To a degree to remove their worse excesses, but we can't get rid of them entirely. This is because we are part of the Imperial elite and our powerbase and legitimate resides with them. Getting rid of them means obliterating our own powerbase.
That said, if we get enough clones and ensure that they are indoctrinated to be personally loyal to our player character, then we might be able to pull off a coup by replacing the Imperial elite with brainwashed clones as our power base.
Just remember that the Imperial elite aren't a separate thing from us because we are playing as part of the Imperial elite.
So next turn, I think we should start looking at better living conditions since it will have been a year since we arrived at Exogol. Assuming my plan wins and we don't get terrible rolls on Maglev, we should have the Logistics to have our subordinate set up some mines. Meanwhile we can use Industry dice to do Shuttle Assembly Hangars, which should have a decent chance of finishing, to give us Logistics for the following turn. This frees up our Infrastructure Dice to get us, wait for it, more Basing. Why Basing? Because we are starting to run low on it. Once we have the income and Basing to afford it, we can do both luxury housing options via subordinates, but right now, we lack the basing to get it all done not to mention how many other projects require basing.
Not really viable. It has a high progress to it so we won't be getting those Logistics anytime soon and more importantly, it costs Basing when we are trying to get more of it at the same time as Logistics. It is something to look at, but I would put it as something to do once we have sufficiently luxurious housing that no one is seriously complaining about their accommodations.
Partaking in the Fondor looting got you:
1600 Resources
8 cap goods
2 strat goods
transported in enough shuttles and cargo freighters that turn into a nice, additional 10 logistics for you at home
As for Kuat...
A long time ago in a galaxy far, far away...
STAR WARS
Episode VII
HEIRS OF THE EMPIRE
It is a time of great celebration in the galaxy. The Rebellion, now known as the New Republic, has triumphed over the oppressive Galactic Empire and taken control of the capital planet, Coruscant. The Empire, on the retreat everywhere, has been driven back to a few remaining pockets of resistance.
One such place is the important shipyard world of Kuat, where a group of Imperial holdouts refuse to surrender despite the New Republic's massive assault. Led by a ruthless and cunning commander, these remnants are determined to fight to the bitter end, vowing to never allow the New Republic to fully claim victory.
As the two sides clash in epic space battles and engage in desperate ground skirmishes, a small group of rebels finds itself caught in the middle. With the fate of the galaxy hanging in the balance, they must decide where their loyalties lie and what they are willing to sacrifice in order to bring an end to the conflict once and for all.
One such place is the important shipyard world of Kuat, where a group of Imperial holdouts refuse to surrender despite the New Republic's massive assault. Led by a ruthless and cunning commander, these remnants are determined to fight to the bitter end, vowing to never allow the New Republic to fully claim victory.
I wonder whether New Republic Canon demilitarization is more or less likely in this scenario, or whether we are looking at something closer to Legends level of New Republic militarization as a result of such a fallout.
Partaking in the Fondor looting got you:
1600 Resources
8 cap goods
2 strat goods
transported in enough shuttles and cargo freighters that turn into a nice, additional 10 logistics for you at home
Okay, this is huge. Like really huge. Cap Goods means we have a few turns of respite in that area while Logistics and Resources means we can afford to up our income. Heck, we will even be able to splurge a bit to get a few of the rarer projects though Labour and Basing will be a concern. Looking at things, it seems like that for the near future, the main holdups will be Basing and Labour. We might want to look at some of the high Resource, but low Progress projects. Military will be good for that, but we have two ongoing projects there already.
And then there is the Recruitment drive. We hit all three tiers so we are looking at some potentially game-changing options that we won't know about until the results update drops.
Does infiltrating a Imperial remnant improve how much we can loot from it? The text for Funnel Fondor Resources implied we could have gotten better results if we had a chance to infiltrate the place us.
Does infiltrating a Imperial remnant improve how much we can loot from it? The text for Funnel Fondor Resources implied we could have gotten better results if we had a chance to infiltrate the place us.
