Yeah, those are some consistently shitty rolls on our part. Our roll-average (not counting Grey Providence) for this turn was 36.
We're really lucky we got the +5/die on Parliament from Union support; without that we'd be ~10 points short, meaning another 35 Wealth we'd have to spend next turn. Given the Cashcrop dice was especially crappy, that could very well save us somewhat of a headache.
sorry i have a bad habit of adding extra informations with edits instead of just putting it all in the post immedeatly.
These ranges can be modified and if you do not know the cause you will not be aware of it but dont worry, there can be a lot of other factors on projects you are not aware of too
With her impending retirement of active duty in service of the Ministry, Zinoviel has suggested three candidates she considers fit to be her successors in leading the department and is ready to instruct a pupil of your choosing:
Choose One:
[] Yash
An early supporter of the Institute, Yash has loyally served our cause both on the battlefield of the Civil War and in the Ministry, being part of the first wave of hirings and quickly finding himself working in organising the logistics of the explorations, with Zinoviel picking him as her secretary once the department was officially formed. He is one of the most experienced devils in the ministry when it comes to the less glamorous parts of managing, reliably organising his subordinates and has worked to ensure the different exploration teams do not simply destroy everything they find in their pursuit of loot, documenting many of the unique finds for later use.
He believes that the Exploration Department will have to prepare to reorganise itself for the future, as places of simple loot are slowly starting to run out and the Ministry cannot survive by relying on the past forever
- Veteran Soldier of the Wars
- Secretary of the Head of the Department
- Innovator
- Bureaucrat
- Archeologist
He wrote most of these boring reports I gave you during the meetings, but dont think hes easy to bully just because hes not on a frontline position! - Sinoviel
[] Saliel
Drawing from her experience as a sapper during the wars, Saliel is well aware of the dangers that can lurk in the crumbling and trapped halls of the past. Working hard to minimise accidents that endanger both the lifes of our devils and the treasures they would unearth, she is a firm believer in always following safety measures instead of chasing loot above all. She believes that through correct utilisation significantly more material can be salvaged from the echos of the past her department digs up, using them to build a etter future
- Veteran Sapper of the Wars
- Head of Demolition in the Department
- Safety above all
- Reliable
- Salvager
A stickler for the rules, but she wrote most of them with the blood of our explorers, so who can blame her? - Zinoviel
[] Pojaba
With the devastation of the Flauros expedition, Pojaba is the most experienced Explorer-Captain left. A notorious believer in leading from the front, it had somehow survived the deadly energy while searching for treasure in a shielded pantry and was instrumental in shutting down and securing the divinity matrix, saving both the artifact and many survivors in the process. Popular among the Explorers on the ground and always hungry for new treasure sites, it is convinced that it will manage to find and secure even more treasures for the good of the ministry, as it is obvious that the Clan Castles are not the only places filled with valuables
- Veteran Scout of the Wars
- Captain of an Explorer-Team in the Department
- Seeker(and Finder) of Wealth
- Ruin Raider
- Popular among Explorers
A devil after my own heart! Pojaba works miracles that would leave even the angels jealous and the troops love it for that. - Zinoviel
AN: You get the Exploration head selection first. This selection will influence both the types of actions Exploration will offer you and how they will be carried out
Yeah, those are some consistently shitty rolls on our part. Our roll-average (not counting Grey Providence) for this turn was 36.
We're really lucky we got the +5/die on Parliament from Union support; without that we'd be ~10 points short, meaning another 35 Wealth we'd have to spend next turn. Given the Cashcrop dice was especially crappy, that could very well save us somewhat of a headache.
Parliament being done is a relief, as is getting a bit more wealth from explore than last time, that and the 40 wealth from 1 phase of cashcrop should see us at full dice next turn- I am leaning towards a mix of farming and trying to do cash crops phase 2 in extraction (40 more wealth, 3 more consumer goods and hopefully getting us out of the price increase on consumer goods). Would let us put a die into wingsuits most likely as well, more so if infra we go cheaper projects than parliment
I like Yash's focus on archeology and looking to the future of the department, but right now we've still got five super dangerous and deadly ruins to delve. And if Saliel can prevent even just one disaster like last turn's, she's the best pick.
