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

Turn 6 News!
Turn 6 News/Votes


Economy News:


Economy Roll--1d100+30 (Roll over 110)+12 (Half adviser's stewardship)+20 (Will of the Hive)-15 (War)-4 (War Bonds)+1 (Security)+1 (Admiral)+5 (Embassies)+2 (Public Corporations)+3 (Public transport)+3 (Mines of the Hive)-5 (Games failure)+5 (Take a Pill)=1d100+58=92, economy keeps on advancing, but this time fully within expected bounds. Bonds increase to 900, 200 of that being War Bonds. 25 Wealth increase in economic growth.


Budgetary Results--


Starting Budget: 6993


Expenses: 2335+70 (Bleed)+1000 (What is it good for?)+500 (Gun It)+25 (War Bonds)+150 (Security of Liberty)+50 (Admiral, Ongoing)+500 (Maximum)+25 (Diplomacy)+100 (Embassies)4+50 (Public Corporations)+50 (Mines)+150 (Transportation)+150 (Castling)+100 (When in the Course, ongoing)+100 (Redeeming)+500 (Learning Options)=5855 Wealth
Income: 2900+75 (50+25 Wealth gained)+900 (Bonds)+20d100+64 (Public)+5 (Mines)=3875+69+20d100=3944+20d100=3944+1164=5108 Wealth

Ending Budget: 6993-747=6246 Wealth

Rolling over Expenses: 2335+50+100+0-23 (Debt servicing reduced) (Bleed gone!)=2462 Wealth
Rolling over Income: 2975+69+900 (Bonds)=3044+900 (Bonds)+20d100


Debt Servicing Math--
Debt reduced by 150 Wealth
Total meaningful debt: 36,658.
Debt servicing now: 1832, savings of 23 Wealth.




Local News


A Culture of Violence?: Many teachers and concerned citizens are decrying the way the kids these days are acting towards the military. The exploits of the Tankers, the occupation force sent out which is the topic of much media scrutiny, positive and negative, and all of the reforms and technological advances which seem to be coming out have convinced some kids that the military is 'hip' and thus recruitment has spiked a little, though mostly this is represented by increasing media portrayals more than anything else. Just because something's popular doesn't mean you join in, after all.

Spending Time: Many were aware of the sheer amount of money spend this year by the government, as well as the fact that the outcomes were generally positive, depending on how one measured things. This seemed to stimulate the economy in general, and there is definitely a consumer culture growing as well. In fact, this season seems to be the era of cultures, as one newscaster puts it. New clothing is coming out, new games--though many are delayed to try to work out some kinks--and a new emphasis on personal spending that in some ways imitates its government's turn to excessive consumption.

Religious Growth: Though there is no way to monitor it, it seems that religion has become popular, and even culturally thought of as 'interesting' considering how many tens of millions are converting to one religion or another. Uhan's Xvorzit-Barsa religion (though they do not claim leadership as a Guru, merely as a follower) has gained the most, but the others have made significant strides as well, and this has spurred missionaries from across the known galaxy to take up residents, including several Barsa scholars and monks, coming with the embassies but staying for their honored cultural-religious role in ceremonies and teaching. At the moment, the Barsa and other aliens don't stick out much, and Xvorzit aren't particularly given to xenophobia anyways.

Galactic News

Dread Not, Brave Barsa: The central council for the Barsamen Confederacy has announced the construction of four new dreadnoughts, as part of an ambitious program to centralize power and security with the state itself. These ships will be constructed using the latest technology, including the new capacitors, as soon as the designs have been proven to be both auspicious and wise in a variety of tests. Not content with their naval weakness, the honorable and wise leaders seek greatness for the Barsa and for the galaxy. Many of the member states of the Confederacy are wary and fear that their rights might be weakened by this development.

Republic Deploys Forces: Fearing societal collapse as the casualties on Asurin mount to over twenty thousand thus far, the Republic has deployed some of its defense forces, as well as hired some mercenaries, but it faces trouble on all sides. Those forces loyal to them are outnumbered by rebels, and by both of the two competing factions of Capos, neither of which seem to like the central Iashec authority either. Unnervingly, all sides seem willing and very capable of thwarting the Mercantile Republic, and so the war has become a brutal, four way contest, each side despising the other and yet teaming up to attack another faction briefly, before the alliance inevitably dissolves. The death rate skyrockets, as millions are displaced all across the world to less war-torn portions of it as crime also rises considerably. Amid this turmoil, the security forces are found to commit as many atrocities as their enemies, and Sol has proposed a resolution condemning their actions. Gazinitah could sign on, or it could carefully avoid going that far.

