@Publicola
Base suggestions:
Drop Corellian Smuggling to save 37.5 credits,
Tibannoplis Large Scale Wire Taps save 18.75 credits
Tibannoplis Benelex House Security save 37.5
Total: 93.75
Use that for
Castell Salvage/Recycling Teams net cost is 10.875 credits
Naboo Karada Medcenter net cost is 21.75 credits
Total: 32.625
After that next tier of income-
Crouscant Corp Espionage net cost 27
Coruscant Aegis Security net cost 13.5
Coruscant Smugglers Den net cost 27
Total: 67.5
Grand Total: 100.125, so -6.375 credits from your current balance, but since you have 22 we will still end up positive, which is enough for one of the 50 cost 25 investment income upgrades on Kashyyyk (one of four expansions) or high society matchmaking on naboo.
 
The interludes, and the character and story they contain, are what makes this quest great, and so much more than just another CK2 quest.

Quality matters. Continue doing what you're doing, and continue working in more mid-turn votes where you can (and they make sense). I think that's part of what uplifted the Temple Bombing arc compared to Mortis.
 
I much rather have the interludes present than have the next turn appear in the next week.
The character interaction and world building in here is just awesome.
 
Yeah the interludes really flesh out the quest and for this type of story that has spun it really pulls things together and makes it so we care about the characters.
 
Base suggestions:
Drop Corellian Smuggling to save 37.5 credits,
Tibannoplis Large Scale Wire Taps save 18.75 credits
Tibannoplis Benelex House Security save 37.5
I love the work you've done -- and wow is that Google Sheet going to be useful in future turns -- but I'm kinda worn out after just re-doing the calculations earlier.

Also, perhaps it's 'motivated reasoning', but there's a reason I picked those three base upgrades even though they weren't top-tier income generators.

'Corellian Smuggling' isn't a base upgrade, so much as it is a job description for Han Solo. I'm a simple man; I want more people like Han, so I buy the base upgrade that gives me people who act like him. 'Tibannopolis' is a bit more complex, but I wanted the wiretaps mainly because it gives us eyes & ears on the main platform, which includes the Jedi Enclave that's about to be built. I want to know what's going on with the Altisian Jedi, and I want to know who they are (cough Callista Ming, anyone?) and who they interact with. Likewise, the Benelex House serves a narrative function -- they're a bounty hunters' guild that specializes in anti-piracy and anti-kidnapping work, which means that base will help clear out low-level crime from the southern Outer Rim. Makes life better for everyone, and makes our Bespin base safer from random criminals and pirates.



Totally unrelated, but two items of interest:

1) According to my math, we have a 58.4% chance that all of our actions this turn succeed. Which means there is a 41.6% chance that we'll need at least one reroll. No idea what the odds are for needing two rerolls; the probability formula got complicated.
.95*.92*.95*.90*.95*.95*.96*.95*.95 = 0.5843098
Everything else has a 100% (or greater) chance of success

2) Between the two 'Personal Attentions' and not using one of the three Hero actions this turn, we only 'spent' 38 of our omake bonuses rather than the full 44. That means that we currently have 75 omake bonuses in the 'bank' for Turns 29 and onward. :rofl:
 
Righto, since there's been no voting for close to 12 hours and there's a solid lead, I'm calling the vote for Plan Dynamic Equilibrium.

Let's see where the dice take us, shall we?
 
You know, I feel like the Dice always crit on the things that will inevitably cause more Stuff to Happen.

Devastation: Rolled 7 + 10 + 20 + 23 + 2 = 67 (Stealing a planet-killer is hard, who would have thought!?)
501st: Rolled 96 + 10 + 20 = 126 (Palpatine won't realize how screwed he's about to be - who's up for practically total subversion of one of the Republic's most elite forces?)
Quinlan Vos: Rolled 29 + 5 + 20 + 14 + 3 = 71
Corellian Jedi: Rolled 29 + 5 + 20 = 51
Jedi Laws: Rolled 55 + 10 + 20 + 44 = 129 (The Crit Button strikes again!)
Diplomatic Ships: Rolled 55 + 10 + 20 = 85 (One day one of these will crit. Probably.)
Taris Games: Rolled 64 + 10 + 20 = 94 (Less like Rio, more like...er...the good kind of Olympics. In space.)
Mungo: Rolled 71 + 10 + 20 + 12 = 113 (I forgot to roll for him. The Dice punished me for my arrogance. Alternatively: "He's a bold explorer who lives for the thrill of exploration. He's a paranoid inventor just trying to stay alive. Together, they fight crime!" Or something like that.)
Maul: Rolled 82 + 20 + 20 + 13 + 2 = 137 (He dead. He so dead.)
Tarkin: Rolled 71 + 20 + 20 + 12 + 3 = 126 (Thrawn is very happy about this. And you bet your ass this is synching with the Jedi Laws crit.)
Erso: Rolled 2, Rerolled to 10 + 20 + 20 + 6 = 56 (Honestly this failing and being rerolled to a bare success is so in character for Cheriss I can't help but laugh. Does that make me a bad person?)
Cularin: Rolled 7 + 15 + 20 = 42 (Of course. Cularin was home to the Answer of Life, the Universe, and Everything this whole time.)
Jerec: Rolled 61 + 15 + 20 = 96 (Yay! I can keep doing stuff with him if I want!)
Force Mods: Rolled 40 + 25 + 20 = 85
Phrik: Rolled 16 + 15 + 20 = 51
Asajj Talk: Rolled 74 + 5 + 20 + 44 = 143 (I swear to god, those question marks are magnets for crits.)
Annoy Padme: Rolled 26 (Yeah, Ciaran's not really feeling it. Must be the everything else going on.)
Jango Mod: Rolled 10 + 25 + 20 = 55 (Ve are certified scientists, Herr Jango. Do not be alarmed by ze several dozen needles.)
PR-1: Rolled 84 + 20 + 20 + 12 = 136 (At long last, PR-1 has received the blessings of the sacred Critical Roll.)
Thrawn: Rolled 5 + 10 + 20 + 38 = 73 (Understanding Grievous is neither art or science, which is throwing Thrawn for a bit of a loop.)