Parliament being done is a relief, as is getting a bit more wealth from explore than last time, that and the 40 wealth from 1 phase of cashcrop should see us at full dice next turn- I am leaning towards a mix of farming and trying to do cash crops phase 2 in extraction (40 more wealth, 3 more consumer goods and hopefully getting us out of the price increase on consumer goods). Would let us put a die into wingsuits most likely as well, more so if infra we go cheaper projects than parliment
More farming+cashcrops are somewhat of a given, IMO. The dice really screwed us over regarding the latter.
In infrastructure, we'll probably want to invest 2 dice into the Rural Roads to fix them up; that might bring the income from our last mine up to where it should be, and prevent the output of our mines and farms from deteriorating due to transportation issues.
There's the (still) obligatory 4 dice in exploration for the next stage, though depending on our plans, we could possibly reduce this to 2.
The big questions for turn 10 will, I think, be wether or not we finally finish the Blackstone quarry, whether we want to try to invest 2 dice into the Wingsuit factory instead of just 1, and whether the rest of the Underworld's politicos have some new bullshit to dump on our plate that eats up our Wealth/Dice.
Also, we might want to start thinking about how we can use the Divine Matrix most efficiently for the various projects and how we distribute our dice amongst them.
More farming+cashcrops are somewhat of a given, IMO. The dice really screwed us over regarding the latter.
In infrastructure, we'll probably want to invest 2 dice into the Rural Roads to fix them up; that might bring the income from our last mine up to where it should be, and prevent the output of our mines and farms from deteriorating due to transportation issues.
There's the (still) obligatory 4 dice in exploration for the next stage, though depending on our plans, we could possibly reduce this to 2.
The big questions for turn 10 will, I think, be wether or not we finally finish the Blackstone quarry, whether we want to try to invest 2 dice into the Wingsuit factory instead of just 1, and whether the rest of the Underworld's politicos have some new bullshit to dump on our plate that eats up our Wealth/Dice.
Also, we might want to start thinking about how we can use the Divine Matrix most efficiently for the various projects and how we distribute our dice amongst them.
We still need the exploration funds and barely crossed the progression line so 4 dice in exploration is pretty much a given . Finishing the quarry would be nice, that is a stretch goal for next turn if we have the dice and funds to pop a die on it. Rural roads seems like a good move for infra, cheaper and boosts both our own wealth to let us do more and make things easier on people to move about.
192 wealth from exploration, 12 wealth left over for 204 to end the turn and 186 income for 390 wealth to spend-
Rough plan for turn 10:
Extraction 4/4 55W
Cash Crops Stage 2 46/80 1 die 10W
Farmlands 3 of 4 6/200 3 dice 45W (+15 to dice so that is +45 and we can drop progress by 30 with DM)
Infra 2/2 20W
Rural Roads 47/150 2 dice 20W (can also use dm for 30 progress reduction here)
Exploration 2/2+2 General 80W
Explore Clan 13/150 4 dice 80W (was a -5 penalty this turn have to see if we reduce it for next turn)
Manufacturing 1/2 70W
Wingsuits 27/250 1 die 70W
General 2/4
2 dice to exploration
Spent: 225 165W and 3 dice remaining
I feel like we still need explore as without it we are at 186 wealth a turn to spend and that slows what we can do. Grey Providence does make a difference as well to where dice go.
Additional spots I would like- 1 die on Quarry, another die on wingsuits which is 105 W spent, maybe the last die on farmlands to push for phase 4.
For cash crops I only want 2 phases, because we can still get to a +1 food off of our farmlands with cash crops stage 2, stage 3 we would need to find additional food sources.
I am also tentatively looking at keeping any artifact we find if it is useful from the current explore
Cash crops didn't do so well, so we aren't going to be able to make the wealth from seere last two turns likely, which means three dice on exploring dead clans unless something favorable comes up from artifact results.
currently considering two approaches.
if grey providence 40 or lower
Extraction: 4 dice farms, grey providence cash crop
infrastructure: 2 dice rural roads.
exploration: 3 dice dead clans, 1 dice search with DM.
manufacturing: 3 dice wingsuit.
