Attempting to fulfill the plan of rebuilding the Underworld [Highschool DxD AU Planqest]

Voting is open
[X] Request help from the Lucifaad Union (-10 Material, requires "Request Help with the Parliament" in the deal)
[X] [Exploration] Grant the request
[X] Plan Fair and Equal Accord

[X] Plan Good Will Investment
 
9 Results - Vote Closed
Adhoc vote count started by NSchwerte on Feb 4, 2024 at 5:05 AM, finished with 27 posts and 6 votes.

  • [X] Request help from the Lucifaad Union (-10 Material, requires "Request Help with the Parliament" in the deal)
    [X] [Exploration] Grant the request
    [X] Plan Fair and Equal Accord
    -[X] +1 Guarantee Limited Autonomy
    -[X] +2 Increase Basic Wage to ⅓ Labour
    -[X] +1 Guarantee Completion of First Stage of Education by Turn 15
    -[X] +1 Guarantee Construction of Lucifaad Academy by Turn 20
    -[X] +2 Guarantee the ministry's presence in Lucifaad
    -[X] +1 Abstain from the construction of main roads equal in size running parallel to the Morning Star Road
    -[X] -4 Light Taxation (+30 W/T)
    -[X] -2 Request Help with the Parliament
    -[X] -3 Ensure political support from Lucifaad
    -[X] -1 Supply experienced personnel to the ministry
    -[X] Start +2, gain +8, spend -10. Total: 0.
    [X] Plan Good Will Investment
    -[X] +1 Guarantee Limited Autonomy
    -[X] +2 Increase Basic Wage to ⅓ Labour
    -[X] +1 Guarantee Completion of First Stage of Education by Turn 15
    -[X] +1 Guarantee Construction of Lucifaad Academy by Turn 20
    -[X] +2 Guarantee the ministry's presence in Lucifaad
    -[X] +2 Guarantee 1 Dice of investment into Lucifaad every turn
    -[X] +1 Abstain from the construction of main roads equal in size running parallel to the Morning Star Road
    -[X] -4 Light Taxation (+30 W/T)
    -[X] -2 Request Help with the Parliament
    -[X] -3 Ensure political support from Lucifaad
    -[X] -1 Supply experienced personnel to the ministry
    -[X] Start +2, gain +10, spend -10. Total: +2.
    [X] Plan Do Most Stuff, Get Nearly Top Score
    -[X] +2 Guarantee Political Autonomy
    -[X] +2 Increase Basic Wage to ⅓ Labour
    -[X] +2 Guarantee Completion of First Stage of Education by Turn 15
    -[X] +2 Guarantee Construction of Lucifaad Academy by Turn 20
    -[X] +2 Guarantee the ministry's presence in Lucifaad
    -[X] +1 Abstain from the construction of main roads equal in size running parallel to the Morning Star Road
    -[X] -4 Light Taxation (+30 W/T)
    -[X] -2 Request Help with the Parliament
    -[X] -3 Ensure political support from Lucifaad
    -[X] -1 Supply experienced personnel to the ministry
    -[X] Start +2, gain +11, spend -10. Total: +3


[X] Request help from the Lucifaad Union (-10 Material, requires "Request Help with the Parliament" in the deal)

[X] [Exploration] Grant the request

[X] Plan Fair and Equal Accord
-[X] +1 Guarantee Limited Autonomy
-[X] +2 Increase Basic Wage to ⅓ Labour
-[X] +1 Guarantee Completion of First Stage of Education by Turn 15
-[X] +1 Guarantee Construction of Lucifaad Academy by Turn 20
-[X] +2 Guarantee the ministry's presence in Lucifaad
-[X] +1 Abstain from the construction of main roads equal in size running parallel to the Morning Star Road
-[X] -4 Light Taxation (+30 W/T)
-[X] -2 Request Help with the Parliament
-[X] -3 Ensure political support from Lucifaad
-[X] -1 Supply experienced personnel to the ministry
-[X] Start +2, gain +8, spend -10. Total: 0.

WON
 
10 - Triumph in the Capital
[X] Request help from the Lucifaad Union (-10 Material, requires "Request Help with the Parliament" in the deal)
[X] [Exploration] Grant the request
[X] Plan Fair and Equal Accord
-[X] +1 Guarantee Limited Autonomy
-[X] +2 Increase Basic Wage to ⅓ Labour
-[X] +1 Guarantee Completion of First Stage of Education by Turn 15
-[X] +1 Guarantee Construction of Lucifaad Academy by Turn 20
-[X] +2 Guarantee the ministry's presence in Lucifaad
-[X] +1 Abstain from the construction of main roads equal in size running parallel to the Morning Star Road
-[X] -4 Light Taxation (+30 W/T)
-[X] -2 Request Help with the Parliament
-[X] -3 Ensure political support from Lucifaad
-[X] -1 Supply experienced personnel to the ministry
-[X] Start +2, gain +8, spend -10. Total: 0.


