For real, the point of the quest is to make a world that is actually a good place to live. It seems like it just makes sense that people prefer lore votes that accomplish. Especially since it's counter to how the rest of the Imperium tends to pick production and industry over the well being of the people.
And this also was really good bonus you guys passed up, it would allow to invest into more projects. Projects that could improve our people standards of living.
Btw, @HeroCooky to turn Morale into progress do we still need to pay Resources cost of chosen project ?
I have bad news, probably we won't be able to do any new laws next turn, our Morale is too low for that and while I am planning on finishing and starting few Projects that will give us Morale. I can't be certain that they will be finished next turn.
I think this will make it hard to pass on new laws. Because stuff like Beastmen rights consumes huge chunks of morale, and we now have an incentive to hoard it for construction use.
[x][Civilian Economy Structure]
-[X] They Can Try. And Be Dunked On By Everyone Else. (Collective And Cooperative Driven - (+1 Morale to all finished Industrial Actions, +1 People cost per Industrial Action/Stage, can expend 1 Morale for 20% progress.))
[x][Tauros]
-[X] We don't need that. (Numbers+)
[x][Taurox]
-[X] Put a cannon on that thing... (Damage+)
[X][Military Armor Integration]
-[X] The Tauroses will be organized in specialized auxiliary formations capable of operating alongside regular formations or as an independent but limited force.
-[X] The Tauroxes will be integrated with the existing infantry formations to make them fully mechanized.
-[X] Building on the already existing Coastal Defenders, Dive Troopers, and SharkHound Rough Riders, the Momi Military will focus on rapid deployment regardless of the numerous terrain difficulties found on the planet.
[X][Public Tax Returns] Don't Drop The Law (-3 Morale)
-[x] Government+Court+Corporations+Voluntary (-3 Morale)
[X][Diverted Profit Tax] (What, How, When?)
-[X] A punitive tax imposed on individuals, institutions, corporations, etc., who conduct business on Momi without filing taxes with the Momi government, including public tax returns when applicable.
-[X] Failure to pay these high tax rates can result in further legal actions depending on the circumstances.
[x][Unexplained Wealth Order]
-[x] Capability To Freeze Suspect Money (-2 Morale)
Article:
Taxation Laws spark Outrage and Grumbling
Even with the industrial, civilian, and governmental protests, the now infamous Tax Three Laws have gone into effect planet-wide. While a select few are happy about this development, most others are unhappy, despite Prime Minister Maata Tanielu delivering several speeches on the importance of ensuring corruption within the government and industry are as low as can possibly be done. Yet, luckily for the government, several other occurrences and the continued spreading of independent and self-employed companies and their support by Fortunatus Albert have mollified and distracted many. But one cannot be distracted by shiny baubles when their freedom and security are slowly being surrounded and attacked. Therefore, we have put our heads together with several experts in taxation and law to ensure that our readers have the best advice and knowledge to combat any unlawful freezing of their assets or illegal demands to publicize their finances.
Article:
Collective Farming And You
Recent troubles, economic uncertainty, and restriction from the government have seen a rise in a phenomenon among many farming communities and even within the industrial sectors of Momi. That phenomenon has a name: Collectivization and Cooperatives. While those words may not readily spring forth any familiar terms, the actions and operation will. In essence, a group of people forms an economic gang. Now, the word "gang" may sound violent, yet the context will lay bare that it is anything but. Both collectives are, at their hearth, insurance and community against exploitation and among equals. As our readership is mainly within the rural areas, we will focus on Collective farming for this issue or the Farmers Magazine before covering the other types in the next one.
Article:
Modified Tauros and Taurox Grudgingly Accepted By Conservative Techpriests
A Techpriest cannot be too careful to ensure the Machine Spirits' purity, safety, and well-being. To do otherwise is not only a dereliction of duty but an insult to the Omnissiah and the Motive Force. Some among the Priesthood, especially those within the more conservative circles, even go so far as to call those who, intentionally or not, let the dereliction of Machines pass unpunished or rectified as Hereteks. In light of this, one must understand that the alteration of existing technology is seen by many Techpriests in the same way as torturing the Machine Spirits of those technologies, as their holy form is debased and changed. Yet, more acknowledge that circumstances and the proper rituals can mollify and lessen the pain of the Machine Spirits and ensure that they are transitioned into the desired form for a new Pattern or shape of a machine needed for a planet's environment or needs. With this in mind, Techpriests working within the Manufactory dedicated to producing the Tauros and Taurox military vehicles have initiated the procedures to shape these vehicles to our planet. Already, the Tauros has seen any superfluous or extraneous additions or features removed. In contrast, the sturdy Taurox has seen the addition of a cannon on top of the vehicle to add bite to our soon-to-be, Mechanized Regiments. The timetable places the roll-out to be completed within 12 years at most.
Article:
I am SICK and TIRED of hearing all these COMPLAINTS!!! Suck it up; you can't cheat anymore!
#TaxThreeIsGood #TaxThreeIsJustice
@Geg
Article:
Honestly, If I can earn more money while also helping others produce more, it's a win on my slate!
#Cooperative #Collective #MoneyForWorkers
@Kahalu_Mahali
Article:
...Anyone else hearing that grumbling from the Techpriests?
#ToasterBoys
@Sibil_Savil
The sterile room was filled with the sound of medical machinery working its best to sustain a life. The beeping of monitors told of heart and organ functions, while the whizz and huff of another inflated lungs of one who couldn't breathe on their own. Mago Biologis worked with fascination and reverence around the body, methodical and deliberate movement in every action. Not a drop of blood was missed or wasted. No cell wasn't analyzed. Nothing escaped them.
And yet the Beastwoman was dying. Nobody could stop her from dying despite having the attention of centuries worth of medical and biological expertise nearby. Not the Mago Biologis working for days around the clock. Not the priests chanting their hymns and psalms, praying, and performing rites. Least of all, Alaxa Inuras, drawing the Tarot of the Emperor regarding her fate again and again.
All returned the same reading.
The Inversed God-Emperor. Death from afar and from the Warp.
The Candle. Something will light the way.
And the Sword. From war it will come, to war, it will go.
And five months after the Beastwoman had been touched by the Sylvaneth, she died, with no trace of her soul left.
Free Dice to allocate: 7 Dice.
