The Galactic Games aren't nearly as useful as eliminating the tax penalty, recruiting a good all-rounder Hero unit, or building a media empire/propaganda machine.
a)We don't have the hero support to reliably eliminate the tax penalty;
b) we are recruiting an all-around Hero with our other Stewardship action;
c) Baron Papanoida's media empire is at the top of the priority list for next turn, once we've followed up on hosting the Galactic Games.
We've been planning to host the Galactic Games pretty much as soon as we starting rebuilding Taris -- that's why we built Lhosan Industries and the swoop-bike tracks. This opportunity only comes around once every seven years, and it's a chance to let the galaxy see the face of a new and prospering capital of the Neutral Systems.
Remember that defeating Palpatine is only half the challenge, and it's the lesser half. It's how to save the galaxy after Palpatine is gone, how to remove his failsafes and the deliberate instability he created, how to ensure the Republic survives in the aftermath. Taris is our answer, the shining city on a hill, the model for the rest of galaxy to aspire to, and the center of our power. Giving it a place of prominence is a very good use of our time.
@Dr. Snark, I hope you see this. Given that we'll be buying a Chu'unthor upgrade to make Force Research go faster, would that apply to actions taken this turn?
First, for @Dr. Snark, if we assign The Silencer to the 'Strike Palpatine's Inner Circle', can you confirm that our hero will be discrediting, rather than assassinating Tarkin? That seems important to clarify.
...Yeah that's fair. It would be discrediting. I mean, some people would probably still die, but they'd be unimportant people who would be listed as "Informant #5" in the credits.
Also while I'm here, more omakes. Because why not.
Oh man. Oh man. This. This is brilliant. And it's given me the perfect ideas for what Ciaran's character arc is going to be like in the eleventh hour. Unquestionably canon, +10.
Of course, while these are all great in their own ways, we must acknowledge:
This. Is. Beautiful. I never realized how much I needed this until I saw it. This is just...Yes.
Again...I need to think about the benefits for this. I think it'll be the same as last time just without the reroll...maybe. I'll let you know once I've recovered.
(Also can confirm that Ciaran does in fact have fantastic abs, I mean she can punch through solid steel so it only makes sense)
It's been 24 hours, so I'm assuming it's safe to post the vote....
There were a lot of tough decisions this round -- perhaps due to just how many decisions we had to make. A drawback, I suppose, of so many write-ins. Deciding whether to pursue Quinlan Vos or Obi-Wan, study with Corellian Jedi or another sect, host the Galactic Games or reach out to Baron Papanoida's media empire, reconnect with Jerec or study with the Nightsisters, research Force-Sensitive Genemods or Non-Human Genemods or Mass Genemods.... As I said, there were a lot of tough choices this turn.
Anyway, the 'name of the game' for this round is equilibrium. Keeping our balance sheets in the black (however narrow the margin), ensuring that every action has a very good chance of success, making sure we keep our balance while dancing across a metaphorical river of alligators.... Yeah.
There's a reason we insist on 90+% chance of success for virtually every action. At this point, given what we know and what we're working on, a failure could really be catastrophic. We're sending a Hero to fight Maul and Savage -- what happens if our hero loses? What if we fail to stop the Devastation -- either before it reaches Coruscant, or before it's turned on Taris? Sure, it wouldn't be the end of the world -- we have a lot of heroes, and a lot of assets around the galaxy -- but it would be a bodyblow to our plans for this quest. So let's make sure.
Martial: Pick 2, 1 Free Action:
[X] Foundry Raid Night II: (Starts Foundry Assault mini-turn)
-[X] HK-47
-[X] Grievous
[X] Capture Devastation: Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[X] Asajj Ventress
-[X] 2 Watchers
[X] Heroes of the Clone Wars: Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted
Foundry Raid because of course, with HK-47 providing hero support to ensure his bonuses apply to this next set of levels, and Grievous so we get the full bonus from inviting the Kaleesh Warriors.
Capturing the Devastation was much more iffy -- it's a remarkably low-probability operation, so I needed to attach Asajj (her +5 Force Sight bonus saved the day) to give a reasonable chance of success. While we could wait for a turn to add more hero support or Personal Attention, I decided that the Devastation was too time-sensitive -- we don't know when it will start its 'attack run' on Coruscant, and I'd rather not risk the Jedi or Palpatine getting their hands on it, when we can put it to so much better use. There's also an interesting story hook, as the attack on Coruscant was led by Nightsisters. It'd be interesting to see Asajj deal with dark-siders obsessed with revenge to the point of genocide -- subtle hint is subtle, and this might synergize well with Ciaran's conversation with her about Dooku.
Finally, I spent our free action on the 501st, subverting the best legion in the Republic and continuing our recruitment to Ahsoka. This should pair nicely with our Intrigue action targeting Wilhuff Tarkin, as well.
Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:
[X] Seeking A Lost Soul: Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication
-[X] Silas Cata
-[X] 3 Watchers
[X] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[X] Corellian Jedi Order
[X] To Bind The Jedi (CNS): Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
-[X] Personal Attention
For our regular action, it came down to Quinlan Vos vs. Obi-Wan, and yikes it was hard to decide. Ultimately it came down to who would be more useful for the Abyss Watchers -- Obi-Wan would be better in the fight against Palpatine, but until then, Quinlan Vos has a much better chance of working with us as a Hero Unit. Quinlan is awesome and talented (psychometry is just cheating for an Intrigue specialist), and his recruitment is time-sensitive (we wanted to nab him before he Falls, and Dooku has stated that Quinlan's spying is an obstacle to keep him from helping us as much. So, let's remove the spy... and turn him into one of ours.
For our CNS action, as much as I desperately want those Shard engineers (they're been 'runner up' and 'honorable mention' for more than a year now ) the obvious pick is obvious. We need to counter Palpatine's legal attack on the Jedi, if only to ensure Palpatine doesn't trigger Order 66 before we're ready. It does require a Personal Attention to succeed, but I think it'll be worthwhile. It has a very good chance of a crit as well, which means this might help Ciaran ingratiate herself with the Jedi Order (either on Tython or Coruscant) or ingratiate herself with any of the Jedi around the galaxy (like Ahsoka...).
For our Force Order action, I picked the Corellian Jedi since a) they're the biggest Force sect in the galaxy next to the main Jedi Order, which gives us a lot more friendly assets in the field b) they have some really interesting traditions and rules, including an openness to normal relationships, and c) they remember the Battle of Ruusan, and might be able to point Ciaran to the Valley of the Jedi.
Stewardship: Pick 2 Regular Actions, Up to 1 Sienar Action:
[X] Sienar Custom Vessel: Chance of Success: 90%
-[X] "Diplomatic" Ships: Cost: 150 Reward: "Diplomatic" Cruiser designed/produced
[X] Bring The Games To Taris: Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris
[X] Scion of the Baobabs: Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"
-[X] Talesan Fry
The Galactic Games are somewhat time-sensitive -- they will be held this year, but we're not sure what quarter, so we should pick it before it expires -- and would be a massive boon to CNS credibility and to Ciaran's reputation as the savior of Taris. This kind of PR can't be bought -- this could easily turn into another Caamas Ceasefire moment, and we know how that turned out.