Turn 10 - Triumph in the Capital

All Actions with the {UG} tag will have a bonus of 15, representing the assistance of the Underworld Guard. Limited to 4 Dice per Turn


Available Wealth: 540 (+179 Wealth/Turn)
+60 Tax Income
+50 Sabnock Silver Mine
+60 Andras Gold Mine
+30 Davaniel Silver Mine
+48 Buer Gold Mine
+40 Cash Crops

-11 Ministerial Cost
-13 Basic Wage
-30 Transmuter Cost
-35 Expanded Ajuka-Beelzebub-Institute
-20 Lucifaad Material Support


Available Materials: 53 (-10 Material/Turn)
-10 Lucifaad Material Support

Economic Issues:
Labour: 39 (Basic Wage: 1 W/T for each 3 Labour: 13 W/T)
Food: -4 {Covered through Imports}
Consumer Goods: -11 {Insufficiently covered through Imports, Rising prices}
Magical Tools: 6 {Rationed, 14 private Demand is suppressed, no Imports},



The artifact weapon of the Gäap Clan, the widely reviled "Soulshatterer" had been the subject of great curiosity for Satan Beelzebub, with the genius devil purchasing it from the ministry and painstakingly researching its functions over the last few years. While the Gäap Clan had managed to improve its potency as a weapon through experience, Beelzebub was more interested in how it actually functions and why it works the way it does. Working together with the Ajuka-Beelzebub-Institute and his own protegees, many secrets of the device, which had been elusive even to the Gäap who had owned it for centuries have been revealed, chiefly amongst them its wondrous capacity for healing.

While the device can be used to twist and destroy the bodies and minds of its victims, Beelzebub has proposed that such a use is akin to wielding a Wand like a club – certainly destructive, but a grandiose waste of its potential. Demonstrating the newfound capability, Beelzebub carried out a 3 day procedure to restore flight to a Hero of the civil War, thought permanently mutilated beyond even the power of the Phenex by the very same device that now restored her to full fighting form again.

Though such a powerful device of healing can only be called a good thing, usually it would result in pushback by the Phenex clan, whose ability to produce the miracle medicine of the Phoenix tears, a miraculous cure-all, and consolidation during the war has positioned them as the premier provider of medical aid and support in the Underworld.

Already drifting towards support of Lord Bael, the Phenex had been projected to fully throw their support behind his, only for Satan Lucifer to reveal his own efforts. Upon learning about Beelzebubs discovery, he had seen the problem and quickly approached the Phenex with his father in private to prevent ruffled feathers. The specifics of their dealing are unknown, but it is known that both parties have promised a future marriage between the Gremory and Phenex clan and that the Phenex quickly realigned themselves behind the New Satans, cooperating with Beelzebub to ensure the Soulshatterer, newly renamed to the Soulmender is used best for its newly revealed purpose.


As a permanent symbol of this friendship between Satan Lucifer, Satan Beelzebub and the Phenex Clan, a brand new hospital is being built in Lilith, designed around the miraculous abilities of the Soulmender but also offering more conventional treatment using alchemical remedies and direct application of mending magics. Additionally, as expected from the involvement of Beelzebub, it will be integrated into the ecosystem of the Ajuka-Beelzebub-Institute, researching further improvements to medicine and the body for the future.

While such an advanced facility is of course grandly welcomed by the people of Lilith and beyond, some in the ministry are less enthused by the creation of the "Rachal-Phenex-Hospital", as much of the prestige of its successes falls on the shoulders of the New Satans while we are paying much of the cost of the new infrastructure in our territory.

[Creation of a new Wing of the Ajuka-Beelzebub-Institute: The Rachal-Phenex-Hospital, adds Faculty: Medicine, adds advanced hospital facilities to Lilith, -30 Wealth/Turn Upkeep]


Yet these manoeuvres nearly drown under the announcement of the completion of the parliamentary chambers and its first session in the coming year. While Lucifaadian sculptors work hard to give the building an exterior worthy of the city, ignoring ministry calls to keep its walls bare, the underworld is abuzz with excitement. All political factions of the underworld, both the big, global groups and smaller, local interests campaign among the devils with the goal of earning new strenght and the populace in turn engages with their promises, demands and beliefs themselves.


While Lucifaad itself is secured by the Union and supporting our cause as a result, other parts of the underworld are not as secure. While we have limited penetration in the eastern clan lands, even in the west the New Satans are popular among the people and their support for us is not guaranteed.

While Satan Lucifer leads the charge of the New Satan's effort, his compatriots support him in their own specialties, with them very successfully leveraging their personal popularity and existing strength into support.

Lord Bael leads his own coalition of Clans separately fighting for support while also promising to cooperate and work together, with their platform of stopping a return to the excesses of dictatorial satan rule and ability to appeal to local concern allowing them to achieve great success in their home territories.

Unfortunately, while the Institutes campaign advocating for improvements to freedom and quality of life among the common devils is relatively successful and Amberley has been quite successful in her role as leader of the institute, she lacks the reputation of gravitas of her rivals, with more remote areas sometimes still not even knowing her name and asking for the Star of Liberty instead.

While that is certainly flattering, it also means that your absence from overt political activity and commitment to leading the Ministry is hurting the essential work of furthering the cause of Free Devils everywhere. While there are many who could replace you in your position as head of the ministry, it is unfortunately clear that no one can replace you as leader of the cause for freedom.