-[] Spend X/Amount Morale For Y/% Progress
(Conversion: 1 Morale = 20% Progress Total)
Infrastructure 9 Dice
[] Open Arkologies (Stage 2)
Having finished the basic layout of the Capital, work can begin on incorporating the massive surrounding region and oceanside, with towers and connected waterways above and underneath the surface planned and dug. Thousands of houses and dozens of districts will be needed to be designed, with a mindboggling amount of seeds and earth requiring transportation to their intended destinations. In addition, parks, schools, clinics, churches, sports venues, and all other civilian infrastructure needs to be constructed to allow an adequate living quality to be maintained. Additionally, hotels, casinos, entertainment districts, and every manner of sanctioned recreational activity will be required to cater to soon-to-be arriving nobility, functionaries, and other assorted VIPs.
(+4 Money per Turn, +6 Food per Turn, +5 People per Turn (1079/1173))
[] Villages and Townships (Stage 5)
These expanded communities will have access to all possible accommodations a citizen will reasonably require and enough space to ensure the internal growth can cover any additional luxuries that could be wanted. However, due to the cenotes underneath our feet, we should stabilize existing settlements first.
(-28 Metal, -4 Promethium per Turn, +20 People, +4 Power, +6 Money per Turn, +5 Food per Turn (10/1173))
[] Archipelago Townships (Stage 1)
Having completed the Swiftwater Port, efforts into creating towns, villages, and outposts in various Momi-Archipelagos can commence the moment resources are allocated to this effort. These locations will be vital in supplying and supporting native wet-navy capabilities, with aquaculture and industrial focuses on the area. However, several pumps and ferries need to have several components replaced before continuing the expansion, as getting attacked by a leviathan isn't anyone's idea of fun.
(-5 Metal, +3 People, -4 Promethium per Turn, +1 People per Turn, (0/345))
[] Gardens And Parks (Stage 1)
The beauty of our world can be watched everywhere people walk in our cities and towns. Yet, some wish for manicured gardens and parks specialized in specific plants or animals and centered around themes and packages crafted for every taste. So, let us lay the foundations for gardens that will awe even the most ornery bureaucrat.
(-5 Money, -10 Metal, -5 Food, -1 Power, -1 People, +5 Money and +5 Food per Turn once Pleasure World Status is reached (0/403))
[] Casino Complexes (Stage 1)
Where there is money, there are those who want more, no matter the costs or the way. And the way you'll be able to satisfy this desire and greed will also be the way you'll be taking it away from the fools who participate. Cards, slots, machines, betting on sports, races, happenings, and more, all while everything is rigged to siphon as much money out of the nobles and merchants as possible. After all, the house always wins.
(-50 Money, -8 Metal, -45 Food, -6 Power, -3 People. +75 Money per Turn Money per Turn once Pleasure World Status is reached (0/523))
[] Luxury Entertainment Complexes (Stage 1)
What is life with a bed without any warmth, a show where nothing happens, or no sense of danger in the fun of combat? Bring drama to the tourists, pleasure into their rooms, and give them thrills they'll never get while cooped up in their spires of gold and adamantium.
(-18 Metal, -2 Advanced Machinery, -5 Power, -4 People, -4 Promethium per Turn, +27 Money per Turn once Pleasure World Status is reached (0/766))
[] Swiftwater Port (Stage 2)
Having completed the rudimentary layout of the Swiftwater port, work can begin expanding the slipways, maintenance bays, and harbor to service larges hips like destroyers, ferries, and exploration vessels to allow for in-depth study of the various archipelago on Momi. With the recent discovery of how some of our equipment agitated leviathans, several component lines need to be stopped and replaced with variations that won't act as a giant beacon for the colossal monsters to eat our crews.
(-5 Metal, -2 Metal per Turn, -3 Promethium per Turn, -2 Power (80/518))
[] Road Network (Stage 2)
Connecting your various installations on the continent will be vital in their stable operation, supply, and moving the produced resources. Having laid the first road and track lines, it is now time to expand the overutilized sections while adding new secondary lines to allow better traffic flow in congested areas.
(-3 Metal, -2 Power, -2 Promethium per Turn (84/403))
[] Civilian Shallow Cenote Tunnel Networks (Stage 1)
The recently uncovered tunnels may prove to be a curse for stability, but they are a blessing for everything else! In this case, creating roads and train stations for civilian use will ensure that our people can evacuate or move wherever needed or flee even with ground side bombardments. It would also allow faster transport in the shallow industrial portions of the cenotes.
(-5 Metal, -6 Power, -1 People, -2 Power per Turn (0/552))
[] Schooling And Education (Stage 2)
A few schools do not make an educational system. Likewise, so too does having more than eighty percent of your population, which is supposed to be within these schools, outside of the same due to not enough space present. Therefore, it is time to start on the long and arduous path to change the current state of affairs. With a crash build of prepared materials, we expect to have enough capacity to fully educate half of our current population. After that, however, we will hit a soft ceiling as most of our educated educational personnel will be utilized fully at that point.
(-2 Money per Turn (419/431))
[] Medical Clinics (Stage 3)
The expansion of several clinics, hospitals, and healthcare facilities has seen a sharp reduction in fatalities from injuries and lack of medical care or the inadequacy thereof. Yet, we have to continue to push past the current system's limitations, as while people can now reliably be treated for any number of minor injuries, anything more significant will result in enormous queues for waiting, increased chances of death, and the risk of limbs.
(-17 Money, -13 Metal, -9 Power, -4 People, -5 Money per Turn, +3 People per Turn (156/719))
[] Sanitation And Hygiene Infrastructure (Stage 2)
Reserves of freshwater, extensive treatment facilities guarded by machine and faith alike to stave off any siege, and dozens of minor preparations for building all manner of extensions to the colony will ensure that disease cannot harm the faithful.
(-3 Metal, -2 Power, -1 People, +1 Morale (106/403))
[] Voidport (Stage 1)
A voidport is a massive structure requiring Metal, Promethium, and Power in excess, while legions of workers keep everything running smoothly. Yet, without convenient access to your markets and resources, many traders will likely not visit as often as you'd wish.
(-8 Promethium per Turn (663/1725))
[] Shrines And Churches (Stage 2)
While small places of worship and shrines are right and proper for any Imperial World, they leave a lot to be desired for festivals and ceremonies. A general expansion to all existing places, along with the sanctification of additional churches, will allow almost all of our people to attend sermons personally.
(-7 Metal, -3 Power, -4 Promethium per Turn, +4 Morale (116/288))
[] Administratum Headquarters (Stage 2)
Cogitators are the lifeblood of all Administratum workers. They ensure that the numbers are correct, the files sorted, and no mistake unassigned to the one that made them. Ordering and installing several thousand specialized Cogitation Towers will be very costly but needed to avoid the bloat in personnel many other worlds see.