375 wealth out of 389 wealth.
if grey providence over 40
Extraction: 3 dice farms +DM, 2 dice cash crop
infrastructure: 2 dice rural roads.
exploration: 3 dice dead clans, 1 dice search.
manufacturing: 3 dice wingsuit with grey providence.
370 wealth out of 389 wealth.
of course, this could change depending on artifact or unexpected benefit or setback, but it's good to have things clarified.
a reminder that whatever happens turn 10, we will get the option to switch the transmuter artifact to producing food, which will let us end the food issue one way or another.
[X] Saliel
I'm willing to support this but keep in mind this might mean that explorations require more progress and thus dice to complete.
My thoughts on the Divine Matrix:
Right now, we can use it on four projects;
- Farmlands, once per stage -30 Progress required
- Abandoned Industries, expanded "loot" pool
- Rural Roads, -30 Progress required once
- Morningstar Road, -10% Progress required for all stages, up to 2x
The -30 Progress required translates to saving about half a die, along with the associated cost in Wealth. Out of the two projects with this potential bonus, Farmlands is the more expensive at 15W/die, versus 10W/die for the Rural Roads.
The -10% for the Morningstar road, assuming each stage requires 200 Progress as the first and second stage did and do, that's -20 per stage for a total of -60 Progress required for each application (assuming the reductions are additive rather than multiplicative) - as long as we don't complete any further stages. That's a potential maximum savings of 120 Progress, which translates to ~2,4 dice and ~36W. Not world-shaking for us anymore, but still reasonably significant. And that's assuming the Progress and Wealth cost remain stagnant; at least in regards to Wealth we already know that the cost increased - from 10W/die in stage 1 to 15W/die in stage 2 - so there's a chance the savings could actually be significantly higher.
The Industry Search, meanwhile, is a rather uncertain gamble. We can reasonably assume that the additions to the "loot" pool will be valuable - you don't use salted nukes on a factory for matches or IKEA chairs, you use them on things like shipyards, or factories for tanks or aircraft - but we have no guarantee that the dice will actually land on the DM-unlocked item, or that the item in question will be actually useful to us. The equivalent of an Underworld tank-factory might've been incredibly valuable during the war(s), but right now it'd be pretty useless to us.
Overall, right now we will want to balance use of the DM between using it on Farmlands and using it to gain both cost-reductions on the Morningstar Road before we finish the current stage of it. Then, once we have all cost-reductions for the MRoad, balance DM-use between Farmlands stages and searching new Industries, until our Food-production is solidly in the positive.
a reminder that whatever happens turn 10, we will get the option to switch the transmuter artifact to producing food, which will let us end the food issue one way or another.
We could combine using the transmuter for Food with the last stage of Cashcrops. This would result in an overall net-gain of:
+2 Food, +3 Consumer Goods, +10W/turn
With the end of our Food and Wealth troubles slowly coming into sight we'll need to start thinking about things like the ConGood and MTool shortages, and the Cashcrops are also an easy way to address the first of those two.
Cash crops didn't do so well, so we aren't going to be able to make the wealth from seere last two turns likely, which means three dice on exploring dead clans unless something favorable comes up from artifact results.
3 dice is a 50% chance with the current -5 to explore rolls, so I really think we need to go the full 4 dice on there, unlike past turns we barely had any overflow. Even if the penalty drops to -4 that only adds another 2.25% to pass and we cant get enough wealth income next turn to make up for the loss of wealth from exploring.
My thoughts on the Divine Matrix:
Right now, we can use it on four projects;
- Farmlands, once per stage -30 Progress required
- Abandoned Industries, expanded "loot" pool
- Rural Roads, -30 Progress required once
- Morningstar Road, -10% Progress required for all stages, up to 2x
The -30 Progress required translates to saving about half a die, along with the associated cost in Wealth. Out of the two projects with this potential bonus, Farmlands is the more expensive at 15W/die, versus 10W/die for the Rural Roads.
The -10% for the Morningstar road, assuming each stage requires 200 Progress as the first and second stage did and do, that's -20 per stage for a total of -60 Progress required for each application (assuming the reductions are additive rather than multiplicative) - as long as we don't complete any further stages. That's a potential maximum savings of 120 Progress, which translates to ~2,4 dice and ~36W. Not world-shaking for us anymore, but still reasonably significant. And that's assuming the Progress and Wealth cost remain stagnant; at least in regards to Wealth we already know that the cost increased - from 10W/die in stage 1 to 15W/die in stage 2 - so there's a chance the savings could actually be significantly higher.
