@Publicola So I don't have the military upkeep reduction applied anywhere on the spreadsheet which can change some of those numbers as I was unsure what qualified for it. That also means on the spreadsheet the kiln factories only have the 40% upkeep reduction from being on kiln.
Now another thing is I would advise dropping the smuggling upgrades except for the one on Coruscant as we have better ROI upgrades.
One of those would be the salvage on castell which costs the same as the bespin smuggling but gives more income. After that the investments on Naboo and Kashyyyk give more then say smuggling on corellia. That should also move the balance sheet into the positive as well.
Edit
To clarify smuggling income is good if the planet has a boost to planetary income otherwise we have other options which produce more
[X] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[X] Personal attention/Increased Focus
[X] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)
-[X] HK-47
-[X] Greivous
-[X] The Silencer
Foundry raid because duh.
While getting Ahsoka and Yularen would be nice, the Devastation needs to go. It cannot remain and be used at all. We can also use it to get an alliance with the Chiss or at least get in their good graces. In the end it's getting rid of a potential end game crisis tool for the enemy.
Further subversion is set aside for the same reason that I'm not going for Ahsoka.
[X] To Bind The Jedi: The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
-[X] Thrawn
[X] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[X] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars - if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.
[X] 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.
While getting Obi-Wan would be great, he's a single unit. We should be turning our focus on larger scale assets which is why I chose both the Malarian alliance and the Corellian Jedi Order. The more control we have of assets that can deal with the potential fallout and serve as a defense against Palpatine's political influence the better.
The Jedi are also such an asset so keeping the from getting backstabbed is a must, therefore "to bind the jedi".
I'm setting aside Vos for right now because I am focusing on larger scale assets and Shu Mai is being assassinated as well as taking the devastator away from the CIS which are also Dooku's requests.
[X] 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] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort 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] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
The Grievous daggers will be a nice tool to have for the CNS navy.
Propoganda is also a must to counter Palpatine.
X-Wings just because…
As for the galactic games ... I just don't see them as that useful. Economically we're doing fine and propaganda wise an actual machine would be more helpful.
Shu Mai is getting assassinated so no ousting her. The Tax burden can be ignored for right now. We're doing fine economically. Anything else doesn't look like it would give us useful assets.
[X] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed. Chance of Success: 50% Reward: Palpatine facility destroyed
[X] Putting Down Monsters: You've tolerated their existences up to this point, but with Maul and Savage gearing up for an attack on Mandalore it's clear that they have to go. Do whatever it takes to take these psychopaths off the board and prevent them from interfering any longer. Chance of Success: 40% Reward: Maul and Savage terminated
-[X] Asajj Ventress
[X] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[X] COMPNOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
--[X] 5x Watchers
--[X] Jango Fett
COMPNOR (or COMPOR as it is right now…) is Palpatine's propoganda tool. Take them out and it will increase the effectiveness of our own propoganda.
Maul and Savage have to go.
The Bad Moons action has been available since … I don't know. Deal with it to deal Palpatine a blow.
Shu Mai is getting assassinated via a free action. While Collocoid droids might be nice, we already have like half their designs. No real reason to go further other than just more droids … Everything else are small scale assets.
[X] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[X] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
[X] 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] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
I want to learn the Fallanassi technics because being able to make oneself invisible would blend in perfectly with presence burial.
The Exile. We've done something with Revan and we are techincally Kreia's protege. What about the Exile though?
[X] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]
[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] Cheriss Sair
[X] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized
Better troops means better rolls for end game.
We're fine with anti-force issues and materials research can wait.
[X] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment
[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%
-[X] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Finishes this turn)
[X] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???
-[X] Personal attention/Increased Focus
[X] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. 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: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Capture Devastation
There are so many actions with <50 base chance. The Devastaor is a must and so is the Conversation as that chance is … ??? and we don't want Asajj going postal. Asajj needs to be talked with about Dooku.
We're fine in personal improvement for right now and we are training in Soresu with Obi-Wan.
[X] 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] 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] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
[X] PR-1 - From The Ground Up: "The 3P0 frame just isn't going to cut it anymore," is what Cheriss told you after you brought up how she didn't physically modify him any further to suit your needs. She's told you in no small words that if he's going to be able to fulfill the functionality you really need right now, he's going to need an android body, which would provide greater familiarity for diplomacy and enhanced mobility for combat. (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] 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, ???
-[X] Silas Cata
PR-1 is still fairly useless. WHY!?
Talesan Fry needs to be helped so that's he's a stable asset. This isn't healthy and we don't want him going insane with paranoia.
Jango is a martial&intrigue unit, simple logic here to improve his already good skills.
[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
Getting rid of Shu Mai is two fold useful. Getting rid of her is a Dooku requirement and will also open up the Commerce Guild to someone more helpful.
PR-1: [X] PR-1 - From The Ground Up
The Silencer: [X] Foundry Raid Night II
Silas Cata: [X] Talesan Fry - That Boy Needs Some Therapy
Cheriss Sair: [X] Analyze Commando Gear
Thrawn: [X] To Bind The Jedi
Grievous: [X] Foundry Raid Night II
Asajj Ventress: [X] Putting Down Monsters
HK-47: [X] Foundry Raid Night II
Jango Fett: [X] Strike Palpatine's Inner Circle - COMPNOR
Talesan Fry: [X] Talesan Fry - That Boy Needs Some Therapy
Watcher Support (20 teams available, 1 Point per assigned team): [X] 5x - Strike Palpatine's Inner Circle
Coruscant Base
[X] Intelligencer Expansion: Granted the Intelligencer is going over somewhat well but if you're going to compete with Palpatine's propaganda machine you're going to need more. More coverage, more exposure, more advertising, more everything to give you the edge in the battle over the hearts and minds of the galaxy. Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Corporate Espionage Program: A lot of corporations either call Coruscant home or at least have an office of some kind on the planet. There's money to be made in spying on them - barring your "friends" like Sienar and Incom. Cost: 100 Reward: +50 information income
[X] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant
[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] Undercity Portal: The hangar at your base is functional, but having the ability to land more ships at the Abyss could prove vital in the coming days. Cost: 100 Reward: Expanded hangar space for base
-[X] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[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] Droid Storage Expansion: It might not be a bad idea to have more storage space for your B1s here. Having a disposable attack force right under Palpatine's nose wouldn't be the worst idea. Cost: 100 Reward: Expanded storage space for droids
Kalee Military Base
[X] Expanded Industrial Investments: Granted the industrial investments are already paying off great, but there's always room to expand.
