Turn 8 Results
Martial:
Hazitean: 83, yep, bonuses
1d100+15=32, minor progress
Colonial Police
Need: 35, Rolled: 40+10=50
This time, the police are chastened. They know that the various failures which dogged them these last months in the colonies aren't acceptable, and since reforms are sweeping the colonies as a whole, they don't feel singled out. It turns out they are primarily loyal and competent. Almost too loyal and competent, since their duty was to suppress dissent and make sure the colonies were in a state to be used for resources. The reforms tear away this secret police aspect of their job, and hopefully from here they can keep the peace.
Reward: Police improved, sabotage and unrest in colonies less likely.
Set Phasers
Need: 20, Rolled: 20+5=25
There isn't any need to go that far. The increased trade includes an increased but still limited market for self-defense weapons, and thus low grade versions of the stasis technology is already available. Thus, buying versions which are commonly used by police across the galaxy was not that hard, though finding a good deal was problematic, as several of the companies were clearly trying to make a good deal of money in an area they had previously expected would yield low profits.
Apparently, at least according to B'iyiuna, who chimed in helpfully at one point, the key was 'profit margin' and 'expected profits.' If they could go back to central with huge sales and increases in the total market and profitability of the division by 500 or more percent, they could ask for and receive bigger budgets and consummate pay raises, even if it was a tapped out market. So instead B'iyiuna advised and managed to champion a smaller firm which was looking towards the use by the police as a selling point to slowly expand their operations. Most of its workers, and half of those on its executive board were Xvorzit, which was another of B'iyiuna's selling points.
Reward: Police have Stasis Guns, contact with Grix-Ilrak Corporation.
Internal Guidelines
Need: 50, Rolled: 39+10+5 (Hazitean Interruption)=54
Who watches the watchmen? Hazitean does. There had been controversy and arguments and the whole division had nearly died in its crib, but Hazitean insisted this was what would work and this was the right idea, and barring anyone of higher authority saying otherwise, the Internal Guidelines were pushed through. Now everyone cop would have to answer to them first, second and last. While there were clauses in there that understood that exceptions existed, holding them to hard and fast standards was vital when the police had so much power.
Reward: Internal guidelines created. Can create an Internal Affairs division.
Study the Wreck
Need: 40, Rolled: 80+5+10 (Hazitean interruption)=95
Hazitean's personal knowledge and experience certainly help, but even so it is a tough slog, since the machine itself has decayed in storage for years. Still, a few things are evident. First, that to recreate something like this would be very expensive and difficult and that it was clearly a prototype. Second, that despite this fact it displayed characteristics which could make it very useful. But for what? As a ground based unit it had too many weaknesses, and similarly as a spaceship it couldn't go up against ships of a similar size. Which meant the best guess was that it was a prototype for two different things.
It was chilling to imagine what could be done with a system like that if it was truly viable. A single person, slaved to a machine, controlling an entire division of robotic soldiers. Command and control. And if it got into space? There were too many implications, and one very certain thing: there was need for the research facilities to be reactivated, because as it currently stands, progress has stalled.
Reward: Information, an option to start up military research again. Took you long enough.
Names and Faces
Progress slowed but it didn't halt. Each of the two factions, now clearly split over the issue, came up with designs and then critiqued the other's designs, and this continued through several drafts. A final blueprint has not yet been made, yet alone a first test that would check to see whether it would be back to the drawing tablet. But they have thought of names for each of their designs- Project Thixx, on the one hand, and Project Iznok on the other.
Naval
To Build a Foundation
Need: 10, Rolled: 98
There is more to do than has been done in a long time, but Bizentara dives into the task with vigor and skill, and soon a few very, very interesting facts are discovered. The old plans which they had been about to use didn't compensate for some new advances, including several that played to Xvorzit strengths. Increased automation would have led to some advances in efficiency, but not enough to save a huge amount, but some of the advances, when placed in the context of Xvorzit, more willing to be cramped and with lower needs in some areas, allow significant savings.
And with the power of the castes on the wane, more equitable contracts were made up that allowed further savings. Finally, consulting a dynamic archiect, whose skill at using a building to direct the work of the Xvorzit to its highest passion had led to a whole host of more improvements.
Within just a few months, Gazinitah has new and improved shipyards.
