If you guys want to fight corruption then choose an option that will have high corruption they clear it out. It seems like fighting corruption has some unknown negative effect so we should use that as few times as possible. I say we're not as bad as we could be.
If you guys want to fight corruption then choose an option that will have high corruption they clear it out. It seems like fighting corruption has some unknown negative effect so we should use that as few times as possible. I say we're not as bad as we could be.
We are trying to lower existing corruption which means we don't want to immediately raise it. As for unknown negative effects, there isn't any as far as I am aware or least all of the negative effects easy to figure out. The admin way of fighting costs us IS, which we have in limited amounts so we can only do it so often. Meanwhile the intrigue way is basically going around and having people killed which has obvious downsides if we do it too often.
[]Luxury Residual Accommodations (Phase 1 of 3)
As laid out in the reports by your informants and the administrators of the Public Service Bureau, the state of the housing has been identified as a problem causing unrest and discontent among the Imperial populace. Providing them with more luxurious accommodations, with more space, better amenities and luxuries should placate them somewhat.
I'm saving that until next turn when the water treatment plants will have hopefully finished. Right now getting rid of the water rationing takes priority over better housing when it comes to appeasing the populace. As do for why we cannot do both at the same time, we simply do not have enough Basing right now to fulfil all of our needs so I want to get some while we still have a surplus rather than waiting until we run out in case we get bad dice rolls.
[x] Plan MostlyBlue Infrastructure 3/3 Dice used, 145 Resources
-[x]Space Facility Construction (Phase 1) 2D
(0/150 15 Resources per Die)(+5 Basing)
-[x]Luxury Residual Accommodations (Phase 1 of 3) (Autopass)
--[x]Subordinate(40 Resources)(+2 Consumer Goods, -4 Basing)(+1 IS)(small rise in corruption)
-[x]Water Treatment Plants (Phase 2 of 2) 1D
(121/150 15 Resources per Die)(Basing -2, Health +1)(-2 Imperial Support)
-[x]Kaminoan Cloning Facility (Phase 1) (Autopass)
--[x]Subordinate(60 Resources)(-1 Strategic Goods, -1 Capital Goods, -3 Food, -1 Health, -1 Logistics(Each phase produces +18 labor every 18 turns)(minor rise in corruption) Industry 0/3 Dice used, 130 Resources
-[x]Open Pit Mines (Phase 1) (Autopass)
--[x]Subordinate(40 Resources)(+15 Resources per turn)( -1 Labor, -3 Logistics)(miniscule rise in corruption)
-[x]Subsurface Mines (Phase 2) (Autopass)
--[x]Subordinate(90 Resources)(+40 Resources per turn)( -2 Capital Goods, -1 Labor, -2 Logistics)(moderate rise in corruption) Food Industry 3/3 Dice used, 70 Resources
-[x]Orbital Farms (Phase 7)(92/100 20 Resources per Die) 1D(Pass, overflow 12)
(Food +5, Consumer Goods +3, Capital Goods -1, Labor -1, Logistics -3)
-[x]Cattle Clone Tank Refinement 2D (50R) 2D
(0/100 25 Resources per Die) Intelligence and Subversion 4/4 + 2 free Dice used, 20 Resources
-[X]Purge Corruption 2D + 2D free
(DC 50/100/200)
-[x]Infiltration
--[x]Kuat Stage (0/50 10 resources per Die) 1D
--[x]Scarif Stage 1 (0/50 10 resources per Die) 1D
Services 3/4 Dice used, 60 Resources
-[x]Bacta Tank Hospital Installation 2D
(0/150 20 Resources per Die)(+2 Health)(-3 IS)
-[x]BRT Supercomputing System Installation (Completing all suboptions to Stage 1 nets +2 to all Dice) 1D
--[x]Service (Stage 2)(49/200 20 Resources per Die)(-1 Capital Goods)(+3 to Service Dice) Military 5/5 Dice used, 75 Resources
-[x]Turbolaser Ground Network (Phase 1) 2D
(0/100, 20 Resources per Die)
-[x]Storage Maintenance 1D
(262/300 15 Resources per Die)
-[x]Vehicle Maintenance Depots 2D
