So. Making contact with paramilitaries, and Hoersch-Kessel Drive, and Obi-Wan, and Quinlan Vos, and Shard engineers, and Noghri assassins, and an Ossus Force sect (with complimentary Great Library and tree-Jedi librarian), and Baron Papanoida, and Jedi Builders, and Disciples of Twilight, and Mother Talzin... yeah, I think diplomacy is the name of the game this turn.
We have not one, not two, but three actions with unknown '???' odds. One is Thrawn's hero action to counter Admiral Trench, which has a 80% chance of crit. Another is our intervention on Honoghr, which warranted our Personal Attention and has a 84% chance of crit. The final one is our confrontation with Mother Talzin, to which I assigned both Personal Attention and hero support from Asajj, guaranteeing a supercrit success, with a 3% chance of our first Over 200 result. Assuming these actions have baseline odds between 10-20%, we're sitting pretty comfortably with each, especially with our two rerolls in case any of them fail.
As for specific probabilities: if each of the '???' actions has a 20% chance of success, we have a 88% chance of having every roll succeed this turn. If the '???' actions have 10% odds, we have an 74% chance of straight successes. Even if the unknown actions have 0% baseline chance of success, we'd still have 59% chance of every action succeeding, and two rerolls to take care of the rest.
As for the balance sheet: we're adding a bit less than 3000 credits of income (not including salvage/special rolls or action results), along with nearly 1500 credits of upkeep. Despite buying a bunch of expensive defensive upgrades, we're still turning a profit and increasing our purchasing power, setting up for our six new bases next turn.
Martial: Pick 2:
[] Militia Standardization: Chance of Success: 80% Reward: CNS militia forces increase in quality.
[] Paramilitary Support: Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets
-[] Grievous
Given the triple threat of Admiral Trench, the Malevolence, and the Pride of the Core, we need to secure Neutral Space as our first priority. 'Militia Standardization' does that.
As for our anti-Palpatine assets, I was torn between 'Preying Mantises' (anti-piracy bounty hunters), but 'Paramilitary Support' is a broader base of support, and gives us a default bonus to Martial actions. Income is nice, but not really necessary. Bonuses are worth their weight in gold.
CNS Militia: 80% + 15 (default bonus) + 20 (omakes) = 100+% odds, with 35% chance of crit
Paramilitaries: 60% + 10 (default bonus) + 20 (omakes) + 19 (Grievous) = 100+% odds, with 49% chance of crit
Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action, 1 Free Action:
[] Negotiating With "The Negotiator:" Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy (Free Action)
[] Shards Encased In Iron (CNS): Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers
[] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[] Ysanna
[] Taming A Lone Wolf: Chance of Success: 40% Reward: Quinlan Vos subverted
-[] Silas Cata
-[] 6 Watcher teams
[] The Burning Rain (CNS): Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???
-[] Personal Attention
Obi-Wan Kenobi is a free action, and thank heavens, because this category is crazy busy.
We need to deal with Quinlan Vos, and I believe strongly that our priority should be to subvert/recruit him (rather than assassinate him), which means we need to pick it as a Diplomacy action. I also strongly believe that we need to deal with the Honoghr bioweapon now, which means we need to allocate our Free Action to this category so we can pick it up we can assign our CNS action to that. (Given the unknown odds, we should assign our Personal Attention to this one as well). My only regret is that Honoghr is a Diplomacy and not a Martial action, so we don't have an excuse to assign Grievous to help out.
I am strongly inclined to assign our Free Action to this category as well, given just how many options are here (and how many we have to leave on the table). We could spend it on recruiting Ferrus Olin, or Arligan Zey, or Chewbacca. However, I've been dying to get my hands on those Shard engineers since Turn 23, and now we have a chance. (How much do you want to bet they give us an extra Learning action? I expect to bitterly regret how many turns we delayed picking this).
Finally, the big question-mark for me is which Force Sect to contact. I'd love to pick Tython and help the Jedi reform, or Almas and recruit/subvert a heterodox Jedi Academy with all its goodies. But for this turn, I decided to go with Ysanna, the Jedi survivors of Ossus, home of the Great Jedi Library.
