[X] Plan Brogatar
-[X] War Games: The Navy has fully adopted Beshkarian doctrine, but yet lacks experience in the applications. Fortunately, you have another fleet hanging around with which you can practice. Ask Fleet Admiral Kassa'Malan if he will participate in a series of war games to test Beshkarian doctrine. Time: 1 year. Cost: 20,000 credits, can do nothing else with fleets this year. Chance of Success: 75%. Effect: Run a series of war games with the 3rd Rannoch War Fleet, with them as the defenders and your fleets as the attackers, and get some experience in the particulars of executing the particulars of Beshkarian Doctrine before having to apply them in combat. DC 25 - 22 (adv) = DC 3
-[X] Slash Naval Production: Virtually all of your orbital industry is naval at this point. You need that production...but so do your civilians. Time: 1 year. Cost: Naval production cut in half (this is how much you need to cut in order to have any actual effect; no lawyering). Chance of Success: 100%. Effect: Release active military industry to the civilian market at the cost of naval production. Improves civilian economy slower than the, "Release Assets," Stewardship option, but does not require a massive income hit and does reliably improve the civilian economy.
-[X] Regularize Special Addresses: DC 30 Your special addresses brought a sense of governmental transparency and stability that greatly bolstered the public's willingness to listen to you. This seems like a tradition worth establishing. Time: 1 year. Cost: -20,000 yearly income. Chance of Success: 70%. Effect: Regularize special addresses on a less frequent schedule, improving the ability of the Prime Minister to interact with the Assembly and the populace at large. As a side effect, grants a rather significant and unmatchable incumbent's bonus during election years due to the exclusive platform. DC 30 - 21 (adv) -16 (pa) = DC -7 Auto Success
-[X] Hard Times, Hard Decisions: This is going to be a rough few years. You need to impress on the people that things will get worse before they get better, but that they will get better...if they're willing to endure the worse. Time: 1 year. Chance of Success: 55%. Cost: 20,000 credits. Effect: Bolster the public's willingness to endure harsh government measures towards fixing this crisis, lessening the impact of any unpopular decisions you make over the next few years .
-[X] Unemployment Benefits: The problem you face is a lack of consumer goods for the population you have. Providing benefits to the inevitable unemployed won't do anything about that, but it'll at least make sure that everybody can get their hands on food -- of which you do have enough. The Passage of the Army Expansion Act means that there are far fewer people going unfed, reducing the cost of this option, although your civilian industry shortfall remains as urgent a problem. Time: 1 year. Chance of Success: 75%. Cost: -15,000 yearly income for duration of crisis. Nobody will starve in unemployment. DC 25 - 23 (adv) = DC 2
-[X] Release Assets: Virmire actually has plenty of industrial assets going, "spare." The issue is that they're mobilized to your control rather than the civilian population's. Now that you've handled the initial response to the crash, releasing these assets is probably one of your better options to start turning things around, as you really don't have a faster way to get industry back under civilian control and producing goods for them. The issue is...doing this has a cost: those assets will not be available to you again until the situation stabilizes and the economy recovers. Time: Indeterminate. Chance of Success: Rolled every year until the cumulative result reaches , with natural 1's inflicting negative progress. Cost: Multiply yearly income by a factor of 0.1; the factor will rise as the option progresses until disappearing entirely at the option's completion. Effect: Release the various assets to which the government has an exclusive claim back to civilian control, giving the civilian economy the shot in the arm it needs to begin making up its crushing shortfalls in a normal manner. DC ??? 23 (adv) + 18 (pa) = ??? Personal attention each turn is a must
-[X] Piercing the Veil: The MoI, to be frank, is completely obscure to you. It came with the job, as a condition of the job, and you get the impression that Shurna was never much more open with Kerak than she is with you. That said, you think you've earned her respect, and a modicum of loyalty. Certainly, the two of you have a good working relationship. Maybe if you ask real nice, she'll open up to you about how her Ministry actually works. Honestly, she'd better, because you have no idea how you'd go about circumventing that were she disinclined to tell you. Time: 1 year. Chance of Success ? (Rolled with Mira's Intrigue score alone, no hero or minister bonuses applicable). Cost: Free. Effect: Ask Shurna to pretty please tell you how your intelligence ministry works. DC ??? +8 = ???
-[X] Line of Succession: Durrahe Korun will die at some point in the next ten years. After he is dead, you will need to fill his position. He has compiled a list of candidates, and is willing to mentor one in preparation for the transition. Time: 1 year. Chance of Success: 80%. Cost: 5,000 credits. Effect: Go over the list of candidates for the position of Minister of the Sciences and select one to succeed Durrahe when he dies. Durrahe will mentor his replacement and begin easing them into a more active role in the Ministry in preparation for the transfer of power. Reduces or even eliminates shortfalls of a death succession, depending
-[X] Personal Attention: Hard Times Hard Decisions
-[X] Personal Attention: Release Assets
-[X] Personal Attention: Regularize Special Addresses