Which is why I highlighted the Lore option, not the Personal one.

Ah. My bad. I still don't particularly care about that particular option. The Jensaari and Fallanassi are better and we probably only have enough time before everything blows to get and teach two force abilities to our agents. (4 turns)
 
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Ah. My bad. I still don't particularly care about theat particular option. The Jensaari and Fallanassi are better and we probably only have enough time before everything blows to get and teach two force abilities to our agents. (4 turns)
Well, we can have Ventress get in touch with the Jensaarai (along with the Zeison Sha and the Followers of Palawa, for that matter), so we won't necessarily need to use the Lore option to get the techniques for those, just to teach them to the agents.
 
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Ah. My bad. I still don't particularly care about that particular option. The Jensaari and Fallanassi are better and we probably only have enough time before everything blows to get and teach two force abilities to our agents. (4 turns)
I don´t think so, Palpatine need to wrap up many things before he can go order 66 on us, add to that how Dooku is becoming our ally, and the fact that the CNS is growing stronger each day, and how he still needs an appropriate apprentice (I don´t think he has renounced to Anakin yet) I think the Clone Wars will be at least 2-3 times as long as the original.
 
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Ah. My bad. I still don't particularly care about theat particular option. The Jensaari and Fallanassi are better and we probably only have enough time before everything blows to get and teach two force abilities to our agents. (4 turns)
I'll admit that I'm biased against the Fallanassi. The Black Fleet Crisis was a terrible series of books. Three plotlines, two of which goes nowhere and the main story which has an anticlimax at the last minute.
 
I'm going to be afk for the next seven hours (at least), but I'll be back this evening to wrap up my plan-writing, balance sheet, and other preparations for the turn.

EDIT: never mind, my classes for the day are cancelled due to snow. I have a bunch of grading and prep-work to do for my classes the rest of the week, but I have a bit more free time to spare for this.

Hero stats are below for plan makers
Thanks, this is helpful!

Also I will put together an ROI list later today with the assumption of no change on the investment penalty.
This will be even more helpful. My goal is to pick up any key stat/story boosts, and any income upgrades that pays for itself in <2 turns. I've marked the higher-priority items -- I'll post that below, I think -- but I'll do a preliminary balance sheet later on.

Free Dooku. The guy is the single best anti-Palpatine asset we can get besides the Foundry. While obviously we can't check all the boxes off this turn, we should be smashing at least one
You sure we can't "check all the boxes off this turn"? :D My current plan has us stealing the Devastation, recruiting Quinlan Vos, and killing Maul and Savage -- I'm pretty sure that covers all we need...

Once again, any of these are worthwhile, but I've highlighted the Nightsisters because I've got a feeling we're gonna lose access to that option once Maul and Savage are gone.
Dammit, that's a good point. OTOH, there are the other Witches of Dathomir (Nightsisters aren't the only ones with magic), and I'm not sure the weird 'spirit ichor' stuff they use is worth sacrificing contact with the Corellian Jedi...

Vos is another factor we need to address one way or another on account of Dooku. And again, our actions are limited. @Dr. Snark, can we use our Force Order action on this?
Good question -- I'd love to heard an answer. @Dr. Snark, can we use the Chu'unthor to reach out to any of the Jedi listed in the Diplomacy category?

Yeah, we need to do something about this. @Dr. Snark, can we use our CNS action on this?
Very good question -- since we'd be directly influencing the levers of power and working with the anti-Palpatine faction on this, could we spend the CNS action on this one? (I really want to recruit those Shard engineers this turn, but stopping Palpatine takes precedence...)


I finished selecting actions for my (preliminary) plan, and assigned Hero Support -- there's one action (Taris Games) with 90% odds, one with 92% odds, a bunch with 95% odds, and the rest are higher or guaranteed successes. We didn't have any spare Heroes to use all three Hero Actions this turn, though if we continue to recruit Galen Erso + Quinlan Vos + Mungo Baobab next turn that may well change.
 
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@Dr. Snark, a few corrections to the update text:
[] Relocate/Expand Droid Infrastructure: It's not like the droids you have on Courscant are bad, it's just that you don't want them on Courscant itself.
-[] Archive/Data Analysis Droid Fleet: Set up archival and data analysis droids on Kiln to make sure that your organization isn't brought down by its continued expansion. Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[] Administrative Droid Fleet: You're never going to stop expanding your ventures. So you're going to need droids to help keep everything in line. Admisitrative droid fleet relocated to Lordran
The second one ('Administrative Droid Fleet') doesn't have a cost listed -- can we assume it is also 'Cost: 75'?