It most certainly does. Imagine being able to knowing what assets they have where, who is in charge and making some friendly connections with the right people can do if one day you jump out and say. "Hey, do you want to surrender to those rebels? I know a place far away from here where your family is safe and we can live to fight another day. Long live the Empire."
It is a time of great celebration in the galaxy. The Rebellion, now known as the New Republic, has triumphed over the oppressive Galactic Empire and taken control of the capital planet, Coruscant. The Empire, on the retreat everywhere, has been driven back to a few remaining pockets of resistance.
One such place is the important shipyard world of Kuat, where a group of Imperial holdouts refuse to surrender despite the New Republic's massive assault. Led by a ruthless and cunning commander, these remnants are determined to fight to the bitter end, vowing to never allow the New Republic to fully claim victory.
As the two sides clash in epic space battles and engage in desperate ground skirmishes, a small group of rebels finds itself caught in the middle. With the fate of the galaxy hanging in the balance, they must decide where their loyalties lie and what they are willing to sacrifice in order to bring an end to the conflict once and for all.
The battle in the space surrounding Kuat escalated to a new level last month near the planet of Tetla neighboring Kuat. New Republic forces under the command of Admiral Ackbar had attempted a focused and amassed push deep into the Imperial held territory into the space near Kuat to destroy or damage the important logistical spaceports Kenner depends upon. The Bellonah and much of his rapid reaction force was planned to be tied down in a diversion attack further to the galactic north, leaving only two Golan battlestations and a small garrison force to defend.
The attack proceeded well, starfighter elements under the lead of a Rogue Squadron descending to the surface to attack the important surface infrastructure while the fleet tied up the Imperial navy elements in orbit. Before the operation was completed however, the Bellonah and much of Kenner's rapid reaction force dropped out of hyperspace behind the New Republic strikeforce. The Bellonah and her escorts were on the brink of failure, their power systems nearly overloaded from how hard they had been pushed, racing to Tetla.
Trapped between the Golans and the Bellonah, the battle in space quickly descended into a meat grinder, General Solo calling for a full retreat before the strike force could be chewed up. The starfighter force and Rogue Squadron were forced to break off their assignment, rejoining the space battle and disabling both Golan IIs, enabling the New Republic forces to retreat around the planet, Kenner unable to follow behind due to the failing power systems of the Bellonah. The month after that only saw fighting between smaller scouting and skirmishing groups, the biggest battle aside from that occurring between a ISD-I and a few Nebulon-Bs that ran into each other near a Nebula, while both fleets spent time to regroup and repair. With Imperial elements collapsing near Fondor, it will not take much time until the last holdouts in that sector of space have been defeated, enabling the fleet assets to be shuffled to the Kuat frontline. You cannot tell if it will be enough to defeat Kenner, who so far has shown remarkable success in forcing the New Republic into risky, but costly engagements.
In worse news your fears turned true, when after another month of destructive fighting, Moff Merin was assassinated by her second in command, who immediately signaled readiness for surrender. Panic followed as what remained of the Imperial command and administrative structure descended into chaos and infighting, assassinations and open revolt. In all too many cases, Imperial elements simply fled, hoping to find safe haven and someone to pledge their loyalty to elsewhere.
With some more time to gather news, the first reports about the mid and outer rim warlords have reached your desk. Scariff is one of them. Even if the main facility and the planet's ecology were destroyed, the Imperial Center of Military Research nevertheless remained an important location for the Empire's military industrial efforts. Director Sin is for now laying low, using the planet as a beacon to rally assets to his cause. Rumors speak of the many experimental and powerful prototype projects under the Directors command, but so far none have been confirmed.
Eriadu as one of the Outer-Rims most prosperous worlds is doing anything but laying low. The spirit and call for resistance against the tyrannical new Republic is very strong here and Moff Tarkin, a nephew of the Grand Moff seems intent to use the planet's industrial might to carve out his own Imperial domain in the Outer RIm territories while the New Republic is busy elsewhere.
