Anyway, might as well dig out some ancient notes to produce some discussion for this resurrected corpse. Once you finish the training facilities, you can do doctrine reviews, which eventually lead to choosing one of many Star Wars space and ground warfare doctrines instead of me releasing you into the wild west of just developing whatever you want. All part of reforming the Imperial force structure to be less of a mess. Some of these will not be liked by your subordinates or the other remnants, so you better stock up on IS.

Space
[]Old Republic Doctrine
- Multi-role ships
- Preferance for large ships
- Planetary assault focus
- Expensive
[]Rebell Inspired Doctrine
- Ambush and raiding specialist
- High mobility
- Depends on elite smallcraft and fighters
- Avoid stand up fights
[]New Republic Inspired Doctrine
- Specialist ships
- Space combat focus
- Heavy territorial defenses
- Organization does not support offensives
[]Tarkin Doctrine Babyyy
- Psychological warfare
- Big ships with big guns
- Warcrimes 'r' Us
- Either intimidates the enemy into compliance, or pisses them off
[]Imperial Doctrine
- Large ships
- Multi-role ships
- Firepower focus
- Expensive
[]Separatist Inspired Doctrine
- Numbers focus
- Cheap and low performance per ship
- Will take severe losses in engagements
- Good at replacing lost ships
[]Chrhod Doctrine (Your MC rolled to have a Special Forces focus)
- Capable commanders and crew
- Relatively small numbers
- Large ships
- Difficulty replacing losses

Ground
[]Clone Army Doctrine
- High quality infantry
- Backed by heavy armour
- Casualty tolerant
- Tactically adaptive, strategically inflexible
[]Rebell Inspired Doctrine
- Ambush and raiding specialist
- Backed by close air support
- Needs local supporters
- Uneven quality
[]New Republic Inspired Doctrine
- Combined arms focus
- Needs close coordination between all branches
- Heavy territorial defenses
- Limited offensive capabilities
[]Tarkin Doctrine Babyyy
- Psychological warfare
- Heavy armour backed by large infantry formations
- Warcrimes 'r' Us
- Either intimidates the enemy into compliance, or pisses them off
[]Veers Doctrine
- Heavy armour backed by large infantry formations as anvil
- Limited Combined Arms forces as hammer
- Quantity without costing on the Quality
- Expensive
[]Separatist Inspired Doctrine
- Droid focus
- Uncaring of casualties
- Expensive to set up, cheap to operate
- Very inflexible
[]Chrhod Doctrine (Your MC rolled to have a Special Forces focus)
- High quality forces
- Relatively small numbers
- Very flexible
- Difficulty replacing losses
 
[]Chrhod Doctrine (Your MC rolled to have a Special Forces focus)
- Capable commanders and crew
- Relatively small numbers
- Large ships
- Difficulty replacing losses
[]Chrhod Doctrine (Your MC rolled to have a Special Forces focus)
- High quality forces
- Relatively small numbers
- Very flexible
- Difficulty replacing losses
Depending on how "Difficulty replacing losses" works with our existing difficulty replacing losses, I think these two might be best. Our limited manpower mean that we won't be able to field a large army with vast reserves so we might as well focus on making our inherently small army as elite as possible. The only problem I could see beyond the inherent drawbacks is that the small numbers is relative to our manpower rather than the other doctrines. If we have a relatively small numbers compared to the other doctrines, I support going Chrhod Doctrine. If it is relatively small numbers compared to our manpower reserves, then I would advise against it because we have already limited manpower at our disposal.

Of course, this might all change if we get our clone operations going and increase our manpower pool via it, but I don't see that happening anytime soon as we will need to fix our lack of economy first.
 
So about the "Relatively small numbers" bit, is that relative to the other possible doctrines or relative to our potential manpower?
More relative to the other doctrines. No matter what you choose, all of the doctrines will be colored by your small populations and the limitations that come with it. With the Exegol start you would have always been forced to up a little on the quality compared to the other starts. Putting Chrhod on top of that just means you have even less troops on the battlefield that are all the more elite and hardcore for it.

See it more as a choice for what vibe and aesthetic you want your Remnants military to have.
 
So about the "Relatively small numbers" bit, is that relative to the other possible doctrines or relative to our potential manpower?

Both.

Exegol has a small manpower pool to draw from in the first place, and very high requirements for qualification means that you have trouble drawing in qualified personnel from your already small pool of manpower.

They'll all be absolute ass kickers, but losing troops will hurt all the more because you've so few of them in the first place and they're so capable.
 