As for Mungo Baobab... is there any chance we wouldn't try to recruit another Stewardship hero from one of the biggest merchant families in the galaxy, especially when the Hero in question is also a fan of archaeological expeditions? I added hero support to ensure our recruitment goes well. I also hope that asking Talesan Fry to take the lead, will help ameliorate some of his paranoia -- right now, Talesan is so paranoid that the hero to let him deal with his paranoia would require another hero's support to succeed. Hopefully, Mungo (the galaxy-trotting adventurer) can help Taly get out of his shell a bit.
As for Sienar... I was torn between 'Archaeology' and 'Diplomacy'. Ultimately, as much as I really liked the 'archaeology' concept, I couldn't help but look at the front page and realize that we have far too few default bonuses and actions that apply to Diplomacy, and 'diplomatic cruisers' might be the ticket to improve that category. I am willing to be persuaded, but we can always pick up the archaeology ships next turn.
As for others 'roads not taken', contacting (and/or buying out) Hoersch-Kessel or Subpro would have given us the keys to one of the biggest/best shipwrights in the galaxy, but it's not especially urgent or high-priority. I decided against 'ousting Shu Mai' due to the low probability -- I'd prefer to lay more groundwork before we pull the trigger, and we don't have the hero support to make it feasible this turn (hopefully Talesan and Mungo can help with that and with 'tax evasion' next turn). Developing the X-Wing would be awesome (however blatant the fan-service may be ) but also not an urgent task. I love the idea of working with Papanoida to dominate the 'airwaves', and the Revan Saga sounds wonderful, but there are just too many actions and too little time.
Sienar: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Taris Games: 60% + 10 (default) + 20 (omakes) = 90% odds, with 30% chance of crit
Mungo Baobab: 60% + 10 (default) + 20 (omakes) + 12 (Talesan) = 100+% odds, with 42% chance of crit
Intrigue: Pick 3:
[X] Putting Down Monsters: Chance of Success: 40% Reward: Maul and Savage terminated
-[X] Jango Fett
-[X] 2 Watchers
[X] Strike Palpatine's Inner Circle: Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[X] Wilhuff Tarkin
-[X] The Silencer
-[X] 3 Watchers
[X] Mote of Stardust: Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
-[X] Cheriss Sair
We should end Maul and Savage this turn, to ensure that nothing interferes with our plans with Dooku. Plus, Maul is no slouch in combat, and Savage isn't far behind, so this also removes a threat to our agents or ourselves.
We will also start targeting Palpatine's Inner Circle this turn as well. My preference is to begin with Tarkin, given his recent bungling of the Temple Bombing investigation, though I'm open to being persuaded. I added Hero support and watchers to both actions, to ensure success against Maul and against Tarkin.
Finally, we should definitely recruit Galen Erso this turn, especially as it's fairly time-sensitive. I have to admit, though, I love who I assigned to help out. After all, Erso's research specialty is crystals. Who better to recruit him, than a living, breathing crystal? Cheriss may have the worst Intrigue stats of our hero unit, but we don't need much of a bonus to ensure success, and I can't wait to see how Dr. Snark lets it play out.
Lore: Pick 1 Regular Action, 1 Archaeological Action:
[X] Archaeological Expeditions: Chance of Success: 80% Cost: 50 Reward: Expedition to chosen location launched
-[X] Cularin
[X] A "Blind" Explorer (Archaeology): Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
I really want a base on Cularin -- to work with the Almas Jedi, to recruit Tarasin, to explore the amazingness that is that system -- so that's pretty solidly locked in. As for the other action, I was very torn about studying with another sect, but decided that we should push to recruit Jerec as a hero or asset. He's awesome, and probably knows a lot of things about the Unknown Regions that might help us out down the road...
Cularin: 80% + 15 (default) + 20 (omakes) = 100+% odds, with 35% chance of crit
Jerec: 60% + 15 (default) + 20 (omakes) = 95% odds, with 35% chance of crit
Learning: Pick 2, or pick only one Research action and halve its time:
[X] Force-Sensitive Genemods: Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered
[X] Personal Shield Technology: Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]
[X] Materials Research: Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[X] Phirk
Since we invested in the Svivreni materials lab last turn, studying 'exotic materials' is now cheaper and only takes a single turn. We should really pursue that line of research, now that it's no longer so far out of reach. I picked phrik -- its main weakness is that it's really expensive compared to cortosis, but our balance sheet should prove that we are, in fact, filthy stinking rich. Phrik is practically indestructible, so using it for military and industrial applications should prove amazing. (Imagine a starfighter, that's able to tank the Death Star's superlaser. That's literally what phrik can do.)
Thanks to our default bonuses, I also found that 'Force-Sensitive Genemods' was in our reach, so I picked that and held off on 'Mass Genemodding' for another turn. 'Force-Sensitive Genemods' has amazing potential, especially since we might be able to give heroes like Thrawn and The Silencer the ability and the innate talent to wield the Force. Imagine Thrawn with a Voss genemod -- the best strategist in the galaxy, with access to regular Force Visions? I want it.
Force Genemods: 50% + 25 (default) + 20 (omakes) = 95% odds, with 45% chance of crit
Phrik: 70% + 15 (default) + 20 (omakes) = 100+% odds, with 35% chance of crit
Personal: Pick 3:
[X] Physical Training: Chance of Success: 70%
-[X] Form III (Soresu) Training: Reward: Martial Increase, Form III training (Finishes this turn)
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] The Conversation No One Wants To Have
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] To Bind The Jedi
[X] The Conversation No One Wants To Have: Chance of Success: ??? Reward: ???
-[X] Personal Attention
[X] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
I'd have loved to develop our Force Training, especially with Blazing Chain or Telekinetic Lightsabers, but at least we're getting the benefit of Soresu Training with Obi-Wan. We must talk with Asajj -- she is simply too useful to let her slip away -- and I definitely want to attach our Personal Attention to that since we don't know the baseline odds.
That leaves one action left, and one Diplomacy action (Palpatine's anti-Jedi laws) with odds that demand our Personal Attention. Unless we ignore the law, I don't see any other choice here.
Asajj: ??? + 5 (default) + 20 (omakes) + 44 (Ciaran) = ??? odds, with 69% chance of crit
Hero Units: Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[X] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[X] Choose 1 Hero Unit:
--[X] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[X] Choose 1 Genemod:
--[X] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
[X] PR-1 - From The Ground Up: (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 60% Cost: 200 Reward: PR-1 transferred to android frame, ???
[X] Thrawn - Understanding A Warrior's Heart: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 60% Reward: Foundry assault data analyzed by Thrawn, ???
One of my big uncertainties concerns 'Under The Knife'. We're going to pick up Force-Sensitive Genemods next turn, so the temptation is to wait and see what options become available. However, we have a lot of heroes, and are adding more each turn -- this turn alone, we're looking at Ahsoka, Quinlan, Mungo, Jerec, and Galen. Better to upgrade the ones we can, before we get swamped.