The Industry Search, meanwhile, is a rather uncertain gamble. We can reasonably assume that the additions to the "loot" pool will be valuable - you don't use salted nukes on a factory for matches or IKEA chairs, you use them on things like shipyards, or factories for tanks or aircraft - but we have no guarantee that the dice will actually land on the DM-unlocked item, or that the item in question will be actually useful to us. The equivalent of an Underworld tank-factory might've been incredibly valuable during the war(s), but right now it'd be pretty useless to us.
Overall, right now we will want to balance use of the DM between using it on Farmlands and using it to gain both cost-reductions on the Morningstar Road before we finish the current stage of it. Then, once we have all cost-reductions for the MRoad, balance DM-use between Farmlands stages and searching new Industries, until our Food-production is solidly in the positive.
We could combine using the transmuter for Food with the last stage of Cashcrops. This would result in an overall net-gain of:
+2 Food, +3 Consumer Goods, +10W/turn
With the end of our Food and Wealth troubles slowly coming into sight we'll need to start thinking about things like the ConGood and MTool shortages, and the Cashcrops are also an easy way to address the first of those two.
+40W per turn. The transmuter is already in use, loaned out for a single wealth infusion at a 120% exchange rate. Any wealth gain doesn't need it's use cost subtracted. Keeping it active is more beneficial than not. Even if we didn't end up needing it for food for some reason ,I'd put it on consumer goods instead and get that down to -1 with max cash crops.
The big obstacle is that there are good odds clan explorations are about to cost us more dice than before, which would mean we'd have to pull one from wingsuits to go three on both farms and cash crops.
3 dice is a 50% chance with the current -5 to explore rolls, so I really think we need to go the full 4 dice on there, unlike past turns we barely had any overflow. Even if the penalty drops to -4 that only adds another 2.25% to pass and we cant get enough wealth income next turn to make up for the loss of wealth from exploring.
Eh, kind of. You're right that our income would increase by +40W/turn, because we're currently paying for the Transmuter, but the combination of Food-transmuter and Cashcrops in and of itself would result in the gains I listed. Just different ways of looking at things/phrasing things, I guess.
Overall, I think we can sum up our priorities for turn 10 as follows:
- Complete 1 stage of Farmlands
- Complete 1 stage of Cashcrops
- Fix any potential remaining issues with the Parliament building (due to potential critfail)
- Progress/complete Rural Roads
- Complete 1 more stage of Clan exploration
- Progress Wingsuit factory
We should be able to then finish the Wingsuit factory in turn 11, at which point we should be financially self-sufficient, or nearly so.
For your planning concerns, she will be increasing the progress required for Clan Explorations to 180 and the progress required for house explorations to 240.
She also wants an expansion of the exploration ministry to 3 dice if you are going to continue running it this hot because packing it full of general devils each turn is not conductive to a well functioning department, youll get a decision whether you want do it in the results report and it will be active next turn if you accept
For your planning concerns, she will be increasing the progress required for Clan Explorations to 180 and the progress required for house explorations to 240.
This is fair. Honestly probably going to do a dice expansion turn 11 to give us some more dice to throw around since we'll have around 360 probably from turn 12 onward?
She also wants an expansion of the exploration ministry to 3 dice if you are going to continue running it this hot because packing it full of general devils each turn is not conductive to a well functioning department, youll get a decision if you do it in the results report and it will be active next turn if you accept
This is fair. Honestly probably going to do a dice expansion turn 11 to give us some more dice to throw around since we'll have around 360 probably from turn 12 onward?
Should work. We'll also want to look into more outreach to unregistered devils around that time; we only have 45 Labor left, and while that might seem a fair amount, the Blackstone quarry alone requires 15, two more stages of Farmlands are another 16, and the Wingsuit factory also requires 8, for a total of 39. It helps a lot that we can keep putting off the quarry, but it's definitely something we need to keep in mind.
