Broken+City+EoT+15

Stats MIL: 14 WEL: 10 ESP: 4 MAG: 7 (+0.5) MOR: 5 REP: 0 INF: 2

Stat Cap: 35/40 Traits: Vaults of Flesh, Bloody Business, The City Must Be Fed, Expanded Tunnels, Assault Tunnelers, Commerce House, Sav Altulas Metro, The Digging Beast, The Grid, Fortifications 5

MIL: 14 1. 7 will go to patrolling Gilded and keeping the streets safe as a means of bringing the Exchange on board with the idea that we are good trustworthy partners. And of course actually keeping Gilded safe, but I'm not expecting any attacks. 2. 7 will go into downline providing security for the mages.

WEL: 10 1. 3 to the Champions of Sovereignty for giving us control of Resseville and Hopers. This will be a repeating thing, 2 Wel per turn for as long as we control those territories, but not actually giving them the permanent wealth. 2. 1 to the Mercantile Guild in return for being able to read the messages they can. Been forgetting to do this. 3. 6 will go into continuing the currency exchange program as an effort to impress the Exchange.

ESP: 4 1. All of it goes into patrolling Gilded for thieves. At this point my negotiators should attempt to convince the Exchange that now that we are working together we should consider combining our agents to be more effective. One large network of agents should be more effective than two smaller ones that are duplicating effort. (This is an attempt to get them to merge their espionage with me. Getting their espionage VIP would also be nice.)

MAG: 7 (+0.5) 1. Will go into Downline and try to convince the wild mages that they are better off working with me than by themselves, and that I am willing to let them continue to do whatever it is that they do as long as they let me have full access to Downline and the ability to run my tunnels through it. If that fails then my mages are authorized to wipe them out supported by Guild troops. No need to hold back against a wild mages so use blood magic's combat capabilities to its fullest. The only thing I don't want to do right now is disturb Longspeak Tower so they should try to avoid it. If that means some Wild Mages go into shelter in it, then don't bother with them if unless they are launching spells at us.

MOR: 5 1. All 5 into convincing the Exchange to ally with me.

REP: 0

INF: 2 1. Also going into convincing the Exchange.

VIP: Urso Bloodhand Participated in a PM so can't do anything else this turn.