Pinning down who exactly is operating out of Kessel is almost impossible. It is difficult to even find any serious Imperial presence on the world, but sources tell you there is a powerful warlord operating a remnant from here. If they do, it is from the Shadows, using the rock's long connection to organized crime to operate.
From what your agents could gather. Ord Mantell and Grand Admiral Xin seem to attract a large number of Imperial Fleet assets fleeing the heavy fighting in the core regions. The world's vast wealth in scrap appears to be utilized into countless many scrap defense- and dockyard stations that make you question the sanity of Xin from your reports, but more information might shed light on whatever is going on there.
Mustafar produces the news that makes you giggle. You don't exactly know who is at the top of the Mustafar Remnant, but apparently they have crowned themselves Emperor in succession to Palpatine, running around in black, full body armor reminiscent of Darth Vader. While you cannot help but not take this seriously, it seems many of Fondor's escapees have sought refuge here. From what you know the planet is not lacking in natural resources and still keeps many trade agreements with nearby neutral territories despite the ongoing war.
Bastion seems almost uneventful. An unimportant, but industrialized steppe world, it seems to be where several high ranking Imperial commanders seem to have established their headquarters. They appear to almost do the same as you, industrializing, expanding agriculture and resource extraction efforts. Bastion is for you of special interest, as its territory lies very close to the route to Exegol.
Imperial Factions:
Kuat: Unknown
Corellia: Unknown
Fondor: Conquered by the New Republic.
Scarif: Unknown
Eriadu: Unknown
Kessel: Unknown
Ord Mantell: Unknown
Mustafar: Unknown
Bastion: Unknown
Anaxes: Unknown
Imperial Insurgents: Unknown
Resources: 2455 (+132 Resources per Turn)(+165 before corruption)(+5 Resource Income growth per turn while Corruption is over 15)
Maglev Line Expansion (Phase 3) 270/200
It took almost a year, and thousands of kilometers of lines were put down, dozens of kilometers of tunnels bored and many, many sleepless nights on your end, but the beginnings of a proper maglev network on Exegol have finally been completed. From here future expansions will focus on reaching more locations, improving redundancy and throughput, something that should prove a little more efficient than the skeleton work you have done so far.
You never before had to deal with Industrial logistics like that. All you ever did at best was sit in committees putting out contracts for the corps who would deal with the specifics in your stead. Isolated from the galaxy as you are, that is not a possibility.
Water Treatment Plants (Phase 2 of 2) 121/150
The water treatment plans continue to frustrate you to no end, delay after delay stands in the way of you and sufficient fresh water. A maddening prospect that has seen more than one foreman demoted because of incompetence. The basic structures already stand, how hard can it be to do sufficient quality control on the filter components? Every delay costs more of your limited resources, while the population grumbles more and more because of the water rationing.
Computer Assembly Plant (Stage 2) (Personally) 167/100
Expansion of the plant is a straightforward affair. Chip and computer manufacturing galaxy wide has always benefited from economies of scale. The same applies here. More processor printers, more computer assemblers, more everything. Scaling benefits are only slowly becoming visible, but should accelerate as the plant is expanded.
Nanoforge Fabricator (Subordinate)
By now the subordinates with at least some experience in industrial construction have become a sworn-in clique of their own it seems. From what you can tell they appear loyal and more than happy to assist your cause…
But they potentially have crossed a line. You have gotten your Nanoforge Fab as promised, but their quality seems shoddy. Almost a fifth of all units are not shipped out due to manufacturing errors. According to all the official reports all seems well, but you can't help but think someone is cutting corners on certain components to pocket the difference.
Bacta Farms (Personally) 421/400
It is almost mesmerizing, standing on the observation deck, listening to the soft hum and beeps of the consoles while bio specialists work around you like an efficient piece of clockwork. Below you, the bacta grows in soft, blue glowing tanks that make you feel at peace like you have not felt in a long while.
Beyond your mental health the benefits are more immediate. With such a surplus of Bacta, treating any injuries and illnesses that occur in civilian life are relatively easy to treat via the way of patches, bandages or tank submersion, with the downside that your water supplies are stressed more than ever. No wonder bacta production is mostly relegated to wet worlds, the amount of water needed for producing one liter of the stuff is immense, which puts a bummer on the completion, even if the sounds of the plants pipes and tanks reminds you of the ocean.