Obi-Wan: 60% + 20 (default bonus) + 20 (omakes) = 100% odds, with 40% chance of crit
Shard Engineers: 70% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
Ysanna: 70% + 15 (default bonus) + 20 (omakes) = 100+% odds, with 35% chance of crit
Quinlan Vos: 40% + 15 (default bonus) + 20 (omakes) + 14 (Silas Cata) + 6 (Watchers) = 95% odds, with 55% chance of crit
Honoghr: ??? + 20 (default bonus) + 20 (omakes) + 44 (Personal Attention) = ??? odds, with 84% chance of crit
Stewardship: Pick 2 Regular Actions, 1 Free Sienar Action and optionally 1 other Sienar Action:
[] Sienar Custom Vessel: Chance of Success: 90%
-[] Interdictor Vessel: Cost: 200 (Free) Reward: Interdictor vessels designed/produced
-[] Dedicated Salvage Vessel: Cost: 200 Reward: Salvage Vessels/Heavy Transports designed/produced
[] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[] Oust Shu Mai: Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
-[] PR-1
-[] Talesan Fry
Okay, so we can double-up Sienar actions this turn. We should definitely spend our free one on the Interdictor vessels, since those are basically Thrawn's signature and will be incredibly useful against the three fleets rampaging through Neutral Space. For our second... I'm torn between salvage vessel (presumably a default bonus to all salvage rolls, which could be huge) or a Sienar upgrade better suited for defense (given the three fleets rampaging through Neutral Space). Unfortunately, 'medical battlefleet' isn't a Sienar upgrade, but those dedicated carriers might still be handy. However, I'm inclined to go with the salvage vessels, given just how many salvage rolls we have each turn, and how much a bonus to those would benefit us.
For our regular actions, connecting with Baron Papanoida's media empire/galactic spynet is definitely locked-in (that will be a huge asset for counter-programming against Palpatine's propaganda). As for the second, I'm intrigued by the potential in the swoop-biking action, and I'd love to get my hands on one of the shipwright corporations (though we can assign Mungo to that instead), and I've love to get a medical battlefleet to defend CNS space. However, now that we have the hero support, I'm pretty sure we should finally pull the trigger on Shu Mai.
Interdictors: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Sienar Salvage: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Papanoida: 80% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Shu Mai: 40% + 10 (default) + 20 (omakes) + 15 (PR-1) + 12 (Talesan Fry) = 97% odds, with 57% chance of crit
Intrigue: Pick 3:
[] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
-[] The Silencer
[] Autonomous Hunter-Seeker Teams: Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
[] Strike Palpatine's Inner Circle: Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Armand Isard
-[] Jango Fett
'Autonomous Hunter-Seekers' is locked in -- that will give us an extra Intrigue action, which we need to clear out all the minor actions that have fallen by the wayside.
I also strongly feel that we need to continue 'striking at Palpatine's Inner Circle'. I'd like to wait on COMPNOR (the racist mob that gives Palpatine full-throated public support) until we can launch an anti-slavery raid on the founder's homeworld of Senex-Juvex. Likewise, replacing Saro Sanuo can wait until we're nearly ready to press the red button. Right now our priority should be Armand Isard -- as the diabolical (and gifted) intelligence chief, he is vital to Palpatine's plans. Cutting him out of the loop should have a major impact on Palpatine's ability to punch back.
For our final action... it comes down to defense v. offense. On the one hand, I'd like to figure out who's hunting after Galen Erso, but I'm inclined to say Erso should be safe for one turn, especially if we have him working in an out-of-the-way lab somewhere. On the other... we've been putting off dealing with Palpatine's cloning operation on Centax II, and that is definitely a priority before we press the big red button.
