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

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

That doesn't sound like crazy.
That sounds like a sleeper agent going live.
"If you jump I'll catch you."

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

Vorzhan's head-wings set themselves as he skittered forward and held out his arms. Down came the ambassador, Miles Yatoni, caught by two strong arms and spun around to see the face of Speaker Vorzhan, big, curious eyes looking at them.
*Plays corny interspecies romance music*
Legal Reforms
Need: 30, Rolled: 97+10=107, crit success.


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

Reward: Major legal reforms. Huge impact.
Woo hoo!
We Are The Law!

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

We need to do the cyber agents for sure next turn.
A Traitor in the Ranks
Need: 50, Rolled: 10+5+32=47…+5 (friend-nudge)=52

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

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

Reward: Dissension sewed in their ranks, further options and information.
Very suspicious, someone of his skill not intervening here is not normal, unless something is occupying ALL his resources, or if he wants to be infiltrated.

Good of our union buddies though.

Lucille's Games
Rolled: 62+19=81

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

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

Reward: ???, one new option next turn.
...We're improving Sol's espionage training software unknowingly aren't we? And their Xvorzit understanding
Among the People

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

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

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

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

Mauris' Request

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

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

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

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

Uh...yay?
 
Next Turn, we need to take Rockets for Freedom, as well as probably A New Archive...

And yeah... Cyber Agents would probably be a good idea seeing as it seems some people we don't like seem to have acquired some of the codes...
 
Turn 7 News
Turn 7 News:


Economic News:

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


Starting Budget: 6246 Wealth

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

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

Ending Budget: 6246+298=6544 Wealth

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

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




Local News


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


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

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

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


Foreign News

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


Vorzhan's general reaction?

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


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

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


Sol News

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

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


Mercenary News

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


PRICES

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



Spy News

Into the 'Projects'

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

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

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

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


Mauris Decision

You have three choices. Consider them carefully.

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

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


A/N: The 'Projects' Rumor chain would have been five turns of rolls, with failure potentially cutting it off, first three for Fortress and then two more for Ascension.' Instead, each will be completed together next turn, for a saving of three turns. That's what a Natural 100 gets you.
 
[X] No, it's fine.

Let it be. We're the People's Revolution, so as long as they play within the rules there's nothing wrong with protests.
Plus I prefer our enemies clustered where we can see them.

[X] Oh. Ow.

Translation of management doublespeak:
"Slaves shall be worked to the maximum. Dissidents will have their worldviews forcibly corrected."

Hmm, putting the Phoenix on retainer is very tempting, but costly. Very costly.

As for the secret project, analyzung the capture is moving up the schedule. We need to know NOW.

[X] You can allow them less strenuous work, leading to a -5 to all Stewardship rolls next turn.

We can likely absorb the penalty with our friends, just pick less difficult actions for a turn.
 
[X] No, it's fine.

We suppress them, then they gain sympathy. Let us keep them where we can see them.
 
[X] No, it's fine.
[X] Oh. Ow.
[X] You can allow them less strenuous work, leading to a -5 to all Stewardship rolls next turn.
 
[X] No, it's fine.
[X] Oh. Ow.
[X] You can allow them less strenuous work, leading to a -5 to all Stewardship rolls next turn.
 
Vote'll close Monday, or Tuesday. I'm pushing it back because I can't really *deal* with the schedule I have set and work and three Quests, so depending I might go down to less frequent updates. At the very least, yeah, I need time, and I'm not handling the update schedule well, seems like all of my free time is just being eaten away.
 
Vote'll close Monday, or Tuesday. I'm pushing it back because I can't really *deal* with the schedule I have set and work and three Quests, so depending I might go down to less frequent updates. At the very least, yeah, I need time, and I'm not handling the update schedule well, seems like all of my free time is just being eaten away.
Definitely take it easier. Don't want burnout there.
 
[X] No, it's fine.
[X] Oh. Ow.
[X] You can allow them less strenuous work, leading to a -5 to all Stewardship rolls next turn.
 
