking for a new military advisor.



End Turn Economics:


Turn 3 Starting Wealth (As a reminder): 5143 Wealth.


Expenditures: 925 (Rolling over Costs)+400 (Moonraker)+900 (Poverty is Magic permanent)+500 (Poverty one-time)+15 (Sifting)+50 (Tank Research, ongoing)+10 (Better on Holiday)+100 (Winnow the Ambassadors)+100 (Mines of Death)+15 (Child Workers)+50 (Opening up Avenues)+25 (Decode)+50 (Bishop)+50 (Lucille and Company, permanent)+100 (Infernal Archive)+100 (Ministry, permanent)=3390

Income: 1650 (Rolling over)+(30d100=1503)+150 (Sifting)+300 (Not So Fast, Perm)+150 (Not so Fast one-time)+100 (Trade income, perm)=3703

Turn end Wealth: 5454 Wealth.

Direct Aid Unspent: 250 Wealth, will spend it next turn.

Rolling Over Income: 1650+30d100+300+100 (Opening Up Trade)+250 (Economy heats up)+250 (Trade)=2650+30d100 Wealth per turn

Rolling Over Costs: 925+50 (Tanks)+50 (Mines Upkeep)+100 (Opening UP Costs)+50 (Lucille)+100 (Ministry)+600 (Bleed)=1875 Wealth per turn

You have a Bleed of -600 in the Military category that can't be easily fixed. Now, to explain, you have the Wealth to deal with the effects, but the actual budget is separated. The longer it bleeds, and the higher the amount, the more rolls will happen for bad stuff happening, like accidents or soldiers getting angry or other problems.

It's not fatal or something, but it is something to keep in mind.


A/N: It's ironic since most of us would kill to be in the prime of our physical health until 80 and die in our 90s, but it's all about what you expect. Anyways, hope this was good, the War Turn is next, then Rumors, then the next turn.

So you're economic situation isn't that bad, but it has been complicated, and without me being a bit generous with the idea for the 'Buy Out' failure you'd actually be losing 300 Wealth. Still, overall, it's not even close to a death-spiral, and you're making more than you *have* to spend, at least in 'money per turn guaranteed.'

Also, looking back at it, you have a *lot* of near failures. It's hilarious how many things you pissed by ten points or less.
 
Who is responsible for the budget? And if it is mainly us, can't we just amend the budget?

Well, at the moment the budget is segregated in the sense that laws and separate cubby-holes and possible objections keep you from combining budgets. So the Black Budget, the Military Budget, and the Everything Else budget are *mostly* separate-ish. You can get around that indirectly by a number of means, but ultimately you need to make the Military budget balance, rather than dipping into the Civilian half to keep it afloat. It's a solvable problem though, don't worry. Already have some options planned for it. And yes, you can eventually eliminate the barriers and combine them all in one, though there will be some difficulties in doing so, especially the Black Budget.
 
I wish we could've gone bloody with the revolt. Then, at least, we could rebuild this without out dealing with all the corruption.
 
[X] Work to learn more about diplomatic options with the other Xvorzith Hives

I believe we are supposed to vote on this right?
 
[X] Work to learn more about diplomatic options with the other Xvorzith Hives. Possibilities: Xvorzith Hives becomes a Free Action (not in terms of cost, but in terms of action economy) next turn.
 
[X] Work to learn more about diplomatic options with the other Xvorzith Hives.

More cuddlebugfriends. Our economy is manageable and we need more allies.
 
[X] Work to learn more about diplomatic options with the other Xvorzith Hives. Possibilities: Xvorzith Hives becomes a Free Action (not in terms of cost, but in terms of action economy) next turn.

I think if it was bloody it'd be hurting in different places. Rather than bleeding money from corruption and backdoors, we'd be looking at final holdouts erupting into violence, general economic damage, etc. It'd be a different challenge, but still a challenge.



'Reward': -900 Wealth per turn, 500 Wealth in economic damages.
Iashec economic bomb hurts RIGHT where it hurt the most. The military was the one place that none of the foreign aid was paying to.

We're going to need to split off the police budget, pronto.
On the bright side our friend is ready to take up duties again.


Everything would be ready for attempts at re-establishing embassies, and while there were many secrets the Caste of Diplomats yet had, the Ambassadors themselves were fortunately ready and willing to do their duty.

And then one of them tried to kill Vorzhan.

The assassination attempt wasn't appreciated, though.
A sign of when you're doing things right with rooting out corruption is when they try to kill you.

Reward: Spy network started, will cost 50 wealth a turn. Obtained too much information.

The Kirk school of interspecies diplomacy huh?

Something is being planned, and it seems to relate to a phrase that keeps on being mentioned in the notes. Project 352, which apparently goes all the way back to their time on Gazinitah. An ongoing project of unknown dimensions and unknown importance. Either way, their contacts and allies are at least somewhat more clear. Bad apples, the lot of them.

We're going to need to stop this somehow.
Probably not a giant moon laser.
Probably.

Reward: Information. Might get some options next turn, but there's something else...
Reward: More accurate news from Sol, communication opened up with them, potentially options.
Reward: Information, more options. A shadowy hint of things to come.
Reward: Zaeswin on the back foot, options.
Reward:Options (mostly in Stewardship), Information, etc.
Already have some options planned for it.

*Weeps*
 
Please tell us one of the options unlocked is something that will allow us to combine similar options together into one action...
 
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