New Bases:
Scipio: With the IGBC safely purged of Palpatine's influence it's now much easier to get property on Scipio. Which is good, because it might be worthwhile to keep an eye on the banks. For their own safety of course... Cost: 150 Reward: Property on Scipio
Lianna: Raith has pointed out that if you want to truly give a sign of partnership with him you could always establish a Karada corporation branch on Lianna. He's even pointed out a good facility for you to move into. Cost: 200 Reward: Facility on Lianna
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
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
Bothawui: The Spynet has "created an opening" on the planet for you to move into so long as you can pay some "administrative fees" for it. ...So this is what being on the other side of that feels like. Cost: 200 Reward: Base on Bothawui
Pantora: Since you (or more accurately Silas) helped alleviate the worst of the blockade over Pantora, the people there are more than willing to let you set up a Karada facility there...on a planet with a wide-spanning media and intel network... Cost: 150 Reward: Facility on Pantora
Kuat: The Kuat Drive Yards have mentioned that they're willing to help finance a Karada facility on Kuat itself if you're interested in deepening ties with them. Cost: 200 Reward: Facility on Kuat
Outland Transit Station: Once Jango Fett's home of sorts, the station in question has been badly damaged in the process of one of Jango's contracts. Still, he's pointed out that it would hardly be difficult to properly occupy the station if you wanted to...though it is a bit of a fixer-upper. Cost: 200 Reward: Outland Transit Station repaired and occupied
Manda: You're already on good terms with the Baobabs at this point, so why not have a more physical sign of your partnership? Cost: 150 Reward: Property on Manda
Ithor: Given your work with the Ithorians so far, it wouldn't hurt to get a facility on one of the cities floating above the planet's surface. Cost: 175 Reward: Property on Ithor
Tatooine: You're not just thinking about this so you can keep an even closer eye on the Skywalker family. Not at all. Cost: 150 Reward: Facility on Tatooine
Alderaan: It would have been doomed in another time (tenses are hard), but there's no reason why you can't get a footprint on one of the most important Core Worlds. Cost: 150 Reward: Property on Alderaan
Iego: The planet of the "angels" and more importantly a potentially profitable location for a serious Silver Cross facility. Cost: 200 Reward: Facility on Iego
Dac: The reputation of the Mon Calamari shipbuilders alone makes expanding here worthwhile. Cost: 200 Reward: Property on Dac
Cularin: Given how weird this system is, it would definitely be worth fully expanding here. Cost: 200 Reward: Facility on Cularin
Cormit: While the Chiss have refused to let you set up anything on Csilla itself, they would be willing to let you set up a base on Cormit for more active relations so long as the CEDF can keep a close eye on it. Cost: 250 Reward: Facility on Cormit:
Manaan: Kolto could prove to be a way to weaken Thyferra's political power and the planet has played a key role in the past history of the Republic. Cost: 200 Reward: Property on Maanan
Telos: While it has recovered now, millennia ago the planet was devastated by the Jedi Civil War and was the site of Nihilus' death. There's much to be uncovered here. Cost: 200 Reward: Property on Telos
Procopia: Home to various noble houses competing for power - each leaning towards the Jedi or Sith no less - a smart woman could make a lot of money playing them off against each other. Cost: 300 Reward: Property on Procopia
Empress Teta: A faded ecumenopolis in the Deep Core that is now home to a considerable black market, this seems like an excellent opportunity for expansion. Cost: 200 Reward: Property on Empress Teta
[] Write-in (Base 200 Cost, Idea Subject to GM Veto)
Base Upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.
Coruscant Base:
[] Droid Marketing Office: You've been stockpiling B1 droids for ages now and its not like you really need them as much anymore given that your teams are more effective in every conceivable way. Instead why not sell off the surplus units...to people who aren't going to use them to contribute to the war. Cost: 50 Reward: +25 income
[] 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
[] 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
[] 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
[] Underworld Investments: Your presence may have expanded across the galaxy but in your experience consolidation always pays.