-[X] Military Factories: For the longest time the Kaleesh have suffered from an inability to get modernized equipment for their warriors. Fix that, and see if you can get a supply chain set up for your own warriors. Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[X] Labor Droid Plants: Kaleesh love fighting, hunting, and so on. From what you've heard, they do not like building things when they could be fighting or hunting. Setting up some droid plants would hepl with that a lot. Cost: 100 Reward: +50 investment income
[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] Cantina Franchise: Since there's actually a proper economy going here now you can actually expand your franchise here. Cost: 150 Reward: +75 investment income
[X] Mercenary Recruitment Center: Kaleesh are terrifying and effective warriors who love getting into fights. Mercenaries would love that. Cost: 100 Reward: +50 military income
[X] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail
[X] Joint Kaleesh-Mandalorian Training Centers: Given that the Kaleesh already have a deep-seated warrior culture odds are they wouldn't make for good Mandalorians. That being said they'd probably relish the chance to help whip the Guardians into shape given the chance. It wouldn't do for a fellow warrior to be weak after all. Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads
Mandalorian Mansion
[X] Salvage Teams: There's a lot of old ruins and broken cities on Mandalore. And more importantly, profits to be made. Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits
[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
Lordran, Kiln
[X] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[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] Crab Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Crab droid group per turn
[X] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[X] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[X] Hyena Bomber Factory: The CIS bomber based off of the Vulture droid design, only now with two heads. Cheriss has naturally improved upon the droid brain and general performance. Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn
[X] Personal Retreat Customization: You aren't planning on really touching the island, that's fine as it is. But who says you can't have some other things put together?
-[X] The Lordran Vault: Granted, you don't expect anyone to be able to get to the Vault, but having it or at least its more sensitive contents be stored on Lordran might not be a bad idea. Cost: 150 Reward: Highly sensitive materiel permanently moved to Lordran
[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] 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. Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran
Nar Shaddaa Property
[X] Aegis Security Expansion: Nar Shaddaa is not exactly the most pleasant of worlds, but that just means that there are more people looking for some hired goons to look tough. Cost: 50 Reward: +25 income
[X] Currency Exchange: With the support of your Muun accountants, you can help set up a currency exchange center to help convert credits to peggats and other currencies...for a slight administrative fee of course. Cost: 100 Reward: +50 "trade" income
Castell Facility
[X] Gossam Commando Investments/Subversion: Castell has its own military, which Shu Mai has used as her own personal shock-troops. Still, she isn't very popular at the moment, and you are. Perhaps you could work with them to ensure they support you should you decide to oust Shu Mai?
-[X] Commando Gear: Offer to provide them with better gear. Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
[X] Salvage/Recycling Teams: Shu Mai's mismanagement means that there's plenty of clean-up work to be done on the planet. Cost: 50 Reward: +25 salvage income
[X] Smuggler's Den: Turns out since people don't like Shu Mai's taxes, they prefer smuggling instead. You could be a generous soul and help them do that. Cost: 100 Reward: +50 smuggling income
[X] Gossam Development Programs: Castell's economy is not exactly in the best of places right now. Get the Muuns to help you set up programs to help get it back into shape. Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
Muunilist Mansion
[X] Salvage/Recycling Teams: Given that the war hit this planet there's a lot of salvage to clean up. And hey, if your teams "accidentally" stumble into a restricted spire well that's just a tragedy right there. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Currency Exchange: The Muuns could easily handle exchanging credits for the various other currencies used around the galaxy - but they're going to need help getting the funding to set up the exchange centers. Cost: 100 Reward: +50 "trade" income
Kashyyyk Facility
[X] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale
[X] Wookiee Infrastructure Programs: It's not like the Wookiees are doing bad economically, but setting up a more permanent development program would get you more credits and keep the economy on Kashyyyk nice and healthy. Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income
[X] Tradeport Construction: Granted, the Wookiees do have a Trading Guild, but right now they don't really have as much pull in galactic trade. Helping them set up a proper tradeport on Alaris Prime would help both you and them. Cost: 100 Reward: +50 trade income
[X] Exotic Creature Exports: Kashyyyk is home to some weird fauna, fauna that many collectors would like to get their hands on - and for people like them money is no object. Cost: 200 Reward: +100 trade income
[X] Ecological Programs: To put it bluntly, the wroshyr trees of Kashyyyk are an ecological marvel, to say nothing of the other various species on the planet. Making sure that the planet's ecology maintained would not only make you look better but would also help ensure such marvels continue to be preserved. Cost: 150 Reward: +75 investment income
[X] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookiee labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income
[X] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income
Taris Property
[X] Mercy Medical Campus Expansion: You have an entire medical campus to expand and the people would be more than willing to help build said expansions.
-[X] Karada Labs: Set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use. Cost: 100 Reward: +50 Karada income
-[X] Karada Academy: Expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species. Cost: 100 Reward: +50 Karada income
-[X] Karada Museum: A museum to how awesome your products are, and maybe some medical history that no one really cares about too. But mostly the former. Cost: 100 Reward: +50 Karada income
-[X] Karada Genetics Center: Given your association with the Arkanians, having more developed genetics centers on Taris is a logical continuation of that association. Cost: 100 Reward: +50 Karada income
-[X] Karada Xenomedicine: With all of the various species out there in the galaxy, having a centralized branch dedicated to ensuring specific treatments for a species would certainly be welcomed. Cost: 100 Reward: +50 Karada income
-[X] Karada Pharmecuticals Division Relocation: While not your most important branch, getting this away from Palpatine would hardly be a bad idea. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Maufacturing Division Relocation: It would be nice to know that your manufacturing wouldn't be cut off by a sudden blockade. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Medical Program Relocation: Sure the medical programs are somewhat decentralized, but you'd prefer if they reported to Taris rather than Coruscant. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Cybernetics Division Relocation: You cannot risk Palpatine getting his hands on your cybernetics. Who knows what he'd try to do with the ones designed specifically for Force-users... Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Force-Friendly Cybernetics Department: Now that you can set up a facility away from Palpatine's prying eyes, it couldn't hurt to help supply the Jedi Healers with your unique cybernetics...for a price of course. Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi
[X] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[X] Political Organization Programs: Nekghouls do not have any grasp of planetary or galactic politics due to their isolation. Help fix that. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[X] Promised Land Economy Creation: To put it bluntly, the nekghouls don't even really have a modern economy. Helping them at least understand modern economics and making them productive members of society would benefit everyone. Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[X] Nekghoul Academies: Many nekghouls can barely comprehend the concept of a surface world, let alone a wider galaxy beyond that. They need education. Badly. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history
[X] Systemwide Defenses: Taris is too valuable to risk. Set up defenses across the system as a whole to ensure that nothing short of a full-on invasion force can reach the planet. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris
[X] Silver Cross Headquarters: Much like the Karada relocations, it wouldn't hurt to have the more sensitive Silver Cross facilities relocated to Taris. Cost: 100 Rewards: +25 Silver Cross income, division relocated from Coruscant
[X] 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
[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] Baobab Fleet Terminal: Now that you're more deeply tied to the Baobabs, helping set up a fleet terminal on Taris would ensure that they could expand their trade fleets into the Northern Rim. Cost: 100 Reward: +50 trade income
[X] House Benelex Facilities: You're not going to let slave raiders ruin Taris. That is simply unacceptable. Cost: 100 Reward: +50 security income
[X] Corellian Merchant Guildhouse: Much like the Baobabs, getting the Corelliant Merchant Guild to expand into Taris can only help benefit the economy. Cost: 100 Reward: +50 trade income
[X] CEC Facilities: At this point it just seems unfair to not have something set up for the various corporations you're working with. Cost: 100 Reward: +50 investment income
[X] Ojoster Media Programs: You may already own the hearts and minds of Taris itself, but you need to ensure that they are united. Make Taris into the heart of your propaganda network in the Northern Rim and ensure that your center of power is fully prepared to support you. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris
Naboo Mansion
[X] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[X] Industry Investments: While Gungan technology is impressive, it is held back by their lack of proper industrial equipment. Help fix that. Cost: 150 Reward: +75 investment income
-[X] Hydrostatic Bubble Engineering: The "bubbles" the Gungans use for transport/habitation are quite the engineering marvel, and no doubt other planets would enjoy having them available for their own ends. Cost: 200 Reward: +100 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] Naboo Development Program: With significant financial and personal investments in Naboo, it would definitely be worthwhile to have a more comprehensive development program running on the planet. Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income
[X] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income
[X] Silver Cross Distribution Center: Naboo loves you. By extension, they would love the Silver Cross. It's that simple. Cost: 50 Reward: +25 Silver Cross income
[X] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers
Cato Nemodia Mansion
[X] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet
Ord Mantell Compound
[X] Expanded Shadowports: There's always more people wanting to make some illicit deals on Ord Mantell. Why let something like a lack of space keep them from doing that so long as they're sure to send a few credits your way. Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Apparently Ord Mantell is home to one Jorj Car'das, who apparently is an acquaintance of Thrawn from the Outbound Flight days. He's apparently managed to amass quite the information network according to Thrawn's cursory research and he just so happens to own a station orbiting Ord Mantell. Send a few credits his way and see if he's willing to play ball with you. Cost: 150 Rewards: +50 investment income, potential for other benefits
[X] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[X] Arsenal: Set up a location for arms to be stored and distributed across CNS space, particularly the Northern Rim. Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[X] Drydock: Having facilities on the ground is good, but having the ability to repair and rearm starships would help fortify Ord Mantell. Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[X] Barracks: Set up proper facilities to house troops, which will not only help centralize the military further but will help break down boundaries between different members. Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[X] Command & Control Facilities: Fort Garnik isn't going to be that useful unless you can ensure that you have the systems in place to handle command and distribution for the military. Cost: 200 Reward: C&C facilites for CNS military set up
-[X] Systemwide Defenses: If you're going to make Fort Garnik into the beating heart of the CNS military you're going to need to be prepared to fight for it. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell
Dantooine Facilities
[X] AgriCorps Outpost: While the Jedi AgirCorps outpost here has long since been abandoned, it might be worth getting the Ithorians to help you rebuild the outpost and surrounding farmlands. Who knows, maybe there's something left there. Cost: 100 Reward: +25 investment income, potential to locate artifacts
[X] Svivreni Crystal Mining: The mining operations you have now are functional, but you could always stand to expand your efforts here. Get the Svivreni to dramatically expand the scope of the crystal mining and get a more constant flow of lightsaber crystals for your people. Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users
Corellia Property
[X] Smuggler's Den: Corellians are known to rebel against authority, have a tradition of being fantastic pilots, and tend to love getting into trouble. Smuggling is naturally right in their wheelhouse. Cost: 100 Reward: +50 smuggling income
[X] Corellia Intelligencer: No need to be as subtle here - work with the Corellians to set up a news outlet openly criticizing the Palpatine administration for basically anything you can make stick. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia
[X] Silver Cross Distribution Centers: With Corellia's status as a major Core World, setting up Silver Cross distribution centers there would let you reach the majority of Core Space, and let you make a little extra cash on the side besides. Cost: 50 Reward: +25 Silver Cross income
Sullust Facility
[X] Aegis Security Facility: You mostly trust SoroSuub...mostly. But just in case... Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income
[X] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income
[X] SoroSuub Investments: You're never really friends until you've set up proper investment deals. Cost: 100 Reward: +50 investment income
Arkania Facility
[X] Aegis Security Facility: You're going to have some research going on here that you definitely want to keep under wraps. Security would be good. Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: Maybe you can get coherent information through all of the ego-stroking your people will have to listen to. Cost: 50 Reward: +25 information income
[X] Salvage/Archaeology Teams: Arkania is a very interesting planet...and hopefully your teams can avoid the local dragons. Hopefully. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[X] Karada Research Complex: It is the main reason you got the facility - to have a research complex that people wouldn't ask questions about, yet still would have access to some of the finest minds in the galaxy. Cost: 100 Rewards: +50 Karada income
Tibannopolis
[X] Aegis Security Facility: If you're going to turn this into a floating resort city, you're going to need bouncers. And other people. But mostly bouncers. Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: People say the damndest things when they have enough alcohol in their veins. Cost: 50 Reward: +25 information income
[X] Benelex House Facility: Invite the Benelex people to run security to endear yourself to the local Jedi and make sure no one tries anything untoward on your platform. Well, nothing too untoward... Cost: 100 Reward: +50 security 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] Shadowport: Bespin is a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site. Cost: 50 Reward: +25 smuggling income
[X] Salvage/Archaeology Teams: There's a surprising amount of history surrounding Bespin as a whole, so setting up some teams to poke at a few planets in the sector would certainly bring in at least some profit. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[X] Jedi Enclave: Trying to force Jedi - even if they aren't a part of the mainline Order - off of Tibannopolis is practically suicide. Instead, you could help fund an enclave for them, giving them a place to stay, making it easier to keep an eye on them, and maybe even seeing if they have some unique techniques worth "borrowing..." Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
Lorrd Property
[X] Aegis Security Facility: Secure the premises and earn some cash. Easy peasy. Cost: 75 Reward: Defenses established, +25 security income
[X] Salvage/Archaeology teams: There's plenty of history to be found in the system, and plenty of treasure as well. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Vianist Safehouses: Give some financial encouragement for the Vianist pilgrims to set up monastic houses and hostels, for pilgrims and for charity, and get them to work with the Silver Cross to care for the homeless and widows and orphans wherever they visit. They get to feel needed, you get to look better and make more cash on the side. Win-win. Cost: 100 Rewards: +25 investment income, +25 Silver Cross income
[X] Svivreni Gem Mines: Lorrdian gems are powerful lightsaber crystals known to enhance the body-language reading of Jedi who wield them. Invite your geologists to expand mining operations to get in on that action. Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers
[X] Lorrdian Recruitment Center: Lorrdians are famed for being able to read people like a book by observing their body language to an incredible degree. That level of insight could prove invaluable to you in both the diplomatic field. Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
[X] Karada Medcenter: While Lorrd is a fairly prosperous planet, setting up a medcenter would allow you to cooperate with the planet's various universities for medical programs and research. Cost: 100 Reward: +50 Karada income
[X] Kanz Intelligencer: Spread the good word about your actions by having the Lorrdians work with you to help set up a news outlet designed to sway the minds of the Northern Rim. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd
Chu'unthor
[X] Ithorian Biome: While integrating a "living ecosystem" or whatever onto the ship might seem like it's only for vanity/comfort purposes, the fact of the matter is that there's a non-zero chance that it could have some unexpected effects on Force training on board the ship. Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits
[X] Abyss Agent Barracks: The Chu'unthor was designed to help train hundreds of potential Padawans. While said facilities are currently non-functional due to the ship's crash in the past, if you rebuilt them you'd be able to expand your training regimen considerably. Cost: 200 Reward: +1 Force study action
[X] 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
[X] Abyss Archive: Tyro once commented that the Agent/Walker programs are basically a bastardization of training regimens from a dozen different Force orders, and he's not wrong about that. Still, it would help if you could put together a more coherent database about said training regimen so that it could not only be more coherently taught, but more easily be improved and expanded upon. Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration 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
[X] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense
Bases
[X] Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag
[X] Thyferra: Now that you've managed to hash out an agreement with the local corporations, it might not be a bad idea to have a more permanent presence on the planet. For security reasons of course. Cost: 150 Reward: Facility on Thyferra
[X] Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia
[X] 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.
