Voting is open
That is if TFU is taken as canon to this timeline, at least 100%. Plus, Kanuas lived in the Jedi Temple for years back in the days of the Republic so he may have found secrets that Starkiller did not.

So @Daemon Hunter How do the events of the Force Unleashed games factor in to this quest?

Starkiller never killed Vader or the Emperor, although he was a person that existed. They were just a lot weaker than what they were in the games. As for the temple, it hasn't been looted yet.
 
I would ask why you want to have the diplo corps agents instead of Zaarin

I would be amenable to decide what to do with Zaarin, but I also want to take Command Codes this turn and I suspect a potential anti-synergy between those two actions, so I'm pospoting the Zaarin action for next turn in order to ensure that we can safely make us of Zaarin's Command Codes as well. (but I'm open towards taking it this turn as well)
 
[] Plan: Moving Forwards
Martial:
-[] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
Diplomacy:
-[] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
Stewardship:
-[] Targeted Uplifts - Your empire isn't the most developed. And uplifting worlds is an incredibly expensive process that takes decades for an investment to be recouped. But Vipik would be remiss not to offer this as a possibility. Even without the minor economic growth, the 5% increase in shuttle production capacity and maintenance facilities would allow for increased strategic flexibility. Cost: 2500. Time: 1 turn. Reward: Increase maintenance and shuttle shipyards by 5%. +17 income.
Intrigue:
-[] Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
-[] Maw Installation - Thanks to Cen Kam, you have uncovered the location of a secret research facility known as the Maw Installation, originally formed by the late Grand Moff Tarkin. With some effort, it should be possible to influence the Maw Installation to focus its efforts in a manner you would approve of. Alternatively, you may try to outright take whatever scientists, data, and prototypes the facility has managed to produce and put them to work under the Empire of the Hand officially. A simpler matter would be to destroy the entire Maw Installation to ensure nothing can come about to threaten you, but this would naturally prevent you from positively benefiting from it. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Fate of the Maw Subvote.
-[] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
Learning:
-[] Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
Lore:
-[] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
Personal:
-[] Personal Attention - You have found that one of the tasks you have resolved to undertake is in need of a more direct touch. You will take a personal interest in this activity to ensure it succeeds... or in the more pessimistic view, does not fail too horribly. Cost: None. TIme: 1 turn. Reward: Applies Thrawn's bonuses to a particular action in addition to your advisors'.
--[] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.

Cost: 4,100
Upkeep: +10
Income: +17

I know I said before that we should either talk to Kaunas or get our advisors bodyguards, but looting Palpy's stashes is something that is so important that I feel it warrants our immediate attention, since failure could easily mean ending up at the top of the Dark Lord's hit list once the Dark Empire comes into play.
 
Last edited:
I know I said before that we should either talk to Kaunas or get our advisors bodyguards, but looting Palpy's stashes is something that is so important that I feel it warrants our immediate attention, since failure could easily mean ending up at the top of the Dark Lord's hit list once the Dark Empire comes into play.

None of your Intrigue actions are Loot Palpatine's Stashes, even though you are taking a Personal Attention for that action... You may want to replace either Maw Installation or Jedi Temple with Palpatine's Stashes.
 
None of your Intrigue actions are Loot Palpatine's Stashes, even though you are taking a Personal Attention for that action... You may want to replace either Maw Installation or Jedi Temple with Palpatine's Stashes.
Oh, my bad. I've never made a plan for a quest before, so I didn't know the right way to put in that option. I'll fix that immediately.
 
Last edited:
[X] Plan Make Out Like A Bandit
-[X] Lay the Foundation for Force Wielders within the Army and Navy
-[X] Insert Espionage Agents into the Diplomatic Corps
-[X] Government Subsidies For Small Businesses
-[X] Loot the Jedi Temple
-[X] Loot Palpatine's Stashes
-[X] Use Your Command Codes
-[X] Clone Wars Era Clone Template
-[X] Create the Order
-[X] Spend Time With
--[X] Kanuas

[X] Plan Loot Something Else
-[X] Lay the Foundation for Force Wielders within the Army and Navy
-[X] Insert Espionage Agents into the Diplomatic Corps
-[X] Government Subsidies For Small Businesses
-[X] Maw Installation
-[X] Loot Palpatine's Stashes
-[X] Use Your Command Codes
-[X] Clone Wars Era Clone Template
-[X] Create the Order
-[X] Spend Time With
--[X] Kanuas
 