Given our need for diplomats, I picked Jango over the Silencer, since Jango's fighting style (aka jet-pack-fu) works well with or without the Force. I chose to improve Jango's secondary skills to make him more versatile. Both Balosar and Zeltron affect Diplomacy/Intrigue stats, which is ideal, though in slightly different ways. Zeltron is about improving personal attractiveness and exuding 'pheromones' to sway others in the room; Balosar is about using intuition and specialized senses to read emotion and perceive danger in advance. I figured a Balosar upgrade was better suited for Jango's lifestyle.
As for the normal hero actions... we ran out of Heroes to use all three available actions. Thrawn analyzing the Foundry assault records was pretty much locked in from the get-go -- I imagine it will provide key insights for our next assault, and boost his strategic skill considerably. PR-1's stats are falling behind the rest, so upgrading him to maximize his usefulness as a diplomat could prove key. However, pretty much everyone else is assigned to ensure we succeed on most of our actions. We do have one hero -- Cheriss -- who might be spared, but removing her would lower our odds for Galen Erso, and cut out one of the better plot hooks from this turn.
Genemod: 70% + 25 (default) + 20 (omakes) = 100+% odds, with 45% chance of crit
PR-1: 60% + 20 (default) + 20 (omakes) + 12 (PR-1) = 100+% odds, with a 52% chance of crit
Thrawn: 60% + 10 (default) + 20 (omakes) + 38 (Thrawn) = 100+% odds, with a 68% chance of crit
New Bases:
[X] Yavin: Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.
[X] Thyferra: Cost: 150 Reward: Facility on Thyferra
[X] Mustafar: Cost: 200 Reward: Facility on Mustafar
Gah so many good options. The Yavin Base is definitely a lock -- there's way too much stuff to find and do, and the base starts with three archaeology rolls!
Mustafar offers collaboration with the Blackguard, some amazing archaeology sites (this was where we originally found HK-47, after all, and the entire lava field is covered in ancient Jedi ruins) and a bit of mining income (there's a reason Techno Union and IGBC both have facilities here...). Plus, it's the archetypal lava planet, so why wouldn't we?
Finally, Thyferra should be good for lots of medical and smuggling income (because bacta), but it might also help keep our forces alive (ready access to bacta supplies saves lives). The same access might let us reverse-engineer the formula, too.
...The problem is, there are a lot of other planets that deserve attention too. Iego is a planet of literal angels, and has a potential Hero unit we might recruit. Pantora is the headquarters for Baron Papanoida's galaxy-spanning media network and spynet. Manda is the home of the entire Baobab family, with the finest merchant fleet and greatest museum (with artifacts!) to be found. As long as we don't spend more credits, I am definitely willing to be persuaded on which bases to grab this turn.
'Rolling Takeovers' will have an exponential affect on our Guardian/Seeker recruitment: +1 of each per turn, per takeover, forever. It's expensive, but worth it. Expanding our media network fits with our recent PR push.
Kalee Military Base:
[X] Expanded Industrial Investments
-[X] Military Factories: Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[X] Labor Droid Plants: Cost: 100 Reward: +50 investment income
[X] Joint Kaleesh-Mandalorian Training Centers: Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads
[X] Mercenary Recruitment Center: Cost: 100 Reward: +50 military income
[X] Kalee Gravball League: Cost: 100 Rewards: +50 investment income, Kaleesh gravball teams established
[X] Cantina Franchise: Cost: 150 Reward: +75 investment income
Both the Military Factories and Training Centers unlock upgrades for our Kaleesh warrior squads, which should help with the Foundry. The rest have remarkably high ROI, thanks to Kalee's 50% planetary bonus.
Oracle (Lucrehulk):
N/A
Mandalorian Mansion:
[X] Guardian HQ Expansion: Cost: 150 Reward: Guardian HQ expanded and ready to handle more recruits from other planets.
[X] Salvage Teams: Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits
The HQ expansion lets us spread Mandalorian ideals (and recruitment pitches) across the galaxy. Salvage teams because there's a bunch of cool stuff to discover, obviously.
Lordran, Kiln:
[X] Droid Factory:
-[X] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid group per turn
-[X] CB-3 Droid Factory: Cost: 175 Upkeep: 100 Reward: +1 CB-3 droid group per turn
-[X] Droideka Factory: Cost: 150 Upkeep: 80 Reward: +1 Droideka group per turn
[X] Baktoid Vehicle factories:
-[X] Hyena Bomber Factory: Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn
[X] Relocate/Expand Droid Infrastructure:
-[X] Archive/Data Analysis Droid Fleet: Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[X] Administrative Droid Fleet: Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran
Kiln factories are really cheap, especially since both the 40% Kiln discount and the 40% military discount apply to each of them. We should also move our droid fleets, as part of our general evacuation of Coruscant
La'Sombra (Asteroid Base):
N/A
Nar Shaddaa Property:
[X] Aegis Security Expansion: Cost: 50 Reward: +25 military income
This upgrades our 'defensive grid' and gives a nice ROI.
Castell Facility:
[X] Gossam Commando Investments/Subversion:
-[X] Commando Gear: Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
[X] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[X] Gossam Development Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
[X] Mining Guild Production Investments: Cost: 200 Rewards: +50 investment income, 5% discount on base upgrades
The commandos should help ensure success in ousting Shu Mai next turn. The 'Gossam Development' pays for itself in short order, and the 'Mining Guild' contract more than pays for itself this turn. Free money.
Muunilist Mansion:
[X] Salvage/Recycling Teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Currency Exchange: Cost: 100 Reward: +50 "trade" income
Muunilist gives a remarkable 80% bonus to all planetary income. The IG upgrade can wait; the other two pay for themselves.
Vectivus' Home:
N/A
Kashyyyk Facility:
[X] Wookiee Infrastructure Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income
[X] Systemwide Defenses: Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Kashyyyk, permanently deterring Trandoshan raids
Wookie Infrastructure quickly pays for itself, and boosts all of our earlier investment in the area. Systemwide Defenses is costly, but removes the cap on our hiring Wookie warriors, allowing us to fill our ranks with 7-ft-tall warrior-engineers. Works for me.