[-1 General Dice locked in from campaigning, -30 Wealth from Campaigning, you will select a successor for the Head of the ministry this turn]

As a result of lacking commodities and Magical Tools, emigration has picked up, with most of these leaving devils heading for the Balam Clan lands, allowing us to better measure them

[-10 Labour, +2 Food, -2 Consumer Goods]

The excitement of the elections seems to have energised many of the people in our territory, with our census takers somehow finding entire population of devils previously unknown wishing to be included in our ledgers and be able to vote

[+12 Labour, -3 Food]


Department of Extraction (4 Dice, max 4 General Dice)
Head: Liveche

"I am glad to see that our income is starting to look more healthy and I am proud of the devils of the Extraction department to have brought us this far forward. The bounties of the earth are ours, both the grand treasures beneath it and of course the valuable produce above it. And with just a bit more effort we can ensure that this upward trajectory continues unhindered. The preparations are complete, we will continue the implementation of the cash crop project at your command."

Restart the Decarabia Blackstone Quarry (168/200), 35 Wealth/Dice
The Decarabia Blackstone Quarry has been secured with the cooperation of the Underworld Guard and the required local infrastructure has been restored to full functionality. All that remains is finding enough Devils to quarry for Blackstone and equipping them with their required tools before we can reap the rewards of newly extracted Blackstone
[Upon Completion: +30 Material/Turn, -15 Labour, - 1 Magical Tools]

Build the Astralyn Eribite Mine (0/380), 20 Wealth/Dice
Our explorations have brought us a promising project to establish a new eribite mine, a rare and highly magical resource native to the underworld. Eribite holds immense value, as it powers advanced tools and magical apparatuses, essential for maintaining our cutting-edge runic items. Unfortunately, the Ipos clan, who initially discovered the deposit and commenced exploitation efforts, failed to fully succeed before their work came to a halt. Although a rudimentary road connection and partial housing have been established, the Ministry must invest further effort to prepare the mine for operational efficiency.
[+1 Magical Tools, -15 Labour]

Secure further Farmlands Stage 3 (of 4) (7/200), 15 Wealth/Dice {UG}
With all prime farmlands already being cultivated, future farming expansions will require more effort to secure and make productive.
DM: -30 Required progress to complete, repeatable once per stage
[Upon Completion: +4 Food, -8 Labour]

Search for other abandoned industries (11/50) 15 Wealth/Dice (Shared with Extraction)
It is very likely that there are more locations that have been abandoned during the devastation of the Great War. With our new contacts among the Devils roaming in the Wilderness we can search for additional sites that can be reactivated to supply us with the materials we need.
[Upon Completion: New productive sites will be discovered with varying levels of size, quality and intactness]

Plant Cash Crops Stage 2(of 3) (46/80), 10 Wealth/Dice
If there is one thing the ministry has in abundance it is unused land. Initially we have taken advantage of this to alleviate the Food problem, but with expansion of farmlands and our lessons from studying the archives we have nearly brought it under control. But the archives had information not only about improved collection schemes, but also a variety of Crops required for alchemical procedures and rituals which require vast amounts of land to cultivate but are increasingly demanded by craftsdevils in the Clan Lands.

Supplying our enemies with reagents may seem counterproductive at first glance, but we desperately need ways to counterbalance our unequal trade relationships and their capital will pay for our projects just as good as our gold
- Liveche

[Upon Completion: +3 Consumer Goods, +40 Wealth/Turn, -4 Food

[Decision] Expand the Department of Extraction
The Department has been a success, with the different experts who are now united working together to be more efficient as a team than they would be alone. With the chaos of its establishment settled the department is now ready to expand and teach additional recruits from the General Ministry the specialised details involved with their expeditions into the wilderness
[- 1 General Dice, -1 Extraction modifier,+ 1 Extraction Dice]


Department of Infrastructure (2 Dice, max 2 General Dice )
Head: Larus

This new Lilith Research Hospital, it is a grandiose waste of resources. Vast amounts of wealth spent to treat a single devil, while elsewhere entire populations are left without a medic available to them. With the resources invested into this single, if advanced facilitity the Satans could have improved the health of all of Devilkind!

And still, we cannot deny that the ministry has shown any other way forward. We have ignored it completely, I have not even brought it up for your review or spent effort planning for it, focusing only on what is truly important to the progress of the ministry.

Building up our own medical infrastructure truly helping the devils will take effort, but the ability to contest the New Satan's charity is available to us now.



Rebuild Lucifaad (427/700), 30 Wealth/Dice, 20 material/Dice
Lucifaad, the capital and largest city in the Underworld, has been severely impacted by the fighting, resulting in the destruction of a majority of the city. Being the personal domain of the old Lucifer, it has always been out of the hands of the Devil Clans. Lucifaad now serves as the backbone of the Underworld's meagre economy. The city's restoration is crucial to the revival of the Underworld's economy. The citizens of Lucifaad will contribute 75 free progress to rebuilding it each turn.
[Upon Completion: Lucifaad will be repaired, a great accomplishment ]

Rebuild Dis, Stage 2: The Inner City (64/220), 17 Wealth/Dice, 18 material/Dice
Dis used to be the greatest City in the outer regions, but with the increasing amount of wilderness surrounding it it has fallen into disrepair. With the repairs to its defences the degradation of Dis has been stopped and only the reconstruction of the city centre remains.
[Upon Completion: Dis will be repaired, a great accomplishment ]

Repair Lesser Lilith Institutes (11/150), 30 Wealth/Dice, 10 Material/Dice
The City of Lilith used to house a dozen specialised universities supporting the Nebiros Institute in its efforts to research new ways to fight against Heaven and educating the greatest minds of the Underworld. This unique system is an integral part of the City and we will rebuild them to restore it to its proper glory.
[Upon completion: The Nebiros Institute will be more efficient and will be able to open an additional wing, allowing you to choose 3 useful boni instead of 2.]