Last edited:
[X] Plan Subterfuge and Improvement
-[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
-[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
-[X] Government Subsidies For Small Businesses - The backbone of any modern economy is, unlike what some may believe, not its major corporations. They simply form the majority of revenue. It is the everyday, simple business owner who keeps the greater financial situation stable and allows for real growth over time... if the conditions permit them to do so. The Treasurer proposes a subsidy on these ventures, with the intended goal being a greater rate of employment among the adult population and thus greater long-term gains. Cost: 2000. Time: 1 turn. Reward: ~200 income increase.
-[X] Investigate the Unknown Unknowns - The recent bombing of Kashyyyk and the anonymously funded bounty on your head were not able to be traced to any of the great powers of the galaxy despite your impressive galactic intelligence network. One cannot fight the unseen, and whoever or whatever this ghost is, it has the power to devastate entire planets and move tens of trillions of credits for the purpose of eliminating galactic political figures. However, a paper trail must exist, and with enough effort, it can and will be found. Cost: 200. Upkeep: None. Time: 1 turn?. Reward: Investigate the Unknown Unknown.
-[X] Create Better Espionage Infrastructure - At the moment, your intelligence networks have been largely maintaining their operations through impeccable training and vital contacts, but there are other ways to improve their performance. Cen Kam has suggested a series of materials to support her agents, including but not limited to: more numerous boltholes, assignment of personnel to smuggling organizations, putting smuggling groups in your pocket, better identity forgery systems, better monitoring devices, and more potent spyware. This will not be a small investment, but it should significantly improve field performance. Cost: 400. Upkeep: 150. Time: 1 turn. Reward: Several Improvements to Your Intelligence Services.
-[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
-[X] Research Flash Memory for Clones - One of the problems with your current clones is the training process that makes them so useful. By uploading skill sets into them, you can create an army of skilled laborers and soldiers at a moment's notice. A rather potent weapon to wield. Cost: 50. Time: 1 turn. Reward: Clone flash memory.
-[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
-[X] Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.

[X] Plan Stealing Secrets
[X] Plan Loot Something Else
 
Last edited:
[X] Plan Loot Box
-[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
-[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
-[X] Targeted Uplifts - Your empire isn't the most developed. And uplifting worlds is an incredibly expensive process that takes decades for an investment to be recouped. But Vipik would be remiss not to offer this as a possibility. Even without the minor economic growth, the 5% increase in shuttle production capacity and maintenance facilities would allow for increased strategic flexibility. Cost: 2500. Time: 1 turn. Reward: Increase maintenance and shuttle shipyards by 5%. +17 income.
-[X] Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
-[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
-[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
-[X] Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
-[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
-[X] Personal Attention - You have found that one of the tasks you have resolved to undertake is in need of a more direct touch. You will take a personal interest in this activity to ensure it succeeds... or in the more pessimistic view, does not fail too horribly. Cost: None. TIme: 1 turn. Reward: Applies Thrawn's bonuses to a particular action in addition to your advisors'.
--[X] Loot Palpatine's Stashes

With any luck, this will give us access to the Emperor's Storehouse, Mount Tantiss, or even the Telos Holocron (Sidious is one of the gatekeepers, believe it or not). Also fits with Thrawn's character from the books, since he took point on tracking down Mount Tantiss and Wayland.
 
[X] Plan Stealing Secrets
-[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
-[X] Insert Espionage Agents into the Diplomatic Corps - A low priority suggestion from Cen Kam, but adding agents into the diplomatic corp would help ensure that lower-level intelligence leaks less. While it certainly wouldn't prevent it all, it would manage to reduce the quantity by a significant margin. Cost: 100. Upkeep: 10. Time: 1 turn. Reward: Reduced information on broad actions taken by your empire available to others.
-[X] Bureau of Internal Revenue - Collecting taxes is a topic of great difficulty for governments. By creating a linked branch between intelligence services and the treasury, you could ensure that taxes collected each year are accurate. Cen Kam is willing to work overtime assisting with the creation of the BIR, and the increased revenue would be welcome. Cost: 400. Time: 1 turn. Reward: ~150 income increase. Tax fraud is now harder.
-[X] Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
-[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
-[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
-[X] Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
-[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
-[X] Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.

I REALLY think we should hold off on Government Subsidies For Small Businesses till we deal with the labor shortage. It's supposed to increase the rate of hiring but we already are short of people to hire.

Best to wait till we have a labor pool to work with I think.
 
Out of curiosity, do we have like ALL the plans for advanced Tie designs now?

Just phasing out regular Ties would be a massive force multiplier, let alone replacing them with some of the best ships in setting like the Defender.

People aren't going to know what hit them when our new ships don't just die when grazed by anything.