@BOTcommander Would it be possible to clone elite soldiers that fit the needs of Chrhod Doctrine? I know that Spaarti probably wouldn't be up for it, but with the Kaminoans, it should be possible if expensive and time-consuming to just clone soldiers that fit our needs with a combination of Kaminoan Cloning Facility and an advanced form of Infantry Soldier Engrams.
 
@BOTcommander Would it be possible to clone elite soldiers that fit the needs of Chrhod Doctrine? I know that Spaarti probably wouldn't be up for it, but with the Kaminoans, it should be possible if expensive and time-consuming to just clone soldiers that fit our needs with a combination of Kaminoan Cloning Facility and an advanced form of Infantry Soldier Engrams.

Using clones for troops would inherently edge towards the Clone Army Doctrine, because the Clone Army Doctrine lets you very effectively leverage the ability to, well, clone more troops.

The difference between a Chrhod Doctrine running on clones and the Clone Army Doctrine is largely in how many clones you are using and what they are trained for, and frankly, scaling for the Clone Army Doctrine is just easier, and might be more cost effective if you are using clones as your sole source of manpower.
 
What is our militarny goal?

Let's figure this out first and then choose doctrines based on the answer.

I'm not gonna lie Chrhod Doctrine combined with us being hidden is highly tempting, but I would like to consider other options.
 
What is our militarny goal?

Let's figure this out first and then choose doctrines based on the answer.

I'm not gonna lie Chrhod Doctrine combined with us being hidden is highly tempting, but I would like to consider other options.
My opinion is that Chrhod is best right now, but that could change in the future depending on how our training turns out.
In my Star Wars cloning roughly works like the following: fast growth time, cheap cost, highly skilled, great numbers, choose two. You can make elite clones in Spartii vats, not just in very great numbers or very cheaply.
So we can pick two of four. Okay, let's see that applies to Chrhod Doctrine. We need highly skilled which means we can only pick one of the other three. Fast growth means we can replenish faster, but it will be expensive and in low numbers. This is arguably doable if we except low output in exchange for a consistent flow of it. Going with great numbers is arguably the opposite where we get a big influx of clones every now and again which gives us more to work with at once, but means waiting a long time for replacements. Cheap cost is going to be the worst deal in my books because while it would be cheap, we would have to wait a long time to get a small number of clones. It might be doable if it is cheap enough we can get a low of them, but it depends on the costs and outputs of each option.

So in summary, I think it is viable to have a clone-backed Chrhod Doctrine, but we need to see the costs and output of each option before can decide which way we are going to go about getting the clones for it.

Now, I could look at the other Doctrines, but I have decided that I want an elite force that strikes from its shadowy secret base when the galaxy least expects it so I am now a proponent of Chrhod Doctrine and will exclusively advocate for it because being an Imperial is all about that style. So instead of addressing the other doctrines and their potential usefulness, I will be looking at how we can use Chrhod Doctrine to fulfil our goal.

We want to unite the Imperial Remnants under our banner and deal with the New Republic. Under Chrhod Doctrine, we won't be able to straight up conquer them via brute force, but with a very elite military strikes from the shadows out of an unknown and secret base, we could use surgical strikes to knock out some opponents before adding them to our ranks, either by convincing their replacement leadership into joining us or by putting our own people in the now empty spots. We then use the fear/intimidation factor of the same happening to them to scare other Imperial warlords into joining us or do the same to them if they refuse.

In this scenario, we won't be straight up conquering and unlikely to be directly ruling, acting more as a hegemon where we operate from our secret capital with our elite military acting as a rapid response to any crises. Meanwhile our new subjects would be buffer states and filler armies, holding territory and performing garrison duties with their less elite and larger military forces. Overtime, this would be supplemented by other means of control to secure our grip such as putting our people into leadership positions or gaining the loyalty of our new subordinates. This is all just theoretical and could easily change if the situation changes, but I feel combining Chrhod Doctrine with our isolated and secret nature would let us become a secret hegemon, uniting the other warlords behind us as we strike from the shadows with unstoppable surprise attacks while they are unable to strike back at us.

For this goal, I want to look at Infantry Soldier Engrams, Vehicle Maintenance Depots and Reverse-engineer Exegol Equipment for the Imperial Army and TIE Pilot Engrams, TIE Pilot Training Facility, Expansive ISD-I Automation Refit Development and Expansive ISD-II Automation Refit Development for the Imperial Navy. Vehicle Maintenance is so we can use our tanks while Reverse-Engineering is so we can make elite equipment for our elite soldiers. Engrams is so we can train our clones as I believe we will need these alongside advanced versions of them to make our clones highly skilled. Meanwhile the ISD Refits is to cut down the manpower requirements of our ships because while the Empire had vast manpower to crew its vessels, we are much more limited on manpower and automating our capital ships will let us stretch it further.