[] Beautification: Taris has seen better days, and while the buildings have been fixed they lack the gleam of Coruscant's skyscrapers. Get a beautification program running so you can attract the wealthy to the planet for your own ends. Cost: 150 Reward: Increased rewards from 'Swoop Racing' and 'Galactic Games' actions
Can you confirm that these "Increased rewards" would apply if we took this upgrade and the 'Galactic Games' action in the same turn?

[] Silver Cross Headquarters: Much like the Karada relocations, it wouldn't hurt to have the more sensitive Silver Cross facilities relocated to Taris.
This Taris upgrade doesn't have either Cost or Reward listed.

Thanks for all your work on getting this turn set up!
 
[] Anti-Slaver Actions: The fact of the matter is that slavery is one of the most hated institutions in the galaxy outside of Hutt Space. It would certainly earn a lot of goodwill if you were to deal with some of the more prominent organizations (not affiliated with your Hutt allies)...and the loot would certainly make it worthwhile. Chance of Success: 70% Reward: Assaults launched on chosen slaver group, loot
-[X] Senex-Juvex Slavers: Would you look at that, this slave group in Republic space is also home to a number of pro-Palpatine nobles! Launching a raid on them and exposing them to the galaxy would be quite the scandal...

[X] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted


[X] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy

[X] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers

[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[X] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are a separate group from the main Order that are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.


[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[X] Mobile Hospitals: The idea is that you would have a ship that could touch down on planets and act as a field hospital without the need for setting up a prefab building. It'd be a difficult engineering challenge, but fortunately Raith loves those kinds of challenges. Cost: 150 Reward: Mobile Hospital Ships designed/produced

[X] Giving Causality A Migraine: While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[X] Scion of the Baobabs: You're not going to lie; you can tell that Mungo Baobab, heir to the Baobab Merchant Fleet, is going to be going places. A bright, intelligent, and charismatic young man like him would be a considerable benefit to your financial efforts...er...your legitimate financial efforts. ...Hopefully he'll stay still long enough for you to meet with him again. Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"


[X] Grassroots Movements: Rile up protests, sponsor anti-government media, do whatever it takes, but stop Palpatine from getting any more influence any way you can. Chance of Success: 80% Reward: Palpatine's influence stymied

[X] Assassinate Shu Mai: Forget a legal ousting. Shu Mai is never going to give up her position legitimately. It's going to be very difficult given her paranoia and penchant for extreme measures, but given that the rest of the Commerce Guild is simmering with discontent and Dooku wants her gone anyway now may be the time to remove Shu Mai from the picture for good. Chance of Success: 60% Reward: Shu Mai assassinated

[X] Mote of Stardust: Cheriss has found the guy for your research division. Not a guy, as she pointed out repeatedly in her report, the guy. Galen Erso, one of the galaxy's most highly respected geniuses is currently stuck on Courscant in a dead-end job, and according to some cursory investigating he's being treated like dirt by his superiors. He's in a prime position to be recruited...if it weren't for the fact that you know better, and also that it seems like there's a lot of people just "randomly" sticking around his home. Extracting one of the galaxy's finest minds from Coruscant itself while he's under active surveillance would be unquestionably difficult, but the prize of Erso could be well worth it. Chance of Success: 50% Reward: Galen Erso extracted from Coruscant


[X] Force research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[X] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.


[X] Investigate Anomalies: The maps gained from the expedition into the Unknown Regions you funded noted several unusual anomalies nobody could make any sense of. Perhaps your researchers can figure something out...or you could send a scout team to poke at them. Whatever works. Chance of Success: 60% Cost: 60 Reward: ???

[X] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered [Takes 2 Turns]


[X] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[X] Shatterpoint (Organic(?)): Unquestionably the most difficult thing you could attempt to train on right now; you're still trying to figure out why you can't see shatterpoints on living beings. Your breakthroughs in the Matukai techniques have finally given you some insight on the matter, if you have weak and strong points then so would others by logical extension... Chance of Success: 50% Reward: ???
-[X] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 80% Reward: Telekinetic Lightsaber control learned

[X] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment


[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
--[X] Silencer: No response as usual.
--[X] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)

[X] Silas Cata - Welcome To The Family: While Oki could be a valuable member of the Watchers given her shapeshifting abilities, she's not exactly well-trained in the arts of impersonation, infiltration, etc, etc. Silas wants the chance to spend some 'family time' with her and help her learn the ropes. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Oki gains "formal" subterfuge training, ???