Hunter-Seekers: 90% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
Armand Isard: 40% + 20 (default bonus) + 20 (omakes) + 15 (Jango Fett) = 95% odds, with 55% chance of crit
Centax Clones: 50% + 20 (default bonus) + 20 (omakes) + 14 (Silencer) = 100+% odds, with 54% chance of crit
Lore: Pick 1 Regular Action, 1 Archaeological Action, 1 Force Study Action:
[] Research Alternative Force Schools: Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Disciples of Twilight
[] Archaeological Expeditions: Chance of Success: 70% Cost: 50 Reward: Expedition to chosen location launched
-[] Aliston Nor
[] The Hunt For The Jebble Box: Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured
-[] Cheriss Sair
Okay, for our archaeology action, I was torn between Kathol Rift (seriously: there's a Force sect that has teleportation techniques) and Belsavis (a bunch of Rakatan artifacts, including Mother Machine and a series of teleportation gates). But ultimately I decided to go with Aliston Nor, because if there's one thing more interesting than teleporting Jedi, it's a Force sect that specializes in, basically, mechu daru on crack -- using the Force to build anything you set your mind on. Yeah, I'm sold.
For our regular action... hoo boy. As much as I'd like to keep the Jebble Box out of Palpatine's hands, I really don't want to touch anything to do with rakghouls, and I have a bad feeling about the Box's inhabitant. Celeste Morne, who's been in stasis for several millennia, was a Shadow of the Jedi Covenant, an anti-Sith extremist group that was responsible for the Padawan Massacre of Taris and other atrocities. I doubt she'll be a fan of ours. On the other hand, Fanhunter696 makes a good point that this isn't about gaining the Jebble Box for ourselves, as it is denying it to Palpatine. If we do pick it, we'll need to assign hero support to make sure it's safe.
For our 'Force Study', if we can't pick the follow-up to research the Corellian Jedi's history, then the next best option is the Disciples of Twilight: specialists in light-bending and shadow-bending. As Barondoctor says, "a full ninja package".
Aliston Nor: 70% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
Twilight: 70% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
Jebble Box: 50% + 20 (default bonus) + 20 (omakes) + 13 (Cheriss) = 100+% odds, with 53% chance of crit
Learning: Pick 2, or pick only one Research action and halve its time:
[] Non-Human Genemods: Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species
[] Anti-Force Research: Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
-[] Taozin
-[] Galen Erso
Now that our 'Anti-Force Research' is accelerated and no longer locks our Learning actions for multiple turns, we should make sure to assign an action to that, especially since learning about the taozin may let us block Palpatine's precog and/or penetrate his dark-side veil, which would be huge for our chances of successfully pressing the big red button.
For our second action... I'm torn between any number of actions. 'Non-Human Genemods' unlocks the rest of our Hero Units for genemod bonuses, and ensures that 'mass genemods' will affect all of our forces (including Wookies and Kaleesh, for instance). I'm inclined to pick that, then Mass Genemods next turn. On the other hand, there is a lot of potential in the 'Analyze Chiss Archives' (Unknown Regions ftw), commando gears is another high priority, and nano-droids have been put on the back-burner for quite a few turns now.
Non-Human Genemods: 70% + 30 (default bonus) + 20 (omakes) = 100+% odds, with 50% chance of crit
Taozin: 50% + 20 (default bonus) + 20 (omakes) + 18 (Galen Erso) = 100+% odds, with 58% chance of crit
Personal: Pick 3:
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] The Burning Rain
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] One Mean Witch
[] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
[] One Mean Witch: Chance of Success: ??? Reward: ???
-[] Personal Attention
-[] Asajj Ventress
PA was necessary for the Honoghr action, so that's one action. Unfortunately, Mother Talzin is another high priority action, and requires our Personal Attention to ensure success. Bowing to popular opinion, I'm assigning Asajj to help out here (rather than improving the odds for Jebble Box and Jedi Builder actions) which guarantees a supercrit, and gives a 3% chance of our first Over 200 success.
Unfortunately, this meant that we were not able to build our custom lava blaster (lava crystal + Blazing Chain = Force empowered heat-seeking grenade launcher the size of a pocket pistol) or develop our 'Advanced Blazing Chain' for extra synergy. I am crossing my fingers that there are no immediate crises next turn, so Panory won't be disappointed again by another turn of delay.