Oh I missed the vote. I was gonna vote Yash. This is the department of exploration, not extraction. It's handling dungeon delving, not setting up mines. Having a skilled archaeologist on hand to actually catalogue what we found and rebuild devil knowledge of the past seemed pretty vital. Yash isn't wrong that we will start to run out of easy to reach ruins. Stripping it for resources is good short term, but deprives us of more info in general.
Oh I missed the vote. I was gonna vote Yash. This is the department of exploration, not extraction. It's handling dungeon delving, not setting up mines. Having a skilled archaeologist on hand to actually catalogue what we found and rebuild devil knowledge of the past seemed pretty vital. Yash isn't wrong that we will start to run out of easy to reach ruins. Stripping it for resources is good short term, but deprives us of more info in general.
I overestimated and thought i would get to writing the exploration part yesterday and it looked pretty onesided. If more people agree I could still change it.
Though I wouldnt exactly call Yash a skilled Archeologist. Hes probably the best in the underworld but thats mostly because his rivals are the other members of his clique and some rich clan devils who want fancy stuff to put in their study (which may make him more important if you do want to culitvate these pursuits in the exploration department, because they dont exist otherwise)
-11 Ministerial Cost
-5 Basic Wage
-30 Transmuter Cost
-5 Ajuka-Beelzebub-Institute
-20 Lucifaad Material Support
Available Materials: 73 (-10 Material/Turn)
-10 Lucifaad Material Support
Economic Issues:
Labour: 37 (Basic Wage: 1 W/T for each 8 Labour; 5 W/T)
Food: -3 {Covered through Imports}
Consumer Goods: -13 {Insufficiently covered through Imports, Rising prices}
Magical Tools: 6 {Rationed, 14 private Demand is suppressed, no Imports},
Extraction
Secure further Farmlands Stage 2 (170/170), (7/200)
Through coordination with Satan Leviathan and Andrianerinerina a deal to acquire the services of a small group of mortal humans has been achieved. Unlike Devils and even many of the more overt races, humans are nearly unaffected by the effects of holy energy, only coming into trouble when the sheer amount of energy becomes too much. Under careful guards these Humans are then brought to a few select patches of the Underworld, whose blessed status is causing problems for our efforts to develop new agricultural lands.
While outright cleansing entire fields is considered a waste of effort when we still have access to sufficiently fertile uncultivated fields, there are still a variety of annoyances left by the angelic invaders on former battlefields and as deliberate annoyances and obstacles to slow down production of war critical material.
With the amount of work reduced and the continued support of the Underworld Guard, your prophecies of a productive but uneventful period of work once again prove to be true and the new territory is secured just In time for the new farmworkers to take it in use.
[+4 Food, -8 Labour]
Plant Cash Crops Stage 1 (80/80), (46/80)
Planting a variety of alchemical reagants in the newly developed land and establishing contacts with sellers in the Clan territories, a new stream of revenue has been opened up, turning the large amounts of empty land available to the ministry into into valuable building blocks for the future.
Unfortunately, efforts to convert additional land into more productive use has been less satisfactory, with workers uninterested in cultivating the valuable alchemical plants and preffering the basic subsistence crops instead.
As a result of this resistance implementation has been delayed, though most of the preparations are already done and the switch can be carried out with just an additional effort in the next harvest period.
[+3 Consumer Goods, +40 Wealth/Turn, -4 Food]
Infrastructure
Build the parliamentary chambers (260/250)
With the deadline growing dangerously close, a grand effort towards completing the parliamentary chambers has been initiated. With the foundations already laid, the construction teams of the Infrastructure department work closely with the promised support of the Lucifaad Union, racing to move material salvaged from the Clan Castles into the city and constructing the new building to the standards demanded from such an important piece of the underworlds future.
Working in shifts, the hard working construction devils raise the building ever higher, increasing the size of the backlog on Larus` desk at the same time. While the workers are hardy and motivated and can rely on the support of the Lucifaadian populace, who are glad to help with feeding them and keeping morale up, even they are not perfect and unfortunately Clan Flauros managed to once again cause damage from beyond the grave.