[X] Thrawn - Understanding A Warrior's Heart: While he doesn't like admitting it, Thrawn has been baffled at the results of Greivous' assault on the Foundry. He's requested some time to analyze the results of the battle in earnest and determine exactly where he went wrong in his estimations - and potentially bettering them in the future. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of SuccessL 60% Reward: Foundry assault data analyzed by Thrawn, ???

[X] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???


Yavin: There's so much stuff to find here! Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.

[X] Underworld Takeover: Your presence may have expanded across the galaxy but in your experience consolidation always pays. Use your new might and start acquiring new territory in the Coruscant Underworld and consolidate, preferably starting with territory the Black Sun once occupied. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once, potential for further development in owned areas
-[X] Smuggler's Dens: The Abyss is your wretched hive of scum and villainy. That means you have the rights to make a killing off of the smuggling and racketeering going on there. Cost: 100 Reward: +50 smuggling income
-[X] Regional Strongholds: Palpatine will come for the Undercity eventually. Make sure that when that time comes he pays for it.Cost: 150 Reward: Controlled areas heavily fortified against attack

[X] Kalee Gravball League: Gravball is a violent sport that more often than not involves its players slamming into each other and occasionally playing the sport. The Kaleesh would love it. Cost: 100 Rewards: +50 investment income, Kaleesh gravball teams established

[X] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians

[X] Relocate/Expand Droid Infrastructure: It's not like the droids you have on Courscant are bad, it's just that you don't want them on Courscant itself.
-[X] Archive/Data Analysis Droid Fleet: Set up archival and data analysis droids on Kiln to make sure that your organization isn't brought down by its continued expansion. Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran

[X] Systemwide Defenses: While many more Wookiees would like to sign on with you full-time, many of them are occupied by nigh-constant raids from the Trandoshans - and quite frankly hearing about them nearly damaging some of your property during said raids is infuriating. Help set up some serious defenses in the region and give them a message that their actions will not be tolerated any longer. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Kashyyyk, permanently deterring Trandoshan raids

[X] High-Society Matchmaking Programs: It's because of you Taris even has a high society again. Make sure they remember who got them there - and maybe help set up some couples at the same time. Cost: 50 Reward: +25 investment income

[X] Asset Centralization: Much like Castell, a lot of your earlier investments in the planet are uncoordinated and sometimes conflicting. It might be worth the time and effort to help centralize all of that. Cost: 50 Reward: +50 investment income

[X] High-Society Matchmaking: No, you're not going to use this just to match up Anakin and Padme for your amusement. That's only one of the things you're going to do with this. Cost: 50 Reward: +25 investment income

[X] Treasure Ship Row: A massive open-air bazaar that's almost comparable to that of Coruscant. Set up shop, and offer space to sellers from other CNS worlds to advertise the wonders of the Outer Rim in general and Neutral systems in particular. Cost: 150 Reward: +75 Investment Income

[X] Tibanna Gas Refinery: Tibanna gas is incredibly rare and incredibly useful, and Tibannopolis was built primarily to collect and refine it. Set it up. Cost: 200 Rewards: +50 investment income, supply of Tibanna gas

[X] Corporate Shipyards: Individually the various shipbuilding companies you're in touch with wouldn't spring for individual shipyards around Tibannopolis, but setting up a general area where they can have individual berths would go over much better with your contacts. Cost: 200 Reward: +100 investment income

[X] Lorrd City University "Donations": Lorrd is home to a university renowned for being one of the finest learning institutions in the galaxy, and its students have access to some of the most comprehensive academic archives. Get some investments in the university and use the opportunity to get first dibs on its most talented graduates. Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions

[X] Force-Based Research Labs: This ship was designed to study the Force - and while its original owners probably didn't consider the idea of setting up proper research labs for studying anti-Force weaponry you're not as picky about it. Cost: 200 Reward: Decreased time for anti-Force research actions

[X] Defensive Emplacements: Right now the Chu'unthor has sparse defenses, but nothing that would let it withstand a concentrated attack. Getting some proper guns, shield generators, and armor plating would ensure that it would be far more resilient should it be attacked. Cost: 150 Reward: Heavier defenses set up for Chu'unthor
 
I'm going to be afk for the next seven hours (at least), but I'll be back this evening to wrap up my plan-writing, balance sheet, and other preparations for the turn.

