With the entity purged from your hull you're far more calm now than you were last year. Things are finally looking up, and with everyone settled the population needs far less micromanagement on your part to survive. It's a turn of events you're quite happy with, but your discoveries last year have certainly put a plug on the optimism.
There is someone in the Realmers that has betrayed you, and they seemingly weren't found again after making their plan a reality. They were not in the mangled bodies of the crew that were killed that day either, so something has to have gone wrong on that front. They must be found before events repeat.
It would also likely be wise on your part to examine all the documents you've acquired on the subject of warp entities thoroughly, as they have shown themselves to be a very real and dangerous threat to you already. Given how dangerous just a single manifestation of them was, you must be prepared for the worst. Understanding them should help with that, and hopefully make it clear just what entity might have assaulted you so you can claim revenge against it.
Otherwise there is still much to do. Structures of government need to still be laid out and granted the offices and expertise they need to work efficiently. The settlements need to have proper industrial civilization brought to them to allow them what comforts they still miss. The infrastructure of the entire system is still mostly lacking and needs to be brought to the bare minimum standard for your peoples survival in the long term. The other planets need to be fully explored and possibly annexed if you desire to keep the peace and uplift these people back to proper standards. A military needs to be built to face off against potential threats before they become true dangers.
The work never ends, but each step you make forward will bring you back the dignity of your former existence.
Actions:
PR-01: 4
Ceriox: 1
Maximilian: 1
Sila: 1
Sister Amara: 1
Capital: 4 (stocks) + 8 (generated)
Martial:
Continue exploring Vareena III: While Sila has explored most of Vareena III some secrets remain yet uncovered. However with war ongoing and any remaining secrets likely hidden under the sea or on the ground any further exploration will need to be done very carefully.
DC 75
Used Techs: Social Science, Xenology
Effects: Locates remaining populations on this planet and features of note.
Explore Vareena IV: Vareena IV is both the most earth-like of the planets in this system and the most mysterious of them all. With the research base located and most of the other military infrastructure located with it, all that really remains is to find the planet's natives and whatever other natural secrets this planet holds. Given the information you have learned from the station's records this planet likely has anti-psykers within its populations.
DC 50
Used Techs: Social Science, Xenology
Effects: Locates surviving populations on this planet and features of note. Critical success will find all possible populations and features.
Explore Vareena V: Vareena V meanwhile was only partially habitable during the days of the Confederation. Terraformed to make way for yet more prisoners its inhabitants are more than likely entirely alien, and of the most violent sorts as well. Being a superplanet its gravity is quite strong and those who might yet live here are sure to be fierce.
DC 70
Used Techs: Xenology
Effects: Locates surviving populations on this planet and features of note. Critical success will find all possible populations and features.
Construct Android Regiments: Far more suited to the work of warfare than your average human, an Android regiment would likely be your best bet for increasing your military strength on the ground. Well suited to warfare in most conditions, they'll be flimsy but hard hitting. Most importantly, you should be able to manufacture near limitless numbers of them as long as you can source the materials for their construction.
DC 70
Used Techs: Weaponry, AI.
Requirements: 5 Capital
Effects: Creates an Android Infantry Unit. Has higher wounds count than humans do, but may be lower quality.
Establish the Ministry of War: While organizing bands of soldiers can be done haphazardly, you'll need to eventually establish a branch of government to keep them in line and which can organize and implement proper doctrine to their forces. You don't really have the experience to form a general staff or even an experienced officer corps, but it's better to have green commanders than no chain of command at all. Even greater of importance is to keep your military subordinate to the government, as without your presence in the system they will likely be very influential once created.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.
Establish Refugee Militia: With the refugees settled and the food situation no longer an issue you can now call upon them as soldiers if you so desire. They would be poorly trained and extremely green, but with modern weaponry they should at least hit hard. You'll need to build more industrial capabilities if you want to equip them with anything more than flimsy environmental suits though. Maybe one day they'll get access to exosuits, walkers, mechs and artillery platforms but those are not cheap to produce.
DC 50
Used Techs: Weaponry
Requirements: 2 Capital
Effects: Creates a Human Infantry Unit.
Fabricate Fighter Squadrons: With your current STC capabilities you cannot build anything larger than a shuttle or fighter within your hull. Your hangers are large enough to store larger vessels for transport through the warp, but the mass conveyors connecting to the STC processors are simply too small to carry anything larger at a time. For now, any ship is better than no ships though, even if they would be stuck to only this system.