Of course, all of this time take a while, but it should be doable with time and an improved economy.
 
Now, I could look at the other Doctrines, but I have decided that I want an elite force that strikes from its shadowy secret base when the galaxy least expects it so I am now a proponent of Chrhod Doctrine and will exclusively advocate for it because being an Imperial is all about that style. So instead of addressing the other doctrines and their potential usefulness, I will be looking at how we can use Chrhod Doctrine to fulfil our goal.

We want to unite the Imperial Remnants under our banner and deal with the New Republic. Under Chrhod Doctrine, we won't be able to straight up conquer them via brute force, but with a very elite military strikes from the shadows out of an unknown and secret base, we could use surgical strikes to knock out some opponents before adding them to our ranks, either by convincing their replacement leadership into joining us or by putting our own people in the now empty spots. We then use the fear/intimidation factor of the same happening to them to scare other Imperial warlords into joining us or do the same to them if they refuse.

In this scenario, we won't be straight up conquering and unlikely to be directly ruling, acting more as a hegemon where we operate from our secret capital with our elite military acting as a rapid response to any crises. Meanwhile our new subjects would be buffer states and filler armies, holding territory and performing garrison duties with their less elite and larger military forces. Overtime, this would be supplemented by other means of control to secure our grip such as putting our people into leadership positions or gaining the loyalty of our new subordinates. This is all just theoretical and could easily change if the situation changes, but I feel combining Chrhod Doctrine with our isolated and secret nature would let us become a secret hegemon, uniting the other warlords behind us as we strike from the shadows with unstoppable surprise attacks while they are unable to strike back at us.
Everything Oshha is saying makes sense from a strategic standpoint. Low population and a remote core means leaning into elite military and indirect rule - ask the British, especially before the Agricultural Revolution.
 
Also for the future, you can totally buy multiple phases of things with the subordinate option. Just pay the appropriate amount of Rs.
 
Another option is an Old Republic/Veers combined navy/army doctrine, backed by clones, with an emphasis on large numbers of cheap clones.

Slow in some ways, yes, not particularly skilled clones, yes, but I think it gives Exegol an absolutely massive population growth potential and the massive forces Exegol can call upon themselves lets them leverage that potential into getting the Imperial Remnants into a single alliance that can then negotiate with the New Republic for a settled peace.

Exegol may not ever be a contender for taking over the galaxy, certainly not in the scope of the game, but it doesn't need to be, it just needs to be a hard enough nut to crack that nobody wants to take it and its friends.
 
Vote closed
[X] Plan Oshha
-[X] Maglev Line Expansion (Phase 3), 2 Dice, (20R & 3.00%)
-[X] Water Treatment Plants (Phase 2 of 2), 1 Die, (15R & 57.00%)
-[X] Computer Assembly Plant (Phase 1) (Personally), 2 Dice, (40R & 57.22%)
-[X] Subsurface Mines (Phase 1) (Subordinate), 1 Die, (90R & Autopass)
-[X] Bacta Farms (Personally), 2 Dice, (50R & 0.00%)
-[X] Food Processing Facility (Subordinate), 1 Die, (80R & Autopass)
-[X] Insert local double agents, 3 Dice, (10R & 98.04%)
-[X] BRT Supercomputing System Installation (Infrastructure (Stage 1)), 2 Dice, (40R & 60.84%)
-[X] BRT Supercomputing System Installation (Industry (Stage 1)), 1 Die, 1 Free Dice (40R & 60.84%)
-[X] Storage Maintenance, 3 Dice, (45R & 73.55%)
-[X] Stormtrooper Training Facilities, 1 Die, (15R & 92.00%)
-[X] [Establish Patrols, 2 Dice, (0R & 93.34%/70.74%/43.71%)
-[X] Allow undercover agents to act outside the Unknown Regions, 1 Die, (0R & 100.00%)

Scheduled vote count started by BOTcommander on Jan 5, 2023 at 2:59 PM, finished with 28 posts and 7 votes.