-[] 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
-[] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[] 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
-[] 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
-[] Rolling Investments: With each new area of the Undercity you carve out there's more money to be made there. Cost: 200 Reward: +25 income per area taken over
[] Write in: Stay reasonable
Kalee Military Base:
[] 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
[] System Defenses: With Trench on the move you need to fortify - Kalee is an incredibly vital planet for the Watchers. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Kalee
[] Write in: Stay reasonable
Oracle (Lucrehulk):
[] Ithorian Biome: Since a lot of the Oracle's crew spends the majority of their time on the ship itself, why not invite the Ithorians to help create a "living ecosystem" on board and make it so that the air isn't quite so stale? There might not be any practical value but given the extreme redesign of the ship as it is there's no harm in giving it a slightly more "unique" charm. Cost: 150 Reward: "Living ecosystem" set up on Oracle
[] Write in: Stay reasonable
Mandalorian Mansion:
[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened
[] 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
[] Agricultural Revitalization: With your ties to the Ithorians, you can help set up a full-on revitalization program for Mandalore, helping it become more habitable in the coming years. Odds are good that you won't live to see it (gaining immortality of some kind notwithstanding) but even in the short term it would provide considerable PR benefits if nothing else. Cost: 200 Reward: +100 investment income
[] Get'shuk Arenas: A traditional Mandalorian sport, you have a good feeling that with enough publicity get'shuk could find popularity even beyond Mandalore itself. Cost: 100 Rewards: +50 investment income, increased publicity for get'shuk
[] MandalMotors Investments: Quite frankly you don't have the time to set up a proper chain of deals with MandalMotors yourself, so just have some subsidiaries help prop up the company. Cost: 250 Rewards: +50 income, dramatically increased output from MandalMotors
[] Planetary Shield: With the majority of the planet's population now squeezed into various dome cities any orbital bombardment to the planet could be devastating. Set up something to keep the population from being wiped out by a few stray turbolasers. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Mandalore
[] System Defenses: Mandalore is a potential target of opportunity for Trench, so it would be worthwhile to set up defenses here just in case. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Mandalore
[] Write in: Stay Reasonable
Lordran, Kiln:
[] 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.
-[] Super Battle Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 Super Battle Droid group per turn
-[] IG Droid Factory: Cost: 125 Upkeep: 75 Reward: +1 IG Lancer droid group per turn
-[] Crab Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Crab droid group per turn
[] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[] 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
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
[] 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?
-[] Mount Ciaran: A monument to all of your arrogance - but dammit, it's way too tempting to have your visage preserved in a mountainside for others to witness. Cost: 200 Reward: Mount Ciaran
-[] Abyss Murals: A little extra for the central building on the island - these would be stylized murals depicting all of the times you've enjoyed seeing others squirm the rich and storied history of the Watchers. Obviously. Cost: 100 Reward: Murals added for an extra personal touch
-[] 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
-[] Private Nature Preserve: Your own little slice of paradise where you can hunt various animals of varying danger levels with an armory's worth of weapons! ...Maybe you've been spending a bit too much time around Grievous. Cost: 100 Reward: Private nature preserve created
[] Agriculture Expansion: Kiln is home to an increasingly large amount of people who would need more food from on-site, otherwise you're going to have to start importing food from elsewhere and potentially jeopardizing its isolation. Fix that. Cost: 300 Rewards: +100 income, food situation on Kiln future-proofed
[] Industrial Expansion: You could stand to increase the output of your various industries on Kiln and build more things in general. Cost: 300 Upkeep: 150 Reward: Increased output of all factories
[] Doomsday Bunkers: Even though you're not planning on using the Foundry unless absolutely necessary, it definitely would not hurt to be prepared in some capacity for that necessity by setting up a bunker to contain an army that could defend the planet. Cost: 300 Reward: Doomsday bunkers to contain an army for use in case of emergencies
