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

[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
 
[X] Colonial Police
[X] Training On the Job
[X] Set Phasers
[X] Lecture Hall

[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] A Voice for Colonies
[X] Political Toe-Dipping

[X] Civil Service Tests
[X] Lawyer Up
[X] Talk to the Castes
[X] (Hive) Out With The Old
 
Vote tally:
##### 3.21
[X] Workers For Workers
No. of votes: 3
Arkatekt, Chaeronea, Pyro Hawk

[X] Go to the Big Meeting
No. of votes: 7
Arkatekt, Chaeronea, veekie, SometimesMaybe, Night_stalker, Wellhello, Pyro Hawk

[X] A Voice for Colonies
No. of votes: 3
Arkatekt, Wellhello, Pyro Hawk

[x]Political Toe-Dipping
No. of votes: 5
Chaeronea, veekie, SometimesMaybe, Night_stalker, Wellhello

[X] Barsa Gurus
No. of votes: 3
veekie, SometimesMaybe, Night_stalker
 
[X] Colonial Police
[X] Training On the Job
[X] Set Phasers
[X] Lecture Hall

[X] Patrol Routes!

[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] A Voice for Colonies
[X] The Former Queen

[X] Civil Service Tests
[X] Lawyer Up
[X] Talk to the Castes
[X] (Hive) Out With The Old
 
Vote tally:
##### 3.21

[X] Colonial Police
No. of votes: 8
Arkatekt, Chaeronea, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] Set Phasers
No. of votes: 5
Arkatekt, Chaeronea, Wellhello, Neptune, Pyro Hawk

[X] Training On the Job
No. of votes: 4
Arkatekt, Wellhello, Neptune, Pyro Hawk

[x]Study the Wreck
No. of votes: 4
Chaeronea, veekie, SometimesMaybe, Night_stalker

[X] Internal Guidelines
No. of votes: 4
Pyro Hawk, veekie, SometimesMaybe, Night_stalker

[x]Lecture Hall
No. of votes: 3
Chaeronea, Wellhello, Neptune

[X] Terrorist Hunt
No. of votes: 3
veekie, SometimesMaybe, Night_stalker

[X] Domo Arigato
No. of votes: 1
Arkatekt

[x]To Build a Foundation
No. of votes: 6
Chaeronea, veekie, SometimesMaybe, Night_stalker, Wellhello, Pyro Hawk

[X] Patrol Routes!
No. of votes: 2
Arkatekt, Neptune

[X] Medium: Warrior class Heavy Cruisers - Refit all obsolete systems
No. of votes: 7
Arkatekt, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] Small: Exquisite class Destroyers - Refit all obsolete systems
No. of votes: 7
Arkatekt, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] Small: Exquisite class Destroyers - Refit all obsolete systems x2
No. of votes: 7
Arkatekt, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] Small: Exquisite class Destroyers - Refit all obsolete systems x3
No. of votes: 7
Arkatekt, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] GZ series Corvettes (40 units of the class) - Retire all units but hold them in mothballs
No. of votes: 7
Arkatekt, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] Go to the Big Meeting
No. of votes: 8
Arkatekt, Chaeronea, veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune, Pyro Hawk

[X] A Voice for Colonies
No. of votes: 5
Arkatekt, Wellhello, Dark Ness, Neptune, Pyro Hawk

[x]Political Toe-Dipping
No. of votes: 5
Chaeronea, veekie, SometimesMaybe, Night_stalker, Wellhello

[X] Workers For Workers
No. of votes: 4
Arkatekt, Chaeronea, Dark Ness, Pyro Hawk

[X] Barsa Gurus
No. of votes: 3
veekie, SometimesMaybe, Night_stalker

[X] The Former Queen
No. of votes: 1
Neptune

[X] (Hive) Out With The Old
No. of votes: 5
Arkatekt, Chaeronea, Wellhello, Neptune, Pyro Hawk

[X] Civil Service Tests
No. of votes: 5
veekie, SometimesMaybe, Night_stalker, Wellhello, Neptune