Reasoning:
To secretly screw over Thyferra and raise relations with Raith.
Current Treasury:1108 Current Income: 9719 Current Upkeep: 2365
To Bind The Jedi - 250
Shoni Escort Ships - 100
Medical "Battlefleet" - 200
The Revolution Will Be Televised - 150
Archaeological Expeditions - 50
Analyze Commando Gear - 150
Mass Genemodding Program - 150
Under The Knife - 100
PR-1 - From The Ground Up - 200
1300
Current -
Muunilist +80%
Taris +100%
Coruscant +20%
Kalee +50%
Nar Shaddaa +30% Silver Cross +60%
"Tax" -20% Investment
Global +5%
5% discount to bases/upgrades
Future -
Naboo +30%
Castell +30%
Kashyyk +30% Smuggling +10%
+5% discount to bases/upgrades
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)
In favor. If plan homeostasis requires my vote, I'll provide it. To my knowledge, it currently has a commanding lead.
I will not support any plan that includes the Fallanassi and their self-righteousness. They make Jedi look like edgelords with their insistence on maintaining "incorruptibly pure pureness" and self-flagellation for anybody who strays from that path. ESPECIALLY when you have the Disciples of Twilight sitting there and doing the same job, but better. The Fallanassi project an image into local minds, the Disciples of Twilight bend light. Which one do you think is a better means of making yourself invisible?
And I'm awake again. Adding my reasoning to the action categories in case anyone was wondering or can be convinced.
Gonna be AFK for a few hours, so I won't be able to respond to comments on this plan for a while.
[X] Plan Clock Is Ticking
Martial: Pick 3, 1 Free Action:
[X] Foundry Raid Night II: (Starts Foundry Assault mini-turn)
-[X] HK-47
-[X] Grievous
-[X] Asajj Ventress
[X] Capture Devastation: Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[X] The Silencer
-[X] 6 Watcher Teams
[X] Heroes of the Clone Wars: Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted
Trying for efficiency here. In my opinion, a 90% chance of success is good enough, so I put the Silencer and handful of Watchers on the Devastation since that gives us exactly that.
Ventress is on the Foundry raid in part because I couldn't think of anything else to do with her (none of the Intrigue actions I'm taking have a low enough chance of success to justify assigning her to them), so I decided to have her help us take more of the Foundry and make it more likely we get the Instant Win Condition.
Lastly, getting Ahsoka, Yularen and the 501st appeals to me more than the other Anti-Palpatine assets, which (in my opinion) is what we should be focusing on here.
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] 1 Watcher Team
[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
Once again, I consider a 90% chance of success to be good enough, so I only put one Watcher on the Vos action. I was leaning towards Obi-Wan, but as others have pointed out, Vos is simply more useful to the Abyss Watchers, so better to prioritize him for now.
To Bind The Jedi is a must, and I wanted Thrawn to do something else, so I stuck Personal Attention on it since Silas and PR-1 couldn't boost the chance of success high enough and I didn't want to use too many Watchers this turn.
As for the Corellian Jedi, I'm not really familiar with any of the Force Sects we can contact, so I just chose the one that sounds like it will be most directly helpful against Sidious.
Stewardship: Pick 2 Regular Actions, Up to 1 Sienar Action:
[X] Sienar Custom Vessel: Chance of Success: 90%
-[X] "Diplomatic" Ships
[X] Bring The Games To Taris: Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris
[X] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
As I've stated previously, I think the Ships will give us more actions, and right now we desperately need another Diplomacy action that we can use freely.
Others have pointed out that the Galactic Games are a good PR/political/symbolic victory (or at least blow) for the CNS, so let's do it.
Lastly, I know how important heroes are, but right now, I think that Papanoida's media network is more important for the sake of countering Sidious's propaganda.
Intrigue: Pick 3:
[X] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
[X] Putting Down Monsters: Chance of Success: 40% Reward: Maul and Savage terminated
-[X] Jango Fett
[X] Mote of Stardust: Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
-[X] PR-1
That cloning facility needs to go. No ifs, ands or buts. Likewise, there's not time to wait on putting down Maul and Savage. I put Jango on that both because I wanted our other Intrigue specialists to do other things and because he seemed like the most narratively appropriate considering they're about to attack Mandalore (although a credible case could be made for Ventress being the most narratively appropriate, considering how we've interacted with them up to this point).
As others have pointed out, Erso is (probably) time-sensitive, so we need to get him ASAP. I put PR-1 on this because I had to reassign Silas to Vos and thought that PR-1 on top of him and the Watcher would be overkill, and this made more sense to me than having our protocol droid try to destroy a cloning facility.
Lore: Pick 1 Regular Action, 1 Archaeological Action:
[X] Research Alternative Force Schools: Chance of Success: 70% Reward: Learn techniques from other Force users
-[X] Nightsisters: You've already got an in with them through Talzin...even if she's been proven to be unreliable lately, and they have very unusual abilities that you might be able to use yourself.
[X] A "Blind" Explorer (Archaeology): Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
As I've said before, I believe that studying the Nightsisters's techniques won't be an option after we take out MAul and Savage, so it is imperative to me that we do it now. As for Jerec, he just seems more useful to me than the expeditions are right now (although that could just be my lack of familiarity with the EU speaking).
Learning: Pick 2, or pick only one Research action and halve its time:
[X] Non-Human Genemods: Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species
[X] Force-Sensitive Genemods: Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered
There is absolutely no way we are not taking these. Now that we can genemod a hero for free each turn, it is extremely important to me that we unlock the ability to genemod all of our (organic) heroes. Additionally, the Force-Sensitive Genemods have a very good chance of letting us make our non Force Users into Force-Sensitives, and I doubt I need to explain the benefits of that.
Personal: Pick 3:
[X] The Conversation No One Wants To Have: Chance of Success: ??? Reward: ???
[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: Chance of Success
[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 (CNS): Chance of Success
[X] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
The Conversation has to happen, and we can't afford to risk it failing, so Personal Attention is a must.
And because we can't afford To Bind The Jedi failing either, I put Personal Attention on that too.
Hero Units: Optional, Pick Up To 3 Regular Actions & 1 Genemod Action, 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
-[X] Choose 1 Genemod:
--[X] Chiss: (Martial, Intrigue)
[X] Cheriss Sair - The Culmination of a Dream: (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 500 Reward: Cheriss completes her design, ??? (Takes 2 Turns)
[X] Thrawn - Understanding A Warrior's Heart: (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: (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
Thrawn's action has good potential synergy with the raid on the Foundry, so I want to take it (although I am tempted to assign him to stealing the Devastation).
Cheriss was actually a bit of a tossup, but I decided we needed Ventress at the Foundry more than we needed her contacting another Force Sect.
And I really want to get Talesan that therapy. He needs it.
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
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:
N/A
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
Mostly the same as Publicola's plan, but with these changes: Cheriss is put on teaching Mechu-Deru instead of rescuing Galen, the Revolution Will be Televised instead of the Games, Pantora as a new Base instead of Thyferra, scrapped the upgrades that set up Abyss Watcher-owned media outlets, and removed Beautification since I'm not taking the Games.