[] Write in: Stay reasonable
La'Sombra (Asteroid Base):
[] Carnivore Containment Facilities: The fact of the matter is that the galaxy is home to a lot of very angry and very dangerous predators that can tear people to shreds in an instant. So why not capture a few for yourself and see if you can tame them? You know, as long as you place several durasteel walls between them and everyone else. In comparison to the proposed megafauna facility on Kalee, these would contain (relatively) small predators. Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed
[] Write in: Stay Reasonable
Nar Shaddaa Property:
[] Blacksite: Much like Kalee, you could build up a facility that would allow you to train up more men. Given that this is Nar Shaddaa, no one would bat an eye at the place anyway. Cost: 150 Upkeep: 75 Reward: Increased recruitment rates for all units
[] Casino Franchising: Get big or go home - set up more casinos modeled after the Orb across Nar Shaddaa and really rake in the money from gamblers. Cost: 200 Reward: +100 investment income
[] 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
[] Guardian Corps Recruiting Center: There are plenty of lost souls and bitter Evocii here who could use something to believe in. Cost: 100 Reward: Guardian Corps recruiting center set up at Nar Shaddaa, Evocii Mandalorians
[] Sith Academy Reoccupation: With the rediscovery of the Nar Shaddaa Sith academy you could easily rebuild the location as an off-site training location for Agents. Cost: 150 Upkeep: 75 Reward: Increased recruitment rate for Apprentices
[] Write in: Stay Reasonable
Castell Facility:
[] 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
[] Aegis Security Expansion: It can't be the worst idea to fortify things before the coup. Cost: 100 Reward: +50 Security income
[] Write in: Stay Reasonable
Muunilinst Mansion:
[] Mandalorian Guardians Financial Offices: If the Guardians are going to become a galactic franchise they're going to need people to handle their money. Fortunately, Muuns are some of the best people in the galaxy to handle accounting. Cost: 150 Reward: +50 investment income, financial offices for Mandalorian Guardians set up
[] Planetary Shield: Muunilinst's planetary shields were devastated during the battles for the planet, and need to be replaced if you want to keep the planet safe. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Muunilinst
[] System Defenses: Given that the IGBC effectively defected from the Separatists, it could use protection in case Trench decides to use it as a target. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst
[] Write in: Stay Reasonable
Vectivus' Home:
[] Write in: Stay Reasonable
Kashyyyk Facility:
[] 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
[] 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
[] KDY Expansion: Some KDY execs have told you that if you want to help them expand here, they would certainly appreciate the aid of the Wookiees for their larger-scale projects. Cost: 50 Reward: +25 investment income
[] 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
[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Kashyyyk to streamline their production line with Wookiee labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment income
[] 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
[] 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
[] 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
[] Guardian Corps Recruiting Center: Mandalorian Wookiees. Cost: 100 Reward: Guardian Corps recruiting center set up at Kashyyyk, Mandalorian Wookiees
[] Planetary Shield: Keeping Kashyyyk safe from Trench would be more than worth the money. Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Kashyyyk
[] Write in: Stay Reasonable
Taris Property:
[] Recruitment Center: The people here love you and would be more than willing to sign on with you full time if you let them. Cost: 100 Upkeep: 50 Reward: Increased Guardian/Seeker recruitment rate
[] 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.
-[] 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
-[] 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
-[] 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
[] 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.
-[] Karada Campus: Nekghouls get injured like everyone else - and like everyone else they know how to pay for it now. Cost: 50 Reward: +25 Karada income
-[] Force Academy: You could stand to have the Nekghouls' unique views on the Force recorded, studied, and potentially taught to others. Cost: 100 Upkeep: 50 Reward: Increased ability of Nekghoul teams
-[] Nekghoul Guide Contracts: Your teams could certainly use the local guides to keep them safe from the dangers of the Undercity. Cost: 50 Upkeep: 25 Reward: Boost to Taris salvage roll
[] System Defenses: Taris will not fall again.
