[ ][PLAN] Win the Peace
-[ ] Defense (1 AP)
--[ ] More Gunboats: DC: 1. Successes Required: 2. Effect: Double the Navy, relieving the strain on your patrol commitments. Will be obsolete, next war, but right now you need hulls yesterday, and you won't even know if you're going to be bothering to build anymore domestic designs until Congress decides on a build plan.
-[ ] State (1 AP + 3 Free AP)
--[ ] Michigan Mediation: DC: 30. Successes Required: 1. AP Limit: 2. Effect: Settle the grudges between Traverse City and the MSR, ensuring that your strategic allies in the LP remain settled.
--[ ] Intervention In Minnesota: DC: 10. Successes Required: 1. AP Limit: 1. Effect: Organize the summit to determine who is the more Minnesotan of the Minnesotas, and what to do about it. Unlocks further options.
--[ ] Expand the Department: DC: 35. Successes Required: 2. AP Limit: 2. Effect: Gain 1 additional Department of State AP per turn.
--[ ] 2 dice
-[ ] Domestic Affairs (1 AP + 3 Free AP)
--[ ] Census Office: DC: 30. Successes Required: 2. AP Limit: 2. Effect: Establish a Census Office and finally nail down your population figures.
---[ ] 2 dice
--[ ] Refugee Crisis: DC: 35. Successes Required: 2 (1 of 2 complete). AP Limit: 2. Effect: Shepherd the bill through Congress. This option will close this turn whether or not it is taken. If not taken, the bill must pass a DC of 70 to clear Congress and become law.
--[ ] Economic Legislation: DC: 25. Successes Required: 1 (Rises to 2 next turn). AP Limit: 1. Effect: Push Congress to approve additional and clarified powers for the Department of Development regarding their ability to control the economy, lowering all DCs relevant to your development and rearmament by 5.
-[ ] Development (3 AP)
--[ ] Midwest Economic Summit: DC: 15. Successes Needed: 1. AP Limit: 2. Effect: Organize business interests at home, in the broader Country, and abroad who are interested in being involved in your economic development plans, lowering all DCs relevant to your development and rearmament by 5. With your control of trade down the St. Lawrence, this should catch attention far and wide.
--[ ] Green Energy: DC: auto-pass from climate deal. Successes Needed: 2(/3). AP Limit: 3. Effect: Fully revamp and rationalize your power grid with renewable energy sources. 2 successes replaces and rationalizes the power grid. 3 sees you fudge the numbers and get an expansion to the power grid out of it. The option will remain for one turn past the 2nd success, if there is not a 3rd in the same turn.
--[ ] Farming Equipment, Part 2: DC: 30. Successes Required: 2 (1 of 2 complete). AP Limit: 3. Effect: Subsidize the construction and distribution of additional farming equipment for your new least-advantaged rural population, shoring up your food situation and preempting another starvation crisis.
-[ ] Security (1AP)
--[ ] Into Victoria: DC: 10. Successes Required: 1. AP Limit: 1. Effect: Gain meaningful penetration inside Victoria with your intelligence service.
-[ ] Techmological Recovery (1 AP)
--[ ] Organize the Libraries: DC: 30. Successes Needed: 3 (2/3 complete). AP Limit: 2. Effect: Found the Great Library of Chicago, and get this unholy mess sorted out.