At least in theory, you now have all the tools at your disposal to begin kaminoan clone production. While it may seem premature to do so now you will likely need the people when the clones have matured, and with a growth time of three whole years there is no better time to start than now.
Funnel Fondor Resources (Focus on resources) 100 (DC 20/40/???...)
With no time and badly informed of the exact situation at Fondor your agents stream out towards resource depots, factories and cargo harbors, whispering the name Annlia Chord into the ears of freighter captains, depot overseers and factory foremen. Like the corrupt and desperate dregs that they are, enough cave in immediately to make you sick, hurrying to load up as much cargo as possible for a safe haven far away from New Republic prosecutors.
You are not the only one to seem to do so. In several cases ships and the contents of depots you have been targeting seem to disappear somewhere before your agents can guide them to Exegol, snapped up by other Remnants offering them better deals, but few seem as interested in the resources of Fondor as you are and months later you can't help but hasp at the bounty you have amassed.
Whole superfreighters worth of refined metals, construction materials, computer and industrial components, hyperdrives, turbolaser prefabs, droids, cargo loaders and more. All kinds of resources, capital and strategic goods that will benefit your cause. It soothes the fact you might have done better or that you lost out on the chance to funnel military assets or people to Exegol, but there will be future routes and surrenders to pick up the desperate and easily swayed and the wealth of their defeated Imperial commanders.
The freighters and shuttles you can reuse for your ever growing logistics need, but you question what to do with the turncoats that assisted your agents. They were promised a safe haven under your custodianship, but they may be spies, infiltrators or may just simply betray you again. On the other hand, they are selectively specialized personnel and their skills may be useful. (+1600 Resources, +8 Capital Godds, +2 Strategic Goods, +10 Logistics)
What do you do? (Vote for one)
[]Execute them for their crimes
They have betrayed the Empire and their commanders because of lesser reasons. It is because of this weakness that the Empire fell to the Rebel menace. You will punish them accordingly and use them as an example for your own ranks. (+10 IS)
[]Use their skills
Your agents needed to convince often skilled and highly ranked civilian personnel. You can make use of these people in the right positions, but putting them there may also prove dangerous if left unchecked. (+3 roll bonus to Infrastructure and Industry Dice)
[]Let them live a safe and peaceful live far away from important positions
They wanted a safe harbor, you will give it to them, but they will never rise to the same station again.
BRT Supercomputing System Installation (Military (Stage 1)) 159/100
The Empire's military is built on the back of a robust and competent logistics and bureaucratic apparatus. The BRT system is of excellent use here to track everything from supplies and vehicle maintenance reports, to staff records and security clearances. Integrating these systems with the BRT has now been completed and should assist military and military industrial operations immensely.
Luxury Venues (Personally) 38/150
The lack of the basic amenities you expected is even starting to get to you, so the design of places more suited to socialize with the Imperial Elite is a nice distraction. The venues that take shape under your, and some architects' hands are grande, powerful, a representation of the former Empires might and wealth, but none of the idiots you talk to shares your vision. The result of which has been that progress has not been as far as you had wanted, but perfection cannot be accelerated.
Storage Maintenance 262/300
Turns out the fire extinguishers were a bigger problem than initially thought. Manufacturing and installing replacements has taken up most of the last few months, largely thanks to the fact your industrial base is still not capable of producing everything at a low price and in the right quantities.
Vehicle Maintenance Depots 120/250
Depots to maintain the Imperial Armys massive warmachines, AT-ATs and Juggernaut tanks, require equally massive spaces and equipment. The army commander approves of the construction, especially since it means they can drive their troops even harder for training purposes. Some have even suggested being able to conduct combat and maneuver training out in the hostile environment of Exegol, but any such plans will have to wait until the depots are completed.
