Unhealthy Goods
-- Smugglers have been active around <cityname> and selling some highly toxic narcotics. What should we do?
Prereq: None
Obsolete: None
* Put our agents in rooting their operations out and driving them out of the area.
* -100% espionage in <cityname> for 20 turns.
* Ignore them. Whoever buys this, is worth his fate.
* Permanent +1 unhealthy in <cityname>.
* Increase patrols and checks. Don't let any of this stuff in. [Requires Guardhouse]
* No effect.
* I need to get me some of that




! [Requires House Tleilaxu]
* Permanent +1 unhealthy and +20% production in <cityname>.
* Your skill in biology allowed you to create a new version of the drug that improves productivity.
Unwelcome Visitors
-- Smugglers have been active around <cityname> and selling some highly volatile explosives to reactionaries. What should we do?
Prereq: None
Obsolete: None
* Put our agents in rooting their operations out and driving them out of the area.
* -100% espionage in <cityname> for 20 turns.
* We don't have time to waste rooting them out.
* Permanent +1 unhappy in <cityname>.
* Increase patrols and checks. Confiscate anything suspicious you find. [Requires Guardhouse]
* No effect.
* Our patrols have uncovered the smuggler's hideout and their cache of illegal goods.
* Get in contact with them and offer them a job. Then tax them. [Requires House Ecaz]
* Gain a free merchant specialist in <cityname>
Unruly Locals
-- Local tribals have been visiting <cityname> and using up our water reserves.
Prereq: None
Obsolete: None
* Put our agents to riling up xenophobia in the populace to stop them blending in.
* -100% espionage in <cityname> for 20 turns.
* There's nothing we can do about locals.
* Permanent -5% water in <cityname>.
* Lockdown the city. Require travelling papers to let people through. [Requires Guardhouse]
* No effect.
* Send out one of our sisters to "talk" to them. [Requires Benne Gesserit]
* Population in city increases by 1.
* The sister "convinced" the locals to join your cause.