[] Sign the resolution. If it's found out that Gazinitah is funding two of the factions and causing a good deal (though hardly all, but the court of public opinion wouldn't be nuanced) of the harm, it'd be...very embarrassing for your name to be on the 'stop the violence, please' resolution.
[] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.

Union Aerospace Releases Findings: Union Aerospace today released its report into the crash of Union N-935. 'Put simply,' a UA representative said at a press conference, 'If the auxiliary power units connected to each of the fusion reactor's eight containment generators are all in a back cycle at the same instant that the reactor is at peak draw, the containment shield will be interrupted for a fraction of a second.' This fraction of a second is still enough to superheat the air within the craft's forward engineering spaces and cause catastrophic failures in vital systems. 'When exposed to the kinds of temperatures you see within a reactor's core,' the representative commented, 'many materials ignite that you wouldn't consider combustible under normal conditions.' The rupture of the craft's hydrogen fuel tanks shortly after provided extra fuel for the flames- with the gravitic drive already inactive due to heavy damage to the forward node, the craft's antigravity panels failed shortly after due to the fire, despite the aft reactor still being in good working order, and at that point it became uncontrollable. 'Union Aerospace takes the issue of safety very seriously,' said their representative. 'We have already developed a modification that will entirely eliminate this failure mode, unlikely though it is, and we are already working with carriers who operate the TKH-5 to implement it."


Sol News

1d100+10+5 (Previous success)+10 (Gazinith Help)=1d100+25=28

Lunar Occupation Explodes Into Violence: While some good was done these past few months, Hazitean reports that there is plenty of evidence that outside mercenaries, perhaps working for the Mercantile Republic, are funding and flaring up a large ground war, complete with bombings, murders, widespread arson and chaos. Buses full of children are being destroyed in midair, tumbling to the ground. The Solarian public, after months of feel good stories and progress, is horrified, though the Prime Minister is currently staying the course and trying to coordinate with his Gazinith allies as to how better to deal with 'outside agitators' that were ruining what had finally seemed to be turning around, even if there wasn't a endpoint in sight.


Spy News

A Project: Hints have been made among some circles that the Iashec have a vitally important project going on, one involving military hardware. A different one, most likely, than whatever that was on the Pirates' Moon, which still hasn't been investigated. However, it could be related, it's hard to tell. The question is whether to extend the network in an attempt to ferret out more rumors of what it could be.

[] Yes, send spies.
[] No, it's too risky.


Mercenary News

Prices Rising: As more mercenaries withdraw from the market, prices are rising, which is good for Phoenix Wing, which is still struggling to- everyone in the known galaxy uses this pun, don't worry- soar again after its defeat. It does mean that using mercenaries will be somewhat dearer, if any ideas to that effect are gained. And in fact, Hazitean had been thinking about it, though it hadn't yet translated into a policy idea to pursue.

I'Isanah

[] Have her stay here one more turn (+5 to Stewardship actions, will leave next turn)
[] Have her get involved in the Asurin War.



A/N: Next update will take a while, because my valued co-QM is going out of town for the next few days to LARP. I'll be working on the Turn 7 options and opening fiction in the meantime, but there will be on Updates before Monday, and quite possibly Tuesday of next week.
 
In addition to people liking this, there are things to vote on. I've been distracted by writing other things, playing a game, and arguing with SeaDart (Hint, there will not be an action in this Quest where you just tell poor people to pull themselves up by their bootstraps and suddenly your economy gets much better), which is always a bad idea, but anyways, yeah, there are 2-3 options to vote for in this Update, even though there's all the time in the world.
 
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.


[X] Yes, send spies.

[X] Have her stay here one more turn (+5 to Stewardship actions, will leave next turn)
 
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.


[X] Yes, send spies.

[X] Have her stay here one more turn (+5 to Stewardship actions, will leave next turn)
 
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.