DC 60
Used Techs: Weaponry, Voidcraft
Requirements: 5 Capital
Effects: Creates a Fighter Squadron Unit.
Convert the Research Base into a Military Installation: The base on Vareena IV makes for a fine installation, but it will need to be repaired to be anything more than a salvage operation. With its hidden facility and preexisting reinforcements it could be a rather fit ground for stationing your military for training and development. For now it would likely be rather out of the way, but once the natives of this world are contacted they could supply its needs of resources and soldiers.
DC 150
Used Techs: Infrastructure, Materials Science
Requirements: 20 Capital
Effects: Creates a piece of infrastructure that allows you to build and upgrade more advanced ground military units and which can be further upgraded to provide multiple different benefits such as super-soldier creation.
Diplomacy:
Begin First Contact: You have direct evidence of human and alien life in this system. It is high time to make your introductions and find out what these people are like. Trade and diplomacy are key to the establishment of civilization in this frontier.
DC 50
Used Techs: Social Science, Xenology if applicable
Requirements: Must be done during or after a planet is explored. May apply to multiple planets or civilizations at a time, but must have a hero assigned per civilization or planet.
Effects: Will attempt to begin first contact with either of the Two blocs encountered on Vareena III or any civilizations encountered during this turn.
Rationalize the Council: For now the council consists of you, the leaders of the factions and their deputies. This has made organizing the refugees immensely easier. However, as it stands the deputies are little more than yesmen for their leaders. You should take this opportunity to search for other qualified people to fit these seats who aren't their lackeys. The natives of this system may very well make for a useful counter balance if you can hire them to your cause.
DC 70
Used Techs: Social Science, Xenology if applicable
Effects: Will attempt to search for Heroes in whatever populations you have met. Write In where you want to source new recruits. DC significantly increased if the refugee population was chosen.
Influence the Population: Your crew of refugees are for the moment directionless. Having lost all that they once held dear they haven't a clue where or how they will end up. Give them direction in this time of turmoil and they will follow, lost as they are.
DC 50
Used Techs: Social Science, Xenology
Effects: May influence your population in a specific direction. Write in for the specifics.
Establish the Ministry of the Exterior: Training a diplomatic corps is a long and important affair. External negotiations are something a government will often need to do, and lacking experience or structure in your diplomats can be a dire mistake. Standardizing their work should make for easier trade negotiations, more qualified peacemaking and less intimidating introductions. Well worth the investment, as long as there are people to meet.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.
Stewardship:
Retrofit the Vega: The Vega is a fairly modern ship all things considered. Capable of using both machine guided or psionically guided navigational systems alongside modern sublight engines it could become a fast and effective military ship. However, it needs to have significant retrofitting to properly function and will cost quite a bit of material to do so. Much less than building a ship from nothing though.
DC 100
Used Techs: Weaponry, Armor
Requirements: 10 Capital, HCS Vega.
Effects: Will create a Frigate Class Unit with tech level equal to average of techs used.
Harvest the Vega: While the Vega is a rather fine ship, it's also somewhat redundant with your capabilities. Given its large size and advanced equipment you'd be able to restore a significant amount of your systems to full capability with its internals. While the thickness of its hull is much lower than yours any remaining hunks of metal should still prove capable of being reworked with your onboard STC system into the sections you need. It won't fix all of your issues but something is better than nothing.
DC 50
Used Techs: Voidcraft, Industry
Requirements: HCS Vega.
Effects: Will provide 30 Capital. Will repair two wounds on PR-01.
Repair the Drydock: The drydock you've carried within a number of your hangers is in rough condition. Blown up at the very start of the civil conflicts that erupted before you left, it will need extensive repairs to its superstructure. The delicate parts are at least intact and copying over STC's from your main core to it should be easy. Most of what it's capable of producing with its current STC designs are inferior civilian grade ships compared to your scattered files, but may be useful for analysis.
DC 100
Used Techs: Voidcraft, Infrastructure
Requirements: 20 Capital, Drydock.
Effects: Will create a new piece of infrastructure. Unlocks actions to create spaceborne units larger than fighters in the drydock. Unlocks actions to expand the drydock into a full shipyard. Unlocks actions to repair PR-01.