Repair the western Morning Star Road Stage 2(of 4), (62/200), 15 Wealth/Dice
The Morning Star Road is one of the two Great Roads spanning throughout the Underworld and connects Dis in the West through Lucifadd to Bael City in the East. While the eastern part of the Road is not significant to us the western part is extremely important. For many smaller towns and villages the road is the only feasible way to reach Lucifaad and all of our projects utilise it to a significant extent to be able to move materials, people and tools around.

Yet the road is in a terrible shape. Angelic Raids against the main supply Line of the Heaven Advance have created large sections of nominal road where travellers have to deviate from the original route to avoid holy grounds, unnavigable craters or areas trapped to entangle and kill the obvious. Continued neglect and additional damage during the Civil War have rendered it increasingly less functional. If we continue to expand our operations in the Wilderness and around Dis it is only a matter of time until the road has degraded into complete uselessness.

With the successful work on stopping the Morning Star Road from degrading, now is the time to begin restoring it to its former strength.The simpler logistics have already allowed us to improve connections and transports to Dis and the Human World and paved the way for repairs to the local roads branching out from it, further efforts will be of great value to Dis and the struggle to ensure access to our scattered holdings
- Larus

DM: -10% Required progress to complete for all Stages, repeatable twice

Rural Roads Repairs (47/150), 10 Wealth/Dice
If the condition of the Morning Star Road was catastrophic, then the condition of the tributary roads connecting our various facilities to it are nonexistent. Whatever infrastructure once existed has been degraded and travelling devils often prefer braving the wilderness instead of following a non-existent path that just as often leaves them stranded in nowhere instead of at their destination.

Cutting paths through the wilderness and ensuring our extraction facilities have some safe connections to Lucifaad would improve many of our operations. (And save me a lot of headaches -Liveche)
DM: -30 Required progress to complete, repeatable once

Build medical facilities [0/110], 10 Wealth/Dice
The Lilith Research Hospital is a grand leap forward for the city and the region in general, but a single hospital, no matter how advanced cannot help the great swathes of territory under our authority alone. While the construction of similar facilities across the underworld would bankrupt us of both wealth and skilled medical personnel, gathering veteran medical troops and giving them access to local clinics in larger towns and cities to operate out of will help improve the general health across the entire populace.
[Improves Healthcare across your territory, 5 Upkeep]

Build the Senate chambers (0/180), 25 Wealth/Dice, 5 Material/Dice
The new Senate will require the creation of a new meeting place built for their use. The Senatorial Chamber will be placed in the center of Lucifaad, close to the crossroad of the Morningstar Road and the Aduwallah Road to be easily accessible to even the representatives of distant territories.
[The Senatorial Chamber will be built]

[Decision] Expand the Department of Infrastructure
The Department has been a success, with the different experts who are now united working together to be more efficient as a team than they would be alone. With the chaos of its establishment settled the department is now ready to expand and teach additional recruits from the General Ministry the specialised details involved with their area.
[- 1 General Dice, -1 Infrastructure modifier,+ 1 Infrastructure Dice]


Department of Exploration (3 Dice, max 3 General Dice, Exploration Malus: -5)
Head: Saliel

"Greetings Director, it is unfortunate that you will leave our presence so soon, but I will endavour to ensure your successor will find no difficulty with me or my department despite my freshness to my position. While Zinoviel has been a great leader, she has been forced to focus on speed over safety in her expditions, desperate to fund our operations elsewhere. While I believe that there is still great value available in the corpses of the clans, I believe that we can afford to take some safety measures to prevent a repeat of the Flauros incident, even if it slows down our efforts somewhat."

-> NEW


Further exploit abandoned castles Stage 1 of 7 (0/30); 12 Wealth/Dice

While the easiest accessible materials of the castles we have looted have been taken away and repurposed for other projects, they still hold a bounty of already mined and processed materials ready for the taking. With additional effort we could carry out further operations to destroy the vestiges of the hateful past and build a new brighter future with its wreckage.

[-2 Labour, +4 Material/Turn, runs out after 5 turns]

Explore the remnants of a House of Lucifer (9/240), 20 Wealth/Dice (3 remaining)
The Devil Civil War has left a trail of devastation among the 72 Noble houses, with many houses rendered extinct and their lands and possessions now belonging to the government. The remnants of the Houses of Lucifer, sworn directly to Lucifer and trusted more than even the clans of the Satans, have also suffered a similar fate, with only House Lucifuge surviving. These territories may hold incredible secrets or riches, and those who explore them can earn Wealth, materials, Artefacts or other valuable items left behind. Leftover Progress will roll over to the next exploration should one be available.
[Upon Completion: Earn Wealth, materials, Artefacts or other valuable items left behind ]
-Satanachia
-Algaliarept
-Sargatanas

Explore the remnants of a dead Clan (13/180), 20 Wealth/Dice (3 remeaning)
The Devil Civil War has left a trail of destruction in its wake, with many of the 72 Noble houses suffering heavy losses. As a result, 7 of these houses have been completely wiped out, and their lands and possessions have been transferred to the government. These once-grand estates may still hold valuable items and artefacts, and those who are able to locate them first will be able to keep them. Leftover Progress will roll over to the next exploration should one be available.
[Upon Completion: Earn Wealth, materials, Artefacts or other valuable items left behind ]
-Murmur
-Orobas