This also meant we weren't able to follow up with Anakin, but I'm okay with that. He's on his own pilgrimage, and I trust that he'll return in his own time (especially since we're besties with his quasi-girlfriend Padme, so we have the inside scoop). The Chosen One can wait another turn.
Personal Attention: 100%
Personal Attention: 100%
Annoy Padme: Always
Mother Talzin: ??? + 15 (default bonus) + 20 (omakes) + 44 (Personal Attention) + 14 (Asajj) + 10 (Force Bond) = 100+% odds, with 103% chance of crit
Hero Units: Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Thrawn
-[] Choose 1 Genemod:
--[] Voss: (Lore, ???)
[] Thrawn - Unravelling The Spider's Web: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: ??? Reward: Thrawn determines Trench's next move, ???
-[] 4 Watcher teams
[] HK-47 - Write the Book: (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???
[] Mungo Baobab - Mergers And Acquisitions: (Uses Stewardship Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% Reward: Chosen company contacted, ???
-[] Hoersch-Kessel Drive
For the genemods: Thrawn is our best strategist, and giving him sensitivity to the Force (with a natural talent for precognition and farsight) will only multiply his effectiveness. Pairing him with Voss vision was a no-brainer.
Thrawn's action is likewise locked-in: we have three fleets rampaging through Neutral Space, and Thrawn is our best man to deal with it. Easy peasy.
HK-47 won't be happy, given all the war going on, but we need him to set up our anti-Force simulations, to prepare our ground forces for the big red button, and now's as good a time as any seeing as the Foundry's been secured.
Finally, Mungo is fairly new, so I wanted to start him off with an easy 'clean' business operation: making contact with the nearly bankrupt Hoersch-Kessel, and seeing if we can help them out and/or buy them out and use their assets for ourselves. 60% chance of a crit makes it a pretty good bet....
Voss Genemod: 70% + 25 (default) + 20 (omakes) = 100+% odds, with 45% chance of crit
Thrawn: ??? + 15 (default bonus) + 20 (omakes) + 41 (Thrawn) + 4 (Watchers) = ??? odds, with 80% chance of crit
HK-47: 80% + 20 (default bonus) + 20 (omakes) + 17 (HK-47) = 100+% odds, with 57% chance of crit
Mungo: 70% + 10 (default bonus) + 20 (omakes) + 30 (Mungo) = 100+% odds, with 60% chance of crit
Free Action: +1 Diplomacy Action
Usually this is one of the toughest decisions to make each turn, but that certainly wasn't the case here. Wow did we need help with our Diplomacy turn -- between the free Obi-Wan action and the Free Action, we engaged in five Diplomacy actions this turn, and it still felt like too few.
Hero Support (applies half the stats to a chosen action):
PR-1: [] Oust Shu Mai
The Silencer: [] Bad Moon Over Coruscant
Silas Cata: [] Taming A Lone Wolf
Cheriss Sair: [] The Hunt For The Jebble Box
Thrawn: [] Unravelling The Spider's Web
Grievous: [] Paramilitary Support
Asajj Ventress: []One Mean Witch
HK-47: [] Write the Book
Jango Fett: [] Strike Palpatine's Inner Circle: Armand Isard
Talesan Fry: [] Oust Shu Mai
Galen Erso: [] Anti-Force Research: Taozin
Mungo Baobab: [] Mergers And Acquisitions: Hoersch-Kessel Drive
Watcher Support (20 teams available, 1 Point per assigned team):
[] 6 teams assigned
-[] Taming A Lone Wolf
[] 4 teams assigned
-[] Unravelling The Spider's Web
New Bases:
[] Cularin: Cost: 200 Reward: Facility on Cularin
[] Manda: Cost: 150 Reward: Property on Manda
[] Pantora: Cost: 150 Reward: Facility on Pantora
[] Cormit: Cost: 250 Reward: Facility on Cormit
[] Procopia: Cost: 300 Reward: Property on Procopia
[] Bothawui: Cost: 200 Reward: Base on Bothawui
Cularin is all kinds of amazing, and we spent an archaeology action last turn to unlock it. Manda is dirt cheap, and thanks to our partnership with the Baobab Merchant Fleet will probably give us a Stewardship bonus. We're working with Baron Papanoida's media network this turn, and a base on Pantora will double down on that relationship. Cormit is nothing by itself, by a trading post to the Chiss Ascendancy is worth its weight in gold, especially if we can get our hands on Chiss military tech. Finally, Procopia is expensive, but it unlocks the whole Tapani sector, which has a lot of promising leads and potential base upgrades, including relations with the Jal Shey sect that specializes in Force Imbuement.