-[] Rapid-Response Fleet: The best protection against Trench would be a fleet that can respond to any potential raids quickly and effectively. Cost: 300 Upkeep: 100 Reward: Rapid-response fleets set up in Tarisian space
-[] Reinforced Planetary Shields: Taris has been burned once, but you cannot afford to have history repeat itself. Cost: 300 Upkeep: 100 Reward: Enhanced planetary shields set up over key locations
-[] KDY Ion Batteries: With some backroom talks with the Kuat Drive Yards you should be able to set up an array of ion cannons across the planet to prepare for any potential assaults. Cost: 300 Upkeep: 100 Reward: Ion cannon network set up across Taris
[] Private Retreat: You've finally figured out a loophole in Tarisian laws - by setting up a private retreat on the other side of the planet you can get away from bureaucracy to some degree and hey, if you're gone, people could always visit for a price... Cost: 200 Reward: +100 investment income
[] Guardian Corps Recruiting Center: The people here already believe in you to an incredible degree, so convincing them to believe in the Guardians should be child's play. Cost: 100 Reward: Guardian Corps recruiting center set up at Taris
[] Write in: Stay Reasonable
Naboo Mansion:
[] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[] Aquaculture Investments: Someone has to keep the water around Otoh Gunga clean, right? Cost: 150 Reward: +75 investment income
-[] 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
-[] Amphibious Tradeport: There are plenty of other aquatic species in the galaxy who would appreciate being able to land in a tradeport that is underwater. Cost: 100 Reward: +50 trade income
-[] 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
[] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income
[] 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
[] Tradeport Expansion: You've already got a lot of money from this planet but it never hurts to consolidate. Cost: 100 Reward: +50 trade income
[] Porso Hill Base Reclamation: Once upon a time Borvo had a base here that not only was able to produce N1 starfighters but served as a base of operations on the planet...before one Lieutenant Sykes came in and wrecked the place. Still, the past is the past, and it would be a very useful location to get a hold of. Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site
[] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers
[] Guardian Corps Recruiting Center: The planet loves you, so asking a few humans and Gungans to become Guardians would hardly be a challenge. Cost: 100 Reward: Guardian Corps recruiting center set up at Naboo, Mandalorian Gungans
[] Amphibious City: A grand symbol of unity between the humans and Gungans of Naboo, this proposed city would be constructed to act as a bridgehead between the two peoples, partly above and partly below water to represent the disparate but unified peoples. And it would also make you a killing from the contracts you'd work out to build it. Cost: 300 Reward: +150 investment income
[] Plasma-Fueled Planetary Shield: The plasma complex you've been investing in could have another purpose besides producing the substance - acting as the primary power source for a shield generator that could cover the majority of Theed and the surrounding area. Cost: 200 Reward: Plasma-Fueled shield set up.
[] System Defenses: Naboo is a prime target for a retributive strike from the Separatists/Trench given past history, and it could use some proper defenses. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Naboo
[] Write in: Stay Reasonable
Cato Nemodia Mansion:
[] Invest in Trade Federation businesses: Since your good "friend" Nute Gunray has declared you a noted friend of the organization (for keeping him out of jail), you have an opportunity to invest in some of the businesses on the planet. Cost: 100 Reward: +50 investment income
[] Expand Baktoid Production Lines: Sure the production lines are producing some vehicles, but you really need them to enter mass production. And of course it would help to have deniable materiel right in the middle of Core Space...
-[] Single-Trooper Aerial Platform: A speeder you can stand on with guns on the front...that's about it. This will give the B1s a lot more mobility at least. Cost: 50 Upkeep: 25 Reward: +2 groups of STAPs per turn
-[] 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
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
-[] Vulture-class droid starfighter: The fighter of choice for the CIS, this fighter has a droid brain in the place of a pilot, though its combat abilities slightly suffer for it. Maybe have Cheriss look into that at some point. Cost: 150 Upkeep: 75 Reward: +1 group of Vulture Droids per turn
[] 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
[] Trade Port: The Trade Federation is based off of this planet. Getting in on the trade here is only logical. Cost: 100 Reward: +50 trade income
[] Clovis Factory Line Expansions: You have a deniable droid factory. Time to exploit the hell out of it.