Taris Property:
[X] Bureau of Ships and Services: Cost: 100 Upkeep: 50 Reward: Bureau relocated to Taris, increased ability to track ships registered to the Bureau
[X] Beautification: Cost: 150 Reward: Increased rewards from 'Swoop Racing' and 'Galactic Games' actions
[X] Mercy Medical Campus Expansion:
-[X] Karada Labs: Cost: 100 Reward: +50 Karada income
-[X] Karada Academy: Cost: 100 Reward: +50 Karada income
-[X] Karada Museum: Cost: 100 Reward: +50 Karada income
-[X] Karada Genetics Center: Cost: 100 Reward: +50 Karada income
-[X] Karada Xenomedicine: Cost: 100 Reward: +50 Karada income
-[X] Karada Cybernetics Division Relocation: Cost: 100 Rewards: +25 Karada income, division relocated from Coruscant
-[X] Karada Force-Friendly Cybernetics Department: Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi
[X] Promised Land Development:
-[X] Political Organization Programs: Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[X] Recruitment Center: Cost: 150 Upkeep: 75 Reward: +2 nekghoul groups per turn
-[X] Promised Land Economy Creation: Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[X] Nekghoul Academies: Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history
[X] Systemwide Defenses: Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris
[X] Silver Cross Headquarters: Cost: 150 Rewards: +50 Silver Cross income, Silver Cross HQ relocated to Taris
[X] CNS Assembly Hall: Cost: 200 Rewards: +50 investment income, ability to centralize "government" of CNS
[X] High-Society Matchmaking Programs: Cost: 50 Reward: +25 investment income
[X] Baobab Fleet Terminal: Cost: 100 Reward: +50 trade income
[X] House Benelex Facilities: Cost: 100 Reward: +50 security income
[X] Corellian Merchant Guildhouse: Cost: 100 Reward: +50 trade income
[X] CEC Facilities: Cost: 100 Reward: +50 investment income
[X] Ojoster Media Programs: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris
Pretty much everything here pays for itself in ludicrously short order. I decided to go all-in on the Nekghoul stuff, since that is a major source of economic growth (and Nekghoul Warriors should expand our ranks of Force Users). I decided to wait on the Bureau of Ships (no income and not immediately useful) and the CNS Parliament (same), as well as delaying the relocation of Karada's non-cybernetic divisions away from Coruscant.
Naboo Mansion:
[X] Asset Centralization: Cost: 50 Reward: +50 investment income
[X] Naboo Development Program: Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income
[X] Silver Cross Distribution Center: Cost: 50 Reward: +25 Silver Cross income
Asset Centralization & Development pay for themselves, and Silver Cross has a major income bonus.
Cato Nemodia Mansion:
N/A
Cato Neimoidia factories are more expensive than Kiln, that is true. However, Kiln can only produce so many droids per turn, and the Clovis Factory lets us expand our production of BX commando droids, the ones that could fight toe-to-toe with clone commandos.
EDIT: removed BX Commando Droid factory to afford other upgrades
Ord Mantell Compound:
[X] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
Tansarii doesn't pay for itself, but the plot hook is just too promising. The shadowport is nice, but fairly minor. I decided to skip the 'Fort Garnik' upgrades for a turn, since they're really costly and not quite as urgent as other upgrades
Dantooine Facilities:
[X] AgriCorps Outpost: Cost: 100 Reward: +25 investment income, potential to locate artifacts
[X] Svivreni Crystal Mining: Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users
AgriCorp takes 5 turns to pay for itself, but the potential for artifacts makes it worthwhile. Same story with the Crystal Mines; we have enough income to 'splurge' on something expensive but useful.
Corellia Property:
[X] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[X] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[X] Corellia Intelligencer: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia
[X] Silver Cross Distribution Centers: Cost: 50 Reward: +25 Silver Cross income
Let's recruit some Corellians. Adding an 'Intelligencer' to our media network, and adding a Silver Cross center to our humanitarian network, also helps out. 'Smuggler' because... well, come on, who doesn't want to work with Corellian smugglers?
Sullust Facility:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Fulluusub Development: Cost: 150 Upkeep: 50 Reward: Roll per turn for random benefits
Aegis as default defensive upgrade. It's not worthwhile (yet) to grab the recruitment center -- our smuggling income doesn't justify the bonus -- but I'm really curious to see what benefits we get from Fulluusub. Let's open the mystery box!
Arkania Facility:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Salvage/Archaeology Teams: Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[X] Arkanian Recruitment Center: Cost: 150 Upkeep: 50 Reward: Arkanians recruited more thoroughly, bonus to Learning actions
[X] Cloning Facilities: Cost: 200 Upkeep: 100 Reward: Covert cloning facilites set up
Aegis and Salvage as default upgrades. Cloning Facilities to unlock that avenue of research. Recruitment Center for the default bonus.
Tibannopolis:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[X] Benelex House Facility: Cost: 100 Reward: +50 security income
[X] Tibanna Gas Refinery: Cost: 200 Rewards: +50 investment income, supply of Tibanna gas
[X] Jedi Enclave: Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
[X] Salvage/Archaeology Teams: Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
Aegis, Wiretaps, and Salvage as default. Tibanna Refinery because that's one big reason we're there -- for more powerful weapons. Jedi Enclave to let us potentially skip a 'study Force sect' action (and let us learn psychometry or transfer essence for free!) Benelex and Shadowport helps us diversify our income streams.
Lorrd Property:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Salvage/Archaeology teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Vianist Pilgrimages: Cost: 100 Upkeep: 50 Reward: Chance per turn of archaeological site examined
[X] Vianist Safehouses: Cost: 100 Rewards: +25 investment income, +25 Silver Cross income
[X] Svivreni Gem Mines: Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers
[X] Lorrd City University "Donations": Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions
[X] Lorrdian Recruitment Center: Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
[X] Kanz Intelligencer: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd
Aegis, Salvage as default -- no wiretaps because Lorrdians are scary perceptive. Pilgrimages to let us potentially skip an 'archaeology' action (or more than one), Gem Mines for mystery box, Lorrd City University and Recruitment Center for multiple default bonuses (!), and Intelligencer to expand our media presence among the most anti-slavery planet in the galaxy.
Chu'unthor:
[X] Sienar Interior Renovations: Cost: 100 Reward: Chu'unthor interior fully renovated
[X] Ithorian Biome: Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits
[X] Abyss Agent Barracks: Cost: 200 Reward: +1 Force study action
[X] Personal Quarters: Cost: 50 Reward: Personal quarters set up
[X] Abyss Archive: Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions
[X] Force-Based Research Labs: Cost: 200 Reward: Decreased time for anti-Force research actions
[X] Defensive Emplacements: Cost: 150 Reward: Heavier defenses set up for Chu'unthor
'Renovations' and 'Emplacements' to finalize the repairs and make it fully space-worthy. Ithorian Biome to make it peaceful and/or 'alive' in the Force -- I really like this concept, and can't wait to see what Dr. Snark does with it. Barracks give us another action, so that's a gimme, and the Archive and Research Labs give bonuses to our Lore and Learning. Easy peasy
Free Action: +1 Martial Action
Gah so many actions. As much as I was torn in six different directions, I ultimately decided to go with the most promising Martial action available -- 'Heroes of the Clone War' -- to lock in the 501st as our asset, and to continue the inexorable process of recruiting Ahsoka. Unfortunately, that did mean leaving quite a few Intrigue actions on the table, including one to track X1 and X2, or steal from the Colicoids, or (honorable mention) destroy Palpatine's cloning facilities and garrison on Centax II.