Scrap the Drydock: While potentially useful, the sheer amount of resources held within the drydock are tempting to reuse. Stripping down its STC system for parts could be exceptionally useful in replacing the parts of your own system that are wearing out, but would also remove your only redundant STC that isn't inside you. It's risky but the sheer amount of materials it has on hand is not to be underestimated.
DC 80
Used Techs: Infrastructure, Industry
Requirements: Drydock
Effects: Will provide 50 Capital. Will repair four wounds on PR-01
Begin Asteroid Mining: While you don't have the infrastructure to autonomously extract resources, moving asteroids into your hangers and processing them into their constituent materials through your STC systems is a rather simple and well practiced affair for you. It's certainly inefficient compared to simply producing them on a planet or moon, but it's all you can do at the moment to produce useful industrial supplies.
DC 50
Used Techs: Materials Science
Effects: Produces 2d8 capital. Criticals will double the number of dice rolled. May be done multiple times.
Repair your Warp Drive: When the great storms began you were thankfully exiting the warp. Despite this you only barely escaped and were severely damaged as you did so. A few thousand years more of flight at sunlight speeds allowed you to survive and repair somewhat, but you'll need to fully repair your drive if you want to travel to other systems again safely.
DC 60
Used Techs: Warp Manipulation
Requirements: 5 Capital
Effects: Allows you to use travel actions.
Build more Stone Class Intelligences: While the Stone class androids are in general inferior in mental capabilities to other classes of AI intelligences or humans, they are very useful. You have far less operating within you at the moment than you did when you first set out and their presence is greatly missed.
DC 90
Used Techs: AI, Industry
Requirements: 5 Capital
Effects: Will increase the number of operating Stone Class AI androids within you by about 50k per action. Will unlock the ability for PR-01 to engage in ground based actions at a severe penalty. Penalty will be reduced and actions gained as you reach 150k, 300k, 500k androids onboard.
Rebuild onboard sensors: While most of your sensors are still functional, a number of your onboard sensors have had to be cannibalized for parts over the years outside of your core systems. Rebuilding them is of relative priority to ensure your crew isn't up to no good and to make sure you have a proper understanding of what's going on inside of you. Given your massive size it's going to be arduous work but best to have it be done before you fight Orks or other vermin which could infest your less trafficked hallways and rooms.
DC 100
Used Techs: AI, Industry
Requirements: 15 Capital
Effects: Will re-enable your sensors. Unlocks a free action for PR-01 each turn that may be used to surveil, interact with or influence a population within you.
Establish the Ministry of Economic Development and Production: One of the most key sectors of government is in the management of economic growth. While for the most part most populations can grow the economy without too much intervention, it is key to establish control over production early or else potentially see labor severely misallocated. Even worse, without stringent control of currency and markets it is likely that black markets and smuggling may become rampant.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.
Lay down the foundations of an STC Industrial zone: Until you construct an STC system on Vareena, the refugees will need to rely on either goods produced by hand or through your own systems. However, you've found a perfect area in the archipelago to begin constructing an industrial zone, namely around one of the largest volcanic islands. Able to draw power from abundant geothermal energy and to source easily accessible materials from the magma, even early construction should radically decrease the cost of production in other sectors and allow your civilians to enjoy some comforts they've long been missing. It will take a while to fully finish, but an STC system is a key pillar of modern civilization.
DC 150
Used Techs: Infrastructure, Industry
Requirements: 20 Capital
Effects: Will create a piece of infrastructure that reduces most Capital costs and reduces multiple DC's. Unlocks more production actions. Produces 5 Capital in its first stage. Further upgrade stages will unlock more actions, produce more capital and reduce costs further. Some cost reductions, DC decreases and actions will be locked if the space elevator is not built.
Lay down Arcology Foundations: Your population is mostly living in semi-rural villages connected by basic road networks as of the moment. This is fine for an initial colony, but not for the future. The second largest island in the chain is volcanically dormant and in your estimations largely safe from natural disasters. An arcology should be constructed here to serve as both a capital for your people and a potential fortress during conflict. You will not fill the living spaces in this arcology for a long time with your current population, but its benefits would be worth it even now. Fabricating the resources necessary for its creation with your current capabilities would take a very long time to complete but it is possible.
DC 200
Used Techs: Infrastructure, Armor
Requirements: 15 Capital
Effects: Will create a piece of infrastructure that provides planetary population with a safe haven during invasion. Prevents civilian losses during fights in the system and will provide tax base growth over time. May provide other benefits as the population becomes remotely able to fill its halls. Has multiple stages.