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
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
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] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[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
We don't need Cheriss's support for this to have 90% chance of working, and that is more than enough.
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] Phrik
I'm still not entirely convinced about getting Phrik instead of Non-Human/Mass Genemods, but can you please please please promise that next turn, we take it?
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
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, ???
[X] Cheriss Sair - The Art Of The Droid: (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???
Her bonus is not needed for actions, and Art of the Droid is guaranteed to succeed.
New Bases:
[X] Yavin: Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.
[X] Pantora: Cost: 150 Reward: Facility on Pantora
[X] Mustafar: Cost: 200 Reward: Facility on Mustafar
Base Upgrades:
Coruscant Base:
[X] Intelligencer Expansion: Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Underworld Takeover
-[X] Rolling Takeover: Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn
-[X] Smuggler's Dens: Cost: 100 Reward: +50 smuggling income 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
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
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
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
[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
[X] CNS Assembly Hall: Cost: 200 Rewards: +50 investment income, ability to centralize "government" of CNS 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
[X] Gungan Economic Development:
-[X] Industry Investments: Cost: 150 Reward: +75 investment 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] 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] 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] 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
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
One-Off Costs - Actions: 250+150+150+150+50+100+300+50+100+200+150 = 1650
One-Off Costs - Base Purchases: 250+150+200 = 600
One-Off Costs - Base Upgrades: 500+700+250+750+50+500+200+400+2450+400+150+150+250+250+225+525+475+825+900 = 9950
Base Discounts: (10550 *5%)*2= 1055
Total One-Off Costs: 12200-1055 = 11145
Base Costs (Coruscant): 200+200+100 = 500
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+100+100+100+100+100+150)+(100+150+200+100)+250+150+50+100+100+100+100+100+200 = 2450
Base Costs (Naboo): 50+150+50+150 = 400
Base Costs (Cato Neimoidia): 150
Base Costs (Ord Mantell): 150 = 150
Base Costs (Dantooine): 100+150 = 250
Base Costs (Corellia): 100+100+50 = 250
Base Costs (Sullust): 75+150 = 225
Base Costs (Arkania): 75+100+150+200 = 525
Base Costs (Tibannopolis): 75+200+100+100 = 475
Base Costs (Lorrd): 75+100+100+100+100+150+100+100 = 825
Base Costs (Chu'unthor): 100+150+200+100+200+150 = 900
Current Upkeep: 2365
Additional Upkeep: 100+310+50+150+175+50+75+50+50+150+150-124-284 = 902
Total Upkeep: 3267
Base Upkeep (Coruscant): 100
Base Upkeep (Kiln): 50+100+80+80 = 310
Base Upkeep (Castell): 50
Base Upkeep (Muunilist):
Base Upkeep (The Home):
Base Upkeep (Kashyyyk): 50+100 = 150
Base Upkeep (Taris): 75+100 =175
Base Upkeep (Naboo): 50
Base Upkeep (Cato Neimoidia): 75
Base Upkeep (Ord Mantell):
Base Upkeep (Dantooine):
Base Upkeep (Corellia): 50
Base Upkeep (Sullust): 50
Base Upkeep (Arkania): 50+100 = 150
Base Upkeep (Lorrd): 50+50+50 = 150
Upkeep Discounts: 124+284 = 408 (subtracted from upkeep)
+310 Kiln upkeep * 40% labor-droid discount = extra 124 credits per turn
Martial Upkeep: 310+100+75+100+75+50
+710 Martial upkeep * 40% military-factory discount = extra 284 credits per turn
One-off Rewards - Actions: ???
Unknown loot from 'Capture Devastation', ,'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, 'Scion of the Baobabs', 'Archaeological Expedition (Cularin)', and 'A Blind Explorer'
Additional Income - Bases: 100+275+25+25+100+75+800+150+50+75+50+25+50+75+150 = 2025
Base Income (Coruscant): 50+50
Base Income (Kalee): 50+50+50+50+75+ ??? (Industrial/Agriculture Investments)
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+25+50+50+50+50+25+50 = 800
Base Income (Naboo): 50+25+75 = 150
Base Income (Cato Neimoidia): 0
Base Income (Ord Mantell): 50 = 50
Base Income (Dantooine): 25+50 = 75
Base Income (Corellia): 25+25 = 50
Base Income (Sullust): 25
Base Income (Arkania): 25+25 = 50
Base Income (Tibannopolis): 25+50 = 75
Base Income (Lorrd): 25+25+25+25+25+25 = 150
Base Income (Chu'unthor): 0
Income Penalty - Investments: 205 (subtracted from income)
New Investments: 50+(50+50+50+75)+50+50+(25+75+25+25+50+50+50+25)+50+75+50+(25+50)+25+50+(25+25+25)+50 = 1125
+1150 investment income * 20% Palpatine 'tax' = 230 fewer credits per turn
Income Bonuses - Planets: 20+8+138+60+800+201+148+202.5 = 1577.5
+100 Coruscant income * 20% Charity bonus = extra 20 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+75 Naboo income * 30% Development bonus = extra 202.5 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: 168.5
New income subtotal: 2025-230+1577.5+75 = 3447.5
+3447.5 Organization income * 5% Muun Banker bonus = extra 172.375 credits per turn
New Income Total = 3619.875
Total Income = 3619.875+9719 = 13338.875
Treasury: 1108
Total Expenses: 3267+11145= 14412
Total Revenue: 13338.875+Actions+Salvage
Difference: -1073.125 Balance: 34.875
[X] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]
-[X] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Finishes this turn)
-[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
-[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.
-[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)
-[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%
-[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
--[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, ???
[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
[X] Plan Dynamic Equilibrium
[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
[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
[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
[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
[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
[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
[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
[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, ???
[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
[X] Intelligencer Expansion: Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Underworld Takeover
-[X] Rolling Takeover: Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn
[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
[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
[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
[X] Aegis Security Expansion: Cost: 50 Reward: +25 military income
[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
[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
[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
[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
[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
[X] Clovis Factory Line Expansions:
-[X] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn
[X] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
[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
[X] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[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
[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
[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
[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 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
[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
[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] Plan Turn Up the Heat
[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...
[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] 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
[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
[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
[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
[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
[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, ???
[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
[X] Intelligencer Expansion: Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Underworld Takeover
-[X] Rolling Takeover: Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn
[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
[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
[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
[X] Aegis Security Expansion: Cost: 50 Reward: +25 military income
[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
[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
[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
[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
[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
[X] Clovis Factory Line Expansions:
-[X] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn
[X] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
[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
[X] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[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
[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
[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
[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 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
[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
[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] Plan On the Offensive
[X] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[X] Personal attention/Increased Focus
[X] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)
-[X] HK-47
-[X] Greivous
-[X] The Silencer
[X] To Bind The Jedi: The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
-[X] Thrawn
[X] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[X] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars - if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.
[X] 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.
