Going to do the rolls now, in this post
Streamlined Production Systems: Aleph has found ways to streamline our systems and connect our cities together. Thereby reducing the upkeep for our military and defraying the costs of some of their other improvements, such as the Eternal Foundries. Cost: 5000 Production and Resources, removes 100 pops from production chains. Result: All armies and cities upkeep reduced by 0.05. Funding Allocated: 1000 production and 2000 Resource (Rolls: 33, 6, 58 -> progress is made, negative secondary outcomes, a new action meant as a stopgap measure unlocked)
Corruption Purge: Aleph has completed an overview and has returned the results. Our cities are rife with incompetence in the production centers and the general lack of oversight has resulted in countless areas of corruption creeping into our chain of production. As such they have provided us with plans to counter and correct this issue before it could spiral out of control. Cost: reduce income by 25% for the next 2 turns, kills 25 pops per city. Result: reduce corruption by 0.1 in cities. (Rolls: 31, 11, 81 -> progress is made 1/2, negative secondary outcome, comprehensive anti corruption methods have been opened as an option for Infra/eco)
Nord Tactic Integration: Lady Khas, my former nation has written the book so to speak on the value of the advanced technology and elite armies over the ramshackle hordes that other less sophisticated nations make use of. With your permission I will gladly begin reorganize the legions of the Umbral Lands to follow this model of sophistication over brute force. Cost: Upkeep for armies increased by 1 for the next 2 turns. Reward: increase bonus of all Advanced armies by 5%, unlocks future development of advanced tactics (Rolls: 40, 43, 80 -> progress is made, neutral secondary event, hybridization tactics available)
Corruption Purge: My Lady Khas, I regret to inform you that the military is filled with layabouts and incompetents. I feel that the greater number of the supporting groups are there based not on skill or true patriotism for the nation but for an easy mark to make a living off of. I ask you to give me free regin to handle this issue and whip those bums into shape before you expand the military. Cost: can not increase military spending, upgrade units, increase pops in military for 2 turns. Reward: Army corruption reduced by 1.5 (Rolls: 87, 2, 23 -> progress is made, new actions revealed as Mandatory for Nathan to allow for War (deeply entrenched corruption rings, corruption revealed to be far greater than previously believed. Corruption for army: 10)
Population survey: With the chaos of the world, it is without a doubt that there are people that do not fall into any of the normal categories for mutations or alterations to base human form. As such it is only prudent to find and discover these mutations and ways to exploit their value in the name of the nation before other nations manage the same. Cost: 50 Production and 25 Resources per city or 1k Production and 800 Resources for rural. Result: Rolls a 1d100 per city or 5d100 for Rural, rural DC is 95 or higher gain a special Proto Hero unit that has unique or unstable innate traits. City DC is 80. Can be done several times per turn with no extra action cost Funding Allocated: 250 production and 125 Resource (disregard the roll for this, going to roll in a different method)
Corruption Purge: Throughout the land there is corruption from merchants and farmers and producers in the cities. Even if the other departments can provide focus on their areas of flaws, it only stands to reason that further enforcement would be to our benefit. Cost: reduces next two turn resource income by 25% and kills 100 pops. Result: reduces rural corruption by 0.1. (Rolls: 28, 14, 36 -> progress is made. Corruption rings among the merchants and farmers revealed. Rural Corruption is higher than expected. Rural corruption -> 40%)
Find Spymaster: It is without a doubt irritating that there was no good option in the first sweep for a spymaster, but at the same time it is better to have a good choice than a passable choice for this position. Cost: Khas action. Result: roll for Spymaster options Incompatible with Diplomat (Rolls: 134, 25, 29 -> Spy Hero found, low tier, uncertain loyalty, unmodified)
Breakdown Terraforming Technology Stage 1: Even though I might know the methods by which the ancients built the bedrock of my nation's technology, others do not. To others the secrets of the most mundane of world engines are as esoteric and arcane as the Anvil itself. This can not be allowed to continue. Cost: Khas action locked for 5 turns. Result: Army tier bonuses increased slightly, Technology Mod increased by 0.05, City Mod cap increased by 0.25 (Progress is made, only critical results impact this significantly enough to warrant mentioning due to Khas' +600 to this action)
Investigate Thule: Thule, is an irritating conundrum for everyone that is aware of him. He seems to be just another convert to some personal cult or religion, but at the same time he possesses items that should not be in human hands or even in existence. Furthermore, he is strange in how he interacts with others. Cost: Khas action. Result: Possible clarification on Thule's strangeness (Roll: 182, 23, 84 -> Thule confirmed to be currently loyal, confirmed that something is wrong with his head. New actions in Engineering/Terraforming related to production of unique metals.)