While carrying a column looted from their castle towards the construction site, a momentary lapse causes the transporting team to temporarily lose control of the material, dropping it and cracking it entirely through the middle. While the loss of material had been regrettable, the bigger problem was that it revealed that the interior of the columns had been hollow and simply weighed to appear solid, apparently part of an elaborate trapping scheme that had been defeated by its own complexity and never triggered.
While usually such a danger would have been noticed by thorough checking, the perfect suitability of the columns otherwise had caused many of them to be skipped to prevent delays, resulting in multiple of the dangerous parts being used as an integral part of the building.
While we have managed to avoid knowledge of this embarrassing incident from leaking, we still need to decide how to deal with the compromised parts of the parliament.
[] [Parliament] Continue as planned
Even weakened, the tolerances built into the building will allow it to continue standing and prevent any negative effects on the crucial political period soon to come
[] [Parliament] Reinforce the faulty Columns (+30 Progress required)
By strengthening the weakened parts of the building, we will ensure the building does not end up weakened in the process, though the inelegant nature of the reinforcements may cause embarassments for the ministry when it comes into use
[] [Parliament] Request help from the Lucifaad Union (-10 Material, requires "Request Help with the Parliament" in the deal)
The Ministry would of course not deny a last minute addition by the grateful citizens of the capital, decorating the parliament with the addition of reliefs depicting their struggle in the Civil War and glad to supply the materials required, reinforcing the building in the process
[] [Parliament] Rebuild the faulty parts (+90 Progress required)
Both the simplest but also very expensive, replacing the faulty columns would require additional work to ensure the parts of the building reliant on them do not get damaged, but would solve the problem without any embarrassment to the ministry.
Exploration
Explore the remnants of a dead Clan (150/150), (13/180)
Seere
With Zinoviel announcing her decision to retire, she had your chosen successor, the Head of Demolitions Saliel shadow her in her duties. While Saliel already had a large amount of experience in her specialty, as the leader of the entire organisation she would need a broader knowledge base.
The biggest project of the pair was the exploration of another Clan Castle, choosing Clan Seere for their purposes, as the popular Clan would be unlikely to be as vindictive as the Flauros. While Clan Seere were still an inevitable enemy of the Free Devil Cause, their benevolent treatment of their subordinates had made them many friends, creating great anger when they were destroyed in the opening days of the civil war.
Exploring the Castle, the teams were surprised to find a great amount of treasure still remaining, likely a result of their quick destruction during the initial phases of the Civil War and the respect afforded to them by the local populace warding away looters taking away the easily available wealth.
In contrast to the Flauros Castle, Zinoviel was quickly to call the Seere residence an easy exploration, with her even being sceptical if Saliel was truly prepared for her task, only to find herself proven wrong, when her pupil led a thorough investigation of a selection of seemingly random runic decorations to disarm any traps, only to reveal that they had actually been parts of a hidden magical array, teleporting the user to a hidden chamber if triggered.
The power of teleportation had been the Seere family power and hidden behind their defences they had left behind a comprehensive study of the magical theory behind the often desired ability. The find will no doubt be of great interest to any researcher and the creation of a working teleportation array would be invaluable for the ministry's efforts, simplifying movement and communications greatly.
Impressed by Saliels find, Zinoviel gladly declared her ready to assume the mantle of Head of the Exploration Department, fully transferring all ongoing projects and authorities to her and retiring to work a quiet life in Lilith.
[+192 Wealth, +15 Materials, +Theoretical Technology: Teleportation, +142 Wealth]
[Saliel is the new Head of Exploration]
One of the first tasks carried out by Saliel in her position has been to approach you, requesting the transfer of additional general personnel to the department, arguing that the department cannot truly function well when half of its workforce is under the direct authority of another department.
She believes that this enlargement of the department could be carried out before your next planning meeting, should her request be granted.
[] [Exploration] Grant the request
Saliel is correct in her assessment, the department does not have enough capacity to maintain its required effort.
[- 1 General Dice, -1 Extraction modifier,+ 1 Extraction Dice]
[] [Exploration] Deny the request
Saliel is incorrect in her assessment, we can afford some inefficiencies in exchange for greater flexibility or intend to reduce our commitment to Exploration
Manufacturing
Manufacture Flight Suits (27/250)
The newly founded department of Manufacturing has quickly leaped towards their first task, only for the realities of the situation to set in. Scouting out Lilith as the ideal location for the construction of the Manufactury, Antum Balam quickly found herself stymied by the difficulties of organising the efforts in practice.