[X] 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] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort 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] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[X] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed. Chance of Success: 50% Reward: Palpatine facility destroyed
[X] Putting Down Monsters: You've tolerated their existences up to this point, but with Maul and Savage gearing up for an attack on Mandalore it's clear that they have to go. Do whatever it takes to take these psychopaths off the board and prevent them from interfering any longer. Chance of Success: 40% Reward: Maul and Savage terminated
-[X] Asajj Ventress
[X] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[X] COMPNOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
--[X] 5x Watchers
--[X] Jango Fett
[X] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[X] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
[X] 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] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
[X] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]
[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] Cheriss Sair
[X] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized
[X] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment
[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%
-[X] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Finishes this turn)
[X] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???
-[X] Personal attention/Increased Focus
[X] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. 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: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Capture Devastation
[X] 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] 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] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
[X] PR-1 - From The Ground Up: "The 3P0 frame just isn't going to cut it anymore," is what Cheriss told you after you brought up how she didn't physically modify him any further to suit your needs. She's told you in no small words that if he's going to be able to fulfill the functionality you really need right now, he's going to need an android body, which would provide greater familiarity for diplomacy and enhanced mobility for combat. (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] 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, ???
-[X] Silas Cata
[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] Intelligencer Expansion: Granted the Intelligencer is going over somewhat well but if you're going to compete with Palpatine's propaganda machine you're going to need more. More coverage, more exposure, more advertising, more everything to give you the edge in the battle over the hearts and minds of the galaxy. Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Corporate Espionage Program: A lot of corporations either call Coruscant home or at least have an office of some kind on the planet. There's money to be made in spying on them - barring your "friends" like Sienar and Incom. Cost: 100 Reward: +50 information income
[X] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant
[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] Undercity Portal: The hangar at your base is functional, but having the ability to land more ships at the Abyss could prove vital in the coming days. Cost: 100 Reward: Expanded hangar space for base
-[X] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[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] Droid Storage Expansion: It might not be a bad idea to have more storage space for your B1s here. Having a disposable attack force right under Palpatine's nose wouldn't be the worst idea. Cost: 100 Reward: Expanded storage space for droids
[X] Expanded Industrial Investments: Granted the industrial investments are already paying off great, but there's always room to expand.
-[X] Military Factories: For the longest time the Kaleesh have suffered from an inability to get modernized equipment for their warriors. Fix that, and see if you can get a supply chain set up for your own warriors. Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[X] Labor Droid Plants: Kaleesh love fighting, hunting, and so on. From what you've heard, they do not like building things when they could be fighting or hunting. Setting up some droid plants would hepl with that a lot. Cost: 100 Reward: +50 investment income
[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] Cantina Franchise: Since there's actually a proper economy going here now you can actually expand your franchise here. Cost: 150 Reward: +75 investment income
[X] Mercenary Recruitment Center: Kaleesh are terrifying and effective warriors who love getting into fights. Mercenaries would love that. Cost: 100 Reward: +50 military income
[X] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail
[X] Joint Kaleesh-Mandalorian Training Centers: Given that the Kaleesh already have a deep-seated warrior culture odds are they wouldn't make for good Mandalorians. That being said they'd probably relish the chance to help whip the Guardians into shape given the chance. It wouldn't do for a fellow warrior to be weak after all. Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads
[X] Salvage Teams: There's a lot of old ruins and broken cities on Mandalore. And more importantly, profits to be made. Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits
[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] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[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] Crab Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Crab droid group per turn
[X] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[X] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[X] Hyena Bomber Factory: The CIS bomber based off of the Vulture droid design, only now with two heads. Cheriss has naturally improved upon the droid brain and general performance. Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn
[X] Personal Retreat Customization: You aren't planning on really touching the island, that's fine as it is. But who says you can't have some other things put together?
-[X] The Lordran Vault: Granted, you don't expect anyone to be able to get to the Vault, but having it or at least its more sensitive contents be stored on Lordran might not be a bad idea. Cost: 150 Reward: Highly sensitive materiel permanently moved to Lordran
[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] 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. Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran
[X] Aegis Security Expansion: Nar Shaddaa is not exactly the most pleasant of worlds, but that just means that there are more people looking for some hired goons to look tough. Cost: 50 Reward: +25 income
[X] Currency Exchange: With the support of your Muun accountants, you can help set up a currency exchange center to help convert credits to peggats and other currencies...for a slight administrative fee of course. Cost: 100 Reward: +50 "trade" income
[X] Gossam Commando Investments/Subversion: Castell has its own military, which Shu Mai has used as her own personal shock-troops. Still, she isn't very popular at the moment, and you are. Perhaps you could work with them to ensure they support you should you decide to oust Shu Mai?
-[X] Commando Gear: Offer to provide them with better gear. Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
[X] Salvage/Recycling Teams: Shu Mai's mismanagement means that there's plenty of clean-up work to be done on the planet. Cost: 50 Reward: +25 salvage income
[X] Smuggler's Den: Turns out since people don't like Shu Mai's taxes, they prefer smuggling instead. You could be a generous soul and help them do that. Cost: 100 Reward: +50 smuggling income
[X] Gossam Development Programs: Castell's economy is not exactly in the best of places right now. Get the Muuns to help you set up programs to help get it back into shape. Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
[X] Salvage/Recycling Teams: Given that the war hit this planet there's a lot of salvage to clean up. And hey, if your teams "accidentally" stumble into a restricted spire well that's just a tragedy right there. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Currency Exchange: The Muuns could easily handle exchanging credits for the various other currencies used around the galaxy - but they're going to need help getting the funding to set up the exchange centers. Cost: 100 Reward: +50 "trade" income
[X] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale
[X] Wookiee Infrastructure Programs: It's not like the Wookiees are doing bad economically, but setting up a more permanent development program would get you more credits and keep the economy on Kashyyyk nice and healthy. Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income
[X] Tradeport Construction: Granted, the Wookiees do have a Trading Guild, but right now they don't really have as much pull in galactic trade. Helping them set up a proper tradeport on Alaris Prime would help both you and them. Cost: 100 Reward: +50 trade income
[X] Exotic Creature Exports: Kashyyyk is home to some weird fauna, fauna that many collectors would like to get their hands on - and for people like them money is no object. Cost: 200 Reward: +100 trade income
[X] Ecological Programs: To put it bluntly, the wroshyr trees of Kashyyyk are an ecological marvel, to say nothing of the other various species on the planet. Making sure that the planet's ecology maintained would not only make you look better but would also help ensure such marvels continue to be preserved. Cost: 150 Reward: +75 investment income
[X] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookiee labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income
[X] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income
[X] Mercy Medical Campus Expansion: You have an entire medical campus to expand and the people would be more than willing to help build said expansions.