Sol disappointment would suck, but getting caught signing the resolution while doing the complete opposite would kind of fuck with our credibility with everyone, INCLUDING Sol, as it'd rip the support out from under their resolution when a prominent supporter turns out to be causing the chaos to boil harder.

[X] Yes, send spies.

That's our old foe, and we need to get in on it.

[X] Have her get involved in the Asurin War.

Eh, we can deal with stewardship failures.
 
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.
[X] Yes, send spies.
[X] Have her get involved in the Asurin War.

More likely to find Zaeswin involved in that war than with domestic attempts to reform the public transport.
 
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.
[X] Yes, send spies.
[X] Have her get involved in the Asurin War.
 
Hand count:

[0] Sign

[5] Don't Sign
Night Stalker, Dark Ness, veekie, wingstrike96, Wellhello

[5] Spy
Night Stalker, Dark Ness, veekie, wingstrike96, Wellhello

[0] Don't Spy

[3] Get Involved
veekie, wingstrike96, Wellhello

[2] Stay
Night Stalker, Dark Ness
 
Vote tally:
##### 3.21
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.
[X] Yes, send spies.
[X] Have her stay here one more turn (+5 to Stewardship actions, will leave next turn)
No. of votes: 2
Night_stalker, Dark Ness

[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.
[X] Yes, send spies.
[X] Have her get involved in the Asurin War.
No. of votes: 3
veekie, wingstrike96, Wellhello
Vote tally:
##### 3.21
[X] Don't sign it, though doing so in a way that doesn't draw attention to the lack of signature. Might disappoint Sol some.
No. of votes: 5
Night_stalker, Dark Ness, veekie, wingstrike96, Wellhello

[X] Yes, send spies.
No. of votes: 5
Night_stalker, Dark Ness, veekie, wingstrike96, Wellhello

[X] Have her stay here one more turn (+5 to Stewardship actions, will leave next turn)
No. of votes: 2
Night_stalker, Dark Ness

[X] Have her get involved in the Asurin War.
No. of votes: 3
veekie, wingstrike96, Wellhello
 
Turn 7--Martial, Naval, Diplomacy, and Stewardship, oh my!
Turn 7 2430 (A)--Martial, Naval Diplomacy, and Stewardship


The world was changing, the Speaker realized, as they wrote down the text for another small speech they were giving. Xvorzit were naturally good at talking, but sometimes it paid off to plan ahead. It was something they'd never had to do before, but now they were a statesbug. Nearly four years in their office, they had somehow become a fixture. People turned and pointed as they passed the street, and a large portion of the news was dedicated to discussing what they had done, what they might do, and how they might do it. Kikkizit had said that childhood education didn't quite reflect this newfound importance, politically, but that apparently youth culture too was taking on stunning new dimensions.

People remembered the revolution, of course, and most everyone had spent their entire adult lives under the old regime, yet in three years they had also grown used to the current prosperity, and laid more and more of the credit (and thus more and more of the blame if things truly went wrong) entirely at Vorzhan's feet.

Yet even as the economy grew, more and more actors took the stage. Vorzhan got all of the credit, and yet, while the first year had been Vorzhan at the head of a broken, shattered people, tens of thousands of civil servants and functionaries, none of whom stood out, now they were the first among equals of what was almost a 'real' body of leadership. B'iyiuna had been talking about how they could formalize this fact. It would not be a constitution- B'iyiuna didn't even use that word yet, for some reason- but it would be the first step towards a more concrete government. Still, it hadn't yet been proposed or even called for.

There was still time, and still much to do. Spies had been sent out, and halfway across the known galaxy a war raged, fueled by Vorzhan's desire to destroy Zaeswin. Zaeswin who was hiding, who was planning and scheming, strengthening their control over their operations, which had pulled into themselves somewhat. Who knows why, but Vorzhan doubted it was a good thing at all.

It wasn't the Gazinitah of their youth, for all that they knew this world better now than before. But certain things, like how they saw kids running around in knockoff military uniforms and how people were dressing in elaborate clothes, or even adorning each of their four legs with a different style of clothing entirely, or the way religious mania was in...all of it gave the crowds Vorzhan moved among a different feeling.