-[] OOM Droid Line: Cost: 100 Upkeep: 50 Reward: +3 OOM droid groups per turn
-[] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn
[] Write in: Stay Reasonable
Ord Mantell Compound:
[] Ord Mantell Banking: Ord Mantell commands a central position both physically and economically in the Northern Rim. Setting up some banks in the area would greatly help expand both the planetary and local economy. Cost: 150 Reward: +75 investment income
[] Cantina Franchise: Where there are shadowports, there is a demand for cantinas. Where there is a demand for cantinas, you'll be there to profit off of it. Cost: 150 Reward: +75 Investment income
[] 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
[] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[] 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
-[] 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
-[] 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
-[] 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
-[] 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
-[] Guardian Corps Barracks: If there's anywhere you want the Mandalorian Guardians to be it would be at Fort Garnik. Cost: 100 Reward: Guardian Barracks set up at Fort Garnik
[] Write in: Stay Reasonable
Dantooine Facilities:
[] Agriculture Investment: Dantooine is basically grassland, grassland, and more grassland. And if there's one thing grasslands are good for, it's farming on a massive scale. Get the Ithorians to help you set up some large-scale farming and make a killing off of it...and help starving people. That too. Cost: 150 Reward: +75 investment income
[] Expand Luxus Resort: The old Cata mansion is nice and all but it could certainly stand to be expanded upon. Add on more rooms, entertainment areas, restaurants, and turn this place into a proper resort. Cost: 100 Reward: +50 Tourism income
[] Asteroid Mining: Dantooine is surrounded by several major mineral-rich asteroid fields, including the 'Wall of Dantooine' that is notably rich in obsidian deposits. Mining these rocks would make you quite a bit of credits. Cost: 150 Reward: +75 mining income
[] Space Curling Arena: With an asteroid belt in orbit there's no reason why you couldn't set up a Space Curling arena here. Cost: 50 Reward: +25 investment income, Dantooine becomes a center for Space Curling because why not
[] Vianist Pilgrim Houses: Dantooine was once home to a Jedi Academy and many ruins still dot the planet. No doubt the Vianist pilgrims would love the chance to be able to visit such an important historical site (just so long as they stay away from your archaeology teams). Cost: 100 Reward: +50 investment income
[] Write in: Stay Reasonable
Corellia Property:
[] Luxus Resort: the 'Gold Beaches' of Tyrena are already a tourist trap, while Doaba Guerfel is known for its wild preserves and mountain resorts. Find a good location and set up a vacation resort. Cost: 100 Reward: +50 Investment income
[] Corellian Merchants Guild investments: One of the largest trading companies in the southern Core, the CMG is well worth the investment, if only for the access to its prestigious Guildhouses around the galaxy. Cost: 100 Reward: +50 Investment Income
[] 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
[] Corellian Engineering Corporation: CEC is the best civilian starship manufacturer in the galaxy, known for their emphasis on easy repair and modular systems. Offer to help them out, however you can. Cost: 100 Reward: +50 Investment income
[] Trade Port Investments: Corellia is a known center of trade. Do the math. Cost: 100 Reward: +50 trade income
[] Rubicund Eye Purchase: The Rubicund Eye is an abandoned station in the Five Brothers system that could serve a variety of uses if you're willing to clean it up. Cost: 200 Reward: Rubicund Eye bought out
[] Kas'as Chen'ru Den Excavation: The Kas'as Chen'ru Den is rumored to be home to artifacts dating back millienia, and potentially back to the days of Revan himself. It would be worth getting some teams in the area to see if there's anything to find there. Cost: 100 Reward: +25 salvage income, second roll for Corellia system set up
[] Drall Recruiting Office: The Drall are a species that are small and quite frankly adorable, but they are also highly intelligent theoreticians and obsessively keep records about the tiniest of details, which would no doubt be useful if only to help keep track of Cheriss' design processes. Cost: 150 Upkeep: 75 Reward: Learning bonus
[] Write in: Stay Reasonable
Sullust Facility:
[] Trade Port: It can't hurt to get in on the trade Sullust gets. Cost: 100 Reward: +50 trade income
[] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income