Search for other abandoned industries (11/50) 15 Wealth/Dice (Shared with Extraction)
It is very likely that there are more locations that have been abandoned during the devastation of the Great War. With our new contacts among the Devils roaming in the Wilderness we can search for additional sites that can be reactivated to supply us with the materials we need.
DM: Expand available pool of sites for this roll
[Upon Completion: New productive sites will be discovered with varying levels of size, quality and intactness]

[Decision] Expand the Department of Exploration
The Department has been a success, with the different experts who are now united working together to be more efficient as a team than they would be alone. With the chaos of its establishment settled the department is now ready to expand and teach additional recruits from the General Ministry the specialised details involved with their area.
[- 1 General Dice, -1 Exploration modifier,+ 1 Exploration Dice]



Department of Manufacturing (2 Dice, Max 2 Genera Dice, Manufacturing Malus: -2)
Head: Antum Balam

"I humbly extend my sincerest apologies for the regrettable shortcomings that have manifested in my execution of the assigned task. It is with a heavy heart and a deep sense of remorse that I acknowledge the gravity of my failure.

In light of this unfortunate circumstance, I wish to assure you of my unwavering commitment to not only rectify the errors at hand but also to cultivate a heightened level of diligence and proficiency in all future endeavors. It is my earnest intent to embark upon a journey of self-improvement, ensuring that each subsequent undertaking reflects the utmost dedication and excellence.

Your understanding and patience during this period of self-reflection and growth are immensely appreciated, and I am resolute in my determination to emerge from this experience as a more refined and capable contributor." Antum bows deeply and presents her available options again


Create Eribite shaping facilities (0/150), 45 Wealth/Dice, requires Eribite Extraction to take effect
Eribite stands as an incredibly valuable resource, particularly renowned for its exceptional ability to swiftly expand and mould mana. This quality makes it the optimal material for crafting advanced, one-use tools and artifacts. However, in its raw form, Eribite possesses only limited value, necessitating the expertise of skilled artificers to process it into a usable state. Through their craftsmanship, raw Eribite can be transformed into refined forms that serve as building blocks for new creations or enable the restoration of worn-out tools.
[15 Wealth/Turn, +4 Magical Tools]

Manufacture simple Tools (0/200), 30 Wealth/Dice
Although magical tools surpass their human-made counterparts and are indispensable for complex operations undertaken by the ministry, there exist certain tasks within the civilian population that do not require magical tools. These less demanding tasks can be efficiently accomplished using non-magical tools, which can be easily manufactured in small workshops established by the ministry. This approach allows for simpler production processes and provides an accessible solution for addressing the needs of the general public.
[+5 Consumer Goods, -8 Labour]

Manufacture Flight Suits (27/250), 70 Wealth/Dice
Beelzebubs newly created Flight Suits require both experts in constructing armour and experts in the delicate art of runic enchantment. While the easiest solution would be to commission master craftsmen to work together to create them, it would be possible to instead establish a factory where a team can be established and manufacture them both for domestic consumption and export.
[Expected Value: at least 80 Wealth/Turn(Exact demand for this new, untested Technology is unknown), -8 Labour, -1 Magical Tools, Reduces cost of all actions involving Flight Suits]

[Decision] Expand the Department of Manufacturing
The Department has been a success, with the different experts who are now united working together to be more efficient as a team than they would be alone. With the chaos of its establishment settled the department is now ready to expand and teach additional recruits from the General Ministry the specialised details involved with their area.
[- 1 General Dice, -1 Manufacturing modifier,+ 1 Manufacturing Dice]

General Ministry (3 Dice, General Malus: -7)

[X] [Locked in] Campaign for parliament, 1 Dice
While it is important to keep the essential portions of your tasks fulfilled, by delegating additional work and drawing back some of our commitments time can be freed up to support the campaigning even while fulfilling the position as Director of the Ministry

Open educational facilities Stage 1 (0/150), 20 Wealth/Dice
The Research Institutes of Lilith are geared towards improving the minds of already educated and extraordinarily intelligent Devils, but they cannot help the Common Devil learn about the world. The lack of the schooling provided by the Devil Clans has contributed to the worsening situation in the Ministry Lands, with even the recruits for the Ministry itself sometimes needing to be taught basic knowledge while they are learning about how to contribute. Through the opening of schools in Towns and Cities we can offer the brightest Young Devils an education that will allow them to carry out advanced work and lead other workers better. Additionally a larger pool of educated workers will improve the recruiting processes of the ministry in the future, as we will not have to teach them everything ourselves
[Upon Completion: Promising young Devils will receive an education at the newly created schools in Lucifaad and Dis. Further stages will expand coverage to smaller towns in the Ministerial Lands]

Reach out to unregistered Devils (46/?), 15 Wealth/Dice
Working together with the Institute we will put in the effort to integrate Devils whole have been left out of our systems up until now. This will enroll them into our Basic Wage program and make them available to work in our projects.
[+? Labour]

Expand the Ministry, Autocompletes with one die and 20 Wealth
The current capabilities of the Ministry for the economic development and common wealth of all Devilkind are insufficient to tackle the growing number of issues we are faced with. By hiring new blood and teaching them the hard earned lessons from our work we can significantly expand our ability to deal with problems, though it will dilute the improvements we have achieved through learning from our failures
[Earn 2 additional Dice, -3 Labour, -1 Wealth/Turn, -1 Malus to General Dice]