Begin work on a Space Elevator: Space elevators are nearly as key to stellar civilization as the STC systems are. Allowing for the rapid movement of materials from space to the surface allows for significantly higher throughput for space trade and industry. While most developed worlds will need multiple to services their imports and exports, a single tower should serve your population for now. It will likely require two stages of work to finish the elevator, but it should be capable of moving goods the moment its main tower is finished.
DC 120
Used Techs: Infrastructure, Industry
Requirements: 25 Capital
Effects: Will create a piece of infrastructure that allows for the upgrading of the Orbital Stations and infrastructure. Unlocks multiple space construction actions and interplanetary trade actions. Allows STC infrastructure to affect spaceborne actions.
Build Cloning Facilities: Cloning presents a handy way to both use the research data from the military installation and to increase the current population of the refugees to more sustainable numbers. Many may be unnerved by the process that will produce copies of them, but so long as familial ties are recorded it should serve as a useful way to spike the population upwards while colonization is undergoing.
DC 100
Used Techs: Infrastructure, Biology
Requirements: 10 Capital
Effects: Will create a piece of infrastructure that increases the tax base and population every turn. Allows for the recruitment of cloned units, both normal and blank. Has a 1% chance each turn to create a new hero unit.
Develop Medical Facilities: One of the other key pillars of modern civilization is the development and placement of advanced medical capabilities in all areas inhabited by sapients. While you will still need to construct a planetary STC production system to produce wonders of your age like the Panacea, simple cybernetics and drugs can be manufactured relatively easily. They won't be especially high quality, but they will work to keep your population happy and healthy until more modern replacements can be implemented. Furthermore, extending your population's effective lifespans should help keep labor productivity high and mortality very low.
DC 90
Used Techs: Medicine, Cybernetics
Requirements: 10 Capital
Effects: Will create a piece of infrastructure that indirectly increases population and tax base growth by a minor amount per turn. Extends Hero lifespan. Gives a chance to save dying organic heroes every time they are reduced to zero wounds. Can be upgraded through multiple stages to increase these effects.
Automate Food Production: Between fishing, hunting and farming your refugee population is largely self sustainable for now, but if its population is to grow and become productive you will need to mechanize and automate away this high labor industry and keep production at fully optimal levels. For the most part this should be easy once you build the facilities needed to produce agricultural and trawling equipment. Adding in a few specialized Stone-Class intelligences to monitor the situation should keep things working efficiently and should provide significant economic benefits in the long term. So long as these solutions are scalable you should be able to extend these benefits to new corners of this planet or others with relative ease.
DC 60
Used Techs: AI, Ecology
Requirements: 5 Capital
Effects: Will create a piece of infrastructure that provides increases in yearly population growth and a level of capital production equal to half the tax base per turn. Prevents famine events from occurring.
Construct more Civilian Androids: While more Stone Class androids could be useful for the military, bolstering the mechanical population within the civilian sector could also be wise. Varying from mere automated devices to near-sapient helpers, the Stone Class androids should be able to significantly increase civilian economic production while minimizing hours wasted on chores and basic life requirements. Labor and relaxation time should be maximized to allow for effective development and a high standard of living. That it would continue normalizing your population to having AI around them is yet another benefit.
DC 70
Used Techs: AI
Requirements: 3 Capital
Effects: Will increase tax base and population as a lump sum. Repeatable.
Learning:
Begin the reconstruction of the Noosphere: While some during your era dubbed the creation of the Noosphere to date back to the ancient internet of the 3rd millennium, its existence as a galaxy wide communication network only came into force by the 21st millennium as warp beacons made the transit of information over faster than light methods possible and relatively safe, albeit with quite low bandwidth. With the beacon's short shelf life the old Noosphere is more than likely long, long dead but you have the exact infrastructure needed to start building it again. For now it's only likely to be effective within this system but as you explore it should grow alongside your beacon network.
DC 120 (200 for heroes other than PR-01 or who lack a scientist trait.)
Used Techs: Infrastructure, Warp Manipulation
Effects: Allows direct communication between visited systems. Upgrades warp beacon artifact to grant further bonuses.
Research Technology: While most of your memories and the most complicated of your STC files are still locked down in quarantine, you've got thousands of scattered STC blueprints and other data files that you could spend time fixing, ranging from complex variants of weaponry that you yourself do not have installed, to the scattered works of humanities thoughts on politics, to the various sorts of analysis on alien phenomena that you once would have documented before your reset.