[X] (Hive) Trauma Centers
No. of votes: 4
Arkatekt, veekie, SometimesMaybe, Night_stalker

[X] Lawyer Up
No. of votes: 4
Arkatekt, Wellhello, Neptune, Pyro Hawk

[X] Touristy Mines?
No. of votes: 4
Pyro Hawk, veekie, SometimesMaybe, Night_stalker

[X] Talk to the Castes
No. of votes: 3
Arkatekt, Wellhello, Neptune

[X] Judicial Activism
No. of votes: 3
veekie, SometimesMaybe, Night_stalker

[x](Hive) Palace Fees
No. of votes: 1
Chaeronea

[X] (Hive)There's Power in a Workers Association (Stewardship)
No. of votes: 1
Pyro Hawk

[x]Military Duties
No. of votes: 1
Chaeronea

[x]Exemptions Must Go
No. of votes: 1
Chaeronea
 
[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
 
Turn 8--Intrigue, Learning, Personal(s)
Turn 8--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 has ideas, a lot of very, very interesting ideas for training programs. Chance he'll do one of the more sedentary actions each turn, rolling a 1d100+26 (he's not an official advisor though). (Pick 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 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.

Secret Trials: Execution

The criminals who had hidden behind reconciliation are now captured. Give them fair trials, secret trials, and then execute them. Be done with them once and for all. It's really that simple, and it should be reasonably cost-effective.

Cost: 50 Wealth
Probability: 80%
Reward: Malcontents executed, tried at least somewhat 'fairly.'

Secret Trials: Rebirth of a Prison

Perhaps it is fitting that they be interred after their trials in a prison for dissidents, where Yaziha had first been found. It would be somewhat expensive, but it would grant somewhere for...future usage.

Cost: 100 Wealth, 50 Wealth a turn
Probability: 75%
Reward: New secret prisons.
Scouting For a Location

The Distant Foe?

What is Zaeswin up to anyways? Or rather, why exactly is he disengaged from his own network, and why are parts of it suddenly disappearing, or being called in and coming back...different. This is disturbing for all sorts of reasons, so perhaps Gazinith double agents should carefully look into this matter, see what they find.

Cost: ???
Probability: ???, probably should handle this at least partially yourself…
Time: 2 Turns
Reward: ???

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: 55%
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.

It's really, really important at this point, and the rebellion is faltering a little bit without it.

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

Rebel Spies

While the network can't be allowed to get outside or beyond the control of Gazinitah, the rebellion does need its own spies and agents, and more importantly sources of information that, if discovered, wouldn't implicate Gazinitah. Double agents, undercover spies, programs for catching relevant mentions in social media...go all out in helping them help themselves.

Cost: 400 Wealth
Probability 65%+5
Reward: Rebels have their own spy network. Rebellion gathers strength.

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: 20%
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: 55%
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 their interaction with other branches, with a few clever ideas involving propoganda and philosophical nudging, and a whole lot of issues they'd like to see taken up. (Pick 3) (+10 to all education options).
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.

[LOCKED IN] 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.

Early Childhood Education?

Children currently don't have steady or predictable access to pre Level One education. Increasing the benefits and learning aids for that group (4-6 years old) would be very helpful in a number of ways. Or at least, it might be. Kikkizit knows that a full program would be both too expensive and unproven, and so they suggest a trial run in a number of different locations.

Cost: 100 Wealth a Turn
Probability: 70%+10
Reward: Open up experimental branches of early childhood education, before schooling starts, to see how effective it would be in helping the next generation.

An Ideology of Freedom

Ultimately, a convention will be called on Asurin, that much has been in the planning from the start. The rebellion has to succeed in order to draw Iashec attention away from other matters. Kikkizit proposes that when the time comes, democracy needs to be the set of ideas that most strongly define whatever 'Constitution' the rebels will fight under. Thus, now's the time to begin training them ideologically. Perhaps the same should be done among Gazinitah as well?