Long Range Courier Service Stage 1 (0/160) 60 Wealth/Dice
Currently reports and messages are spread either through couriers, fast messengers who transport the orders, requests and information that are essential for the continued functioning of the ministry. By building some of Beelzebubs newly designed Flight suits we can drastically cut down on the travelling time of these couriers through increasing their safety, speed and avoiding obstacles, which will increase the efficiency of all tasks of the ministry.
[+1 to all Dice, Stage 2 involves expanding access of the courier service to the civilian population]


Through the creation of a new department which specialises on carrying through a certain category of actions we can increase the efficiency in the utilisation of our limited resources at the cost of our flexibility. The new department will have 4 assigned dice that can only be used to progress actions falling into the category of that action, these Dice will be drawn from the Free Dice pool, which means that a department will not create new dice, only shift them around. Free Dice not assigned to a Department can be used in addition to specifically assigned dice to a limit of double the regular dice. Departments will give a +5 Bonus to Dice in their category.

[Decision] Stop rationing Magical Tools
Once the situation concerning Magical Tools has improved we will be able to stop rationing them, improving our economic prospects but increasing the demand for them by a large amount
[14 points of Private Demand for Magical Tools will no longer be rationed, Mechanical Effect: -14 Magical Tools]

[Decision] Use an artifact (Write-in Artifact and purpose)
We are able to use our artifacts for a variety of purposes
[I will give feedback concerning any ideas to use an artifact]

Artifacts:

Grey Providence:
At the start of the turn, 1 Dice will be pre-rolled. This result needs to be assigned to one dice distributed by the ministry that turn and replaces the roll of that dice in all progress calculations.

Divinity Matrix:
The Divinity Matrix can be assigned to one project with a DM Bonus and will add that bonus for that turn once.


AN: Something wrong? Tell me about it! You'll get a new director of the ministry who will be a character with their own biases and not necessarily unconditional political support like you currently enjoy
NSchwerte threw 1 100-faced dice. Reason: Grey Providence Total: 71
71 71
 
71 for grey providence bears some thinking on where to deploy. Also a lot of changes. Interesting on the hospital news. We do need more wealth and probably want to try and finish the quarry at least.
 
While such an advanced facility is of course grandly welcomed by the people of Lilith and beyond, some in the ministry are less enthused by the creation of the "Rachal-Phenex-Hospital", as much of the prestige of its successes falls on the shoulders of the New Satans while we are paying much of the cost of the new infrastructure in our territory.
[The Ministry will remember that.]

71 for grey providence bears some thinking on where to deploy. Also a lot of changes. Interesting on the hospital news. We do need more wealth and probably want to try and finish the quarry at least.
Finishing the Quarry would certainly be one option for the GP die. The Wingsuit factory, or our character's Campaigning efforts would be another. I'm kind of tempted to go for the latter, since this is a unique opportunity, and making sure it will have a substantially above-average result seems like a fairly decent idea.

Department of Extraction (4 Dice, max 4 General Dice)
Shouldn't this be at +1 now? I admit I forgot how the dice-boni in general and for our departments worked, exactly.
 
Shouldn't this be at +1 now? I admit I forgot how the dice-boni in general and for our departments worked, exactly.

Experience accumulates passively until the malus stops, but will not grow beyond that by itself. Increasing the bonus into the positives will require improvements to the ministry through better planning capabilities, improvements in processes or simply improving the education of new recruits and their theoretical basis or other stuff

Your deal with Lucifaad will give opportunities for some boni once it's spooled up for example because you don't have to teach your new hires everything about the job while already working.


Campaigning is not a valid target for the die, sorry for the confusion, I put it in as an action because I wanted to make sure everyone remembers it.
 
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71 for grey providence bears some thinking on where to deploy. Also a lot of changes. Interesting on the hospital news. We do need more wealth and probably want to try and finish the quarry at least.
Wingsuits. Greatest cost and makes up somewhat for last turns low roll.

We have exploration options for materials now. A single dice on exploit abandoned castles could generate 4 or 8 materials per turn.

[ ] Plan Crops, Roads and Wingsuits.
-[] Secure further Farmlands Stage 3 (of 4) 7/200170 : 3 dice, 45 wealth, Divine matrix
-[] Plant Cash Crops Stage 2(of 3) 46/80 : 2 dice, 20 wealth
-[] Rural Roads Repairs 47/150 : 2 dice, 20 wealth
-[] Explore the remnants of a dead Clan 13/180 : 3 dice, 60 wealth
--[] Murmur
-[] Manufacture Flight Suits 27/250 : 3 dice, 210 wealth, Grey Providence
-[] [Locked in] Campaign for parliament, 1 dice, 30 wealth
Total dice 14/14, total wealth 385, grey province and divine matrix assigned.

More cash crops to make up for the extra costs we have just been hit with, more farms to make up for the loss of food, rural roads so we can get full rewards from andras gold mines that are negatively effected from unexpected transportation costs. Exploration chip away at clan looting and hopefully add some temporary material income. Wingsuits for money. Should make a lot of progress with Grey Providence and 2 rolled dice.
 