(-20 Money, -2 Metal, -4 Advanced Machinery, -8 Power, gain Dice (148/638))
[] Shallow Cenote Shelters (Stage 1)
The recently uncovered tunnels may prove to be a curse for stability, but they are a blessing for everything else! In this case, shelters allow civilians to flee any devastations from natural disasters or invading armies.
(-25 Metal, -50 Food, -12 Power, -10 Promethium per Turn, -8 Food per Turn, +6 Morale (0/2875))
Light Industry 5 Dice
[] Promethium Cracking Plants (Stage 2)
The usage of the Holy STCs has increased our ability to process the natively pumped Promethium into high-quality forms to unseen heights. Additionally, with every newly connected Promethium field adding its output to these plants, the production of the Cracking Plants will only increase further and further. However, with the massive surplus already there, work on fuel-silos should be started at once to prevent any idling production.
(-12 Money, -14 Metal, -1 Alloy, -6 Advanced Machinery, -5 People, -2 Advanced Machinery per Turn, -1 Alloy per Turn, +75 Promethium per Turn, +1 Morale (0/374))
[-] Promethium Fuel-Silos (Stage 1)
The massive increase in Promethium yield is a blessing for native industry, yet a curse for all the workers working in the Promethium fields. Without any place to store the output, workers need to be fired, and production lowered to prevent any spills into the environment.
(+400 Promethium Storage, +1 Morale (64/69), Will finish this turn.)
[] Chemical Industry Complex (Stage 1)
Due to the increasing complexity and variety of chemical compounds found in varying states of refinement within the environment and the rising demand for them within near every sector of the industry, a few grants and subsidies should be issued to facilitate our growing economy.
(-11 Money, -9 metal, -4 People, -27 Promethium per Turn, +12 Money per Turn, +35 Money per Turn once the Voidport finishes, +1 Morale (0/202))
[] Civilian Shipyard Expansion (Stage 1)
With the rising demand for off-shore resources like fish, crabs, plants, minerals, chemicals, and the increasing need for shipping across the waters of our planet, a general expansion of our Shipyards can be initiated to supply all the vessels native industry demands.
(-39 Money, -17 metal, -7 People, -18 Promethium per Turn, +17 Money per Turn, +21 Food per Turn, +2 Morale (0/489))
[] Civilian Transportation Complexes (Stage 1)
Cars, trains, aircraft, scooters, bikes, boats, and more must be produced, marketed, and sold to the masses who need them. Renting out these spaces for companies to start providing these goods will ensure that nobody will have to walk without wanting to walk.
(+7 Money per Turn, +2 Morale (416/518))
[] Civilian Appliances Complexes (Stage 2)
As our people's prosperity grows, so does their demand for yet more things to spend their money on. Accommodating them will only benefit everyone, so it is logical to upgrade and expand native factories and manufacturing capabilities.
(-9 Metal, -1 Advanced Machinery -7 Power, -6 People, -2 Metal per Turn, +26 Money per Turn, +4 Morale (95/345))
[] Civilian Luxury Complexes (Stage 2)
An expansion of the complexes focusing on creating high-end products such as jewelry, electronics, and implants will be needed to ensure adequate production can be kept up with the rising demands. In addition, increased infrastructure links to trains and roads will render logistical bottlenecks so common in many worlds irrelevant for some years.
(-5 Metal, -1 Advanced Machinery, -3 Power, -5 People, -2 Metal Per Turn, +32 Money per Turn, +7 Morale (68/920))
[] Tourism Support Complexes (Stage 1)
From sex toys and fetishwear, specialized guns and armor, luxury cars, and vehicles to pets and tools for their care, everything a visiting tourist could ever want will be produced here. And with more enterprises needing materials, more money can be made from sales!
(-8 Metal, -2 Power, -3 People, +5 Money per Turn and Stage of finished Tourism Projects once Tourism starts, +1 Morale (0/575))
Heavy Industry 5 Dice
[] Blackfire Alloying Complex (Stage 3)
With the recent expansion of the BAC, we have reached the furthest extent that can be accomplished without serious investment in Holy Machinery purpose crafted for the process of creating alloys in all shapes, purity, and types required. The local Ad Mechanicum is happy to help.
(-26 Metal, -7 Power, -3 People, -2 Advanced Machinery, -25 Metal per Turn, +19 Alloys per Turn, +1 Morale (52/328))
[] Alloy Storage (Stage 1)
With your expanded production, you will need some expanded storage.
(-3 Metal, -1 Power, -2 People, -1 Money per Turn, +100 Alloy Capacity. (0/58)
[] Promethium Extraction And Refinement Complex - (Location)
Promethium is vital to everything, from civilian life to industrial processes ending with the Guard. Getting out from the ground is the easy part. Refining it to something worthwhile will be much more challenging.
[] Off-Shore Promethium Extraction And Refinement Complex - (Location)
Promethium is vital to everything, from civilian life to industrial processes ending with the Guard. Getting out from the ground within the ocean is the hard part. Refining it to something worthwhile will be much more manageable.
[] Orchard Mine (Stage 5)
With the discovery of the Cenote Tunnel Network, the difficulties of our mining efforts have shifted, multiplied, and lessened in nearly every sector except ventilation. In that one, it actually improved dramatically. Nonetheless, while less metal and machinery will be needed to excavate more ore, the low-hanging fruits have been picked up with the last efforts, requiring exploration and prospecting.
(-8 People, -12 Metal, -1 Advance Machinery, -6 Power, -1 People, -8 Promethium per Turn, +21 Metal per Turn, +1 Morale (3/1380))
[ ] Undergrowth Mine (Stage 2)
Having dug the exploration shafts down into the earth and made clever use of the existing tunnels, the exploitation of the mineral wealth underneath our feet can begin as soon as the required resources are allocated.
(-4 Metal, -4 Advanced Machinery, -2 Power, -1 People, -12 Promethium per Turn, +3 Money per Turn, +9 Metal per Turn, +1 Morale (0/345))
[] Dew Mine (Stage 4)
The vast wealth of minerals and jewels has brought a dizzying amount of proposals with them, from where to dig, to what type of mining operation and even the machinery to be used. All that can be said with certainty by your planners is that a secondary mining operation must be opened to increase the output within the newfound locations.
(-8 Power, -13 People, -19 Metal, +7 Metal per Turn, +25 Money per Turn, +1 Morale ((0/805)))
[] Geode Load Mine (Stage 1)
The vast and mindboggling amount of wealth found beneath us has caused the planners and geologists to go into a frenzy of proposals and eagerness to exploit what can be reached with all prejudice. That being said, local infrastructure must first be brought up to snuff and tuned to improve extraction and refinement efficiency.