EDIT: never mind, my classes for the day are cancelled due to snow. I have a bunch of grading and prep-work to do for my classes the rest of the week, but I have a bit more free time to spare for this.


Thanks, this is helpful!


This will be even more helpful. My goal is to pick up any key stat/story boosts, and any income upgrades that pays for itself in <2 turns. I've marked the higher-priority items -- I'll post that below, I think -- but I'll do a preliminary balance sheet later on.

Well pretty much if it said salvage or aegis security I grabbed it since those give income and benefits. Half of the Karada on Taris turn a profit this turn, but yeah my current work up grabbed a lot of the options that provide benefits and I still have funds to spare to finish off the bases I have not done yet and add new bases. We aren't quite in a buy everything mode but we are moving that way.

Also three silver cross upgrades are available and I grabbed all 3 as they are solid income with the 60% boost.

I have to do the math on the smuggling income +10% and the 3 planet's that can get +30% but that will be in 6 hours once i am home and have had time to crunch numbers.

I also left the starfigters off as to keep cost down initially and I don't know if we want to get x-wings first. Otherwise everything else on our new ship is on the list.

@Dr. Snark the mining upgrade on castell does the discount to bases apply the turn we buy it and if so how much of a discount is it?
 
I have a general question (to the rest of the thread, not to Dr. Snark) about our genemod options this turn:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force - sure it worked on Asajj, but "reliable results" and "the Force" don't tend to go together very well. (Lore, ???)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery. (Learning, enhanced lifespan)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)
We have a very good chance of getting the Force-Sensitive Genemods this turn -- our default bonuses, plus omake bonuses, put it easily within our reach, and money is no object given the state of our balance sheets.

That means that, as early as next turn, we'll be able to give our Heroes the ability to use the Force...

My question: does that mean we should wait to see what options become available then?

My thinking is, we have a lot of Heroes already, and we're adding more each turn (Quinlan Vos + Mungo Baobab + Jerec + Galen Erso most likely for this turn or very near future, and Obi-Wan Kenobi + Ahsoka Tano + Anakin Skywalker + others in the not-so-distant future). It makes sense to upgrade the ones we can, before we get completely swamped.

I definitely want to wait on upgrading Thrawn until the Force genemods become available -- can you imagine him with a Voss genemod? The best strategist in the galaxy, with a newly discovered genetic talent for Force Visions? Talk about unstoppable!

In that case, it comes down to Jango v. The Silencer. I'm inclined to pick Jango, since his fighting style (call it jet-pack-fu) works just as well with or without the Force.

As for which genemod to aply, we have so many strong Martial heroes, that I'd prefer to improve Jango's secondary stats (Diplomacy and Intrigue) to make him slightly more versatile. Both Balosar and Zeltron genemods affect Diplomacy and Intrigue stats, which is ideal. Zeltron genetics is oriented around improving personal attractiveness, and exuding pheromones to sway others in the room. Balosar genetics is about using intuition and specialized senses to read emotions and perceive threats and dangers in advance. That seems more fitting, given Jango's... let's call it 'lifestyle'.

All that to say: at this point, I'm inclined to genemod Jango Fett with a Balosar upgrade, for Diplomacy/Intrigue. I am willing to be persuaded, though.

Your thoughts?
 
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Wouldn't a force genemod just give you the option to use the force, but then you had to train - for years?
 
Dammit, that's a good point. OTOH, there are the other Witches of Dathomir (Nightsisters aren't the only ones with magic), and I'm not sure the weird 'spirit ichor' stuff they use is worth sacrificing contact with the Corellian Jedi...
The thing is that the Nightsisters may or may not be available next turn, but the green will be there Jedi almostal surely.
For that I will personally pick the Nightsisters
 
You sure we can't "check all the boxes off this turn"? :D My current plan has us stealing the Devastation, recruiting Quinlan Vos, and killing Maul and Savage -- I'm pretty sure that covers all we need...
As far as I can tell, we can't actually deal with Vos this turn (barring a crit, and even then, I'm not sure), just get a read on him IC.

As for genemodding, I agree with giving Jango a mod now, since (from what I understand, correct me if I'm wrong) Mandalorians aren't fond of Force Sensitives. That said, I'm actually more in favor of a mod that would play to his primary strengths rather than his secondary strengths (which pretty much means either getting the Chiss mod or the Zabrak mod, probably the former unless the latter gives a bigger Martial boost). Both because he'll need Martial and Intrigue more than he'll need Diplomacy when we attack Sidious, and because I'd rather focus on what our heroes do best than try to spread them out.
 