Hero Support (applies half the stats to a chosen action):
PR-1: [X] From The Ground Up
The Silencer: [X] Strike Palpatine's Inner Circle - Wilhuff Tarkin
Silas Cata: [X] Seeking A Lost Soul
Cheriss Sair: [X] Mote of Stardust
Thrawn: [X] Understanding A Warrior's Heart
Grievous: [X] Foundry Raid Night II
Asajj Ventress: [X] Capture Devastation
HK-47: [X] Foundry Raid Night II
Jango Fett: [X] Putting Down Monsters
Talesan Fry: [X] Scion of the Baobabs
Watcher Support (20 teams available, 1 Point per assigned team):
[X] 2 teams assigned
-[X] Capture Devastation
[X] 3 teams assigned
-[X] Seeking A Lost Soul
[X] 2 teams assigned
-[X] Putting Down Monsters
[X] 3 teams assigned
-[X] Strike Palpatine's Inner Circle - Wilhuff Tarkin
Thanks to our 60% recovery rate and 2-5 new recruits per turn, we can assign 10 Watchers this turn, recover 6, and recruit (on average) 3.5 by the end of the turn, which puts us very near to the cap.
Changelog:
Base upgrade changes -- removed Cato Neimoidia (Clovis Factory - BX Droids) and Ord Mantell (Expanded Shadowports) and Tibannopolis (Shadowport); added Taris (Bureau of Ships and Services, CNS Assembly Hall) and Chu'unthor (Personal Quarters)
Tax Loophole is 80% before Hero Support. Taly puts it over 90, and PR-1 at 90. We have the Hero Support for it. Hell, we have enough bonuses that we've got a strong chance of a crit. We just have to use the options we have available.
Let's say that Loophole merely reduces the Penalty by 10%, after we roll and pass but get no crit. This is lowballing for sure, as the first Baobab partnership reduced by 10%, with Loophole expected to decrease it by more, but regardless. At current income, that's a 428 credit gain. Hosting the Galactic Games is a 200 credit buy in, so the dividends returned would have to exceed 628 credits to be a more valuable action. Factoring in some of the income gains we expect to make this turn, that number will only increase. A 10% decrease in penalty increases our income by an additional 103 credits based on Publicola's latest budget sketch, which I will assume is on the high end of proposals given history.
So if you think the Games will give back a value exceeding 730 credits, then it is the more profitable option. If the penalty is more like 15-20 like I expect, then the bar is set over 1000. I find that very unlikely.
Taking a break from sassy HK-47 to say I fully support the Galactic Games. It's time sensitive and just plain more interesting than the competing options (yay tax loopholes...)
Or maybe it's just because my classes have recently gone over stuff like Louis vs. Schmeling and the 1936 Olympics and the impact they had on international perception of the nations involved and global politics. Though hopefully the Galactic Games have fewer Nazis.
Given the prime importance of action economy, I figured that if we were going to take a 'tax' action, it would be 'Evasion' to ensure the investment penalty is reduced to nothingness, rather than reduce it by half then await a second action to remove it from the board.
More importantly: we have a lot of credits. And thanks to our base upgrades, we're continuing to gain more. Spending actions purely to add credits seems wasteful, unless it's a ridiculous amount of credits. ('Tax Evasion' would be, plus it takes on a political edge since we're more actively defying Palpatine and his pocket Senators).
Actions are a far more precious commodity than credits at this stage of the quest, and our actions should reflect that reality. Even the Stewardship actions, even the ones that help our balance sheet, each one should be judged on criteria other than purely monetary. Mungo Baobab gives us a hero unit, the Galactic Games gives us a PR boost that we can convert into political capital, ousting Shu Mai gives us control over another major player from the original CIS, etc.
Base Costs (Coruscant): 200+200 = 400
Base Costs (Kalee): 150+100+100+100+100+150 = 700
Base Costs (Oracle): 0
Base Costs (Mandalore): 150+100 = 250
Base Costs (Kiln): 100+175+150+175+75+75 = 750
Base Costs (La'Sombra): 0
Base Costs (Nar Shaddaa): 50
Base Costs (Castell): 50+100+150+200 = 500
Base Costs (Muunilist): 100+100 = 200
Base Costs (The Home): 0
Base Costs (Kashyyyk): 150+250 = 400
Base Costs (Taris): 100+150+(100+100+100+100+100+100+150)+(100+150+200+100)+250+150+200+50+100+100+100+100+100 = 2700
Base Costs (Naboo): 50+150+50 = 250
Base Costs (Cato Neimoidia): 0
Base Costs (Ord Mantell): 150
Base Costs (Dantooine): 100+150 = 250
Base Costs (Corellia): 100+100+100+50 = 350
Base Costs (Sullust): 75+150 = 225
Base Costs (Arkania): 75+100+150+200 = 525
Base Costs (Tibannopolis): 75+50+100+200+100+100 = 625
Base Costs (Lorrd): 75+100+100+100+100+150+100+100 = 825
Base Costs (Chu'unthor): 100+150+200+100+200+150 = 900
Base Discounts: 532+533 = 1065 (subtracted from costs)
Base Purchases + Upgrades: 600+10050 = 10650
10700 base costs * 5% Wookie Engineer discount = 532 extra credits this turn
10700 base costs * 5% Mining Guild discount = 533 extra credits this turn
Current Upkeep: 2365
Additional Upkeep: 100+310+50+150+225+50+50+50+150+150 = 1285
Base Upkeep (Coruscant): 100
Base Upkeep (Kalee):
Base Upkeep (Oracle):
Base Upkeep (Mandalore):
Base Upkeep (Kiln): 50+100+80+80 = 310
Base Upkeep (La'Sombra):
Base Upkeep (Nar Shaddaa):
Base Upkeep (Castell): 50
Base Upkeep (Muunilist):
Base Upkeep (The Home):
Base Upkeep (Kashyyyk): 50+100 = 150
Base Upkeep (Taris): 50+75+100 =225
Base Upkeep (Naboo): 50
Base Upkeep (Cato Neimoidia):
Base Upkeep (Ord Mantell):
Base Upkeep (Dantooine):
Base Upkeep (Corellia): 50
Base Upkeep (Sullust): 50
Base Upkeep (Arkania): 50+100 = 150
Base Upkeep (Tibannopolis):
Base Upkeep (Lorrd): 50+50+50 = 150
Base Upkeep (Chu'unthor):
Upkeep Discounts: 124+254 = 378 (subtracted from upkeep)
+310 Kiln upkeep * 40% labor-droid discount = extra 124 credits per turn
Martial Upkeep: 310+100+75+100+50
+635 Martial upkeep * 40% military-factory discount = extra 254 credits per turn
One-off Rewards - Actions: ???
Unknown loot from 'Capture Devastation', 'Bring the Games to Taris', 'Archaeological Expedition (Cularin)'
One-Off Rewards - Salvage: ???
Unknown salvage from Coruscant, Nar Shaddaa, Taris, Oracle fleet, Ord Mantell, Dantooine (2 rolls), Corellia, Mandalore, Muunilist, Arkania, Bespin, Lorrd, Yavin (3 rolls)
Unknown loot from 'Vianist Pilgrimage' archaeology roll or 'Blackguard' Force technique learning roll
Current Income: 9719
Additional Income - Actions: ???