It turns out we had credits to spare, so much so that we're running out of base upgrades to buy, so I added a sixth purchase. I was tempted to grab Empress Teta (queen of the Deep Core) but was persuaded by Void Stalker to go for Bothawui in hopes of gaining another Intrigue default bonus.
Base Upgrades:
Coruscant Base:
[] Corporate Espionage Program: Cost: 100 Reward: +50 information income
[] Coruscant Enquirer: Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant
[] Underworld Investments:
-[] Aegis Security Expansion: Cost: 50 Reward: +25 security income
-[] Smuggler's Dens: Cost: 100 Reward: +50 smuggling income
-[] Regional Strongholds: Cost: 150 Reward: Controlled areas heavily fortified against attack
This turn is all about defense, so 'strongholds' and Aegis Security are a lock. The rest have good ROI.
Kalee Military Base:
[] Megafauna Museum: Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Kalee
System Defenses due to the three fleets in CNS space. Megafauna Museum because we're finally studying megafauna -- namely, the mighty and near-extinct taozin.
Oracle (Lucrehulk):
N/A
Mandalorian Mansion:
[] Kyriemout Investments: Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened
[] Corellia-Mandalore Pilot Training Initiative: Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians
[] Agricultural Revitalization: Cost: 200 Reward: +100 investment income
[] MandalMotors Investments: Cost: 250 Rewards: +50 income, dramatically increased output from MandalMotors
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Mandalore
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Mandalore
Shield and System Defenses, and the MandalMotors Investment, due to the three fleets in Neutral Space. Kyriemout because we can afford it (and it's long overdue), Pilot Training to help our Guardian Corps, and Agri. Revitalization if only for the PR benefits.
Lordran, Kiln:
[] Agriculture Expansion: Cost: 300 Rewards: +100 income, food situation on Kiln future-proofed
[] Industrial Expansion: Cost: 300 Upkeep: 150 Reward: Increased output of all factories
Agri. Expansion to preserve our 'security-through-obscurity', Industrial Expansion to drastically increase our droid production
La'Sombra (Asteroid Base):
N/A
Nar Shaddaa Property:
[] Casino Franchising: Cost: 200 Reward: +100 investment income
[] Currency Exchange: Cost: 100 Reward: +50 "trade" income
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Nar Shaddaa, Evocii Mandalorians
[] Sith Academy Reoccupation: Cost: 150 Upkeep: 75 Reward: Increased recruitment rate for Apprentices
Guardian Corps to keep up with our other planets, Sith Academy because it's awesome, and the rest for ROI.
Castell Facility:
[] Salvage/Recycling Teams: Cost: 50 Reward: +25 salvage income
[] Aegis Security Expansion: Cost: 100 Reward: +50 Security income
Salvage is always helpful, and Aegis Security is good for income (and to support our coup attempt this turn).
Muunilist Mansion:
[] Mandalorian Guardians Financial Offices: Cost: 150 Reward: +50 investment income, financial offices for Mandalorian Guardians set up
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Muunilinst
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst
Shield and System Defenses due to the three hostile fleets, Guardian Corps finances because we're going galactic.