But they're needs and desires remained fundamentally the same, and Vorzhan definitely wasn't feeling old just yet. They were young, they were in charge, and they had a lot to do. The early reports from their agents hinted at just how foundational this year would be, in addition to the big Xvorzit meeting.

Kikkizit was excited, Hazitean was bouncing back and forth from the Pirates' Moon to Gazinitah, and Admiral Bizentara hoped that by the end of the year, designs might be begun on the latest and greatest Navy, one to match the best Hives, and other polities as well. B'iyiuna had their own struggles, and Mauris, while acting oddly, was as friendly and reasonable as ever. Yaziha continued their solitary work, and I'isanah shipped out for Asurin with a dozen plans and a rather large amount of money. Ready for sabotage.

Another year of progress began today!


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

Current Yearly Excess: 355, if reduced below 0, this becomes a bleed.


A Cut Above

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

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

Lecture Hall

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

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

Training On the Job

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

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

Terrorist Hunt

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

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

Colonial Police

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

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

Domo Arigato

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

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

Study the Wreck

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

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

Tanks, Tanks, and More Tanks

Now that the design is done, the kinks need to be hammered out, and then it can be mass produced. All outdated tanks will be scrapped and replaced with these new tanks, which should be easier to maintain, for some savings, though it will take years for that to exceed the amount that they cost to make. Still, better tanks all around!

Cost: 400 Wealth
Probability: 80%+5
Reward: 50-100 Wealth in scrap, 25-50 Wealth a turn in savings.

Set Phasers

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

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

Commission on Pay and Caste

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

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

Officer Bug?

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

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


Naval: Admiral Bizentara has gotten off to a running start, but there's a lot more they're going to have to do if they want to be head of a truly powerful Navy. There is a lot to handle, and only so much time in the day. (Naval Organization: 2/10) (Pick 1)


Patrol Routes!

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

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

Bigger Lasers

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

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

Scaling Cruisers

The light cruiser needs to be scaled up and down, its technology and design translated into battleships, heavy cruisers, destroyers, and frigates. It shouldn't be that hard, but it will take some time and work. The rewards, however, are quite evident.

This action can also be taken as a Learning action at -10% probability, thanks to Kikkizit's crit.

Cost: 100 Wealth
Probability: 90%
Reward: Exactly what it says on the tin.

Shipyards!

Any new construction or refitting of ships impossible while the shipyards are third rate, the contractors unknown- requiring laborious individual negotiation on a ship-by-ship-basis- and the overall situation pretty poor. Begin looking into solutions for what Naval officers you talk to refer to as their 'shipyard woes.'

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

Diplomacy: B'iyiuna has been working even more on whatever they are doing, and still they have not revealed it. They have, however, said that there should be some changes come the start of the fourth year in office, towards crystalizing the government. They are also excited about the meeting next year. (Pick 3) (+2 to Foreign Diplomacy) (+5 to Internal Diplomacy)

Rulers on Welfare?

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

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

The Former Queen

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

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

Possibilities: Human Powers?


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

Cost: 200 Wealth
Probability: 60%+2%
Reward: Options.

Possibilities: Barsamen Confederacy

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

Cost: 200 Wealth
Probability: 50%+2
Reward: Options, etc

Workers For Workers

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

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

The Big Meeting

There's a meeting of all the Hives. Now, while one could just show up, B'iyiuna advises that preparations at least a few months before it, in selecting the right people, are very, very necessary. For all that he's not a diplomat, he knows about Xvorzit politics.

Note: Will go away after turn 7.

Cost: 50 Wealth
Probability: 80%
Reward: Prepare for the big meeting on Turn 8.

Learn the Will of the Hive

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

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

A Voice for Colonies

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


Cost: 10 Wealth per turn.
Probabilty: 75%+10
Reward: Gain one piece of Colonial News each turn. Improved colonial opinion, unlocks/gates other stuff later.

Extending the Common Goods

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

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

Alien Ties

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

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

A Less Perfect Union

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

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


Friends in Heretical Places

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

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

Barsa Gurus

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

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

Political Toe-Dipping

Your ambassador to Sol would have to step lightly indeed, but they could start to try to learn more about the political situation on Sol, and transmit it back to you. Since Kikkizit has been rather quiet on their interactions with Prime Minister Mutumbo this would be a good first step, though there's some danger that, if handled poorly, it could be seen as untoward interference.