Turn 8--Martial, Naval, Diplomacy, Stewardship
Turn 8--2430 (B)--Martial, Naval, Diplomacy, Stewardship

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

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

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

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

It was a lot to live up to.

Martial: The war on the Pirates' Moon rages on even as reforms continue at home and abroad, and for every advance there are more and more things to do, more priorities, and the Tankers continue their development. Will roll 1d100 to see if Hazitean adds bonuses to the actions you're taking. Will roll 1d100+5 (New hovertanks acquired)+5 (Enthusiasm)+5 (A direction) to see what those crazy Tankers are up to. (Pick four) (+10 to all non-naval, non research options. +5 to all Research options.)

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


A Cut Above

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

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

Lecture Hall

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

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

Training On the Job

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

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

Terrorist Hunt

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

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

Colonial Police

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

Well, that failed. Try again?

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

Domo Arigato

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

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

Study the Wreck

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

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

Set Phasers

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

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

Commission on Pay and Caste

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

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

Internal Guidelines

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

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

Law and Order

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

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

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

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

Patrol Routes!

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

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

Bigger Lasers

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

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

Prince's Yard

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

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

To Build a Foundation

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

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

Request for Proposals: Cruisers

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

Request for Proposals: Escorts

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rulers on Welfare?

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

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

The Former Queen

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

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

Possibilities: Human Powers?

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

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

Possibilities: Barsamen Confederacy

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

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

Workers For Workers

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

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

Go to the Big Meeting

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

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

Learn the Will of the Hive

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

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

A Voice for Colonies

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

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

Alien Ties

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

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

A Less Perfect Union

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

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

Friends in Heretical Places

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

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

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

Barsa Gurus

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

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

Political Toe-Dipping

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

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

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


Civil Service Tests

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

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

Military Duties

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

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

(Ongoing) Open Up Avenues

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

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

Exemptions Must Go

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

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

Lower Taxes

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

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

(Hive )There's Power in a Workers Association

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

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

Touristy Mines?

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

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

(Hive) Trauma Centers

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

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

Talk to the Castes

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

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

Judicial Activism

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

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

Lawyer Up

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

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


(Hive) Out With The Old

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

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

(Hive) Palace Fees

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

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


(Hive) Caste Signifiers

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

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

Equality Division

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

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

Economic Coordination

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

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

Expand the Grid, Part 1

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

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

(Hive) The Grid Is All

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

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

Public Parks

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

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

*****

A/N: So, there we go! Thanks to lk for the Naval help.
 
Martial (4)
[X] Training On the Job
[X] Colonial Police
[X] Domo Arigato
[X] Set Phasers

Training On The Job, gets our forces in the field prepared for combat
Colonial Police, so that we can get a better idea of what is going on in the Colonies
Domo Arigato, because we need to do something with that stuff, especially with Zaeswin doing some mysterious things that may be related.
Set Phasers, to show that the Police really are different from the Military

Navy (1)
[X] Patrol Routes!

Not really interested in the naval designs options right now, and I'd rather have patrol routes than bigger battleship weapons at the moment.
I feel the shipyard construction is a bit too costly at the moment, but Would be willing to do them in the coming turns if there is a call for it.

Naval Refits
[X] Medium: Warrior class Heavy Cruisers - Refit all obsolete systems
[X] Small: Exquisite class Destroyers - Refit all obsolete systems
[X] Small: Exquisite class Destroyers - Refit all obsolete systems x2
[X] Small: Exquisite class Destroyers - Refit all obsolete systems x3
[X] GZ series Corvettes (40 units of the class) - Retire all units but hold them in mothballs

I decided that first thing is to get all of our lower-tier stuff buffed, since they are the ones that would likely be on the Patrol Routes I would like set up.

@The Laurent did I do the Refits correctly, or do we refit each Unit individually?

edit: The more I look at it, the more I think i did it wrong. :/


Diplomacy (3)
[X] Workers For Workers
[X] Go to the Big Meeting
[X] A Voice for Colonies

Workers for Workers, gets us some Wealth and goodwill with the other hives, and a low-risk option
Go to the Big Meeting, should be obvious why I picked this.
A Voice for Colonies, so that we can get that Rumour turn bonus, and to get some more opinion boosts in the colonies.