So excited. 🥳
 
Last edited:
[X] Plan Invest and Profit
-[X] Tie Replacement
-[X] The Fate of Zaarin
-[X] Bureau of Internal Revenue
-[X] Prepare For Coup
-[X] Loot Palpatine's Stashes
-[X] Maw Installation
-[X] Research Flash Memory for Clones
-[X] Create the Order
-[X] Create An Art Gallery

TIE replacements are just too big a boost to our capabilities to not implement.
Zaarin can be handled quickly, and whether we put him to work or give him a trial, we can spin it to our benefit either way.
An IRS equivalent will both stamp down on corruption and help solve our solvency issues.
A coup within the Empire would be a huge, well, coup, but it needs time to set up. Better start now than in the midst of a crisis.
Palpatine's stash and the Maw are best handled now, before something comes up. Even if we don't end up using anything in there, making sure no-one else uses them is worthwhile in itself.
Flash memory for clones makes them so much more useful.
We do need to create an order, and further antagonizing our Force adviser without cause isn't smart (though we definitely need to further investigate the dude, probably next action).
And we know how much mileage Thrawn can get out of an art gallery.
 
[X] Plan Safety Net and Gubbins

-[X] Military choose 1
--[X] Systemic Fortification Construction Stage 1 - Your navy is … still anemic. With a mere few hundred vessels and 100 times that many planets, any war would see your worlds being taken in short order. Ships are far too expensive, and so your only option is defensive installations. Voss did make this as his brainchild, and thanks to your advice, this first stage will cover worlds of importance as well as those positions near potential hostile forces. Cost: 400. Upkeep: 3. Time: 1 turn. Reward: Fortifications on key worlds and those in danger capable of repelling minor fleets on their own.

-[X] Diplomacy choose 1
--[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.

-[X] Stewardship choose 1
--[X] Government Subsidies For Small Businesses - The backbone of any modern economy is, unlike what some may believe, not its major corporations. They simply form the majority of revenue. It is the everyday, simple business owner who keeps the greater financial situation stable and allows for real growth over time... if the conditions permit them to do so. The Treasurer proposes a subsidy on these ventures, with the intended goal being a greater rate of employment among the adult population and thus greater long-term gains. Cost: 2000. Time: 1 turn. Reward: ~200 income increase.

-[X] Intrigue choose 3
--[X] Maw Installation - Thanks to Cen Kam, you have uncovered the location of a secret research facility known as the Maw Installation, originally formed by the late Grand Moff Tarkin. With some effort, it should be possible to influence the Maw Installation to focus its efforts in a manner you would approve of. Alternatively, you may try to outright take whatever scientists, data, and prototypes the facility has managed to produce and put them to work under the Empire of the Hand officially. A simpler matter would be to destroy the entire Maw Installation to ensure nothing can come about to threaten you, but this would naturally prevent you from positively benefiting from it. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Fate of the Maw Subvote.

--[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.

--[X] Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???

-[X] Learning choose 1
--[X] Research Countersecurity Improvements - One of the many vulnerabilities in security are electronics. Astromechs are a plague on well-built systems, and while there are methods to avoid this issue, many of them are kept closely guarded secrets. Funding research into the field would be a worthwhile use of funds. Cost: 400. Upkeep: 100. Time: 1 turn. Reward: Increased bonus to countersecurity.

-[X] Lore choose 1 locked 1
--[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.

-[X] Personal choose 1 locked 1
--[X] Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.


Alright here is my plan for this turn.

For military I went with fortifications as it frees up more ships for patrol and we should wait on new fighters until the study actions are done. That way we get the best of what will be available then.

For Diplomacy Zaarin subvote it is because we can choose how best to use him there. And just keeping him waiting will make any choice later to be less effective.

For Stewardship with the droids and clones coming up we need to prop up the core of our economy so small businesses need to get the boost now. Combined with fixing the worker shortage it should stall any more spiraling down effects and might be entertaining to start reversing it.

For Intrigue looting both the temple and Palpatine's storehouses will give us a lot of equipment and data. Plus combined with both sets of command codes we should be able to make out very well. Though I could swap the temple for the MAW as that and the storehouses would likely work better with the command codes. In fact that is exactly what I will do. Temple can wait one turn.

For learning once we get the stuff from the storehouses we are likely to get some of the stuff for cloning from there. Plus countersecurity is one of our strong points and with our increasing actions and the bounties out now we need to stay on top of things. The other techs are ones that honestly do not matter to us right now.

Lore there is only one clear choice we start the order and finally name it.

For personal like I said countersecurity is important so getting everyone on the top a bodyguard unit is smart.