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

Meet the Solarian Ambassador

Vorzhan is determined to have a second chance at a good impression! They will not accept their relatively mediocre showing!

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


Stewardship: Mauris Law-Caste has been taking more time off with their mate, (+5 to Law actions) (Pick 4) Will of the Hive currently at 2. +10 to all (Hive) rolls, must do a (Hive) action this turn to maintain.)


Colony Administration

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

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

Military Duties

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

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

(Ongoing) Open Up Avenues

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

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

Exemptions Must Go

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

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

Lower Taxes

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

Cost: 100 Wealth
Probability: 50%
Reward: -800 Taxation income, tax burden reduced, mitigates the possible side effects of Exemptions Must Go, but might create difficulties in the future. Increased opinion of you across the board, though.

(Hive )There's Power in a Workers Association

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

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

Touristy Mines?

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

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

(Hive) Trauma Centers

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

Cost: 50 Wealth
Call: Medium
Probability: 90%
Reward: Open up more clinics for those who have suffered abuse and rape, either at the hands of an employer or otherwise.

Talk to the Castes

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

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



Judicial Activism

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

Cost: 150 Wealth
Probability: 55%+10
Reward: Judicial oversight, options.

Lawyer Up

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

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

Legal Reforms

Now that the obviously 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%+10
Reward: Reformed laws, more weapons in the legal arsenal against large-scale crime, without targeting or weakening individual liberties more than is necessary.

Equal Rights for Equal Laws

So, humans have been protesting, Barsans are moving in, why not make it so that the laws apply equally to everyone in such a way that nobody is discriminated against? At the moment there might be a few controversies and uncertainties, and the number of sentients impacted is low, but still!

Cost: 75 Wealth
Probability: 60%+5
Reward: ???, equality of laws.

(Hive) Out With The Old

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

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

(Hive) Palace Fees

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

Call: Medium
Cost: 50 Wealth
Probability: 70%
Reward: 500-1000 Wealth, potential raised/lowered ruler/worker opinion. The rest of that money (300-800 Wealth) would have to be gotten at in the budget more subtly because it's less obviously payoffs and might cause a bigger stink.


(Hive) Caste Signifiers

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

Cost: 50 Wealth
Call: Medium
Probability: 60%+20
Reward: Improved opinion with several groups, lowered opinion with others. Other things.


Equality Division

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

Cost: 25 Wealth a turn.
Probability: 60%+5
Reward: Equality Division founded, crimes solved, opinion relatively neutral.


(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: Medium
Probability: 100%
Reward: You now own (yet another) company! Joy. New options! Opinion of the masses increased.


Expand the Grid, Part 1

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

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


(Hive) The Grid Is All

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

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


Public Parks

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

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

******

A/N: And we're back, baby!
 
Last edited:
Military
[X] Training on the Job
[X] Terrorist Hunt
[X] Set Phasers
[X] Officer Bug?
Training on the Job helps our military potentially as well as telling us what needs adjusting to improve our military further. Terrorist Hunt is just an all around good idea. Set Phasers is very useful and improves the benefits of having a police force instead of a military police force, whilst Officer Bug? finishes the split between our military and police.

Naval
[X] Shipyards!
This basically gives us the chance to improve our ships soon, as well as probably lowering the cost for any repairs we need to do. It also means we can start to look into how to improve our merchant fleet. Next turn however I do want to take Patrol Routes!, it's just I'd like to have the shipyards available if anything happens to our fleet when patrolling.

Diplomacy
[X] Workers for Workers
[X] The Big Meeting
[X] Meet the Solarian Ambassador
Workers for Workers gives us a small budget increase, but it improves our relations with other hives, which means we'll be in a slightly better place next turn. Prep for the big meeting is a very good idea, and we really should meet the Solarian Ambassador...