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Alright, so to get things started with a plan:

[] Plan: Bare Outline
Extraction 4/4 D, 80W
-[] Restart the Decarabia Blackstone Quarry (168/200) - 1D, 35W : 69% (nice)
-[] Secure further Farmlands Stage 3 (of 4) (7/200) - 3D, 45W, DM : 74%
Infrastructure 2/2 D, 20W
-[] Rural Roads Repairs (47/150) - 2D, 20W : 50%
Exploration 3/3 D, 60W
-[] Explore the remnants of a dead Clan (13/180) - 3D, 60W : 28%
Manufacturing 2/2 D, 140W
-[] Manufacture Flight Suits (27/250) - 2D, 140W : 0%
General 1/3 D, 30W
-[] [Locked in] Campaign for parliament, 1 D, 30W
Total: 12/14D, 330W

The Blackstone Quarry could easily be exchanged for Cashcrops, but the general outline holds, IMO. For the remaining two dice there's a couple of options.
One die we could easily use in whichever Extraction option not chosen; finishing Decarabia is something we've all been more or less been blueballed on for a long time, and the ConGoods from Cashcrops might help stem the new bleeding of labor that the GM apparently decided to introduce now that our bleeding of Wealth is finally starting to subside.
For the final die, we could go for a third die in Flightsuits, but it might also not be a bad idea to use it to expand the Ministry. With the end of our biggest financial woes finally in sight, having two additional dice we can use to tackle the various remaining problems - ie, lack of ConGoods and MTools - more quickly wouldn't hurt.
 
We have exploration options for materials now. A single dice on exploit abandoned castles could generate 4 or 8 materials per turn.
It's not a particularly good option, IMO. It's "only" 12W, yes, but it also only provides 20-40M, rather than the indefinite 30M/turn of the Quarry.
It could work as an absolute emergency option, but frankly we still have at least 5 turns before our Material reserves run out (not counting any further M gained from Exploration), and it will take only 4 turns to finish the repairs to Lucifaad.

Frankly, we'd be better off overall to just spend the die on the Quarry instead of the castles.
 
Further exploit abandoned castles Stage 1 of 7 (0/30); 12 Wealth/Dice

While the easiest accessible materials of the castles we have looted have been taken away and repurposed for other projects, they still hold a bounty of already mined and processed materials ready for the taking. With additional effort we could carry out further operations to destroy the vestiges of the hateful past and build a new brighter future with its wreckage.

[-2 Labour, +4 Material/Turn, runs out after 5 turns]
If I'm reading this right, I think this gives us +4 Materials per turn for 5 turns, for a total of 20 Materials?

Really doesn't really seem worth it right now, since we've got plenty of materials currently and we'll get more +Materials and +Wealth from our remaining six exploration actions.
 
Then I'd rather just wait and focus on cash crops and wingsuits. We aren't going to be spending a lot of dice on material using projects for at least a few turns.
That, and the Quarry eats up a huge amount of Labor (-15), which is the new resource we're bleeding like crazy.

Incidentally, @NSchwerte, why are Devils abandoning us in droves *now*, after we've (mostly) solved the food crisis, gotten started on improving the supply of consumer goods (some, at least), *and* just announced a massive increase in the UBI we're providing to Free Devils?

I'd have understood if this had been at the start of the food-crisis when people had reasons to expect widespread famine and starvation, but it happening at this time seems rather counter-intuitive to me.
 
Goodness, I wished we had more dice to repair the Cities instead of neglecting them for basic necessities. Our territories must look like hovels compared to the nobility.
 
We're loosing tons of Labor because we haven't given much of any QoL improvements to most of our people. We've been understandably chasing a stable income, but that's come at a lot of costs. We're still behind on food, consumer goods, and magical tools, all of which are subject to massive price gouging. We rebuilt Lilith, but Dis is still in ruins and Lucifaad won't finish repairing itself for five more turns. We haven't provided education, courier services, medical services... By the time we've got enough stable income to not need the Department of Exploration to fund us, we might not have the Labor force to do anything else.

I think we need to accept a little bleeding money-wise to keep our population around. The Ministry cannot afford to focus on itself so much that its labor and political support dries up. Look at what gained us Labor this turn: The elections in Lucifaad. We need to do more things like that. Visible, positive improvement to people's lives.
 
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Why are devils leaving:
Food: -4 {Covered through Imports}
Consumer Goods: -11 {Insufficiently covered through Imports, Rising prices}
Magical Tools: 6 {Rationed, 14 private Demand is suppressed, no Imports},

Food is stable now but still at higher than normal prices by the time it stabilized. Consumer goods there is not enough of at all and keeps on seeing price raises. Magical tools are unavailable for private demand at all. Cash farms have been good though, each stage lets us chip away at consumer goods while also bringing in badly needed wealth and as long as we complete in conjunction with a farm stage do not change food. Magical tools is going to take a lot longer and a lot of funds to fix.

I would put 1 general dice into extraction to do cash farms, 10 wealth but it nets us 3 cons good and 40 wealth helping us for future turns and reducing the price rise of consumer goods which is one factor that is driving devils away

edit- putting the other free general dice onto farmlands might be a good idea, makes it more certain to complete the current stage and anything excess rollsover to the next stage making it easier to finish that.