Stewardship (4)
[X] (Hive) Trauma Centers
[X] Talk to the Castes
[X] Lawyer Up
[X] (Hive) Out With The Old

Trauma Centers, because the people want it, and I have been wanting us to do it since it showed up.
Talk to the Castes, because we have been putting it off for some time.
Lawyer Up, because the bonuses should help with other actions (like the Worker's Association one)
Out with the Old, because it is low-risk and gets the laws a bit more into order.
 
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Martial: (Pick four) (+10 to all non-naval, non research options. +5 to all Research options.)

[x]Colonial Police
[x]Lecture Hall
[x]Study the Wreck
[x]Set Phasers


Set Phasers lets us issue non-lethal weapons to the police and improve public opinion and trust. Lecture Hall lets us determine if our military academies are as bad as they were in Hazitean's day, and hopefully give us options to clear them up if they are. Study the Wreck lets us get a start on figuring out the shinies in the wreck. Colonial Police gives us a better idea on where the colonies stand politically and militarily.


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

[x]To Build a Foundation

Reactivates existing shipyards and lets us build new ones as a free action, constructing up to cruiser-sized ships. We don't need the battleship-sized yards yet because we still need to develop other tech before we can lay down our own battleship designs.


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

[x]Workers For Workers
[x]Go to the Big Meeting
[x]Political Toe-Dipping


Go to the Big Meeting is a no-brainer. Political Toe-Dipping sounds like the best option to improve our relationship with Sol. Workers for Workers generates more wealth and improves relations with other hives.


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

[x]Military Duties
[x]Exemptions Must Go
[x](Hive) Out With The Old
[x](Hive) Palace Fees


Palace Fees gives us a lot of wealth per turn with a high chance of success, as do Exemptions Must Go - seeing as the amount of wealth we get from the latter is dependent on the results of the roll, it might be worth doubling down on. Out with the Old will improve public opinion which should offset opinion losses from other actions, plus if it helps make the legal code more fair and simple it might improve our odds with other legal and judicial reform. Military Duties gives us extra money for the military, and any opinion drop can be offset by Out with the Old.

So 250 Wealth per turn for the military + 1000-2000 Wealth per turn for the general economy.
 
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Martial:
[X] Colonial Police (Martial)
[X] Internal Guidelines (Martial)
[X] Set Phasers (Martial)
[X] Training on the Job (Martial)

Naval
[X] To Build a Foundation (Naval)
- I know it's pricy damnit... but we have a fair sized navy, and it all needs modernization... this allows us to speed up the rate at which we refit our ships to 4 Medium/Cruisers and 4 Small/Escorts per turn... and I'm pretty sure each shipyard only updates a single ship a turn... that said, next turn Patrol Routes, and maybe Prince's Yard after that...

Naval Shipyards
[X] Medium - Warrior class Heavy Cruiser - Refit Obsolete Systems (Refit)
[X] Small - Diamond class Frigate - Refit Obsolete Systems (Refit)
[X] Small - Diamond class Frigate - Refit Obsolete Systems (Refit)
[X] Small - Diamond class Frigate - Refit Obsolete Systems (Refit)
[X] Mothball the GZ-series Corvettes (Scrapping/Retiring)
- Chose these because updating the Warrior Class saves 8 wealth per ship, and though the Diamond Classes are cheaper, there's only three so it allows us to update the entire class at once. Also, those Corvettes might not be useful in the military... but for a Local Space Patrol/Customs Service? Potentially very useful...

Diplomacy
[X] A Voice for the Colonies (Diplomacy)
[X] Workers for Workers (Diplomacy)
[X] Go to the Big Meeting (Diplomacy)
- Workers for workers... small opinion boost for other Hives, small Wealth increase, A Voice for the Colonies... Well, we are trying to tie them back in, and this helps, and there is no question, We ARE going to the Big Meeting...