[] Cantina Franchise: Turns out Sullustans like getting just as drunk as the rest of the galaxy. Cost: 150 Reward: +75 investment income
[] Labor Droid Factories: SoroSuub could always use labor that doesn't get tired or ask for bigger paychecks. Cost: 100 Reward: +50 investment income
[] 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
[] SoroSuub Investments: You're never really friends until you've set up proper investment deals. Cost: 100 Reward: +50 investment income
[] Guardian Corps Recruiting Center: The Sullustans may not look Mandalorian at first glance, but they could make for potentially effective recruits given their navigation abilities. Cost: 100 Reward: Guardian Corps recruiting center set up at Sullust, Sullustan Mandalorians
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Arkania Facility:
[] Trade Port: Arkanians may not like outsiders that much, but when they do let people in it's often to buy expensive medical equipment. No more needs to be said. Cost: 100 Reward: +50 trade income
[] 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 investment income
[] Svivreni Diamond Mines: There's diamonds in those hills. Get the Svivreni to extract them and make a killing off of the jewelry you could make from them. Cost: 150 Reward: +75 mining income
[] 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
[] Adascorp Investments: They'd probably appreciate the funding to keep the Arkanian Legacy in shape, and you could easily strike a few profitable deals with them. Cost: 100 Reward: +50 investment income
[] Museum of Arkania: A museum made by Arkanians, for Arkanians, celebrating the glory of Arkanians to all of the other people who are not Arkanians. Aside from that it might help to get some publicity going for Adascorp that could benefit both them and Karada. Cost: 100 Reward: +50 investment income
[] Guardian Corps Recruiting Center: The arrogance of the Arkanians aside, they are geniuses in the field of medicine and could potentially serve as field medics for the Guardians. Cost: 100 Reward: Guardian Corps recruiting center set up at Arkania, Arkanian Mandalorians
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Tibannopolis:
[] 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
[] Trade Port: Bespin could be a major port of call for the southern Outer Rim, especially if Cloud City lives up to its promise as a resort destination. Set up a trade port to take advantage of ships coming and going. Cost: 100 Reward: +50 trade income
[] 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
[] Entertainment District: Cloud City is advertising itself as the premier resort destination of the Greater Javin region. Time they face some competition.
-[] Cantina Franchise: All resorts have alcohol. It's like a law. Probably. And if not it should be. Cost: 150 Reward: +75 investment income
-[] Nightclub Expansion: So that people can party like there's not a war raging around them! Cost: 100 Reward: +50 investment income
-[] Casino Franchise: It's like theft, except people pay you to take their money. Amazing. Cost: 200 Reward: +100 investment income
-[] Luxus Resort: After people get completely drunk and/or lose all their credits in ill-advised gambling sprees, they'll need somewhere to take their mind off of their pain and suffering. Cost: 150 Reward: +75 investment income
-[] Theme Park: Something for the kids! Specifically somewhere patrons can take their kids and occupy them so that they can't be questioned as to why they have scantily-clad men and/or women around them or why they would waste credits on this "gambling" thing. Cost: 200 Reward: +100 investment income
[] Tibanna Gas Weapons Factory: Now that you have a refinery, setting up an attached weapons factory to take advantage of the tibanna gas you're harvesting would be an excellent decision. Cost: 200 Reward: +100 military income, increased potency of weaponry
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Lorrd Property:
[] Trade Port: Lorrd isn't tied to a major hyperlane, but it's well situated to benefit from trade and travel across much of the far northern Outer Rim. Cost: 100 Reward: +50 trade income
[] 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
[] Guardian Corps Recruiting Center: The Lorrdian ability to read others could be surprisingly useful for the Guardians as a whole. Cost: 100 Reward: Guardian Corps recruiting center set up at Lorrd, Mandalorian Lorrdians
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Chu'unthor:
[] 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