(-7 Metal, -2 Power, -4 People, +2 Metal per Turn, +12 Money per Turn, +1 Morale (0/489))
[] Mineral Resource Depots (Stage 1)
With the rising capabilities of our mining industry, the resulting explosion of output needs somewhere to go rather than be dumped into the middle of nowhere where the minerals can either be stolen or poison the ground for years or decades to come. Therefore, constructing warehouses to secure our mineral bounty from grabby hands and shield the environment should be a priority.
(-5 Metal, -2 Power, -2 People, -1 Money per Turn, +500 Metal Storage Capacity, +1 Morale (0/289))
[] Geothermal Plants (Stage 3)
Only the volcano at the center of the island remains to be tapped. There is no fancy text for this proposal; there is a volcano; you have geothermal generators. Just put the two together.
(-11 Metal, -1 People, +26 Power, +1 Morale (238/978))
[] Wave-Generators (Stage 3)
Having tapped all primary and secondary sites, now is the time to bring every tertiary site fully into the power grid, enabling further growth for Momi. After this, there will be no economically viably place to put/maintain any more Wave-Generators until the population has grown.
(-14 Metal, -1 People, +30 Power, +1 Morale (110/748))
[] Plasma Ioniser (Stage 4)
The last tests on the Plasma Ioniser will calibrate it to perfection, ensuring that not even the slightest variable can distort or block power generation or lead to cascade events. Little work needs to be done for that, as the local Mechanicum is more than capable of performing such routine works.
(+173 Power, +1 Morale (22/183))
[] PDF Headquarters (Stage 3)
The first step is complete, giving you a respectable PDF, though one that is rather understrength at the moment lacking tanks, planes, vehicles, and any type of native logistical support. Although thinking about it, you barely have the needed supplies to hold for two months, expansion of the PDF with more coordination centers and an expanded staff should wait until you can actually produce military hardware.
(-5 Metal per Turn, -6 Promethium per Turn, -18 Money per Turn, gain an additional 4 PDF Regiments, chosen by you, and what native industry can support. (0/638))
[] Blue Navy Shipyard Expansion (Stage 1)
With the rising number of those living scattered around the Archipelagos instead of on the primary continent, the need to patrol and secure trading and shipping lanes will grow, as smugglers may well take advantage of our lack of a Blue Navy.
(-8 Metal, -1 Advanced Machinery, -4 People, -9 Money per Turn, -2 Metal per Turn, -7 Promethium per Turn (0/316))
[] Enhance Fortifications (Stage 2)
While bunkers and a Lance are an excellent first step, your engineers and sappers can do much more. Trench lines, proper supply lines, maintenance depots, floating reserve spots, the works.
((189/518))
[] Shallow Cenote Bunkers (Stage 1)
The recently uncovered tunnels may prove to be a curse for stability, but they are a blessing for everything else! In this case, bunkers for the Military. Let's see which perfidious Xenos or Heretic can dig out a fortified position spanning several stories with clear shots for kilometers! Erh, on second thought, let's not, but we should build these anyways.
(-36 Money, -54 Metal, -20 Food, -35 Power, -8 People, -12 Money per Turn, -6 Metal per Turn, -4 Food per Turn (0/1093))
[] Military Shallow Cenote Tunnel Networks (Stage 1)
The recently uncovered tunnels may prove to be a curse for stability, but they are a blessing for everything else! In this case, the movement of our PDF can be significantly sped up if they can completely ignore topography, enemy lines, and weak orbital bombardment. An army's position is king, and we will choose ours with minimal difficulty.
(-8 Money, -17 Metal, -4 Power, -5 People, -3 Money per Turn (0/868))
[] Small Arms Factory (Stage 2)
And expansion to the production lines for Lasguns, Autoguns, Stubbers, Grenades, and more will be created to supply our growing army.
(-9 Metal, -2 People, -3 Metal per Turn (100/144))
[] Ammunition Complex (Stage 2)
Ammunition does not grow on trees; they all need to be produced somewhere, whether the physical shells of bullets and bolter rounds or the energy packs for laser and plasma weaponry. So, expand your production.
(-3 Metal, -1 People, -1 Metal per Turn (28/115))
[] Equipment Manufactory (Stage 2)
The increasing demands of the Military for more military goods require an expansion to provide the wanted goods.
(-14 Metal, -5 People, -4 Metal per Turn, -2 Alloys per Turn (148/239))
[] Basilisk Foundry (Stage 1)
The one and only, the OG, war winner, and most beloved artillery piece of humanity: the Basilisk! Start pumping out these bad boys to equip our troops with superior indirect/direct firepower to turn any place on Momi into mere grid coordinates!
(-12 Metal, -2 People, -4 Metal per Turn, -1 Alloy per Turn (0/173))
[] Manticore Factory (Stage 1)
A recent "gift" has arrived from Fabricator-General Beturid-Cambruul of the Forge-World Delphi, handing over the blueprints of the Manticore and associated ammunition with several Techpriests to oversee their production as an apology for the actions of Explorator Charon-Psi-8. He has since declared that any remaining ill-will is due to our faulty fleshy bits and hung up on the astropath. Okay then.
(-4 Metal, -2 People, -2 Power, -1 Metal per Turn, -3 Alloys per Turn, -1 Advanced Machinery per Turn (0/431))
[] Tauros And Taurox Complex (Stage 2)
The recent rationalization of the Tauros has increased our capacity to produce more. Simultaneously, the addition of a cannon on top of the Taurox added sorely lacking bite to our PDF, in addition to a Mechanization effort initiated to fully mechanize our forces. Yet, hundreds of these vehicles will need to be produced. Therefore, an expansion of their Manufacturing Complexes is required as soon as possible.
(-12 Metal, -3 Alloy, -4 People, -6 Metal per Turn, -2 Alloy per Turn (134/201))
[] Leman Russ Manufactory (Stage 1)
It is the Leman Russ. Do I need to say more?
(-16 Metal, -6 People, -4 Metal per Turn, -1 Alloy per Turn (0/345))
[] Sentinel Workshops (Stage 1)
Combat Walkers and Scouts in one, these machines can walk and maneuver where tanks and trucks can't, enabling us to operate where the enemy will believe themselves safe.
(-7 Metal, -1 People, -2 Metal per Turn, -1 Alloy per Turn (0/230))
[] Valkyrie Roosts (Stage 1)
Having access to even a smidge of airpower has enabled even the most incompetent PDFs to turn wars. Luckily, with these roosts, so will yours too!