-[X] Karada Labs: Set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use. Cost: 100 Reward: +50 Karada income
-[X] Karada Academy: Expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species. Cost: 100 Reward: +50 Karada income
-[X] Karada Museum: A museum to how awesome your products are, and maybe some medical history that no one really cares about too. But mostly the former. Cost: 100 Reward: +50 Karada income
-[X] Karada Genetics Center: Given your association with the Arkanians, having more developed genetics centers on Taris is a logical continuation of that association. Cost: 100 Reward: +50 Karada income
-[X] Karada Xenomedicine: With all of the various species out there in the galaxy, having a centralized branch dedicated to ensuring specific treatments for a species would certainly be welcomed. Cost: 100 Reward: +50 Karada income
-[X] Karada Pharmecuticals Division Relocation: While not your most important branch, getting this away from Palpatine would hardly be a bad idea. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Maufacturing Division Relocation: It would be nice to know that your manufacturing wouldn't be cut off by a sudden blockade. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Medical Program Relocation: Sure the medical programs are somewhat decentralized, but you'd prefer if they reported to Taris rather than Coruscant. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Cybernetics Division Relocation: You cannot risk Palpatine getting his hands on your cybernetics. Who knows what he'd try to do with the ones designed specifically for Force-users... Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[X] Karada Force-Friendly Cybernetics Department: Now that you can set up a facility away from Palpatine's prying eyes, it couldn't hurt to help supply the Jedi Healers with your unique cybernetics...for a price of course. Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi
[X] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[X] Political Organization Programs: Nekghouls do not have any grasp of planetary or galactic politics due to their isolation. Help fix that. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[X] Promised Land Economy Creation: To put it bluntly, the nekghouls don't even really have a modern economy. Helping them at least understand modern economics and making them productive members of society would benefit everyone. Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[X] Nekghoul Academies: Many nekghouls can barely comprehend the concept of a surface world, let alone a wider galaxy beyond that. They need education. Badly. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history
[X] Systemwide Defenses: Taris is too valuable to risk. Set up defenses across the system as a whole to ensure that nothing short of a full-on invasion force can reach the planet. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris
[X] Silver Cross Headquarters: Much like the Karada relocations, it wouldn't hurt to have the more sensitive Silver Cross facilities relocated to Taris. Cost: 100 Rewards: +25 Silver Cross income, division relocated from Coruscant
[X] 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
[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] Baobab Fleet Terminal: Now that you're more deeply tied to the Baobabs, helping set up a fleet terminal on Taris would ensure that they could expand their trade fleets into the Northern Rim. Cost: 100 Reward: +50 trade income
[X] House Benelex Facilities: You're not going to let slave raiders ruin Taris. That is simply unacceptable. Cost: 100 Reward: +50 security income
[X] Corellian Merchant Guildhouse: Much like the Baobabs, getting the Corelliant Merchant Guild to expand into Taris can only help benefit the economy. Cost: 100 Reward: +50 trade income
[X] CEC Facilities: At this point it just seems unfair to not have something set up for the various corporations you're working with. Cost: 100 Reward: +50 investment income
[X] Ojoster Media Programs: You may already own the hearts and minds of Taris itself, but you need to ensure that they are united. Make Taris into the heart of your propaganda network in the Northern Rim and ensure that your center of power is fully prepared to support you. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris
[X] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[X] Industry Investments: While Gungan technology is impressive, it is held back by their lack of proper industrial equipment. Help fix that. Cost: 150 Reward: +75 investment income
-[X] Hydrostatic Bubble Engineering: The "bubbles" the Gungans use for transport/habitation are quite the engineering marvel, and no doubt other planets would enjoy having them available for their own ends. Cost: 200 Reward: +100 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] Naboo Development Program: With significant financial and personal investments in Naboo, it would definitely be worthwhile to have a more comprehensive development program running on the planet. Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income
[X] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income
[X] Silver Cross Distribution Center: Naboo loves you. By extension, they would love the Silver Cross. It's that simple. Cost: 50 Reward: +25 Silver Cross income
[X] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers
[X] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet
[X] Expanded Shadowports: There's always more people wanting to make some illicit deals on Ord Mantell. Why let something like a lack of space keep them from doing that so long as they're sure to send a few credits your way. Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Apparently Ord Mantell is home to one Jorj Car'das, who apparently is an acquaintance of Thrawn from the Outbound Flight days. He's apparently managed to amass quite the information network according to Thrawn's cursory research and he just so happens to own a station orbiting Ord Mantell. Send a few credits his way and see if he's willing to play ball with you. Cost: 150 Rewards: +50 investment income, potential for other benefits
[X] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[X] Arsenal: Set up a location for arms to be stored and distributed across CNS space, particularly the Northern Rim. Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[X] Drydock: Having facilities on the ground is good, but having the ability to repair and rearm starships would help fortify Ord Mantell. Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[X] Barracks: Set up proper facilities to house troops, which will not only help centralize the military further but will help break down boundaries between different members. Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[X] Command & Control Facilities: Fort Garnik isn't going to be that useful unless you can ensure that you have the systems in place to handle command and distribution for the military. Cost: 200 Reward: C&C facilites for CNS military set up
-[X] Systemwide Defenses: If you're going to make Fort Garnik into the beating heart of the CNS military you're going to need to be prepared to fight for it. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell
[X] AgriCorps Outpost: While the Jedi AgirCorps outpost here has long since been abandoned, it might be worth getting the Ithorians to help you rebuild the outpost and surrounding farmlands. Who knows, maybe there's something left there. Cost: 100 Reward: +25 investment income, potential to locate artifacts
[X] Svivreni Crystal Mining: The mining operations you have now are functional, but you could always stand to expand your efforts here. Get the Svivreni to dramatically expand the scope of the crystal mining and get a more constant flow of lightsaber crystals for your people. Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users
[X] Smuggler's Den: Corellians are known to rebel against authority, have a tradition of being fantastic pilots, and tend to love getting into trouble. Smuggling is naturally right in their wheelhouse. Cost: 100 Reward: +50 smuggling income
[X] Corellia Intelligencer: No need to be as subtle here - work with the Corellians to set up a news outlet openly criticizing the Palpatine administration for basically anything you can make stick. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia
[X] Silver Cross Distribution Centers: With Corellia's status as a major Core World, setting up Silver Cross distribution centers there would let you reach the majority of Core Space, and let you make a little extra cash on the side besides. Cost: 50 Reward: +25 Silver Cross income
[X] Aegis Security Facility: You mostly trust SoroSuub...mostly. But just in case... Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income
[X] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income
[X] SoroSuub Investments: You're never really friends until you've set up proper investment deals. Cost: 100 Reward: +50 investment income
[X] Aegis Security Facility: You're going to have some research going on here that you definitely want to keep under wraps. Security would be good. Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: Maybe you can get coherent information through all of the ego-stroking your people will have to listen to. Cost: 50 Reward: +25 information income
[X] Salvage/Archaeology Teams: Arkania is a very interesting planet...and hopefully your teams can avoid the local dragons. Hopefully. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[X] Karada Research Complex: It is the main reason you got the facility - to have a research complex that people wouldn't ask questions about, yet still would have access to some of the finest minds in the galaxy. Cost: 100 Rewards: +50 Karada income
[X] Aegis Security Facility: If you're going to turn this into a floating resort city, you're going to need bouncers. And other people. But mostly bouncers. Cost: 75 Reward: Defenses established, +25 security income
[X] Large-scale Wiretaps: People say the damndest things when they have enough alcohol in their veins. Cost: 50 Reward: +25 information income
[X] Benelex House Facility: Invite the Benelex people to run security to endear yourself to the local Jedi and make sure no one tries anything untoward on your platform. Well, nothing too untoward... Cost: 100 Reward: +50 security 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] Shadowport: Bespin is a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site. Cost: 50 Reward: +25 smuggling income
[X] Salvage/Archaeology Teams: There's a surprising amount of history surrounding Bespin as a whole, so setting up some teams to poke at a few planets in the sector would certainly bring in at least some profit. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[X] Jedi Enclave: Trying to force Jedi - even if they aren't a part of the mainline Order - off of Tibannopolis is practically suicide. Instead, you could help fund an enclave for them, giving them a place to stay, making it easier to keep an eye on them, and maybe even seeing if they have some unique techniques worth "borrowing..." Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