Vectivus' Home:
N/A
Kashyyyk Facility:
[] Tarisian Ale Plant: Cost: 100 Reward: +50 income from exporting Tarisian Ale
[] Incom Expansion: Cost: 50 Reward: +25 investment income
[] KDY Expansion: Cost: 50 Reward: +25 investment income
[] CEC Expansion: Cost: 50 Reward: +25 investment income
[] Serv-O-Droid Expansion: Cost: 50 Reward: +25 investment income
[] Ecological Programs: Cost: 150 Reward: +75 investment income
[] Tradeport Construction: Cost: 100 Reward: +50 trade income
[] Exotic Creature Exports: Cost: 200 Reward: +100 trade income
[] Guardian Corps Recruiting Center:Cost: 100 Reward: Guardian Corps recruiting center set up at Kashyyyk, Mandalorian Wookiees
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Kashyyyk
Planetary Shield due to the rampaging fleets, everything else because it has great ROI.
Taris Property:
[] Promised Land Development:
-[] Karada Campus: Cost: 50 Reward: +25 Karada income
-[] Force Academy: Cost: 100 Upkeep: 50 Reward: Increased ability of Nekghoul teams
-[] Nekghoul Guide Contracts: Cost: 50 Upkeep: 25 Reward: Boost to Taris salvage roll
[] System Defenses:
-[] Rapid-Response Fleet: Cost: 300 Upkeep: 100 Reward: Rapid-response fleets set up in Tarisian space
-[] Reinforced Planetary Shields: Cost: 300 Upkeep: 100 Reward: Enhanced planetary shields set up over key locations
-[] KDY Ion Batteries: Cost: 300 Upkeep: 100 Reward: Ion cannon network set up across Taris
[] Private Retreat: Cost: 200 Reward: +100 investment income
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Taris
We're maxing out Taris's defenses -- those Ion Batteries don't come cheap, but they're effective against fleets and super-capital ships. Everything else because... well, it's Taris.
Naboo Mansion:
[] Gungan Economic Development:
-[] Industry Investments: Cost: 150 Reward: +75 investment income
-[] Amphibious Tradeport: Cost: 100 Reward: +50 trade income
-[] Hydrostatic Bubble Engineering: Cost: 200 Reward: +100 investment income
[] Karada Medcenter: Cost: 100 Reward: +50 Karada income
[] Porso Hill Base Reclamation: Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Naboo, Mandalorian Gungans
[] Plasma-Fueled Planetary Shield: Cost: 200 Reward: Plasma-Fueled shield set up.
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Naboo
Shield and System Defenses due to rampaging fleets. I also picked up the Porso Hill Base to see what it might give us military-wise. Guardian Corps to match the rest of the galaxy, and because Mandalorian Gungans are hilarious (and super-effective for amphibious assault). The rest of the investments just give good ROI.
Cato Nemodia Mansion:
N/A
Ord Mantell Compound:
[] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[] Fort Garnik Expansion:
-[] Arsenal: Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[] Drydock: Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[] Barracks: Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[] Command & Control Facilities: Cost: 200 Reward: C&C facilites for CNS military set up
-[] Systemwide Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell
-[] Guardian Corps Barracks: Cost: 100 Reward: Guardian Barracks set up at Fort Garnik
Fort Garnik is the military center for the Neutral Space in the galactic north. At least, that's what was promised. Time to 'make it so'. The shadowport was just a bonus.
Dantooine Facilities:
N/A
Corellia Property:
[] Kas'as Chen'ru Den Excavation: Cost: 100 Reward: +25 salvage income, second roll for Corellia system set up
[] Drall Recruiting Office: Cost: 150 Upkeep: 75 Reward: Learning bonus
Kas'as Chen'ru Den because salvage rolls are best, and Drall Recruiting because default bonuses are better.
Sullust Facility:
[] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[] Sullustan Recruitment Center: Cost: 150 Upkeep: 50 Rewards: Sullustans recruited, 10% bonus to smuggling income
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Sullust, Sullustan Mandalorians
Wiretaps because that's just who we are, Guardian Corps to keep pace with the rest of the galaxy, and Sullustan Recruiting to boost our smuggling upgrades across the galaxy.