Stewardship
[X] (Hive)There's Power in a Workers Association (Stewardship)
[X] Lawyer Up (Stewardship)
[X] Touristy Mines? (Stewardship)
[X] (Hive) Out With The Old (Stewardship)
- There's Power in a Workers Association is high demand, and it's going to take several turns probably... best get started... Touristy Mines? gives a small income boost. Lawyer Up and Out With The Old finishes up our legal situation currently... except for the judges...

Note: I put the category in brackets at the end of the vote just for ease of vote counting... if others don't like it... up to you, if it doesn't matter... meh... it's just a personal choice of mine...
 
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[X] Terrorist Hunt
[X] Colonial Police
[X] Study the Wreck
[X] Internal Guidelines



Finish off the failed options and nip corruption in the bud.
With the information that the wrecked ship relates to the megaplots, we should also start work on that so we know what the hell we're fucking with.


[X] To Build a Foundation

We need shipyards to do much with our navy. it's expensive, but once we have shipbuilding we can also turn that to economic productivity as well. Not all ships are military, and docks not used to refitting and upgrading our own ships can build civilian craft.

[X] Medium: Warrior class Heavy Cruisers - Refit all obsolete systems
[X] Small: Exquisite class Destroyers - Refit all obsolete systems
[X] Small: Exquisite class Destroyers - Refit all obsolete systems x2
[X] Small: Exquisite class Destroyers - Refit all obsolete systems x3
[X] GZ series Corvettes (40 units of the class) - Retire all units but hold them in mothballs

Shipwise, I picked with an eye to focusing on modernization and reducing upkeeps, starting with the most costly. With how expensive new ships are, scrapping isn't a good idea with a war looming. Even outdated ships are better than no ships.

[X] Go to the Big Meeting
[X] Barsa Gurus
[X] Political Toe-Dipping

The bug gathering is mandatory of course, and the people are interested in the Barsa. So let us Barsa.

Keep working on the Sol situation as well, they're kind of our lifeline.

[X] (Hive) Trauma Centers
[X] Civil Service Tests
[X] Touristy Mines?
[X] Judicial Activism

Healthcare = more productivity = better economy = better morale.
Civil service testing would do a great deal to reduce nepotism, as long as we keep the tests fair.
Tourists for the money, and finally, start work on the judges. No legal system can be stable with corrupt judiciary.

Basically the same as before, incremental increases in stability and fairness.
We're no longer so desperately hard up for money, so there's no reason to damage opinion ratings to get the money yet, not until we can do it fairly.
 
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Just a thought here...

With the ships and the classes... Can you perhaps put a year number after each one for the year the class was designed, or whichever year the refit plans where created...

That way we know which are updated... and in future, it tells us which ships are the most recent and which are older, but redesigned or originals...

For example...
Constitution Class Heavy Cruiser (2397) - 5 Ships
Constitution Class Heavy Cruiser (2425 Refit) - 3 Ships
Zodiac Class Heavy Cruiser (2428) - 1 Ship
etc, etc, etc...

Even though all the Constitution Class HC refits may have been 1 in 2425, 1 in 2426, and 1 in 2427, they were all refit to the plan of the one done in 2425, so they are all part of the same 'new Class' as it were...
 
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You make a good suggestion, Pyro Hawk. I'll do that with the next update.

Yes, each yard only refits a single ship at a time, not an entire class.
 
[X] Terrorist Hunt
[X] Colonial Police
[X] Study the Wreck
[X] Internal Guidelines

[X] To Build a Foundation

[X] Medium: Warrior class Heavy Cruisers - Refit all obsolete systems
[X] Small: Exquisite class Destroyers - Refit all obsolete systems
[X] Small: Exquisite class Destroyers - Refit all obsolete systems x2
[X] Small: Exquisite class Destroyers - Refit all obsolete systems x3
[X] GZ series Corvettes (40 units of the class) - Retire all units but hold them in mothballs

[X] Go to the Big Meeting
[X] Barsa Gurus
[X] Political Toe-Dipping

[X] (Hive) Trauma Centers
[X] Civil Service Tests
[X] Touristy Mines?
[X] Judicial Activism
 
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