(-6 Metal, -3 People, -1 Metal per Turn, -2 Alloys per Turn, -1 Advanced Machinery per Turn (0/173))
Agriculture And Aquaculture 5 Dice
[-] Biosphere Research Initiative (Stage 2) - (4 AaA Dice Locked)
With the finding of the hivemind islands and the trouble in acquiring Sylvaneth for study, new approaches have been initiated in construction and trapping. The focus will be placed on investigating whether these islands present any danger to human lives and if they can be somehow used for the good of the Republic. At the same time, covert teams of specially trained soldiers will seek through the forests and jungles on the main continent in a grid search, armed to the teeth with all manner of tranquilizers to catch, subdue, and return a living Sylvaneth if possible. Of course, a corpse should be fine too, but less useful for our efforts.
((110/575))
[] Silos, Granaries, Emergency Stores (Stage 2)
Expanded warehouses, installed freezers, clever distribution plans, and incentives to construct their own storage can be used to increase the amount of food we can store to cover any drought, pests, bad harvests, and invasion.
(-8 Metal, -1 Advanced Machinery, -2 Money per Turn, +200 Food Storage (0/259))
[] Undersea Aquatic Foodstock Investigation (Stage 3)
Having found almost everything you can in the High Ocean, you will now descend into the deep dark below, seeking out the strange, alien, and beautiful. After that, you'll try to eat the things.
(677/1149)
[] Aquatic Foodstock (Stage 1)
Fish, crabs, squids, and more are tasty, nutritious, and easy to catch if you know what you are doing. So design and build some Trawlers to get the aquatic bounty onto dry land, build some fish farms, and see what else can be created.
(-6 Metal, -3 People, -8 Promethium per Turn, +12 Food per Turn (0/374))
[] Aquatic Chemistry (Stage 1)
Taking advantage of the unique and familiar compounds found will not be difficult. A few facilities to process the bounty coupled to warehouses will allow you to earn quite the pretty throne. Once you actually get some trade going, that is. In the meanwhile, your population will be delighted to take advantage of the offered luxuries.
(-6 Metal, -3 Power, -2 People, +8 Money per Turn (Locked due to Offworld Trade not existing), +1 Morale (0/184))
[] Luxury And Medical Crop Production (Stage 3)
With the recent rapid expansions of luxury and medical crop production, the standard of food quality and medical care available have risen in a statistically significant trend. Yet, there is further room for expansion and increased yields, using herbicides, insecticides, chemical fertilizers, and automation wherever possible. Such an expansion will, by necessity, require the deforestation of large parts of nearby forests and jungles, but the money to be made will be more than worth the hassle.
(-8 Metal, -12 People, +16 Money, +40 Money per Turn (53/288))
[] Farming Initiative (Stage 3)
This truly titanic expansion of farming capability will likely be capable of feeding millions of people, with only 0.7% of Momi's sole continent devoted to agriculture. Food will likely be a non-issue for years once this expansion has been completed.
(-28 Metal, -8 Power, -18 Promethium, -16 people, +120 Food per Turn, +24 Money (133/288))
[] Meat and Leather Factories (Stage 2)
With the recently acquired Grox Herds, meat farming can be expanded to take advantage of the tasty, nutritious, and easy to cultivate source of protein for our people. Though facilities for the lobotimization of the Grox need to be constructed, their cost will rapidly be overshadowed by the tasty profit (Legally distinct) Grox Burgers will provide for us.
(8 Metal, -1 Advanced Machinery, -2 Power, -4 People, -4 Promethium per Turn, +10 Money per Turn, +24 Food per Turn (121/288))
[] Wool, Fur, and Milk Farms (Stage 2)
While the current production of luxury goods, as well as secondary food products, is sufficient to allow unrestricted access for a third of the population, expanded pens and a better understanding of the needs and biology of native animals will now enable us to ramp up production and ensure that previous goods unavailable for many will become commonplace.
(-5 Metal, -3 People, +12 Food per Turn, +8 Money per Turn (6/518))
[] Sharkhound Domestication (Stage 3)
While the current facilities for breeding and containing Sharkhounds are enough to equip Auxiliary Units, the uses for these animals are as vast as they are profitable. They can be sold off-world, be used by the Mea hoʻokō instead of horses or speeders as low-budget alternatives and rough terrain vehicles, pets, prestige objects, and more! Also, having a large and ready pool of replacements in the case of casualties doesn't hurt either.
(-17 Money, -9 Metal, -4 Promethium, -5 Power, -2 People, -20 Food per Turn, +4 Money per Turn, +1 Morale (108/518))
Services 4 Dice
[] Labor Corps (Stage 3)
While the Administratum runs the entire Empire of Man, their orders are carried out on the backs of workers endlessly toiling away. They are the vital blood that keeps the Empire running, buildings built on schedule and specification.
(-20 People, gain Dice allocations (131/230))
[] Mea hoʻokō Recruitment (Stage 4)
This last effort is needed to ensure that every city, town, and village is guarded against criminals and traitors by the valiant eyes and guards of the Mea hoʻokō in perpetuity. Barring large-scale deaths or population growth.
(+4 Morale (551/834))
[] Teacher College (Stage 3)
While the last batch of teachers is currently settling into their roles, a new generation is being prepared to build and educate our children for the tasks ahead in our future. More teachers can be trained by making more rooms and adding classes, slowly ensuring that we have enough capacity for teachers in all aspects.
(-9 Money, -5 Metal, -2 Power, - 2 People, -5 Money per Turn (35/230))
[] Child-Care Systems (Stage 2)
After the first step towards creating child-care systems has been riddled with scandals, hold-ups, and delays, a new approach will be needed. Thankfully, Fortunatus Albert has initiated the creation of a dedicated governmental branch underneath the educational system to deal with any problems from popping up. The design of the CCA (Child Care Agency) will lead to a dedicated state organ presiding over our efforts to ensure all children have satisfactory protection with their needs met in all aspects. Those could be simple things such as food and shelter, all the way to luxury and adequate religious access to prevent corruption.
(-11 Money per Turn, -2 Metal per Turn, +2 People per Turn (156/468)
[] Public Archives Program (Stage 1)
How can one expect the populace to better itself if there isn't a place to learn? How will the poor but talented show they have what it takes to enter the best universities if they cannot access the information needed? Can we really say that we will get what we pay for if we allow nobody to improve in their private time, shutting them off from the wisdom of the Ancients? No. As such, every village an Archive, every town a dozen, and for our Capital the vastest collection of knowledge outside the Archives of the Mechanicum.