So:
Extraction 4/4 D, 105W
-[] Restart the Decarabia Blackstone Quarry (168/200) - 1D, 35W : 69% (nice)
-[] Secure further Farmlands Stage 3 (of 4) (7/200) - 4D, 60W, DM : 96% (4% to finish stage 4)
-[] Plant Cash Crops Stage 2(of 3) (46/80) - 1D, 10W 67%
Infrastructure 2/2 D, 20W
-[] Rural Roads Repairs (47/150) - 2D, 20W : 50%
Exploration 3/3 D, 60W
-[] Explore the remnants of a dead Clan (13/180) - 3D, 60W : 28%
Manufacturing 2/2 D, 140W
-[] Manufacture Flight Suits (27/250) - 2D, 140W : 0%
General 1/3 D, 30W
-[] [Locked in] Campaign for parliament, 1 D, 30W
-[] 2 to extraction
Total: 14/14D, 355W

3 Cons good brings the deficit down to -8 which is closer to what imports would cover which means price increase of cons good is not as bad, also the 40 wealth per turn to cover action costs moving forward. Though were are you using the Grey Providence die?
 
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Why are devils leaving:
Food: -4 {Covered through Imports}
Consumer Goods: -11 {Insufficiently covered through Imports, Rising prices}
Magical Tools: 6 {Rationed, 14 private Demand is suppressed, no Imports},

Food is stable now but still at higher than normal prices by the time it stabilized. Consumer goods there is not enough of at all and keeps on seeing price raises. Magical tools are unavailable for private demand at all. Cash farms have been good though, each stage lets us chip away at consumer goods while also bringing in badly needed wealth and as long as we complete in conjunction with a farm stage do not change food. Magical tools is going to take a lot longer and a lot of funds to fix.


I would put 1 general dice into extraction to do cash farms, 10 wealth but it nets us 3 cons good and 40 wealth helping us for future turns and reducing the price rise of consumer goods which is one factor that is driving devils away

edit- putting the other free general dice onto farmlands might be a good idea, makes it more certain to complete the current stage and anything excess rollsover to the next stage making it easier to finish that.

So:
Extraction 4/4 D, 105W
-[] Restart the Decarabia Blackstone Quarry (168/200) - 1D, 35W : 69% (nice)
-[] Secure further Farmlands Stage 3 (of 4) (7/200) - 4D, 60W, DM : 96% (4% to finish stage 4)
-[] Plant Cash Crops Stage 2(of 3) (46/80) - 1D, 10W 67%
Infrastructure 2/2 D, 20W
-[] Rural Roads Repairs (47/150) - 2D, 20W : 50%
Exploration 3/3 D, 60W
-[] Explore the remnants of a dead Clan (13/180) - 3D, 60W : 28%
Manufacturing 2/2 D, 140W
-[] Manufacture Flight Suits (27/250) - 2D, 140W : 0%
General 1/3 D, 30W
-[] [Locked in] Campaign for parliament, 1 D, 30W
-[] 2 to extraction
Total: 14/14D, 355W

3 Cons good brings the deficit down to -8 which is closer to what imports would cover which means price increase of cons good is not as bad, also the 40 wealth per turn to cover action costs moving forward. Though were are you using the Grey Providence die?
Don't forget Grey Providence. (And a plan name.) I also think putting it on the Flight Suits is a good idea, since those dice are really expensive and it'll help make up for last turn's roll.
 
Yeah that is @Kelenas plan just with the suggestions I had for the last two unspent dice, Flight Suits would be a perfect spot for the good Grey Providence roll we got this turn.
 
We should be able to get to get 0 consumer goods(meet demand) if we complete cash crops and use the transmuter to produce 6 of them.

The problem is magical tools. We are going to need a few turns just to get to the point we can halve rationing.
 
We should be able to get to get 0 consumer goods(meet demand) if we complete cash crops and use the transmuter to produce 6 of them.

The problem is magical tools. We are going to need a few turns just to get to the point we can halve rationing.
We don't necessarily need to get to 0 consumer goods. It's currently "Insufficiently covered through Imports". If we can get it high enough, then the supply should be OK even if we're still stuck using imports.
 
We don't necessarily need to get to 0 consumer goods. It's currently "Insufficiently covered through Imports". If we can get it high enough, then the supply should be OK even if we're still stuck using imports.
Yup. -3 should be enough, which is good since it lets us pivot to magical tools stuff by throwing dice at Eribite mine the following turn.
 
As an alternative, we could use the transmuter to - hopefully - push our Food into the positive, which should hopefully be enough to push the food prices back down. That would also make for a fairly visible improvement in QoL.

I regards to the Grey Providence die, I'd still prefer to put it into our character's campaign. Bad rolls for the Wingsuit factory would be annoying, but something we could recover from at this point.
Having a good roll for our current character's campaign, however, could strengthen our position in the forming government, which is something we won't get another chance at until the next election. And considering how the clans are out to fuck us over, and even the New Satans don't seem to be above leaving us to pay the bill if it benefits themselves (see the Hospital thing this turn), having an ally with a strong support base in the government could easily be very valuable and make our lives much easier.
 
As an alternative, we could use the transmuter to - hopefully - push our Food into the positive, which should hopefully be enough to push the food prices back down. That would also make for a fairly visible improvement in QoL.
Depends on how much progress we make in cash crops. Just +3 consumer goods probably isn't enough, but +6 might be. +9 definitely does. We can change it any turn, so we can adjust it as needed.
I regards to the Grey Providence die, I'd still prefer to put it into our character's campaign. Bad rolls for the Wingsuit factory would be annoying, but something we could recover from at this point.
I think your missing the fact that the campaign is pretty much a guaranteed success, given that we are automatically picking a successor for heading the ministry. It's not something I'm in favor of. At minimum we should check with @NSchwerte that the dice is actually even rolled rather than merely used.
 
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