Rewards: 600 Wealth to build, 170 Wealth divided evenly between civilian and military budgets spent each turn (was 240), all future shipyards will be at the reduced upkeep cost (35 instead of 50 for Medium, 15 instead of 20 for Small). Now have 5 Medium and 5 Small Yards.
To Fit a Mold
"What am I looking at here?"
"A letter of thanks," said Admiral Bizentara. "From all three hundred and fifteen officers and crew of the Burrower, the Concordance and the Exquisite."
"Why did they feel the need to send this?"
"The Concordance was my first command," Bizentara informed the speaker. "I… wasn't too thrilled at the time. Even back then, the Exquisites were considered the worst postings in the entire navy."
"There are far older ships in the navy," the Speaker observed, drawing the Xvorzit equivalent of a sigh from the Admiral.
"Yes, it's true that they were built at the same time of the Zynshos class, but they were a failed competitor to it. Considering that they were inferior in every way, the previous regime didn't seem to feel the need to update them. They were commissioned in 2330, and they've never been refitted since. Until now."
"Ah."
"Indeed. Outdated, inefficient, extremely cramped, funny smells in the life support system that won't go away no matter what you try. So, yes- their crews are very thankful."
Diplomacy
A Voice for the Colonies
Need: 25, Rolled: 52+10=62
It was about time, many said. There was certainly plenty of relief in this area, though there was inevitable discussion of exactly who was chosen and for what positions. Vorzhan's overall government had been surprisingly informal, and so it was hard to always know what position corresponded to power and which ones did not.
Getting to know the staff, on the other hand, would take time. Still, they kept Vorzhan updated and were friendly enough, which was true of most Xvorzit in most cases, but never mind.
Reward: 1 piece of colonial news each turn, three new assistants, potential to eventually start a 'colonial affairs' division.
Political Toe-Dipping
Need: 25, Rolled: 22+5 (Friends)=27
That could have gone badly really, really easily. Vorzhan listened to the news about it from abroad, and became aware of a number of important facts. Solarians don't like feeling as if their government is colluding or otherwise bowing to the whims of others, unsurprisingly, and the ambassador had nearly wandered into a minefield with their interference. But politics was not a game where 'nearly' counted, and the information learned was quite interesting. Solarians were inward focused, primarily, and at the moment Mutumbo's internal reforms were sucking up oxygen in the room, luckily, since far less progress had been made abroad than he'd wished. At the moment, then, he didn't want Gazinitah to draw too much attention to their collaboration, and certainly not dip more than just a toe into the water.
But at some later date, it might be more welcome.
Reward: Information. Options...later, when things aren't so tense.
Go To The Big Meeting
The meeting is on! Time to get ready!
Reward: Diplomacy Turn, what more is there to say?
Stewardship
(Hive) Out With The Old
Auto-success
The hardest part is making sure to keep the site up against the flood of people going to check it. Everything else, well, honestly it's just simple.
Reward: Simpel enough gains, opinion increases across the board.
(Hive) Trauma Centers
Need: 10, Rolled: 12+10-5=17
It was difficult to start them up, and the rewards aren't immediate. People don't just open up about the things they've faced just because someone wants them to, but they're talking, and people who need help are getting help both verbal and pharmacological.
Reward: Give it time...
Civil Service Tests
Need: 30, Rolled: 39-5=34
This was controversial, even though it wasn't yet being applied on Gazinitah proper. In fact, if that had been tried, there might have been silent protests and worse. As it is, because it is merely reforms for the colonies, it is somewhat easier, but the debates over what the tests should entail are long and in the end only halfway resolved, and several different tests are administered and then averaged for a wide variety of factors. There is no telling now how much it will help, but at least a few incompetents have been kicked out already.
Reward: Options, Civil Service tests.
Touristy Mines
Need: 30, Rolled: 17-5=12
No takers. There were problems opening the mines, and there were arguments about income and revenue and for some reason it was a very slow season for tourism in general, something which was never that big in Gazinitah. All in all, a stunning failure.
Reward: Can try again at -5.
Open Up Avenues
Rolled 1d100-5=20, nothing.
Again, the economists report no progress. Despite the strong economy, there is a strong inclination to grow within 'safe' areas rather than risk expansions that could leave them vulnerable if the economy contracts. While admirable, it was also very annoying.
Reward: Zilch.