Cost: 200 Wealth per turn for duration of rebellion.
Probability: 70%
Reward: Rebels given propaganda aid and 'training' in 'democratic ideals.'

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, ???

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.

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.

Lucille's Games, P2: Hackin' It!

She's sent more and more. Designs, pictures, bits and pieces of games, all sorts of other things, and she's apparently interviewing everyone she can for something big. She wants Vorzhan to play along, and to be fair it's pretty fun...but there are limits to some of what it's doing. Things that are WRONG. You have to tell her, because whatever this game is, it's not accurate in some important respects!

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

Learn About the Galaxy

Currently, Vorzhan doesn't have a full grounding in every aspect of known Interstellar politics. They have a lot of knowledge about many topics, and they have--as an agent of Gazinitah--been involved with matters beyond their borders often enough, but Vorzhan could always learn more. By talking to Kikkizit, the Solarian Ambassador, and others, he could train his understanding of areas outside Gazinitah.

Cost: Free
Probability: 100%/70%/30%/1%
Reward: Potential increase to Diplomacy, greater knowledge of outside events in general.

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: ???

Lucille's Questions

Apparently, Vorzhan isn't the only one that has been pestered with questions. Honestly, just what is Lucille up to?

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

I'Isanah's Schemes

She has her own interests in the Big Meeting, and plans on attending, no matter what. But just what is she planning? Vorzhan hasn't talked to her one on one, in a personal way, in a long time, something unusual for the usually communicative Trill.

Cost: Free
Probability: 100%
Reward: A talk, information...plans.
 
[X] Secret Trials: Execution
[X] Rockets for Freedom
[X] A New Archive
[X] Cyber-Agents

When dealing with secret trials, prison is both costly and likely to backfire. Better to deal with it cleanly.
Rebellion still needs more propping up of course, or it'd collapse militarily.
Finally, while tempted to poke at Zaeswin, past turns have indicated to me that our home defense is very vulnerable. Letting up on him for a turn to boost our own intrigue is only sensible.

[X] We don't need no thought control
[X] Educational Holos
[X] An Ideology of Freedom

Keep progressing along education reforms by encouraging thought.
Rebellion succeeding of course, would suck if the resultant government is just as bad as it used to be.
Educational Holos should also have some synergy with Ideology of Freedom, propaganda works better when it's catchy and informative.


[X] Lucille's Games, P2: Hackin' It!
[X] Personal Intervention
[X] Learn About the Galaxy

Proceed down the quest chain.
Visit the colonies, we've given them their voting rights, so we probably should make sure they vote for us. I suppose it's more valuable to secure our high difficulty intrigue options.
And finally, see what's up with the greater world outside.

[X] I'Isanah's Schemes
[X] B'iyiuna's Project

I'Isanah's option is time sensitive, so it goes first.
And B'iyiuna over Lucille since we're already spending time with Lucille
 
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Intrigue
[X] Secret Trials: Execution
[X] Rockets for Freedom
[X] A New Archive
[X] Cyber-Agents

Learning
[X] We don't need no thought control
[X] Educational Holos
[X] Political Education

Personal
[X] Personal Intervention
[X] Lucille's Games, P2: Hackin' It!
[X] Learn About the Galaxy

Personal (Other)
[X] I'Isanah's Schemes
[X] B'iyiuna's Project

For the most part, I agree with Veekie on what to do, but I don't think Ideology of Freedom is worth the cost at the moment, so I switched it for Political Education.

I also switched out the Colony visit for Personal Intervention, due to some of the fairly low chance options we have being important (imo). Probably going to put it on New Archive, Cyber Agents, or Study the Wreck.
 
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Well, it's rather important to avoid simply propping up a new regime only to find that it's ideologically opposed to you.

Happened IRL too much, and changing political views take a lot of time to sink in unless you want a superficial result.

Got a point on the personal intervention however. Changing that.
 