  • [X] Plan Oshha
    -[X] Maglev Line Expansion (Phase 3), 2 Dice, (20R & 3.00%)
    -[X] Water Treatment Plants (Phase 2 of 2), 1 Die, (15R & 57.00%)
    -[X] Computer Assembly Plant (Phase 1) (Personally), 2 Dice, (40R & 57.22%)
    -[X] Subsurface Mines (Phase 1) (Subordinate), 1 Die, (90R & Autopass)
    -[X] Bacta Farms (Personally), 2 Dice, (50R & 0.00%)
    -[X] Food Processing Facility (Subordinate), 1 Die, (80R & Autopass)
    -[X] Insert local double agents, 3 Dice, (10R & 98.04%)
    -[X] BRT Supercomputing System Installation (Infrastructure (Stage 1)), 2 Dice, (40R & 60.84%)
    -[X] BRT Supercomputing System Installation (Industry (Stage 1)), 1 Die, 1 Free Dice (40R & 60.84%)
    -[X] Storage Maintenance, 3 Dice, (45R & 73.55%)
    -[X] Stormtrooper Training Facilities, 1 Die, (15R & 92.00%)
    -[X] [Establish Patrols, 2 Dice, (0R & 93.34%/70.74%/43.71%)
    -[X] Allow undercover agents to act outside the Unknown Regions, 1 Die, (0R & 100.00%)
    [X] Plan: Fancy homes for not so fancy Imperials
    -[X]Luxury Residences
    --[X]Subordinate(40 Resources)(-3 Basing, +2 Consumer Goods)(+6 IS)(moderate rise in corruption) 1D
    -[X]Luxury Residual Accommodations (Phase 1 of 3)
    --[X]Subordinate(40 Resources)(+2 Consumer Goods, -4 Basing)(+1 IS)(small rise in corruption) 1D
    -[X]Water Treatment Plants (Phase 2 of 2) 1D
    -[X]Shuttle Assembly Hangars 3D + 1 Free Die
    -[X]Bacta Farms
    --[X]Personally(Progress 118/400 25 resources per Die)(+3 Strategic Goods, -3 Capital Goods, -3 Labor, -4 Basing, +6 Health) 2D
    -[X]Orbital Farms (Phase 7) 1D
    -[X]Insert local double agents 2D
    -[X]Domestic Rapid Response Kill Teams 1D
    -[X]BRT Supercomputing System Installation (Completing all suboptions to Stage 1 nets +2 to all Dice)
    --[X]Service (Stage 2)(49/200 20 Resources per Die)(-1 Capital Goods)(+3 to Service Dice) 3D
    -[X]Storage Maintenance 2D
    -[X]Stormtrooper Training Facilities 1D
    -[X]Expansive ISD-I Automation Refit Development 1D
    -[X]Allow undercover agents to act outside the Unknown Regions 1D
    -[X]Strategic Planning 2D
BOTcommander threw 2 100-faced dice. Reason: Maglev Line Expansion Total: 140
89 89 51 51
BOTcommander threw 1 100-faced dice. Reason: Water Treatment Plants Total: 2
2 2
BOTcommander threw 2 100-faced dice. Reason: Computer Assembly Plant Total: 98
80 80 18 18
BOTcommander threw 2 100-faced dice. Reason: Bacta Farms Total: 34
21 21 13 13
BOTcommander threw 3 100-faced dice. Reason: Insert local double agents Total: 181
7 7 98 98 76 76
BOTcommander threw 2 100-faced dice. Reason: BRT Infra Total: 126
50 50 76 76
BOTcommander threw 2 100-faced dice. Reason: BRT Industry Total: 106
100 100 6 6
BOTcommander threw 3 100-faced dice. Reason: Storage Maintenance Total: 65
32 32 29 29 4 4
BOTcommander threw 1 100-faced dice. Reason: Stormtrooper Training Faciliti Total: 17
17 17
BOTcommander threw 2 100-faced dice. Reason: Establish Patrols Total: 104
52 52 52 52
BOTcommander threw 1 100-faced dice. Reason: Unrest Stuff Total: 75
75 75
BOTcommander threw 2 5-faced dice. Reason: Corruption Total: 5
3 3 2 2
BOTcommander threw 2 100-faced dice. Reason: Kuat vs New Republic Total: 135
82 82 53 53
BOTcommander threw 2 100-faced dice. Reason: Fondor vs New Republic Total: 101
48 48 53 53
BOTcommander threw 1 100-faced dice. Reason: Corruption Total: 99
99 99
 
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So Kuat beat back the NR, that is very good for us long term and gives the other Warlords and Remnant states more time
 
Water treatment plants rolls an oof.
Phase 1 computer plant should be done with the +3 per dice.
Phase 1 of both BRT actions looks done, I like the nat100 on industry BRT.
 
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