Unknown income from 'Bring the Games to Taris', 'Scion of the Baobabs', 'Archaeological Expedition (Cularin)', and 'A Blind Explorer'
Additional Income - Bases: 50+275+25+25+100+75+800+75+50+75+100+25+50+150+150 = 2025
Base Income (Coruscant): 50
Base Income (Kalee): 50+50+50+50+75+ ??? (Industrial/Agriculture Investments) = 275*
Base Income (Oracle): 0
Base Income (Mandalore): 25
Base Income (Kiln): 0
Base Income (La'Sombra): 0
Base Income (Nar Shaddaa): 25
Base Income (Castell): 50+50 = 100
Base Income (Muunilist): 25+50 = 75
Base Income (The Home): 0
Base Income (Kashyyyk): 0
Base Income (Taris): (50+50+50+50+50+25+50)+(25+75+25)+50+50+25+50+50+50+50+25 = 800
Base Income (Naboo): 50+25 = 75
Base Income (Cato Neimoidia): 0
Base Income (Ord Mantell): 50
Base Income (Dantooine): 25+50 = 75
Base Income (Corellia): 50+25+25 = 100
Base Income (Sullust): 25
Base Income (Arkania): 25+25 = 50
Base Income (Tibannopolis): 25+25+50+50 = 150
Base Income (Lorrd): 25+25+25+25+25+25 = 150
Base Income (Chu'unthor): 0
Income Penalty - Investments: 215 (subtracted from income)
New Investments: 50+(50+50+50+75)+50+50+(25+75+25+25+50+50+50+50+25)+50+50+(25+50)+25+50+(25+25+25) = 1075
+1075 investment income * 20% Palpatine 'tax' = 215 fewer credits per turn
Income Bonuses - Planets: 10+8+138+60+800+201+148+180 = 1545
+50 Coruscant income * 20% Charity bonus = extra 10 credits per turn
+25 Nar Shaddaa income * 30% Undercity bonus = extra 8 credits per turn
+275 Kalee income * 50% Revitalization bonus = extra 138 credits per turn (not including 'Industrial' & 'Agricultural Investments' income)
+75 Muunilist income * 80% Recovery/Police bonus = extra 60 credits per turn
+800 Taris income * 100% Revitalization bonus = extra 800 credits per turn
570+100 Castell income * 30% Development bonus = extra 201 credits per turn
495+0 Kashyyyk income * 30% Infrastructure bonus = extra 148 credits per turn
525+75 Naboo income * 30% Development bonus = extra 180 credits per turn
Income Bonuses - Silver Cross: 75
Silver Cross income: 50+25+25+25 = 125
+125 Silver Cross income * 60% Silver Cross bonus = extra 75 credits per turn
Income Bonuses - Organization: 172
New income subtotal: 2025-215+1545+75 = 3430
+3430 Organization income * 5% Muun Banker bonus = extra 172 credits per turn
Total Expenses: 14407
Total Revenue: 13321 (+ unknown loot, salvage, and Action income)
Difference: -1086 credits
Next Turn's Balance: 22 credits
A/N: Swapped a few base upgrades per @Stealthy's suggestions, and we're no longer running a 'deficit' this turn.
A/N: Yeah, I know, I know. It's negative again. But remember that this doesn't count any of the sixteen salvage rolls we have this turn, or any of the other actions that have loot or income on the table. As long as one of those succeeds, we'll be fine.
EDIT: actually, even if none succeeds, we're fine. Our Agricultural and Industrial investments on Kalee increase their income each turn -- we don't know how much they increase by, so I can't add them to the sheet, but it won't be less than 25 credits each, which puts us over the line.
...Unless @Dr. Snark says we're not, in which case I remove one of the minor 'Cost: 50 Reward: 25' upgrades to push us above the line. But that's be a lot of work to recalculate everything, so I'd really rather not...
Note that the differences between this and Plan Dynamic Equilibrium are doing anti-slaver actions against Palpatine's supporters instead of picking up the 501st, doing the treasury audit instead of getting the games to Taris, and putting our personal attention on the audit instead of the Jedi thing - we've got decent enough odds at succeeding at the Jedi thing without our personal attention, and if I recall correctly we still have one or two free rerolls just in case. This way we're hopefully going to have Palpatine busy putting out fires and trying to prop up his support base. [Edit: Add ten watched teams to the To Bind the Jedi mission, to bring our chances up.]
Other than those differences, this is pretty much a cut-and-paste job.
Martial: Pick 2, 1 Free Action:
[X] Foundry Raid Night II: (Starts Foundry Assault mini-turn)
-[X] HK-47
-[X] Grievous
[X] Capture Devastation: Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[X] Asajj Ventress
-[X] 2 Watchers
[x] 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...
Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:
[X] Seeking A Lost Soul: Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication
-[X] Silas Cata
-[X] 3 Watchers
[X] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[X] Corellian Jedi Order
[X] To Bind The Jedi (CNS): Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
-[x] 10 Watchers
Stewardship: Pick 2 Regular Actions, Up to 1 Sienar Action:
[X] Sienar Custom Vessel: Chance of Success: 90%
-[X] "Diplomatic" Ships: Cost: 150 Reward: "Diplomatic" Cruiser designed/produced
[X] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects
-[X] Personal Attention
[X] Scion of the Baobabs: Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"
-[X] Talesan Fry
Intrigue: Pick 3:
[X] Putting Down Monsters: Chance of Success: 40% Reward: Maul and Savage terminated
-[X] Jango Fett
-[X] 2 Watchers
[X] Strike Palpatine's Inner Circle: Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[X] Wilhuff Tarkin
-[X] The Silencer
-[X] 3 Watchers
[X] Mote of Stardust: Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
-[X] Cheriss Sair
Lore: Pick 1 Regular Action, 1 Archaeological Action:
[X] Archaeological Expeditions: Chance of Success: 80% Cost: 50 Reward: Expedition to chosen location launched
-[X] Cularin
[X] A "Blind" Explorer (Archaeology): Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
Learning: Pick 2, or pick only one Research action and halve its time:
[X] Force-Sensitive Genemods: Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered
[X] Personal Shield Technology: Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]
[X] Materials Research: Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[X] Phirk
Personal: Pick 3:
[X] Physical Training: Chance of Success: 70%
-[X] Form III (Soresu) Training: Reward: Martial Increase, Form III training (Finishes this turn)
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] The Conversation No One Wants To Have
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Treasury Auditing
[X] The Conversation No One Wants To Have: Chance of Success: ??? Reward: ???
-[X] Personal Attention
[X] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
Hero Units: Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[X] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[X] Choose 1 Hero Unit:
--[X] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[X] Choose 1 Genemod:
--[X] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
[X] PR-1 - From The Ground Up: (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 60% Cost: 200 Reward: PR-1 transferred to android frame, ???
[X] Thrawn - Understanding A Warrior's Heart: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 60% Reward: Foundry assault data analyzed by Thrawn, ???
New Bases:
[X] Yavin: Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.