Arkania Facility:
[] Large-scale Wiretaps: Cost: 50 Reward: +25 investment income
[] Karada Research Complex: Cost: 100 Rewards: +50 Karada income
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Arkania, Arkanian Mandalorians
Pretty much the same as Sullust; this is who we are.
Tibannopolis:
[] Shadowport: Cost: 50 Reward: +25 smuggling income
[] Tibanna Gas Weapons Factory: Cost: 200 Reward: +100 military income, increased potency of weaponry
Great income, and improves all of our forces' weapons.
Lorrd Property:
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Lorrd, Mandalorian Lorrdians
Keeps pace with our expansion through the rest of the galaxy
Starfighters for defense, archaeology teams for action economy.
Yavin Outpost:
[] Defense Grid: Cost: 50 Reward: Defenses set up for archaeology facilites
[] Orbital Trading Post: Cost: 200 Reward: +50 trade income, ability to expand station
[] Probe Droid Supply: Cost: 150 Upkeep: 75 Reward: Boost to archaeology rolls
[] Ecological Exports: Cost: 100 Reward: +25 smuggling income, mass-produced grenade fruit
Orbital Trading Post unlocks all kinds of sweet upgrades, and the Probe Droids will help us unlock all the awesome things to be found on Yavin IV.
Thyferra Facility:
[] Aegis Security Facility: Cost: 75 Reward: +25 income, defenses established
[] Large-Scale Wiretaps: Cost: 50 Reward: +25 Information income
[] Covert Karada Research Complex: Cost: 300 Reward: Facility covertly built for the purpose of reverse-engineering bacta
[] Smugglers Den: Cost: 100 Reward: +50 smuggling income
Aegis Security and wiretaps for obvious reasons, and a Karada Complex to hopefully unlock our work with the native Vratix
Mustafar Facility:
[] Aegis Security Facility: Cost: 75 Reward: +25 income, defenses established
[] Large-scale Wiretaps: Cost: 50 Reward: +25 Information income
[] Svivreni Crystal Mines: Cost: 150 Rewards: +50 mining income, secondary source of lightsaber crystals gained
[] Blackguard Enclave: Cost: 150 Upkeep: 75 Rewards: Blackguard enclaves set up, boost to Blackguard rolls
[] Salvage/Archaeology Teams: Cost: 100 Reward: +25 Salvage income, per turn roll for other benefits
Aegis Security, wiretaps, and salvage by default; Blackguard Enclave because that will be awesome, and Svivreni Mines for those lightsaber crystals.
Changelog:
Fixed error on balance sheet (Karada upkeep on the Chu'unthor did not appear in the final calculation) and removed 'High-Society Matchmaking' (Naboo upgrade) to compensate.
I decided against assigning Asajj to help out (which would have guaranteed a supercrit, with a final bonus of +103 to our roll) in favor of assigning her to the Jebble Box and letting Cheriss learn from the Jedi Builders.
So we are going for supercrit vs talzin, that should be interesting. Also when do we do the roll to see if the force bond gives Asajj or Ciaran a force skill from the other?
It's more of consensus-building and making a plan that takes the suggestions and discussions made into consideration, rather than multiple competing plans.
It's more of consensus-building and making a plan that takes the suggestions and discussions made into consideration, rather than multiple competing plans.
If you can think of a scenario where not having pocket change kills us, then I'm all ears. But we used to do that, keep 500 or 1000 credits in reserve, and it never once came in handy, because most ways people have to hit our wallets doesn't hurt our treasury, it hurts our income going forward, like Palpatine's taxes.
Worst case scenario, we critical fail some action and spend more money than we have. We take out a loan for a few hundred credits, tighten our belts a bit next turn, and pay it off three months later because we make so much more than we spend on unavoidable upkeep costs.
But buying things gives us bonuses, options, and even more money. It's more likely those things save us than a few hundred credits stockpiled for a rainy day.