(+1 Morale, -12 Money, -8 Metal, -2 Promethium, -4 Power, -6 Money per Turn, -2 Promethium per Turn (0/489)
[] Electronic Entertainment Subsidies (Stage 1)
Now that the governmental portions of the Gubernatorial Palace are completed, the Republic can now make us of many forms of incentives to create native industries. One of those is to have subsidies ready for any artists willing and eager to produce electronic games for children and adults alike. They will, by their nature, be almost wholly cultural and subject to the whims of the people's taste but could add to the Republics' coffers in taxes and create industries by allowing merchandise companies to flourish.
(-8 Money, -1 Power, +1 Morale, +3 Money per Turn (0/201))
[] Animation Studios Subsidies (Stage 2)
Now that the governmental portions of the Gubernatorial Palace are completed, the Republic can now make us of many forms of incentives to create native industries. One of those is to have subsidies ready for any artists willing and eager to produce animations for children and adults alike. They will, by their nature, be almost wholly cultural and subject to the whims of the people's taste but could add to the Republics' coffers in taxes and create industries by allowing merchandise companies to flourish.
(-11 Money, +5 Money per Turn (0/186))
[] Movie Studios Subsidies (Stage 1)
Now that the governmental portions of the Gubernatorial Palace are completed, the Republic can now make us of many forms of incentives to create native industries. One of those is to have subsidies ready for any actors, writers, and directors willing and eager to produce movies for children and adults alike. They will, by their nature, be almost wholly cultural and subject to the whims of the people's taste but could add to the Republics' coffers in taxes and create industries by allowing merchandise companies to flourish.
(-5 Money, +2 Money per Turn (0/115))
[-] Music Studio, Theater And Opera Subsidies (Stage 1)
Music is, universally, seen as a pleasant experience for many, something to soothe, calm, excite, anger, and more, depending on the artist and piece. Aiding new and eager musicians can only help with the birth of native culture while also gaining a neat profit from taxation. These musicians will also assist the theater and opera houses opening with subsidies from the government, ready to bring stories of love, hate, drama, epic, comedy, and more to the people and elite tourists alike.
(+4 Money per Turn (169/173), Will finish this turn.)
[] Colleges For The Arts (Stage 1)
Ensuring that there is a persistent quality and moral standard across the arts industry will be the work of decades. Still, it can be helped along with funneling prospective students into these colleges. Here, they can learn the trade from experts while also being molded to follow decency and moral guidelines. If the Republic decides that they want them to.
(-8 Money, -2 Metal, -2 People, -2 Money per Turn (0/345))
[] Schola Progenium (Stage 1)
The forge in which heroes are made. Within these hallowed halls of learning, discipline, and iron faith, orphans are molded into the backbone that holds the Imperium together. Commissars will graduate here, knowing that their works ensure another saved planet. At the same time, Inquisitorial Agents are prepared to face the hard choice of fighting to save the remaining innocents or doom a world. Sisters of Battle will grow up within dormitories and curches, their hymns and war-cries soon to echo across the galaxy, while potential Tempestus Scion Recruits battle for the honor of graduation. It is within these halls that mortal flesh is shaped into immortal Martyrs.
(-2 Morale, -40 Money, -36 Metal, -8 Advanced Machinery, -60 Promethium, -12 Power, -8 People, -12 Money per Turn, -4 Metal per Turn, -8 Promethium per Turn, -4 Power per Turn, -1 People per Turn (0/1725)
[] Wilderness Resorts (Stage 1)
Several hundred kilometers of wild jungles, forests, and reefs can be mapped out, categorized, secured, and turned into wilderness resorts, where nobles and high dignitaries can mingle alongside other wealthy and influential people in "untouched wilderness" while blissfully unaware that they will never encounter any animal they are not meant to see. Alongside this, mansions and services will allow them to live to their high standards.
(-10 Money, -15 Metal, -2 Power, -2 People, -8 Food Per Turn, +25 Money Per Turn once Pleasure World Status is reached (0/863))
[] Adventure Packages (Stage 1)
Why bother? Just offer them the real Momi, give them the possibility to purchase ludicrously up-charged equipment, and chuck them into the wilderness after signing off any responsibility we carry. Then we'll lift them out after an hour with a shuttle when they get stung by an insect or spooked by a friendly sharkhound. Or after they'd died because they're dumb idiots who didn't read the primer on our wildlife.
(-5 Money, +15 Money per Turn once Pleasure World Status is reached (0/86))
Bureaucracy Dice 3
[] Seek Finalization Of Pleasure/Paradise World Status
The casinos are open, the spas are ready, trails tended, gardens blooming, brothels brimming, and more eager to fulfill every desire of the upper class of the Imperium. So let us finalize that last step and be freed from any obligation we do not choose to have.
(5 Die)
[] Economic Initiative Legislations
-[] Increase Workers Rights
-[] Tighten Safety Standards
-[] Union Laws
-[] Codify Workers Responsibly Within Collectives And Cooperatives
-[] Tighten Collective Standards
-[] Too-Big-To-Fail Clauses
-[] Targeted Subsidies Clauses
-[] Native Industry Protection
(1 Die each)
[] Strengthen Beastmen Rights
It is unforgivable that the God-Emperor Himself has given these Abhumans a charter and rightful continuation of their existence in perpetuity. Yet, they are treated like trash and barely worthy! More Humans have fallen to heretical whispers and traitorous ideas, some even to XENOS! The God-Emperor has given them their rights for deeds, and now we must do the same!
(2 Dice)
[] Tax Legislations
The time has come. Let them pay! -[] Income
-[] Sales
-[] Property
-[] Inheritance
-[] Capital Gains
-[] Luxury Goods
-[] Empty Homes
-[] Punitive Wealth Tax
-[] Punitive Import Taxes
(1 Die each)
[] Tax Drug Use
Once you hook 'em, you can tax 'em!
(1 Die)
[] Revisit Legislation For Drug Use
This has gone far too far! We need to look at our laws and stances on drug use and then revise our legislation!
(1 Die)
[] Revisit Legislation For The PDM
Some things need to be changed regarding recent revelations or changing circumstances.
(1 Die)
[] Revisit Tax Legislations
-[] Diverted Profit
-[] Unexplained Wealth Orders
-[] Public Tax Returns
(1 Die each)
[] Revoke Beastmen Rights
Regrettably, these Abhumans have turned out to be the traitors and abominations we suspected them to be. Worse, even, as they have turned away from the God-Emperors protection and light, committing the ultimate heresy against him: slap away his hand and invitation to join mankind in the stars. So let it be known; they are no longer accepted among our population, and all are to be killed.