[X] Thyferra: Cost: 150 Reward: Facility on Thyferra
[X] Mustafar: Cost: 200 Reward: Facility on Mustafar
Kalee Military Base:
[X] Expanded Industrial Investments
-[X] Military Factories: Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[X] Labor Droid Plants: Cost: 100 Reward: +50 investment income
[X] Joint Kaleesh-Mandalorian Training Centers: Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads
[X] Mercenary Recruitment Center: Cost: 100 Reward: +50 military income
[X] Kalee Gravball League: Cost: 100 Rewards: +50 investment income, Kaleesh gravball teams established
[X] Cantina Franchise: Cost: 150 Reward: +75 investment income
Oracle (Lucrehulk):
N/A
Mandalorian Mansion:
[X] Guardian HQ Expansion: Cost: 150 Reward: Guardian HQ expanded and ready to handle more recruits from other planets.
[X] Salvage Teams: Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits
Lordran, Kiln:
[X] Droid Factory:
-[X] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid group per turn
-[X] CB-3 Droid Factory: Cost: 175 Upkeep: 100 Reward: +1 CB-3 droid group per turn
-[X] Droideka Factory: Cost: 150 Upkeep: 80 Reward: +1 Droideka group per turn
[X] Baktoid Vehicle factories:
-[X] Hyena Bomber Factory: Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn
[X] Relocate/Expand Droid Infrastructure:
-[X] Archive/Data Analysis Droid Fleet: Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[X] Administrative Droid Fleet: Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran
La'Sombra (Asteroid Base):
N/A
Nar Shaddaa Property:
[X] Aegis Security Expansion: Cost: 50 Reward: +25 military income
Castell Facility:
[X] Gossam Commando Investments/Subversion:
-[X] Commando Gear: Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
[X] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[X] Gossam Development Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
[X] Mining Guild Production Investments: Cost: 200 Rewards: +50 investment income, 5% discount on base upgrades
Muunilist Mansion:
[X] Salvage/Recycling Teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Currency Exchange: Cost: 100 Reward: +50 "trade" income
Vectivus' Home:
N/A
Kashyyyk Facility:
[X] Wookiee Infrastructure Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income
[X] Systemwide Defenses: Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Kashyyyk, permanently deterring Trandoshan raids
Taris Property:
[X] Beautification: Cost: 150 Reward: Increased rewards from 'Swoop Racing' and 'Galactic Games' actions
[X] Mercy Medical Campus Expansion:
-[X] Karada Labs: Cost: 100 Reward: +50 Karada income
-[X] Karada Academy: Cost: 100 Reward: +50 Karada income
-[X] Karada Museum: Cost: 100 Reward: +50 Karada income
-[X] Karada Genetics Center: Cost: 100 Reward: +50 Karada income
-[X] Karada Xenomedicine: Cost: 100 Reward: +50 Karada income
-[X] Karada Cybernetics Division Relocation: Cost: 100 Rewards: +25 Karada income, division relocated from Coruscant
-[X] Karada Force-Friendly Cybernetics Department: Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi
[X] Promised Land Development:
-[X] Political Organization Programs: Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[X] Recruitment Center: Cost: 150 Upkeep: 75 Reward: +2 nekghoul groups per turn
-[X] Promised Land Economy Creation: Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[X] Nekghoul Academies: Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history
[X] Systemwide Defenses: Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris
[X] Silver Cross Headquarters: Cost: 150 Rewards: +50 Silver Cross income, Silver Cross HQ relocated to Taris
[X] High-Society Matchmaking Programs: Cost: 50 Reward: +25 investment income
[X] Baobab Fleet Terminal: Cost: 100 Reward: +50 trade income
[X] House Benelex Facilities: Cost: 100 Reward: +50 security income
[X] Corellian Merchant Guildhouse: Cost: 100 Reward: +50 trade income
[X] CEC Facilities: Cost: 100 Reward: +50 investment income
[X] Ojoster Media Programs: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris
Naboo Mansion:
[X] Asset Centralization: Cost: 50 Reward: +50 investment income
[X] Naboo Development Program: Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income
[X] Silver Cross Distribution Center: Cost: 50 Reward: +25 Silver Cross income
Cato Nemodia Mansion:
[X] Clovis Factory Line Expansions:
-[X] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn
Ord Mantell Compound:
[X] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
Dantooine Facilities:
[X] AgriCorps Outpost: Cost: 100 Reward: +25 investment income, potential to locate artifacts
[X] Svivreni Crystal Mining: Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users
Corellia Property:
[X] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[X] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[X] Corellia Intelligencer: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia
[X] Silver Cross Distribution Centers: Cost: 50 Reward: +25 Silver Cross income
Sullust Facility:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Fulluusub Development: Cost: 150 Upkeep: 50 Reward: Roll per turn for random benefits
Arkania Facility:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Salvage/Archaeology Teams: Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[X] Arkanian Recruitment Center: Cost: 150 Upkeep: 50 Reward: Arkanians recruited more thoroughly, bonus to Learning actions
[X] Cloning Facilities: Cost: 200 Upkeep: 100 Reward: Covert cloning facilites set up
Tibannopolis:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[X] Benelex House Facility: Cost: 100 Reward: +50 security income
[X] Tibanna Gas Refinery: Cost: 200 Rewards: +50 investment income, supply of Tibanna gas
[X] Shadowport: Cost: 50 Reward: +25 smuggling income
[X] Jedi Enclave: Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
[X] Salvage/Archaeology Teams: Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
Lorrd Property:
[X] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[X] Salvage/Archaeology teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Vianist Pilgrimages: Cost: 100 Upkeep: 50 Reward: Chance per turn of archaeological site examined
[X] Vianist Safehouses: Cost: 100 Rewards: +25 investment income, +25 Silver Cross income
[X] Svivreni Gem Mines: Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers
[X] Lorrd City University "Donations": Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions
[X] Lorrdian Recruitment Center: Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
[X] Kanz Intelligencer: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd
Chu'unthor:
[X] Sienar Interior Renovations: Cost: 100 Reward: Chu'unthor interior fully renovated
[X] Ithorian Biome: Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits
[X] Abyss Agent Barracks: Cost: 200 Reward: +1 Force study action
[X] Abyss Archive: Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions
[X] Force-Based Research Labs: Cost: 200 Reward: Decreased time for anti-Force research actions
[X] Defensive Emplacements: Cost: 150 Reward: Heavier defenses set up for Chu'unthor
Free Action: +1 Martial Action
Hero Support (applies half the stats to a chosen action):
PR-1: [X] From The Ground Up
The Silencer: [X] Strike Palpatine's Inner Circle - Wilhuff Tarkin
Silas Cata: [X] Seeking A Lost Soul
Cheriss Sair: [X] Mote of Stardust
Thrawn: [X] Understanding A Warrior's Heart
Grievous: [X] Foundry Raid Night II
Asajj Ventress: [X] Capture Devastation
HK-47: [X] Foundry Raid Night II
Jango Fett: [X] Putting Down Monsters
Talesan Fry: [X] Scion of the Baobabs
Watcher Support (20 teams available, 1 Point per assigned team):
[X] 2 teams assigned
-[X] Capture Devastation
[X] 3 teams assigned
-[X] Seeking A Lost Soul
[X] 2 teams assigned
-[X] Putting Down Monsters
[X] 3 teams assigned
-[X] Strike Palpatine's Inner Circle - Wilhuff Tarkin
[X] 10 teams assigned
-[X] To Bind the Jedi
Running through the base upgrades and comparing it to what's listed:
Coruscant:
-What's bought is fine. Droid Storage and some of the Underworld suboptions are gonna be good to grab sooner rather than later but you got the two most important buys here so fine by me.
