[X] Plan: Modern Major General
-[X] [Ship Name] Grey Manhound
-[X][Ancestry][Pure Imperial] Both of your parents hail from the Empire's provinces, and the conservative majority in the houses of power appreciate that in a small way. +5% Success chance to Diplomatic actions when dealing with the Imperial Nobility faction.
-[X] Interpreter: Flynn has tangled tongues and chatted with enough drinking buddies to befriend people from many foeign shores and learn the trade-tongues. Gain a +5% bonus to success chance when employing Diplomatic Actions against Traders from Cathay, Ind, Kislev, Bretonnia, Araby, Estalia, Tilea and Ulthuan -a malus may apply due to other factors with elves-. (Leads to advanced trait polyglot) Unlocks access to the Trade Lexicon upgrade for the Colony Library.
-[X] Trainer: Your colony's defenders shall not want for guidance! Whether you take an interest in the intricacies of drill or if you simply have a knack for inspiring the best, you're a badass and you can whip them into shape. When an advisor takes the Train Militia action, you increase their gains by 25%. Unlocks access to the Drill Yard blueprint.
-[X] Economist: Your understanding of how money flows is a knack you can't fathom, but it's kept you in pocket more than a few times. You gain a 5% bonus to all income generated by your colony's taxation and dock tariffs. Unlocks access to the Tax Records Office blueprint.
-[X] Logistics Expert: Your meticulous planning ensures efficient resource management and distribution. These are the buzzwords you've learned to parrot to make your father stop bugging you about accounting, and it seems to work! Decreases the time it takes for resources to reach their destination by 10%. Unlocks access to the Warehouse District upgrade for the Docks.
-[X] Frugal: You are adept at stretching resources to their maximum potential, like the last strand of meat in the sausage casing, you know just how to rub it out... That came out wrong. Reduces building construction and maintenance costs by 10%. Unlocks access to the Architect's Office upgrade for the Governor's Manse.
-[X] Naturalist: You have a deep interest in the local flora and fungi, allowing you to guide expeditions toward valuable plant resources or medicinal herbs more easily. Increases exotic plant & fungi yields from expeditions by 10%. Unlocks access to the Botanical Study-House blueprint.
-[X][History] Flynn Ryder was an unusual name for an usual man of his rank and birth within the Empire. The 3rd son of a lower noble family he was nonetheless afforded a good education for his rank, assisting his family in managing the estate while preparing for military service. His family pulled some strings to get him a post as an officer at a military academy. While a safe career path that provided invaluable experience, it left him feeling that he had missed out. He'd seen only a few life threatening fights with beastmen and greenskins during his years in the military. That's why when governorship went to auction, he pressed his family to bid for it. He relished at the opportunity to put his skills to work in service to the Empire in a high risk, high reward situation. Flynn Ryder would succeed where others had failed.
Okay, so this is less swashbuckling than the other plans proposed, but I wanted to try to do a different angle on the high martial governor. It's a bit of a well rounded approach focused on making the colony profitable in multiple ways. We need to turn a profit without pissing off the locals. It means he's less likely to go tomb raiding for fun and get into fights with lizardmen, which I understand some people want and that's valid. I wanted to put forward a plan that played against the type.
Cause we're a colonial governor, running off to raid tombs means we aren't running the colony.
Pure Imperial to double down on being an Imperial Noble. Interpreter to give trade and diplomatic bonus with other colonies, so we aren't completely flatfooted when dealing with non-Imperials. We got more ties in the Empire to call upon if anything goes wrong, like a plague from a tropical disease.
We know Lustria has a lot of valuable crops, mundane and magical, so learning about them to grow, use, and sell is another source of income. Naturalist could also mean learning what's toxic and maybe producing antidotes. That's potentially useful when dealing with tropical diseases. Which may be a bigger killer than lizardmen or raiders.
Trainer, Economist, and Logistics gives the feel that he knows how to actually run a military or militia group, rather than stand in the front swinging a sword. Plus bookkeeping and better supplies means more money and supplies to run the colony.
Frugal gives a solid construction bonus. Unlocking the Architect Office is good too. We can draw nice straight street lines on the map and maybe build a sewer system. That'd be useful, given the aforementioned tropical diseases. Cholera and Yellow Fever outbreaks are bad for our colony.