Intrigue:
Secret Trials: Execution
Need: 20, Rolled: 41+10=51
The trials are swift, but they don't have to be long to be fair. The accused start with chirping innocence or defiance, but slowly they are broken down by the power of words and testimony, until they are begging for forgiveness, for anything. A few are found not guilty of the very worst of their offenses, and these are jailed publically, a story carefully crafted. Most are judged guilty on all counts and swiftly, thoroughly executed by the most humane methods available.
Vengeance doesn't matter, what matters is purging the filth and rot which had survived thanks to policies of conciliation that, while entirely reasonable, did have downsides.
Reward: Justice is had, brutal, quiet and swift. Just don't make a habit of it.
Rockets For Freedom
Need: 40, Rolled: 35+5=40
The path to ship supplies to the rebels is long and convoluted. There have to be multiple sources, and none of them can be traced back to Gazinitah. At least, if Vorzhan has anything to say about it. These difficulties mean that several shuttles are almost intercepted, but as the months go on, the technology of the rebels increases. Not all of it is up to date with the latest and greatest military hardware--for one Gazinitah technology hasn't quite reached that level either--but anti-tank and aircraft devices are quite welcome, as is a greater standardization of their weapons.
The four way war, chaotic with each side moving seemingly at random, grows only bloodier as the military of the Mercantile Republic is forced to commit more forces against an unusually strong insurgency. They still hold the upper hand, while Capos secretly under control of Zaeswin run rampant. Recently, the two forces have begun to work together on occasion, if only by accident. Or by subtle manipulation by Zaeswin.
Reward: +10% chance for Constitutional Convention, war now balanced on the edge of a knife.
A New Archive
Need: 40, Rolled: 1+10=11, ow.
Sabotage is the answer. After literally months slowly building an archive structure with hundreds of backups, it takes just a few hours to destroy it, and if it wasn't for the built in self-destruct features of some of the data, all of the operations against Zaeswin, literally everything that Gazinitah has done in the past few years. It would have been a disaster, but thankfully good operational security and some forethought on the part of Vorzhan saved it.
It'll take a while to remake the archive, and nobody is taking any chances this time.
Reward: This is now locked in for the next two turns. Ouch.
Cyber Agents
Need: 45, Rolled: 55+33 (PI)=88
Vorzhan oversaw the project themselves, aware of just how badly cybernetic enhancements could malfunction, and full control has been established. The government now has the ability to begin doing major work in cybernetic enhancement again, and be able to control it. There is a lot more progress yet to be made, and Vorzhan is definitely not going to allow themselves to be a test dummy for the renewal of those systems.
But their knowledge of the way the old technology, some of it outdated works is very valuable.
Reward: +1 to all Intrigue options, unlocks more options.
Learning:
We Don't Need No Thought Control
Need: 20, Rolled: 47+10=57
Kikkizit is somewhat nervous about this action. Not whether it is justified, because it is. But because not all of the structure is in place to fix it. However, Kikkizit has ideas in that regard, and removing security guards and constant monitoring should allow young Xvorzit plenty of time and room to think. Now, some of these thoughts could be undirected, and there are certainly some strains of youth culture that are a little dangerous. Currently, the direction of the new generation, as they're already being called, is towards further expression of their rights, and also more towards radical and reformist politics, but there are likely to be other undercurrents.
That is, however, a matter for another day, and children across Gazinitah and the colonies rejoice.
Reward: Unlock (with three pieces and Holo Education) "Teacher, Leave The Kids Alone!" Other options unlocked within a few years, because education takes time.
Better Mining:
Need: 50, Rolled: 62
Mining equipment isn't cheap, but over a year or two of operations, the new equipment should have considerable advantages, Kikkizit claimed, as would the new techniques. It has greatly increased the profitability of mines in general, though they are still annoyed at how their tourist idea hasn't worked. They aren't complaining, but it is rather obvious to those that know Kikkizit well, or monitor all of their advisers. Vorzhan falls into both categories, but it's hardly as if Kikkizit has been wasting their time, what with their progress in numerous areas.
There was always dissatisfaction, though, always more that could be done. And better. For one, there are some untapped veins that previously weren't profitable that could now be used, and even more than that, there was room for expansion in using these technologies either to increase the share of government owned mines or release it to the general public.
Reward: Options, +40 Wealth a turn.
