Influence lanes are heavily influenced by luck first off. We don’t just have magic missile anymore either, so that’s absolutely wrong.
Bootleggers was an alchemy design and didn’t require startup capital.
And tric, for all you accuse us of being reactionary for, you’re epitomizing that right now. We shouldn’t act to counter their influence in areas where they have the advantage and just let our own shit get interfered with. I mean I’m pretty sure a couple turns ago heliel hit up the towers but I may be wrong. We should solidify our hold there as opposed to trying to contest one of the *many* places on the map where we can make money. The trade city isn’t even the best spot to make money what with its angels backing the guilds and higher influence meaning our smuggling operations are going to be more difficult there anyways. Places like the ostentatious and lawless capitals are where we’ll likely see the most successful business.
Magoc, our new magic, and our transmutation alchemy should hopefully be enough to get another tick in the dweeb tower, which will benefit our magical proposals and make it a little easier to gain influence in the lawless capital, and since a number of us are interested in pushing drugs next turn with our alchemical boost we can see a lot of moneys come in.
Tric, before you even think about countering about selling the iron we use to outfit our army, consider that the process of transmuting and creating materials is inherently expensive and in no way designed as part of a profitable venture, whereas bootleggers was (and drugs will be). They are designed in a way that the gm knows we are meant to make money from them.