Given that there was only one failure on the list (poor Cheriss), I went ahead and spent the "extra" reroll from Dragontapper's art (I haven't forgotten about the new one, don't worry, just need to make sure of some things) to make it a success. ...Barely.

Anyway, now that the madness is over, I need two things from you guys:

1st: A vote for which action will get a second reroll:

[] Reroll action

2nd: With the huge crit on PR-1, he's getting redesigned all right. Because of that I am leaving it up to you, The People, to come up with an image for his redesign! The only requirement is that it has to be an android/gynoid design - think something along the lines of Guri or any of the androids from Nier Automata and you're basically there.

Feel free to speculate/be in awe at the results. Because things are about to get crazy.

Salvage rolls will be up later.
 
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Nah, that'll be Ciaran's version of the Iron Giant in her Sen's Fortress analog. Once I'm off work and phone texting I'll find my own suggestions.

[X] Reroll: Thrawn.

Thrawn. Does . Not. Fail.
 
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Sweet! Reactions later, reroll first.

Devastation: Rolled 7 + 10 + 20 + 23 + 2 = 67
We needed a 60 or greater, so this was a Bare Success. 55% chance of crit on a reroll, as well.

Erso: Rolled 2, Rerolled to 10 + 20 + 20 + 6 = 56 (Honestly this failing and being rerolled to a bare success is so in character for Cheriss I can't help but laugh. Does that make me a bad person?)
@Dr. Snark, are we allowed to reroll an action that's already been rerolled? (I laughed too). If so, 46% chance of reroll here.

Cularin: Rolled 7 + 15 + 20 = 42 (Of course. Cularin was home to the Answer of Life, the Universe, and Everything this whole time.)
We needed a 20 or higher, so despite the low roll this was actually a normal success. As much as I love Cularin (and would have loved a crit), I don't think this one needs another attempt.

Thrawn: Rolled 5 + 10 + 20 + 38 = 73 (Understanding Grievous is neither art or science, which is throwing Thrawn for a bit of a loop.)
We needed a 40 or higher, so this was a standard success. However, we have a staggering 68% chance of re-rolling a crit, one that would presumably give a boost to our Foundry Assault as well...


In my opinion, this should come down to either:

[] Reroll Devastation
[] Reroll Thrawn

I haven't quite made up my own mind yet. Thrawn has a better chance of a crit, and a crit might be more useful to us... but he starts with a normal success. The odds for crit-ing 'Devastation' are nearly as good, and there's more upside (to at least move away from a 'bare' success), but I have no idea what a crit would do for us.
 
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[X] [PR-1] Liberty Prime
[X] [Reroll] Devastation
 
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(also, I'm leaning more to the Devastation myself. With that low of a success, we probably broke the important planet killer bit or something)
 
Well that happened... poor Erso recruitment. On the flip side PR-1 has his time to shine and we are going full ahead with taking down those Jedi Laws. I do favor devastation since that is our lowest margin of success.

[] 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


[] 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
-[] 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.


[] 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
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.


[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[] Phirk: A malleable metal that is surprisingly extremely durable despite being very light. It's also incredibly expensive for those reasons but you can deal with that after the research is done.

Those are the four lowest that we can reroll
 
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There is only one possible answer.


The nation is endangered. Freedom is endangered. The Republic must be protected.

Look man, this is PR-1 we're talking about. He's not even that patriotic! (Much as I do love Liberty Prime.)

Besides, the giant robot is a different roll.

How is it in character for her?

Think about how I've written Cheriss.

Now imagine her trying to be stealthy, or deceitful, or anything like that.

The answer should reveal itself.

Edit: Oh god. It just hit me. Galvin is definitely going to be a part of the Erso extraction. He has to be.
 
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