[] Karada Clinic: Allowing select individuals on board the Chu'unthor to handle injuries for your highly classified Agents and Abysswalkers would certainly pay for themselves. Cost: 100 Upkeep: 50 Reward: Increased survival rate for Agents/Abysswalkers
[] Archaeological Teams: Given the vessel's nature, the Chu'unthor would make for an excellent center for archaeology teams that would be deployed from the vessel. Cost: 250 Upkeep: 100 Reward: Additional archaeology action
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Yavin:
[] Defense Grid: Given what you're looking for with your archaeology teams it certainly cannot hurt to have systems in place to deter any unwanted guests. Cost: 50 Reward: Defenses set up for archaeology facilites
[] Orbital Trading Post: While you don't want people poking at Yavin IV that much, you could control what little traffic goes into the system by setting up a space station that would host trade for now, but could be considerably expanded with other modules once it's set up. Cost: 200 Reward: +50 trade income, ability to expand station
[] Probe Droid Supply: It would certainly help the archaeology teams had something on hand to help them locate particularly valuable sites on Yavin IV and its other moons, and their primary suggestion was having a consistent supply of probe droids to work with. Cost: 150 Upkeep: 75 Reward: Boost to archaeology rolls
[] Ecological Exports: An interesting quirk of Yavin IV's flora is actual grenade fruits that explode upon being thrown, which not only sounds hilarious but could potentially be an incredibly effective and subtle explosive to be used in case of emergency. You have to do something with that. Cost: 100 Reward: +25 smuggling income, mass-produced grenade fruit
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Thyferra:
[] Aegis Security Facility: Given how rocky your relations with Xuchpra and Zaltin currently are it can't hurt to have some security around. Cost: 75 Reward: +25 income, defenses established
[] Trade Port: There's at least some legal trade you can get on. Cost: 100 Reward: +50 trade income
[] Large-Scale Wiretaps: The use for these is fairly obvious. Cost: 50 Reward: +25 Information income
[] Covert Karada Research Complex: With the corporations' power largely focused in the capital city built by them, if you're very careful you can set up a quiet facility in the wilderness to take a crack at reverse-engineering bacta. Cost: 300 Reward: Facility covertly built for the purpose of reverse-engineering bacta
[] Smugglers Den: Much as the corporations will insist otherwise there's at least some black market work going on the planet, and it can't hurt to get in on that. Cost: 100 Reward: +50 smuggling income
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Mustafar:
[] Aegis Security Facility: Given the presence of Damask Holdings it can't hurt to have security in case Palpatine comes knocking. Cost: 75 Reward: +25 income, defenses established
[] Trade Port: Rare metal is certainly worth quite a bit on the open market. Cost: 100 Reward: +50 trade income
[] Karada Facility: Turns out lava burns are a fairly common issue on the planet so healthcare would not go awry. Cost: 100 Reward: +50 Karada income
[] Large-scale Wiretaps: With Damask Holdings facilities around it can't hurt to keep your ears open. Cost: 50 Reward: +25 Information income
[] Lava Refinery: There are already facilities on the planet that harvest rare materials from lava, so why not buy out a facility or two to get some of that raw material production under your control? Cost: 150 Reward: +75 trade income
[] Luxus Resort: The lavafalls on the planet are absolutely stunning and would make for an excellent tourist trap so long as a decent viewing facility with proper air conditioning on hand. Cost: 100 Reward: +50 Investment income
[] Svivreni Crystal Mines: The Blackguard have pointed out that Mustafar is a viable candidate for lightsaber crystal mining, and it can't hurt to have a secondary source of the valuable materials. Cost: 150 Rewards: +50 mining income, secondary source of lightsaber crystals gained
[] Blackguard Enclave: Currently the Blackguard live in ruins on a planet covered in lava and with a barely breathable atmosphere. They would probably appreciate having a home with modern air conditioning and other amenities. Cost: 150 Upkeep: 75 Rewards: Blackguard enclaves set up, boost to Blackguard rolls
[] Salvage/Archaeology Teams: Mustafar and its surrounding areas are host to quite a few archaeologically valuable sites - like the Hammerhead wreck your teams extracted HK-47 from. Cost: 100 Reward: +25 Salvage income, per turn roll for other benefits
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