An Ideology of Freedom
Need: 30, Rolled: 74
It wasn't that hard, once rockets were being shipped in, to start ideological training, but Kikkizit seemed remarkably skilled at it. They coordinated with Mauris' to cover the legal end of things, and with Vorzhan to make sure that everything was in order, and began what was perhaps the most thorough campaign of mass indoctrination imaginable. Not content merely with distributing propoganda, they helped the rebels establish a number of holo-channels, as well as broadcasts that could be downloaded and listened to secretly, which mixed music, discussion of news, and education in the basics of political ideology. Officers, too, receieved this training, and at every level there was forment, disagreement, and problems.
Yet Kikkizit managed it skillfully. There were some limitations to how much ideological progress could be made. On the economic front, respect for corporate power is too ingrained, and so that had to be accommodated, as did the military's own fear of being 'shackled' to democracy, the moral fear of slaveowners that democracy will undo their profits, and the cultural and biological factors that complicated the whole matter. Despite that, many Iashec were very interested in this ideology, and while there were still hundreds of groups that made up the rebellion, at least most of them now paid at least lip service to democracy. That didn't mean that if they got together now, the government they would make would be particularly 'democratic' in any way, shape or form. But there was the possibility, and there were Iashec within the rebellion who had been radicalized, and were now starting to think for themselves. It was a very interesting development.
Reward: +5% chance of Constitutional Convention. Potential outcome of Convention begins to tilt towards possibly being something somewhat democratic. Will roll this each turn, with successes granting +1% to Convention and also increasing the power of more democratic or radical thinkers.
Educational Holos
Need: 30, Rolled: 38
The next set of holo programs did much better than the first set. Thus far they haven't been fully tested in less than ideal environments, and the children exposed to them are already those who are most likely to dedicate themselves to completing the assigned tasks and learning from the holographic and interactive games. But it's enough to go on, definitely.
Reward: Educational Holos begin to spread, improved overall quality.
Personal:
Lucille's Games: P2
Rolled: 91, not bad.
More and more games, or bits of games. And sketches. Scenarios. Questionnaires. Slowly they seemed to coalesece, or at least, it seemed as if some of the games were being scrapped. Vorzhan knew this was a time waster, but it helped relieve stress, and it was cathartic, writing long notes on everything that didn't work, and then sending them back. It was, by the end of the six months, a lot more realistic and interesting. Was it some sort of training program? That was the only thing that made sense.
Hmm.
Reward: ???
Learn About the Galaxy
Need: 1/30/70/100, Rolled: 95
It was very educational. Almost too educational. The other species' of the galaxy were distinctly strange and even a little unsettling to learn about. From the smells, sounds, and mores of humans to the Barsan religion, to the Ilwari and their fur, it was all a lot to take in. Vorzhan wasn't sure how much they had really learned at the end of it, but they at least understood the current situation a little better. The Ilwari, for instance, could be a strong ally against the Mercantile Republic, but had a government that certainly clashed with the New Democratic Ideals, as some thinkers had labeled Vorzhan's actions. Everything they did nowadays seemed to get a fancy label attached to it.
Reward: +3 to Foreign Diplomacy, greater knowledge in general.
Personal (Others)
B'iyiuna's Project
Rolled: 64
"I was going to tell you about it when the time came," B'iyiuna said.
"Oh? Well, learning about it like this is somewhat awkward. But I understand that some formalization is needed. But, a strict timeline?"
"The world is moving, Speaker, you know it and I know it. People are starting to clamour for more formalization of the system you've put into place. You can hold it off, but now's the time to seize it."
"Which begins with 'Step 1, Formalize the Cabinet'?"
"Yes, yes! Of cours it does! You have advisers and you trust them, why not create a full cabinet and then staff it with trusted people, even if some, such as yourself, do double-duty as both the Speaker and the adviser on foreign and international security."
"You mean chief spy?" Vorzhan asked, wings twitching in amusement.
"I meant adviser on foreign and international security to the Speaker. Yourself."
"I advise myself?"
"Well, I certainly hope you take your own advice," B'iyiuna said, hands taking a position somewhere between amusement and seriousness.
"This is under my own authority now. You weren't going to announce it or have it called for without my permission, were you?"
"Of course not."
Liar, Vorzhan thought.
Reward: Options, lots of options.
I'Isanah's scheme
I'Isanah has something to talk to Vorzhan about, that is not in doubt, but they kept rather secretive about it until near the point when the Big Meeting would be held. It was only then that she sprung it on him.
Reward: You will learn...in the Diplomacy Turn. It seems, however, to do with forging ties with the other Xvorzit polities.
*****
A/N: Overdue, but alright I hope.