Kalee:
-Buying a lot of it as usual, but for solid reason. Got the important income actions that come with bonuses. Would love the Megafauna museum but it's expensive and I'm not dying on that hill. It's the Grievous in me.
Kiln:
-So we should probably set up that new vault. 150 credits isn't a cheap price, but yeah. I doubt it'll ever come into play but one of those safety things. If there's wiggle room enough, it's worth considering in this turn but more likely the next one or two.
Taris:
-Surprised you didn't go for the Assembly Hall. Bureau of Ships and Services also provides one damn nice bonus in tracking ships. Both seem like missed opportunities with unlisted bonuses. I realize they don't give income, but I expect the bonuses are just as valuable if not more. CNS having a more centralized government should have an obvious utility, and it's the sort of thing that would be listed in the Anti-Palpatine report.
Ord Mantell:
-I don't know what your timeline is on the Fort Garnik upgrades, but I do hope it's soon. Important for the CNS and it provides diversified income. We get a Martial Bonus for the CNS Militia (and not one that's limited to CNS military actions). Enough of these could expand it, but if nothing else it's an Anti-Palpatine asset for things beyond "kill the bastard".
Sullust:
-No Sullustan Recruitment Center? Really? A 10% boost to smuggling income seems right up your alley. It's like +70 right now, which is more than the upkeep, and it looks like you're throwing in a lot of Smuggling Income actions (because there's no Neutrality Tax on them). Looks like we get an added 400 credits of smuggling revenue under your plan (raw, not including any planetary and other boosts that come on top like the Muun), meaning that the total bonus from the Sullustans is 110+ Credits this turn. That's a payoff.
Chu'unthor:
-Man, who'd think I'd be telling you to put more money into your quest-baby? Personal Quarters screams "bonus to Ciaran doing Force Study stuff" to me. And it's cheap, too. Toss it in. I'm sure you can find plenty of room for it.
Only ones I think are important dos are the Personal Quarters, and finding room for the Assembly Hall (hey, it gives income!), although Sullust is certainly a missed opportunity.
Ord Mantell:
-I don't know what your timeline is on the Fort Garnik upgrades, but I do hope it's soon. Important for the CNS and it provides income. We get a Martial Bonus for the CNS Militia (and not one that's limited to CNS military actions). Enough of these could expand it, but if nothing else it's an Anti-Palpatine asset for things beyond "kill the bastard".
My original plan for Fort Garnik was to buy every upgrade for it this turn... then I realized that it would leave us 1000 credits in the hole. Cutting that out let me afford everything else we wanted this turn, but Fort Garnik is pretty much at the top of the list for next turn.
Sullust:
-No Sullustan Recruitment Center? Really? A 10% boost to smuggling income seems right up your alley. It's like +70 right now, which is more than the upkeep, and it looks like you're throwing in a lot of Smuggling Income actions (because there's no Neutrality Tax on them). Looks like we get an added 400 credits of smuggling revenue under your plan (raw, not including any planetary and other boosts that come on top like the Muun), meaning that the total bonus from the Sullustans is 110+ Credits this turn. That's a payoff.
@Void Stalker ran the math, and found that, while it did provide a good bit of income, it wasn't as much income compared to the other upgrades. The primary metric is 'how many turns does it take for an upgrade to pay for itself' -- everything we picked that was exclusively for money, was repaid in 1.5 turns or so -- that is, by next turn, it will already have turned a profit. Sullustan smugglers would pay for itself in three turns, and only if we bought every other smuggling upgrade listed. We'll probably pick it up in another turn or two -- getting a dedicated smuggling base on Thyferra should help it turn a profit -- but it wasn't cost-effective this time.
Taris:
-Surprised you didn't go for the Assembly Hall. Bureau of Ships and Services also provides one damn nice bonus in tracking ships. Both seem like missed opportunities with unlisted bonuses. I realize they don't give income, but I expect the bonuses are just as valuable if not more. CNS having a more centralized government should have an obvious utility, and it's the sort of thing that would be listed in the Anti-Palpatine report. ...
Chu'unthor:
-Man, who'd think I'd be telling you to put more money into your quest-baby? Personal Quarters screams "bonus to Ciaran doing Force Study stuff" to me. And it's cheap, too. Toss it in. I'm sure you can find plenty of room for it.
Taris:
[] Bureau of Ships and Services: The Bureau is an organization that helps organize the various transponder codes on ships and tracks civilian traffic. Wouldn't it help if they were on a nice, safe planet that you had so many wiretaps on as it is? Of course you're going to omit that latter detail... Cost: 100 Upkeep: 50 Reward: Bureau relocated to Taris, increased ability to track ships registered to the Bureau
...
[] CNS Assembly Hall: No, the CNS is not a separate government from the Republic. This assembly building is just for making sure that all CNS members are on the same page about their commitments. That's it. Really. Really. Cost: 200 Rewards: +50 investment income, ability to centralize "government" of CNS
... Chu'unthor:
[] Personal Quarters: Because with a ship like this you deserve something fancy. Said quarters are also going to be under the bridge - and you wonder how many people are actually going to get that joke. Cost: 50 Reward: Personal quarters set up
So: for all three, total cost of 315 (350 - 35, for base discounts), total upkeep of 50 (no changes), and total income of 94.5 (50 base, 20% investment penalty, 100% planetary bonus, 5% organization bonus... the math is complicated).
Per @Void Stalker's spreadsheet, both of these cost 135 credits apiece, the Clovis upkeep is only 45 credits, and the smuggling income is 52.5. Adds up to 262.5 credits saved, which is a difference of 8.
TL,DR: a proposed change to Plan Dynamic Equilibrium.
ADD: Taris (Bureau of Ships and Services, CNS Assembly Hall) and Chu'unthor (Personal Quarters)
REMOVE: Cato Neimoidia (Clovis Factory - BX Droids) and Ord Mantell (Expanded Shadowports) and Tibannopolis (Shadowport)
Balance Sheet change: end-of-turn balance is increased to 2 Credits.
That's going to be messy to add, but all three additions seem to be worth it. Anyone have feedback or suggestions?
I'm going to take a break until tomorrow afternoon before I update things, so that should give people time to comment before I make the change final.
TL,DR: a proposed change to Plan Dynamic Equilibrium.
ADD: Taris (Bureau of Ships and Services, CNS Assembly Hall) and Chu'unthor (Personal Quarters)
REMOVE: Cato Neimoidia (Clovis Factory - BX Droids) and Ord Mantell (Expanded Shadowports) and Tibannopolis (Shadowport)
Balance Sheet change: end-of-turn balance is increased to 2 Credits.
With Quests that require a lot of mathematics it's better to have a small number of collaborative vote plans as the primary concern is how resources are effectively applied and whilst there tend to be lots of options available there are only so many options that are both viable and make full use of resources available.
These games tend to be akin to puzzles with narratives, save for the purely narrative sections like the recent Coruscant escapades.