DC 40 + the next tech level x 10
Used Techs: Whichever chosen
Effect: Begins researching a tech category of your choice. Will advance tech in that category by two stages if critically successful.
Observe and Train Sila's Capabilities: Sila is the very first human psyker you have observed with your rather limited memories. With your discoveries on Vareena IV you've learned of both the various capabilities of psykers and how the Confederal Researchers tried to train their subjects. With this knowledge in hand you should be able to help Sila master her capabilities and understand them at the same time.
DC 70
Used Techs: Psionics
Requirements: Sila and PR-01 must be alive. Must use both Sila and PR-01 on this action.
Effects: Reveals Sila's psyker grade and what capabilities she has as a psyker. May upgrade PR-01's Eccentric trait mildly as warp exposure is increased. Will train Sila, increasing prowess significantly while upgrading the effects of her specialty.
Examine Databases: The copies of the information from your central database fills a vast collection of drives and storage mediums that you have hidden away safely. Almost all of its contents have been reduced to gibberish or are heavily encrypted but with work you should be able to make it mostly legible. It will take years to fully update your current information with your old documents but it should be worth it.
DC 100
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old storage. Will grant 1d4 stages of research in technologies below tier 4 with the exception of psionics. Repeatable.
Examine Duplicate Memory Cores: Within the duplicate cores you had Amara create you have a vast wealth of knowledge and memory from your days traveling amongst the stars. In its current state you'll have to sift through it carefully for errors and corruption, but it might offer quite a bit of solace to your lost mind.
DC 100
Used Techs: AI, Social Science
Effects: Slowly whittles away at your old memory banks. May grant new traits and will increase your stats by 1d6 points randomly split between each mental stat. Repeatable.
Decrypt Psionics Records: The records left in the stations database are quite extensive and haven't fully been translated and decrypted. With more time and effort you should be able to finish diving into the highly classified secrets and records. The warp has clearly become more active than it was in the days of old, and learning their observations will be crucial for you to understand just what lurks in its depths.
DC 150
Used Techs: Psionics
Effects: Gives multiple stages of Psionics research. Will further inform you of major entities in the Warp. Grants insights on how psykers and anti-psykers function on a metaphysical basis.
Examine the Viral Entity: You have a wealth of information recorded of the fight between yourself and the entity. Most of it is from the records of the androids you dispatched to clear the taint, but you did record the ways you fought this entity afterwards for safekeeping and potential knowledge transfer. Establishing ways to banish warp entities should prove useful for not only you, but your people as well.
DC 80
Used Techs: Psionics, Anti-Psionics
Effects: Will determine ways to fight warp entities through technological and physical means. Will reduce the DC of Uncover the Viral Origin significantly. Grants insight into Trickster-Schemer strain warp creatures.
Learn of Warp Corruptions: Your knowledge of warp creatures and the strains they follow are lacking. Diving into records on the main three strains of warp corruptions from the research bases vaults is likely to be useful, especially if it contains further information on the type that attempted to infect you. The warp is known to be dangerous, but you have very little information on how exactly those dangers manifest and function. Learning on the subject is likely to be wise, even if these corruptive strains are known to be rather weak compared to the more developed warp creatures the Eldar were known to have incarnated.
DC 60
Used Techs: Psionics
Effects: Grants an introduction to Trickster-Schemer, Rot-Decay and Murderer-Warrior strain warp creatures and phenomena. Increases Psionics research by 1 stage. May upgrade Eccentric trait as understanding of the warp is acquired.
Learn of the Aeldari Gods: While the relationship between humanity and the Aeldari has long been dominated by a cold war, with cycles of detente and aggression, humanity has learned a fair amount about their culture, mostly from Craftworld traders. Most notably among them was their immensely powerful psychic nature and the very real manifestations of their gods that ability could create. With humanity now opening to the warp like them it might be worthwhile to dive into their divine relationships and to understand how these manifestations of the warp worked for the Eldar and how they might manifest for psychic humans.
DC 70
Used Techs: Psionics, Eldar
Effects: Grants an introduction to the Aeldari Gods and spirits and how the Eldar use them. Increases Eldar and Psionics research by 1 stage.