(1 Die)
[] Declare Independence
THE REPUBLIC WILL NO LONGER LABOR UNDER A TYRANNICAL DICTATORSHIP! FOR THE PEOPLE! BY THE PEOPLE! WITH THE PEOPLE! FREEDOM OR DEATH, BROTHER AND SISTERS! WE STAND UNITED AGAINST THE DARKNESS ABOVE!
(10 Die)
Name: Momi ʻōmaʻomaʻo Capital: Nā Hoʻomaka
The First Momi Representative (39 seats, 61.6%)
- 9 Seats (14.2%) for Green Momi Party
- 8 Seats (12.7%) for Sleeping Leviathan Party
- 8 Seats (12.7%) for The Conservative Party
- 4 Seats (6.3%) for The Machine Alliance Party
- 4 Seats (6.3%) for The Health Party
- 3 Seats (4.7%) for The Equality for All Party
- 3 Seats (4.7%) for Paradise Party
Create A Commission To Manage Pollution - Green Momi Party - Fulfilled - (+1d4+1 Seats in the next election) Formalize Harsh Punishments For Polluting The Environment - Green Momi Party - Fulfilled - (+1d4 Seats in the next election) Implement A Universal Draft - Sleeping Leviathan Party - (+2 Seats in the next election) Form A Competent Militia - Sleeping Leviathan Party - (+2 Seats in the next election) Achieve Full Self-Sufficiency - Conservative Party and The Equality For All Party Start The Tourism Industry - Paradise Party Initiate Military Mechanization Efforts - The Machine Alliance Party - (+1 Seat in the next election) Finish Two Biosphere Research Initiatives - The Health Party
Commander: Hancock Tithe: Voluntary Recruitment: Professional Force Training: Guard Equipment: Guard, Auxilliary Sharkhound Rough Riders, Tauros Scout Auxilliary Special Forces:
-Coastal Defenders - Units trained and equipped for combat in tropical environments.
-Dive Troopers - Units trained and equipped for combat deep underwater. Honorifics
Alaxa Inuras - Psyker
Level - Gamma Traits - Actually Sane (Whats on the tin), My name is Alaxa Inuras. This is a lie. (???)
1st Momi Mechanized Infantry Regiment - The Megatooth Hunters
Regimental Standard: A green field semé of hurts (a background of green with blue polka-dots) charged with a stylized, black, rearing sharkhound. A white Roman numeral one (1) is in the top corner of the fly.
Major: Lamia Orca / Female
Traits: Logistics Focused (Reduced supply consumption), Vigilant (Low chance to negate surprise attacks)
2nd Momi Mechanized Infantry Regiment - The Hoplites
Regimental Standard: A green field charged with a black Cretan labyrinth in the fly and a blue Greek helm in the hoist. A white Roman numeral two (2) in the top corner of the fly.
Major: Theseus Daedalus / Male
Traits: Muscled (Increased Melee and Assassination Survival Chance), Parent To Their Soldiers (Increased regimental morale)
Accolades: 1x The Order of the Leviathan (1x Beastmen Minotauress for killing five (5) Xenos)
3rd Momi Mechanized Infantry Regiment - The Cenote Divers
Regimental Standard: A green field semé of blue spirals with black borders. A white Roman numeral three (3) is in the top corner of the fly.
Major: Ellison Kahanamoku / Male
Traits: Zero Fucks (Cannot be bribed), Good Cuppa (Increased regimental morale)
Accolades: 2x The Koa of Valor (2x Male Humans, for drawing a group of Xenos away from a village (Posthumous Award))
"The Koa of Valor" for Bravery
An inverted, five-point, bronze star with a stylized acacia koa branch set upon it. The service ribbon is green with black borders. If this award is earned more than once, a bronze pin with the appropriate roman numeral will be added to the ribbon.
"The Marksman's Cross" for Excellent Shooting
A silver Celtic, Greek cross. The service ribbon is black with green borders. If this award is earned more than once, a silver pin with the appropriate roman numeral will be added to the ribbon.
"The Order of the Leviathan" for Daring Action
A golden disk with a stylized leviathan skull set upon it. The service ribbon is solid black. If this award is earned more than once, a gold pin with the appropriate roman numeral will be added to the ribbon
Harpoon Munitions
Specially developed munitions for use underwater. Currently in use by all naval forces of Momi, with no shortages or bottlenecks in their production.
Kraken Pattern Penetrator Rounds
Powerful armor-piercing rounds. The deuterium core is replaced by a solid adamantine core and uses a heavier main charge. [1] Upon impact, the outer casing peels away, and the high-velocity adamantium needle accelerates into the victim, where the larger detonator propels shards of super-hardened metal further into the wound. These are effective against heavily-armored infantry. Currently handed out only to trusted veteran gunners when heavy resistance is expected, or no information on enemy composition. The cost of the ammunition sees it produced with great reluctance, and only a small stockpile of 5.000 rounds is kept.
Hellfire Rounds
Replaces the core and tip of the standard bolt round with a vial of mutagenic acid and thousands of needles that fire into the target's flesh on impact, pumping the acid into the target. Developed especially to combat Tyranids, Hellfire Rounds have equally devastating results on other organic targets. Unfortunately, the cost of these rounds sees them only produced in small batches of 50 per year, at which point they are handed out in single bullet cases, requiring authorization from Major and up to be used in combat. Only veteran elite snipers may be given these rounds.
Com-Bead Proliferation
With the production of a tested and venerated Pattern of Com-Bead, the interplay and coordination of our forces have grown nearly thrice-fold.
Rationalized Tauros
Are seatbelts really needed? Didn't think so. (+Number)
Taurox with Cannon
Put a cannon on that thing. Soldiers love cannons. (+Damage)
Traits:
Efficient Administrators. (+5 to all Rolls.) Uncorrupted Government (+10 to all rolls due to the Oihana Hooia (Anti-Corruption Agency)) (Story Trait) Righteous Mea hoʻokō (Story Trait)
Indifferent towards Psykers (Story Trait) Dislike of Human/Beastmen Couples (Story Trait) Attempted Beacon of Learning (Story Trait) Bioluminescent Courting (Bioluminescent flowers are a traditional courting gift, while elaborate bioluminescent tattoos symbolically connect the two emerge as part of the wedding.) Glowclothes (Cheongsam created using vibrant bioluminescent dyes, suitable for several decades before the glow fades and still beautiful afterward. Truly livening up the nightlife scene!) Animation Appreciation
[Rank 5] Traditional Animation (Tom And Jerry)
[Rank 4] 2D-3D Fusion #3 (Planetes)
[Rank 3] Stop Motion (Wallace And Gromit/Fantastic Mr.Fox)
[Rank 2] 2D Animation #5 (Gravity Falls)
[Rank 1] 3D Animation #3 (Space Pirate Captain Harlock)
Cooperative And Collective Driven Economy (+1 Morale to all finished Industrial Actions, +1 People cost per Industrial Action/Stage, can expend 1 Morale for 20% progress.)