Recruitment Drive 214 (DC 50/100/200)
Your agents spread their web far and wide, listening in on Imperial frequencies, frequenting in shady bars to pick up rumors and the ramblings of drunken sailors, while the bureaucrats at home review their reports and decide what leads to follow. With the sheer amount of Imperial Assets drifting, on the retreat or fleeing prosecution by the New republic or other Remnants, promising candidates are quickly found. (Vote for three)
[]Director Shamari Dyshass
Formerly in command of the Coruscant Bureau for Construction, the once promising star has not been well ever since the fall of the Imperial Capital. Our agents found her drunk and drugged out of her mind in a shady bar on a mid-rim planet where another Remnant's stormtroopers were already trying to drag her into a shuttle. Dyshass substance abuse problems may somewhat worsen her quality, but she still retains much of her training and genius intellect.
(+1 Infrastructure Die, +1 Industry Die, +7 roll bonus to Infra and Industry Dice, Critical Failures in those categories will be triggered on a natural 1 and 2)
[]Special Agent Dedra Meero
A member of the Imperial Security Bureau, Agent Meero has made a name for herself in the early days of the Rebellion. Despite the competent intelligence and bureaucracy officer that she is, she is currently imprisoned in a New Republic controlled core world for misdemeanors under a false identity with no support. Should her true identity be discovered, it is likely she will be transferred to a location we will not be able to reach as easily.
(+1 Int and Sub Die, +10 roll bonus on Intelligence and Subversion Dice)
[]InvesTech Employees
With Fondor more or less already surrendered, several key employees of the InvesTech manufacturing company have desperately been trying to get offworld. Being important members of an important Imperial arms subcontractor for blaster and turbolaser components, it is likely they think they will be handed over by the company board as scapegoats.
(+1 Military Die, +7 roll bonus for Military Dice)
[]Emanden Pascart
A student of Doctor Amarkian Sambrag, Pascart is a focused, intelligent individual with a keen interest in botany. While he has been pardoned officially, unofficially he has been blacklisted from several of the core's most prominents universities.
(+1 food industry die, +15 roll bonus for food industry)
[]Fasc Cremit
Former representative of the InterGalactic Banking Clan, Fasc is looking for a new line of employment as your personal secretary and financial advisor after being caught up in a scandal regarding shorting shipbuilder's stocks using military intelligence. Hunted in the Core and the Rim, you're something of a last hope for the poor Muun as one of the few factions he hasn't cost money.
(+1 free dice, +1 service die)
[]Tenn Varnjelt
A low-ranking functionary during the time of Emperor Palpatine, Tenn Varnjelt is the closest thing to a self-made man out in the foreboding and secret wastes of Exogol. Taking advantage of Admiral Chrhod's desire to delegate the construction of Exogol's new mines, Tenn has set up himself as one of the new mining barons of Exogol, using the lack of direct oversight to grift from the projects to his own personal credit accounts. Yet despite his greed, just as Tenn has proven smart enough to take advantage of the situation, he is smart enough to know where to draw the line and that working with Admiral Chrhod is better for his long term perspectives than working to undermine the leader of the Exogol remnant.
(+1 Industry Die)
In positive and local news, your Organisational reorganisation seems to bear its first fruits as the administrators you put in charge begin to grow into their work and role, increasing their capaicty ever s slightly. (+1 settling in roll bonus per BM until +8)
Water Treatment Plants (Phase 2 of 2) 121/150
The water treatment plans continue to frustrate you to no end, delay after delay stands in the way of you and sufficient fresh water. A maddening prospect that has seen more than one foreman demoted because of incompetence. The basic structures already stand, how hard can it be to do sufficient quality control on the filter components? Every delay costs more of your limited resources, while the population grumbles more and more because of the water rationing.
[]Fasc Cremit
Former representative of the InterGalactic Banking Clan, Fasc is looking for a new line of employment as your personal secretary and financial advisor after being caught up in a scandal regarding shorting shipbuilder's stocks using military intelligence. Hunted in the Core and the Rim, you're something of a last hope for the poor Muun as one of the few factions he hasn't cost money.
(+1 free dice, +1 service die)