Wouldn't a force genemod just give you the option to use the force, but then you had to train - for years?
The idea would be, using a genemod with a specific species that has a natural Force talent -- for instance, the Voss are intuitively gifted at Force Visions. So the genemod would unlock Force Sensitivity (that would need to be trained), but also unlock Force Visions as a skill that would be innate and almost instantly mastered. It's be comparable to Asajj's bonus for the Miralukan Force Sight).

The thing is that the Nightsisters may or may not be available next turn, but the green will be there Jedi almostal surely. For that I will personally pick the Nightsisters
On the one hand, it may be time-sensitive. But on the other, I'm just not sure the Nightsisters' techniques put them in the top-tier of sects we want to learn from. I mean, spirit ichor is... weird and would probably give Palpatine pause as an 'out-of-context problem'. But however versatile, it would take a lot of practice to make it powerful, and I'm not convinced it meshes well with our other Force abilities.

Also, I just spotted this, but 'Nightsisters' is only an option for our Lore action (not Diplomacy) so it doesn't conflict with contacting the Corellian Jedi. However, for our Lore action, I absolutely want to spend our archaeology action on Cularin, and I'm strongly inclined to use the other regular action on contacting Jerec in the Unknown Regions. That wouldn't leave us any spare actions for studying other Force sects -- though with the Chu'unthor upgrade, we'd be gaining an action dedicated to that next turn.

Basically, can you persuade me that Dathomiri magic will play an important role in our fight against Palpatine? I appreciate that it may not be available in the future (though we'll always be able to train with Asajj in some of the basic techniques like Beast Control), but at this point I'm inclined to view it as comparable to the Tyia Adepts -- useful, no doubt, potentially very useful, but not more useful for defeating Palpatine than the other options listed.

That said, I'm actually more in favor of a mod that would play to his primary strengths rather than his secondary strengths (which pretty much means either getting the Chiss mod or the Zabrak mod, probably the former unless the latter gives a bigger Martial boost). Both because he'll need Martial and Intrigue more than he'll need Diplomacy when we attack Sidious, and because I'd rather focus on what our heroes do best than try to spread them out.
Fair point. Check out @Void Stalker's post (here) listing our Hero Units and their stats -- we have seven heroes with Martial stats above 35, and that will probably increase as we recruit more heroes like Quinlan Vos or Obi-Wan. In contrast, we only have two top-tier heroes for Diplomacy, and both of them only reach Diplomacy stats of 34. The situation is even worse for Intrigue: besides Ciaran herself, none of our heroes have Intrigue stats above 30. Now, admittedly, default bonuses make our Intrigue actions a lot more manageable. However, that's not the case for our Diplomacy -- we have one +5, at most +10 if Satine gets involved for the CNS, and that's it. We have a chance to expand our default bonuses (thanks to Lorrd) but one of the things I noticed while drawing up this turn, was how difficult it was to get enough hero support in Diplomacy and other categories.
 
Wait, thinking about it.

Couldn't Ciaran grow a custom kid without her DNA, wait for them to be mostly developed, and THEN genemod them to be genetically her kid?

Don't even need the lizards for that.
 
Wait, thinking about it.

Couldn't Ciaran grow a custom kid without her DNA, wait for them to be mostly developed, and THEN genemod them to be genetically her kid?

Don't even need the lizards for that.

That seems like it'd be doing things the hard way.

However, it seems like without having Essence Transfer(We don't have Essence Transfer, right?) having a clone our own isn't really going to do us that much good, unless we can transfer our brain into the clone body, which is technically doable, if the B'omarr Monks are anything to go by.
 
However, it seems like without having Essence Transfer(We don't have Essence Transfer, right?) having a clone our own isn't really going to do us that much good, unless we can transfer our brain into the clone body, which is technically doable, if the B'omarr Monks are anything to go by.

The planet with that force technique is actually in the CNS now. So, we just need to go looking and we may very well find it!
 
All right, here was my first pass through the Balance Sheet with nearly everything on my wish-list, including 3 new bases.
Total Expenses: 15644
Total Revenue: 13619 (+ unknown loot, salvage, and Action income)
Difference: -2025 credits

Next Turn's Balance: -917 credits
Clearly, I'll need to make some cuts. :D
 
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