Stewardship
[X] Lawyer Up
[X] Legal Reforms
[X] (Hive) There's Power in a Workers Association!
[X] (Hive) Government Fooding
Lawyer Up improves our legal teams and the like, whereas Legal Reforms finishes the job we started. There's Power in a Wrokers Association is a Hive Action that's growing, and it ties into our actions to reform the legal system. It is a potentially lengthy action, however none of the rest of the options I've taken are, so if takes a while, we still have other actions to decide what to do. Government Fooding was taken because it may give us the next level of Will of the Hive, but mostly because it seems like a good idea, and it opens up potential options, whereas the other actions seem to be the final ones in their paths... at least for now. That said, Government Fooding is the action I'm least inclined towards, so I'm happy enough to change it if someone thinks of a better idea.
 
[X] Terrorist Hunt
[X] Colonial Police
[X] Officer Bug?
[X] Tanks, Tanks, and More Tanks

[X] Shipyards!

[X] The Big Meeting
[X] Extending the Common Goods
[X] Meet the Solarian Ambassador

[X] Colony Administration
[X] (Hive) Government Fooding
[X] Legal Reforms
[X] Equal Rights for Equal Laws

Really should start getting the colonies in line. They're going to be causing trouble very soon if we don't give them a bone, especially when we don't even monitor them enough to get news. Last thing we need is separatists.
Make them super happy in one go and they can start contributing to our economy and defense, as well as stop being Zaeswin bait.

Oh and since we got the law bonus, fix them all at one go too.
If we make humans equal under the law, that should help with Sol.
 
Last edited:
[X] Terrorist Hunt

Can't leave terrorists to run around.

[X] Colonial Police

Now that we have converted our main police to a separate force, lets finish splitting out the police. It also means that we don't have civil enforcement on Gazintah itself, and military enforcement on the colonies, which is the sort of thing that pisses everyone off.

[X] Tanks, Tanks, and More Tanks

Better ground based military due to tank upgrade, high success rate AND savings over time. That's a good combination considering how expensive the military is.

[X] Officer Bug?

We've split off the police, but they're still running on martial law. Lets fix this.
@The Laurent
Do we get the legal understanding bonus to Officer Bug?


[X] Shipyards!

Won't get anywhere on the navy without infrastructure.

[X] The Big Meeting

Compulsory, unless you want to go to a meeting full of diplomancers without any prep.

[X] Extending the Common Goods

Reward: Colonies mollified, can use the holocasts to disseminate opinions/information to them. Greater cultural control over the colonies established.

...we don't even know they needed mollifying. Unleash the propaganda machine!

[X] Meet the Solarian Ambassador

ROUND TWO, START!

[X] 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.
I guess we've reached the limits of colonial patience.
Let's not push it.

[X] (Hive) Government Fooding

Time limited opportunity. This one is expiring once the company recovers from the lawsuits, and it allows us to provide affordable food to the masses. This in turn, help the economy, as concerns over food money breeds crime and conservative spending..

[X] Legal Reforms

Now that we know what laws suck, we can start getting good laws implemented. 80% chance is fairly good.

[X] Equal Rights for Equal Laws

Equal rights for other races help with the Sol diplomacy, so in it goes. Plus it works on the laws.
 
Meh... changing to my votes... Looks like I missed some things whilst I was reading through the options... And man, just realised I missed something important with Lawyer Up... it's really rather useful... but that 100 Wealth a turn cost... yeah... lets improve the economy a bit more... XD

Tanks, Tanks and More Tanks is one of the things that's very useful, and should be taken as soon as possible to get the most of the savings... the question is, what else is there that could be done instead? Which is the main reason I didn't initially pick it seeing as we have a small surplus in the military budget this turn.

[X] Plan Veekies...
 
Last edited:
[X] Terrorist Hunt
[X] Colonial Police
[X] Officer Bug?
[X] Tanks, Tanks, and More Tanks

[X] Shipyards!

[X] The Big Meeting
[X] Extending the Common Goods
[X] Meet the Solarian Ambassador

[X] Colony Administration
[X] (Hive) Out With The Old
[X] Legal Reforms
[X] Equal Rights for Equal Laws
 
[X] Set Phasers
[X] Officer Bug?
[X] Colonial Police
[X] Training on the Job

Increases the Division between the military and the plice, incorporates the colonies and we get pointers to where we need improvement.

[X] Shipyards!

Infrastructure, the best ship brings nothing if you can't repair it.