Intrigue
[X] Secret Trials: Execution (Intrigue)
[X] Rockets for Freedom (Intrigue)
[X] A New Archive (Intrigue)
[X] Cyber-Agents (Intrigue)

Learning
[X] An Ideology of Freedom (Learning)
[X] We don't need no thought control (Learning)
[X] Educational Holos (Learning)

Personal
[X] Lucille's Games, P2: Hackin' It! (Personal)
[X] Learn About the Galaxy (Personal)
[X] Personal Intervention (Personal)

Personal - Others
[X] B'iyiuna's Project (Personal - Others)
[X] I'Isanah's Schemes (Personal - Others)

I'm agreeing with Veekie here... mostly because although I don't especially agree with every choice, I can see that they are all good choices... and the options that I'm most in favour of, New Archive, Rockets for Freedom, Ideology of Freedom, have been chosen...
 
[X] Secret Trials: Execution
[X] Rockets for Freedom
[X] A New Archive
[X] Cyber-Agents

[X] We don't need no thought control
[X] Educational Holos
[X] An Ideology of Freedom

[X] Lucille's Games, P2: Hackin' It!
[X] Personal Intervention
[X] Learn About the Galaxy


[X] I'Isanah's Schemes
[X] B'iyiuna's Project
 
[X] Secret Trials: Execution
[X] Rockets for Freedom
[X] A New Archive
[X] Cyber-Agents

Originaly I intended to poke our Bond villain but I think we live without prodding him for a turn.
I am somewhat uneasy by the thought of secret trials even if it is necessary.

[X] We don't need no thought control
[X] Educational Holos
[X] An Ideology of Freedom

I wanted to do thought control for a long time and so not really a question for me.
I f nothing crops up next turn we should try to improve the universities I think.


[X] Getting in Shape
[X] Personal Intervention
[X] Learn About the Galaxy

[X] I'Isanah's Schemes
[X] B'iyiuna's Project

We are surrounded by schemers.
 
Wait, actually. To note. Vote closes tonight/tomorrow morning, and I need a tally but *also* a vote for personal intervention. I was starting to roll up the actions in the first half (like Diplomacy and etc) when I realized I can't since you might stick a PI on one of them.
 
Vote tally:
##### 3.21
[X] Secret Trials: Execution
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] Rockets for Freedom
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] A New Archive
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] Cyber-Agents
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] We don't need no thought control
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] Educational Holos
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] An Ideology of Freedom
No. of votes: 4
veekie
wingstrike96
Wellhello
Pyro Hawk

[X] Lucille's Games, P2: Hackin' It!
No. of votes: 4
veekie
Arkatekt
wingstrike96
Pyro Hawk

[X] Personal Intervention
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] Learn About the Galaxy
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] I'Isanah's Schemes
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] B'iyiuna's Project
No. of votes: 5
veekie
Arkatekt
wingstrike96
Wellhello
Pyro Hawk

[X] Political Education
No. of votes: 1
Arkatekt

[X] Getting in Shape
No. of votes: 1
Wellhello

Is there a trick to combine votes that are essentially the same, except just an addendum at the end? Or do I need to do that manually?

The vote is:

Secret Trials: Execution
Rockets for Freedom
A New Archive
Cyber-Agents

We don't need no thought control
An Ideology of Freedom
Educational Holos

Lucille's Games, P2: Hackin' It!
Personal Intervention
Learn About the Galaxy

I'Isanah's Schemes
B'iyiuna's Project

I think this one profits the most of our personal intervention.
[X] Personal Intervention: Cyber-Agents
 
Last edited:
[X] Personal Intervention: Cyber-Agents...

Also the side benefit that by doing a personal intervention, we can probably have our older cybernetics checked over and maybe updated a little...
I mean, we're going to be involved so why not ensure we are at the top of our game...

Not sure if that can actually happen... but I can see how it can be fit in lore-wise...
 
[X] Personal Intervention: Cyber-Agents

Another thing we might use PI on is Study the Wreck or the New Archive.
 
Turn 8 Results
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.
 
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.
D:
 
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