woo, new turn!
working on a plan atm. right now since we have a -10 malus to all actions it makes sense to go for easier actions (that we still want anyhow) and thus reduce the risk of failures, at least in my opinion? as such i'm suggesting the following:
Martial: [ ] Discipline the Grunts (DC 65)(Lieutenant Surge), makes them more professional and unlocks future heroes
diplomacy: [ ] Doctor Doctor! (DC 65)('Gentlemanly' Jack), 1/2 of hotel completion
Stewardship: [ ] Sterilizing the Hotel (DC 50)(Karen), 1/2 of hotel completion
Intrigue: [ ] Infiltrate the Federation Further (DC 75)(Copycat), depen ties/reduce chance of PKF targeting rocket
Learning: [ ] Beam them Up (DC 60/80)(Ariana), gain guns and a possible synergy with martial?
personals:
[ ] Shadow Your Research Staff
[ ] Meet with Brock
[ ] Meet with Sabrina
[ ] Hire a Secretary
[ ] Take Public Speaking Classes
[ ] Accept Challengers at the Ring
[ ] Learn how to ride a Bike
[ ] Have Rocket Study Murkrow
[ ] Tend to the Water Club
[ ] Talk to your Peers
see below for reasoning, though if anyone has suggestions i'll be happy to hear them.
martial has been talked about for a while before now iirc, and i think it's worthwhile for the presumable boost to effectiveness it'll get us. at the very least should reduce chance of disasters like the diglet cave issue, which will save us a lot of hassle later.
If we're doing one of the hotel chain actions it makes sense to do the other (so use up both Diplo and Stewardship here) since we wouldn't get the rewards from only doing half of it and it'd just leave the any actions/resources previously invested doing nothing(including the budget, since we wouldn't be getting payoff from this turn's -10 until it's built).
completing it would hopefully make money/expand our influence so should hopefully be worthwhile and the DCs are actually pretty low so definitely doable with our -10 malus, and i want to get it out of the way before it becomes less of a lucrative opportunity (should still be good now, but there may be problems if we leave it until other factions mess around)
may be lame to miss out on recruiting more heroes, but we can't do it forever? at least now we only lack a dedicated stewardship hero, for which karen/meowth can substitute for the time being? and don't desperately need more stewardship due to there being plenty of options. who knows, maybe the actions unlocked after training our grunts could give us a stewardship-focused administrator similiar to Ariana? that would definitely be convenient :P
the lowest DC intrigue action is pokesmuggling but i don't think that's too appealing since it drains pokemon, but the next lowest (known DC) of increasing influence on the KPF could be worth doing. influencing/redirecting a faction should be great for increasing our our influence/getting a leg up in the shadow war, since it's more stuff we don't need to deal with and our enemies do need to deal with.
learning has a lot of options, i'd like to progress research into potions so we can get more money and stop anyone else from beating us to it but the DC's pretty high at 110 this turn, so maybe researching guns or something would be better? thinking it could provide some bonuses in combat and synergise well with training our grunts, though it might be a shame to only hit the first DC and get lower-quality guns, so i would also be fine with researching pokeballs to try and discover the great ball before Silph (has a lower DC)
for personals,
giovanni should probably keep up with training/martial arts since it buffs stats and we don't have massive competition for personals, but there's lots of new things that stand out this turn that getting out of the way would be important. brock/sabrina might cause problems(brock's mentions exposing our identity, which could be an issue but would progress stuff so are worth taking, shadowing research staff is a possible stat boost personal that we haven't taken yet so might have good options, and getting a secretary might provide some easy boost to rocket's management/logistics which could be pretty good.
surge's fighting personal is closest in flavor to disiplining grunts so might work together, even if it's people who aren't team rocket some grunts might want to try and proving he's stronger than them could make them less rowdy?)
ariana's just got a high roll from personal projects so it makes sense to vary it up, and this might help her anger management or something
copycat's got some promising personals for the KPF that're probably worth doing since they'd help improve/maintain her influence there (and thus have a benefit on the strategic level, which is rare for personals), so either practicing with the bike/getting to know her gang would be good. preferring bike because it'd probably make future stuff like meeting the gang easier/prevent cover being blown
karen wants to study murcrow and it also may benefit rocket at the strategic level, so should be decently rewarding if it rolls successfully
tending to the water club seems something both safe and important for jack, though admittedly it doesn't stand out
meowth interracting with grunts rips any bandaids off and gets them out of the way, and might lead to stuff in the future (or at least them being able to work with others, which is important)
as an aside, this doesn't really fit but multiple of our heroes have personals for training (in particular gentlemanly jack's, but also the various interact with subordinates, train, fight people etc... ones) that include various grunts right? maybe it'd help to do those ones either on the same turn we're disciplining the grunts, or promptly after it? might either aid in training the grunts or boost the value heroes get out of it (in the case of jack, it may result in him having a higher impression of the grunts? which would be good for increasing his loyalty/willingness to interact with them)
also, just want to clarify
@Lifeandlice on turn 0 sabrina actually reached out to us saying she wanted to work together, so she's dedinitely willing to collaborate/be civil?
and i'd say our prospects are actually better the earlier we get it, since if we wait too long she'll go off and do stuff that may make the opportunity go away? did you want to delay for any specific reason? don't think waiting until we progress more will notably change any power dynamics/give us leverage or anything.
(whether the action is actually worth the action or not is a separate argument, but basically i don't think she's too scary to meet, even if she's strong we have the power of having multiple people working for us so should be pretty secure physically? though there may be a risk of her doing something indirect if we piss her off or something...)