[X] The Big Meeting
[X] Meet the Solarian Ambassador
[X] Extending the Common Goods

We should prepare for the meeting, further incorporate the colonies and build a raport with Sol.

[X] Colony Administration
[X] (Hive) Out With The Old
[X] Talk to the Castes
[X] Legal Reforms

New, better rules for the people, of course colony integration and we should talk to our middle management, they could have good ideas or something like that.
 
Terrorist Hunt is a bad idea I think. We have no idea what we need to roll to be successful, and even a minor failure could have us/our freshly redeemed special forces killing or imprisoning large numbers of innocents in easy view of the media.

[X] Set Phasers
[X] Officer Bug?
[X] Colonial Police
[X] Training on the Job

[X] Shipyards!

[X] The Big Meeting
[X] Meet the Solarian Ambassador
[X] Extending the Common Goods

[X] Colony Administration
[X] (Hive) Government Fooding
[X] Talk to the Castes
[X] Legal Reforms
 
Last edited:
[X] Set Phasers
[X] Officer Bug?
[X] Lecture Hall
[X] Training on the Job

An equal amount for soldiers and police to greatly improve both their quality which are both needed. They should ensure our occupation of the pirate moon proceeds more smoothly as our direct combat forces will be better, while our civilian management will improve ensuring we don't cause needless aggravation and encourage further insurrection against our forces.

[X] Patrol Routes!

Essential. We need our navy increasing their contribution and to ensure our sector of space is secure and nothing untoward is happening given the many enemies we've created.

[X] The Big Meeting
[X] Meet the Solarian Ambassador
[X] Learn the Will of the Hive

The first two are easy choices, while the latter will let us get the Will of the Hive bonus if not improve it even further. It'll also tell us if there is great desire for some of the options we may be ignoring.

[X] Colony Administration
[X] (Hive) Trauma Centers
[X] Talk to the Castes
[X] Legal Reforms

Once more middle management is essential, I wonder if the fourth time is the charm as I've consistently said that. Colony Adminstration ensures the frustration doesn't keep increasing, legal reforms to improve our security and social wellbeing, while trauma centers allow us to repair some of the damage of the previous policies.
 
Turn 7 (CONT)
Turn 7 (Cont)

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

Station 57

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

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


Financial Control

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

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


Financial Sabotage

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

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


The Dark Side of Reconciliation

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

Last turn this can be taken.

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

A Traitor In the Ranks (Zaeswin)

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

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

En Passant

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

Cost: 100 Wealth
Probability: 40%
Time: 2 turns.
Reward: Options, advantage gained in the game against Zaeswin.

Rockets for Freedom

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

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


Bread AND Circuses

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

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


Constitutional Convention

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

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

Spartacus Rising

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

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


Patterns of Behavior

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

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

A New Archive

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

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

What are they saying?

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

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

Colonial Eyes and Ears

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

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

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


Gang Infiltration

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

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

Open Government?

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

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

Cyber-Agents

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

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


Learning: Kikkizit continues his march forward, having picked up a lot of valuable experience with a side of technical skills not usually associated with a 'Minister of education', which is really paying off in a number of ways. (Pick 4) (+10 to all education options, +5 to all options as a whole (the latter will last one more turn)


We don't need no thought control

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

Cost: 100 Wealth
Probability: 80%
Reward: Less control over students, increased opinion by them, ???. Will unlock the fourth in the 'Bricks in the wall' sequence.


Educational Holos

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

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



Academy Training (renamed)

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

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


Better Mining

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

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

Childcare and Healthcare

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

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

Games, Games, and More Games

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

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

Caste-based Research

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

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

Implement the Hive's Will

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

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


Political Education

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

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

Scaling Cruisers

See details in the Martial section.

Old Time Religion

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

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

University or Bust

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

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

Personal: There was time to do plenty besides work, fortunately.(Choose 3)

Personal Intervention


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

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

Getting in Shape

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

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

Visit the colonies

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

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

Among the People

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

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

Lucille's Games

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

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

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

B'iyiuna's Project

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

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

Mauris' Request

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

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

Yaziha's Desires

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

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

*****

A/N: Vote only opens after someone posts a tally for the last vote. Until then, all votes won't be counted.
 
Last edited:
Back
Top