Learn of the Controllers: The literature on these "Controllers" seems to indicate them being rather separate from any other warp beings encountered thus far. While they seem to possess and mutate creatures that they inhabit much like many other manifestations of the warp, they uniquely seem capable of the mass controlling of sentient minds and known to rapidly spawn if not destroyed early. It's probably worth it to try and learn as much as you can of them before you might encounter them.
DC 80
Used Techs: Psionics
Effects: Grants an introduction to non-strain related warp creatures and their capabilities. Increases effectiveness of psyker training as the full dangers of their failures are shown and understood.
Learn of the Creeping Taint: Observance of the Aeldari people through trade and warfare had noted a significant decline in their traditional religious beliefs from the beginning of mankind's relations with them to the closure of the facility here in Vareena. Seemingly replacing that had been the growth of various organizations dedicated to unabashed hedonism on their part. Notes on the observations of these cults and communes seem to indicate the formation of a new strain of Warp Corruption, different from that of the main pre-existing three. You should look into the records on this, as a crueler Aeldari Empire is the last thing anyone might need.
DC 100
Used Techs: Psionics
Effects: Grants an introduction to Hedonist-Gluttonous strain warp phenomena and how these strains can form. Increases Psionics research by 2 stages. May upgrade Eccentric trait as understanding of the warp is acquired.
Establish the Ministry of Science and Technology: While you can likely get away with most scientific work being hoisted to you for a time, lacking an organized governmental system for the recording of scientific theory and function leaves your people in significant potential danger should you die. Furthermore, it should allow your engineers and scientists a far greater ability to actually work on new tech if they have functional teams and budgets to work with.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.
Intrigue:
Investigate Hero: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating their leaders is likely to be the most important job, both to ensure that you know who you're dealing with on the job and to make sure they're not leading their people astray.
DC 50
Used Techs: Social Science, Xenology or Psionics if applicable
Requirements: Pick a hero.
Effects: Will learn unknown hero traits. Will reveal the hero's connections to outside sources.
Investigate Faction: With such a short time the refugees have been awake aboard you they are frankly strangers to you. While you don't think they're hiding anything of great importance, it's within your duties to ensure that all those onboard you will be safe and sound, and part of that job involves knowing all the dangers everyone onboard might present. Investigating the general population is a much longer and grander task, but is more likely to find wreckers and those who wish you ill.
DC 80
Used Techs: Social Science, Xenology
Requirements: You will need to choose either the Traders, Realmers or Viridians
Effects: Will reveal population loyalty and beliefs. Will reveal the population's connections to outside sources.
Surveil local space: While you don't have the capabilities to get out of Vareena through the warp just yet, you do still have the ability to examine your neighboring systems from this long distance. You won't be able to get too much information, but comparing star charts to their current positions should help to give some ideas alongside some spectrum analysis.
DC 60
Used Techs: Physics
Effects: Discover basic information about neighboring systems.
Uncover the Viral Origin: Something made the dormant virus that was formerly within you go rampant and which caused the summoning of a warp entity. There has to be some sort of plot related to this event. You must find the origin of this plot before they strike again, especially if they've already settled with the rest of the population.
DC 100
Used Techs: Social Science, Psionics
Effects: Tracks down the originator of the previous outbreak and puts an end to them. May learn who they pledge allegiance to in doing so. DC is reduced by actions that investigate their connections such as investigating the Realmer faction. May cause more issues if not done soon.
Establish the Ministry of the Interior: If there is one thing you have learned after your arrival in Vareena, it is that not everyone can be trusted, and not everyone has your peoples safety always in mind. As such, expanding the organization of government dedicated to policing and surveillance would likely be wise to keep the peace and to prevent wreckers from doing as much damage as they can. You'll still respect Confederal law in the bounds of what level of surveillance these governmental forces can implement, both to keep with the rule of law and to reduce the chances of these forces being infiltrated themselves.
DC 50
Used Techs: Social Science
Requirements: 5 Capital
Effects: Establishes a governmental ministry in this category, grants a free action that can be assigned to any hero to complete an action in this category.
AN: And once again it is shown that you will always need more time and capital. Still feeling like balance is not too great but I got this out a lot earlier than I expected, mostly because I've just been sitting at my computer while I've been sick. If any of you have ideas for actions to write in, send me them and I'll consider making them into actions. Will depend on your current economic, technical and industrial capabilities to do so though, so quite a bit might be off the table for now. I'll close voting sunday and hopefully get the next update out shortly after that.