Sharkhounds (+1 due to Domestication Stage 2, Story Trait) Massive Purge of Traitors (Story Trait) Recovered A Titan (Story Trait) Survived An Invasion Attempt (Story Trait) [REDACTED] (Story Trait)
Draconian Anti-Pollution Measures (Story Trait) Liberal Drug Legislation (Story Trait) Progressive Taxation System (Law) Currency Name: Mohala (Story Trait) Emergency Powers (Law)
The Empowered And Their Duty:
The Head of State can immediately activate (or recall) all militia and reserve units to secure the planet in any strategically viable military or civilian support capacity. This could be for patrolling neighborhoods, active combat, S&R/Evacuation coordination, etc. (Normally, Militia & reserve have a delay built into possible activation and only have limited potential roles). They also can select some of these units based on location, expertise, or other relevant criteria. Efforts shall be made to distribute duties where possible to spread experience and knowledge and decrease disruption to any single unit or group of units.
The prime minister can draft/conscript any legal adult in non-military/warfare support roles (excluding Militia or reserve) to assist non-combat defense preparations (industry, infrastructure, transportation, fortification, civilian support, etc.). The elderly that are able-minded will not be excluded, although the duties assigned should consider their physical health. The prime minister can also mass quarantine and mass vaccinate in case of a plague outbreak. In the event of chaos or heretic action, a note/flag will be attached to their family's permanent records. Additional monitoring/surveillance will focus on their family and associates for one year (no judiciary review required). The prime minister will have the power to temporarily claim unoccupied housing or buildings for the government in the case of widespread civilian displacement. These shall be used for shelter, medical care, food distribution, or coordinating relief efforts until the emergency is declared over (or for 15 days afterward in case of widespread civilian displacement). Reimbursement of costs to repair damages and a base charge for the use cost shall be given to owners after the emergency has ended.
Activation:
Either house can vote to enact emergency powers with 2/3rds of the living members and be confirmed with a simple majority in the other house (living members).
Any legislature or executive branches member can declare an emergency and call a vote to grant emergency powers to the head of state and prime minister.
Duration:
Powers will last for 50 days, or until the prime minister, head of state, chief justice, or chancellor of the Oihana Hooia declare the emergency has ended.
What Requires Their Activation:
In case of invasion or Xeno threat existing on His Imperial Majesty's Republic of Momi ʻōmaʻomaʻo or substantial presence in space nearby. Emergency powers are also triggered in the case of open chaos or widespread heretic presence or displacement of 30% of the populace or death/loss of 15% of the populace.
Consequences Of Abuse:
The Chief Justice or Lunakanawai Nui or the Chancellor or Kanikela of the Oihana Hooia can end the emergency. Actions taken during the crisis by those empowered can result in criminal charges after the emergency condition has lifted. A detailed review of activities and inactions leading up to the emergency will be conducted to better prepare Momi ʻōmaʻomaʻo for the future.
Militia Laws (Law)
[Emergency Draft] - All those Ages 20 to 30 will be required to present themselves to their nearest Militia Barracks or Gathering Point in the event of a declared Emergency.
[Militia Use] - Only Limited Attacks will be ordered to the Militia to cut off any attacks or attempts thereof towards Civilian Infrastructure or Targets, like Housing, Hospitals, Water Treatment Plants, etc.
[Militia Organization] - All those between the ages of 20 to 30 can voluntarily join the Militia, where they will be organized in numbers equal to double the professional Military. They will be equipped and trained with common Lasguns and Flak Wests, learning their operation and maintenance under the supervision of the Adeptus Mechanicum and Military members for four Hours per Week.
Public Tax Returns (Law)
All government employees, from the lowest rung to the highest office, are hereby forced to file and make their tax forms public to place a further barrier between the nation's health and those seeking to rot its workings with corruption.
All corporations are required to file all their taxes in a publicly available manner to lay bare any loopholes, criminal activity, or avoidance of taxation.
Under the order of a court of the Republic, a citizen may be forced to publicize their Tax Returns.
All citizens have the right to publicize their tax returns.
Diverted Profit Tax (Law)
A punitive tax imposed on individuals, institutions, corporations, etc., who conduct business on Momi without filing taxes with the Momi government, including public tax returns when applicable.
Failure to pay these high tax rates can result in further legal actions depending on the circumstances.
Unexplained Wealth Order (Law)
The Republic maintains the right to freeze money suspected to have been obtained via illegal means or be used in illicit trades or for other purposes damaging the nation's well-being and security. This freeze can only last for a week without explicit court orders.
Faith:
Literalists
(The word of the Emperor is law, without any debate about what it means.)
Doom Clocks:
7/100 Mundane Corruption - (No effect yet)
-1/100 Chaos Corruption - (No effect yet)
0/100 Sylvaneth Anger - (No effect)
Beastmen:
Mood: Euphoric Demands: Shrines And Churches Stage 3 Demographic: 9.21% Total Population
-Right To Own Land
-Right To Fair Trial By Their Peers
-Right To Inheritance
-Punishment Of Intentional Discrimination
-Right To Open A Bank Account
Money: 171 (+8 Per Turn) Metal: 36/150 (+19 Per Turn) Alloys: 1/20 (+16 Per Turn) Advanced Machinery: 4/25 (+1 Per Turn) Promethium: 32/150 (+33 Per Turn) Food: 43/400 (+17 Per Turn) Power: 81 People: 2 (+8 Per Turn)(Beastmen Citizens, +6 to all rolls) Morale: 6/10 (+5 to all rolls) Dice Bonus: +27 (22(Bonuses)+5(Morale))
This is something to remember. Hero has noted that even nat 1s can actually be good in the long term even if it's negated by nat 1s at the time they show up. Examples being the Cenote discovery actually being a great advantage in the long term.
I'd say that the Dryad can still work as we thought they would in regards to removing corruption. Just that it's likely going to take work.
call the inquisition and let them deal with it. That way we don't have to be worried about being charged with heresy and having our planet turned into a prison world or just burned down into glass.
call the inquisition and let them deal with it. That way we don't have to be worried about being charged with heresy and having our planet turned into a prison world or just burned down into glass.