The Flight Suits are still a completely new technology with no experience on the best approaches to take when dealing with it and while we have received the support of several experienced Balam Artificers, simply selecting the correct locations and drawing up the plans for the new building that shall be built has already consumed significantly more time than anticipated. While Antum Balam swears that she will do better and progress has been made, any advances are currently still theoretical, with no physical stone being set.
Additional Opportunity
Through cooperation between the Lucifaad Union and the Ministry, normalcy slowly begins to return to the city. Rubble is cleared from the streets, dangerous ruins are torn down and trade returns to the city, with the vast majority of ministry exports taking the Morning Star Road and continuing towards their destinations east in the Clanlands.
As part of these reconstruction efforts, one of the wings of the Town hall has finally been restored, prompting celebration and the election of a new mayor to formally represent the city and lead its new administration.
Mayor Dasmusit, the candidate of the Lucifaad Union decisively managed to triumph, reassuring the citizenry that she would continue to focus on rebuilding the city and preserve the unique aspects of Union governance.
As part of these promises she has approached the ministry with the goal of clarifying the relationship between the two organisations. Most important of course being the question of taxes.
While the ministry has the right to levy them on its territories, they had been considered not viable up until now with the precarious state of our subjects, with the ministry funding itself through direct exports and looted Wealth, but Lucifaafs rebuilding and status as central city of the Underworld means that its fortunes has risen quickly.
Lucifaad continues to support the Free Devil Cause and denying their contributions would be a great insult to the proud devils, but the specifics of the agreement will have to be worked out in a compromise between both sides.
You will have to assemble a deal between the Ministry and the Union beneficial to both sides.
Both sides of the deal have their own wants and offers, represented in a modification to the Deal Value. At the end of the negotiations the deal needs to be between -6 and 4, with 0 representing a neutral deal, a negative result being favourable to the ministry and a positive result in favour of the Union.
Feel free to suggest other points you would want to include in the deal!
Lucifaad-Ministry Deal
Initial Deal Value: 2
Taxation (Will scale with economic growth):
-0 Very Light (15 W/T)
-4 Light (30 W/T)
-8 Medium (45 W/T)
-12 Heavy (60 W/T) Higher taxes will increase the resources of the ministry but slow the growth of Lucifaafs economy
-2 Request Help with the Parliament The Union will cover for the parliamentary incident
-3 Ensure political support from Lucifaad The citizens of the capital will have their own power over the parliament simply by being physically close
-1 Supply experienced personnel to the ministry Allowing the ministry to recruit administrators from the Lucifaad administration will allow for improvements to their careers and improve our new recruits
+4 Guarantee Political Autonomy Guarantee the ability of Lucifaad to elect their own mayor and decide their own laws as a City
+2 Guarantee Political Autonomy with ministerial veto Guarantee the ability of Lucifaad to elect their own mayor and decide their own laws as a City while granting the ministry a veto over laws passed by the city
+1 Guarantee Limited Autonomy Guarantee the ability of Lucifaad to elect their own mayor and administrative autonomy, but not the ability to impement their own laws
+2 Increase Basic Wage to ⅓ Labour
-> +1 Increase Basic Wage to 1/1 Labour
+1 Guarantee Completion of First Stage of Education by Turn 15
+1 Guarantee Construction of Lucifaad Academy by Turn 20 Needs to be already finished on the mentioned turns
+1 Give Lucifaad preferential access to rationed Magical Tools Currently spare resources are shared equally across our territory, this would give Lucifaad first pick
+2 Guarantee the ministry's presence in Lucifaad The ministry will continue to be present in Lucifaad and will not move into another city
+2 Guarantee 1 Dice of investment into Lucifaad every turn Includes industries and infrastructure including the city. Rebuilding Lucifaad will grant access to more investment opportunities
+1 Abstain from the construction of main roads equal in size running parallel to the Morning Star Road This does not prevent any large parallel roads, you just need to expand the Morning Star Road first
AN: Please ask any questions if something is confusing or something is wrong. The basic components for the Deal system are taken from Swordomatics Quest Song of Peace