@Daemon Hunter why didn't we get a choice on the bounty hunter that Kaine gave us? He seems useful so Thrawn would make some choice on how to deal with him.
 
[X] Plan Stealing Secrets
[X] Plan: Moving Forwards

I like invest and profit too, except the Coup seems kind of unnecessary? There's little reason to do so right now, especially relative to all the other actions we could take instead.
 
Last edited:
[X] Plan: Moving Forwards
Martial:
-[X] Tie Replacement - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
Diplomacy:
-[X] The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
Stewardship:
-[X] Targeted Uplifts - Your empire isn't the most developed. And uplifting worlds is an incredibly expensive process that takes decades for an investment to be recouped. But Vipik would be remiss not to offer this as a possibility. Even without the minor economic growth, the 5% increase in shuttle production capacity and maintenance facilities would allow for increased strategic flexibility. Cost: 2500. Time: 1 turn. Reward: Increase maintenance and shuttle shipyards by 5%. +17 income.
Intrigue:
-[X] Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
-[X] Maw Installation - Thanks to Cen Kam, you have uncovered the location of a secret research facility known as the Maw Installation, originally formed by the late Grand Moff Tarkin. With some effort, it should be possible to influence the Maw Installation to focus its efforts in a manner you would approve of. Alternatively, you may try to outright take whatever scientists, data, and prototypes the facility has managed to produce and put them to work under the Empire of the Hand officially. A simpler matter would be to destroy the entire Maw Installation to ensure nothing can come about to threaten you, but this would naturally prevent you from positively benefiting from it. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Fate of the Maw Subvote.
-[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
Learning:
-[X] Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
Lore:
-[X] Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
Personal:
-[X] Personal Attention - You have found that one of the tasks you have resolved to undertake is in need of a more direct touch. You will take a personal interest in this activity to ensure it succeeds... or in the more pessimistic view, does not fail too horribly. Cost: None. TIme: 1 turn. Reward: Applies Thrawn's bonuses to a particular action in addition to your advisors'.
--[X] Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.

Cost: 4,100
Upkeep: +10
Income: +17
 
Last edited:
[X] Plan Make Out Like A Bandit

What was that Kreia quote* about the republic being a shell around the jedi so the jedi can be the true protectors of the republic's people or what ever it was? That plus the observation that events revolve around force users means its in our best interest to have our own poserful force order as a counter to the order of the guy who was able to convince Darth Vader to commit regicide-suicide. Ensuring there is mutual trust between ourselves and Kanuas is in probably the most important thing we should be doing. Otherwise we can't oppose Skywalker's plot armor.

*No seriously, why can't I find it?
 
[X] Plan: Moving Forwards
-[X] Tie Replacement
-[X] The Fate of Zaarin
-[X] Targeted Uplifts
-[X] Loot the Jedi Temple
-[X] Maw Installation
-[X] Loot Palpatine's Stashes
-[X] Clone Wars Era Clone Template
-[X] Create the Order
-[X] Personal Attention: Loot Palpatine's Stashes

What was that Kreia quote* about the republic being a shell around the jedi so the jedi can be the true protectors of the republic's people or what ever it was? That plus the observation that events revolve around force users means its in our best interest to have our own poserful force order as a counter to the order of the guy who was able to convince Darth Vader to commit regicide-suicide. Ensuring there is mutual trust between ourselves and Kanuas is in probably the most important thing we should be doing. Otherwise we can't oppose Skywalker's plot armor.

*No seriously, why can't I find it?

Is this the one you're looking for? The only place I could find it was at the end of this tribute video: Darth Sidious - Cleansing Fire (the quote starts at around 4:42) by Dudufilm.

"The Republic was never what was important, ever. It was but a shell that surrounds the Jedi, just as the teachings of the Jedi are a shell surrounding the heart of Man."
 
Remember the temple can wait. The MAW and the storehouses are far more immediate. The temple hasn't been looted in over 2 decades the it can wait another 4 months.

Also a coup in the Empire is not in our interest we want Ice Heart because we can predict her and more importantly she is sending us people that she doesn't like but are very good at their jobs.
 
Maybe I'm mistaken, but shouldn't there be an additional advisor action selected for our military?

You do, Farryn just hasn't selected it yet as she's going to make that choice based on what you pick.

@Daemon Hunter why didn't we get a choice on the bounty hunter that Kaine gave us? He seems useful so Thrawn would make some choice on how to deal with him

You chose not to use your intelligence reports in the meeting with Kaine and he didn't see it necessary to give up Solus as a bargaining chip. So he kept him for his own purposes.
 
Voting is open
Back
Top