[X] Aegis Security Facility: Secure the premises and earn some cash. Easy peasy. Cost: 75 Reward: Defenses established, +25 security income
[X] Salvage/Archaeology teams: There's plenty of history to be found in the system, and plenty of treasure as well. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[X] Vianist Safehouses: Give some financial encouragement for the Vianist pilgrims to set up monastic houses and hostels, for pilgrims and for charity, and get them to work with the Silver Cross to care for the homeless and widows and orphans wherever they visit. They get to feel needed, you get to look better and make more cash on the side. Win-win. Cost: 100 Rewards: +25 investment income, +25 Silver Cross income
[X] Svivreni Gem Mines: Lorrdian gems are powerful lightsaber crystals known to enhance the body-language reading of Jedi who wield them. Invite your geologists to expand mining operations to get in on that action. Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers
[X] Lorrdian Recruitment Center: Lorrdians are famed for being able to read people like a book by observing their body language to an incredible degree. That level of insight could prove invaluable to you in both the diplomatic field. Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
[X] Karada Medcenter: While Lorrd is a fairly prosperous planet, setting up a medcenter would allow you to cooperate with the planet's various universities for medical programs and research. Cost: 100 Reward: +50 Karada income
[X] Kanz Intelligencer: Spread the good word about your actions by having the Lorrdians work with you to help set up a news outlet designed to sway the minds of the Northern Rim. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd
[X] Ithorian Biome: While integrating a "living ecosystem" or whatever onto the ship might seem like it's only for vanity/comfort purposes, the fact of the matter is that there's a non-zero chance that it could have some unexpected effects on Force training on board the ship. Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits
[X] Abyss Agent Barracks: The Chu'unthor was designed to help train hundreds of potential Padawans. While said facilities are currently non-functional due to the ship's crash in the past, if you rebuilt them you'd be able to expand your training regimen considerably. Cost: 200 Reward: +1 Force study action
[X] 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
[X] Abyss Archive: Tyro once commented that the Agent/Walker programs are basically a bastardization of training regimens from a dozen different Force orders, and he's not wrong about that. Still, it would help if you could put together a more coherent database about said training regimen so that it could not only be more coherently taught, but more easily be improved and expanded upon. Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration 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
[X] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense
[X] Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag
[X] Thyferra: Now that you've managed to hash out an agreement with the local corporations, it might not be a bad idea to have a more permanent presence on the planet. For security reasons of course. Cost: 150 Reward: Facility on Thyferra
[X] Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia
[X] 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] Plan Clock Is Ticking
[X] Foundry Raid Night II: (Starts Foundry Assault mini-turn)
-[X] HK-47
-[X] Grievous
-[X] Asajj Ventress
[X] Capture Devastation: Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[X] The Silencer
-[X] 6 Watcher Teams
[X] Heroes of the Clone Wars: Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted
[X] Seeking A Lost Soul: Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication
-[X] Silas Cata
-[X] 1 Watcher Team
[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
[X] Sienar Custom Vessel: Chance of Success: 90%
-[X] "Diplomatic" Ships
[X] Bring The Games To Taris: Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris
[X] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[X] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
[X] Putting Down Monsters: Chance of Success: 40% Reward: Maul and Savage terminated
-[X] Jango Fett
[X] Mote of Stardust: Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
-[X] PR-1
[X] Research Alternative Force Schools: Chance of Success: 70% Reward: Learn techniques from other Force users
-[X] Nightsisters: You've already got an in with them through Talzin...even if she's been proven to be unreliable lately, and they have very unusual abilities that you might be able to use yourself.
[X] A "Blind" Explorer (Archaeology): Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
[X] Non-Human Genemods: Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species
[X] Force-Sensitive Genemods: Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered
[X] The Conversation No One Wants To Have: Chance of Success: ??? Reward: ???
[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: Chance of Success
[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 (CNS): Chance of Success
[X] Cheriss Sair - The Culmination of a Dream: (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 500 Reward: Cheriss completes her design, ??? (Takes 2 Turns)
[X] Thrawn - Understanding A Warrior's Heart: (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: (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
[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
[X] Intelligencer Expansion: Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Underworld Takeover
-[X] Rolling Takeover: Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn
[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
[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
[X] Droid Factory:
-[X] CB-3 Droid Factory: Cost: 175 Upkeep: 100 Reward: +1 CB-3 droid group 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
[X] Aegis Security Expansion: Cost: 50 Reward: +25 military income
[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
[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
[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
[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
[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
[X] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
[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
[X] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[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
[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
[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
[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 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
[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
[X] Plan Equilibrium
[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
[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
[X] Sienar Custom Vessel: Chance of Success: 90%
-[X] "Diplomatic" Ships: Cost: 150 Reward: "Diplomatic" Cruiser designed/produced
[X] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[X] Scion of the Baobabs: Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"
-[X] Talesan Fry
[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] 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
[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] Phrik
[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
[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, ???
[X] Cheriss Sair - The Art Of The Droid: (Uses Lore Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 80% Cost: 150 Reward: Cheriss teaches mechu-deru to Agent teams, ???
[X] Yavin: Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.
[X] Pantora: Cost: 150 Reward: Facility on Pantora
[X] Mustafar: Cost: 200 Reward: Facility on Mustafar
[X] Intelligencer Expansion: Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[X] Underworld Takeover
-[X] Rolling Takeover: Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn
[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
[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
[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
[X] Aegis Security Expansion: Cost: 50 Reward: +25 military income
[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
[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
[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
[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
[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
[X] Clovis Factory Line Expansions:
-[X] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn
[X] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[X] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
[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
[X] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[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
[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
[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
[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 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] 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
None, I used the money to be able to pay for Cheriss's Hero Action. Could add the media upgrades back in I suppose. Oh, I also removed Large-scale Wiretaps and Benelex House Facility on Tibannopolis. Mostly because I wanted to make sure we don't go in the red while I was building it.
Right, so my plan has now been updated with the media upgrade on Lorrd being put back, Taris now has CNS Assembly Hall, and Tibannopolis Shadowports are removed to pay for that.
Right, so my plan has now been updated with the media upgrade on Lorrd being put back, Taris now has CNS Assembly Hall, and Tibannopolis Shadowports are removed to pay for that.
I would drop the ord mantell and corellia smuggling in favor of Coruscant smuggling, castell salvaging and one or two of the investments on naboo or Kashyyyk, not sure how many can be afforded but those will give better returns.
Ord and castell smuggling is 1.71, so anything lower then that on the spreadsheet gives a better return.
I would drop the ord mantell and corellia smuggling in favor of Coruscant smuggling, castell salvaging and one or two of the investments on naboo or Kashyyyk, not sure how many can be afforded but those will give better returns.
Ord and castell smuggling is 1.71, so anything lower then that on the spreadsheet gives a better return.
Yeah, I've switched out Ord Mantell smuggling for Naboo investment, and Corellia smuggling for Coruscant and now have a few more credits on the balance.
As an FYI, when you make a plan, don't x the brackets on every entry. It murders the tally, as you can clearly see. We're not voting line by line here; just put the x by your plan name and call it a day.