(120/250 10 Resources per Die)(Basing -1, Capital Goods -1) Bureaucracy 3/3 Dice used, 0 Resources
-[X]Fight Corruption(DC 80)(3 IS per Die)(Large reduction in corruption) 3D
Updated stats:
Resources: 2587 (+132 Resources per Turn) -500 = 2219
Resources per turn: +132 +15 +40 = 187 per turn + 33 ish we get back since corruption is lower = 220 at best
IS: 47 -2 -3 -3 -3 +9 = 45
Basing: +8 +5 -4 -2 -1 = 6 or if it doesn't finish -1
Labor: +9 -1 -1 -1 = 5
Logistics: +13 -3 -2 -1 = 7
Capital Goods: +14 -1-2 +3 -1 -1 -1 = 11
Strategic Goods: +7 -1 = 6
Consumer Goods: +4 +5 = 9
Food: +6 -3 +5 = 8 (autopass)
Health: +4 +1 -1 +2 = 6 or if it doesn't finish stays at 4
Unrest: 12 (will lower if water passes & Luxury Residual Accommodations autopasses) = 0 next turn
Corruption: 20 (Will probably lower with 3 dice on Fight Corruption & )
Growing unrest should be gone, and everything should be positive. Infiltrating Kuat in preparation of its fall, getting started on scariff so we can steal their dark trooper droid tech & other exotic research. Increase income per turn.
-[x]BRT Supercomputing System Installation (Completing all suboptions to Stage 1 nets +2 to all Dice) 1D
--[x]Bureaucracy (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Bureaucracy dice pairs)(-3 IS, -1 Capital Goods)(+2 to Bureaucracy Dice)
I don't think unrest is that big of a deal. It has gone up by one in the last four turns and that is after it went down by five after completing the first stage of Water Treatment Plants. Furthermore, we started with ten unrest so we are currently one higher than we started with and I doubt we will ever get to zero given we are playing as the Galactic Empire.
We also don't need to overkill a single project that has no additional phases/stages to it. Water Treatment Plants only needs one more die to finish and getting surplus progress will be a waste because there is nowhere for it to overflow to. As for luxury housing, it can wait a turn or two while we use our Infrastructure dice to get the Basing needed to do the luxury housing and other projects. People are discontent over poor housing, but they aren't on the verge of revolt. Unrest hasn't even risen since we found out about the desire for better housing.
I doubled down on housing because of all the new people we just got, people have already been complaining about the housing situation and with loads of new people coming in it's about to get even worse.
Public Service Bureau 128/100 6ABY BM4
As much as you don't want to admit it…you are dependent on your current workforce to an uncomfortable degree. If you want to fulfill your ambitions of unity, you will need their cooperation and skills. Threats of force and a harsh fist can only get you so far if you cannot replace unruly staff with more cooperative personnel. Some sort of public service bureau to investigate the needs and wants of the Exegol Remnant's lower strata should help you with maintaining a cooperative workforce. The prospects are not good. Many of them are less than satisfied with their relocation to a planet deep in the unknown regions and the burdens that come with it, notably the disappointing food situation and the water rationing measures. More luxurious housing has also been noted to potentially placate them, but your agents note that once the needs have been fulfilled, others will likely follow.
First off, formatting error: []Plan MostlyBlue. Second, what you may not intend, you are completing projects that will produce 1+d3+d3+d5+d5 corrution and remove 1d10 corruption. Third, where are you getting +12 IS from?
I doubled down on housing because of all the new people we just got, people have already been complaining about the housing situation and with loads of new people coming in it's about to get even worse.
Right now, housing isn't the issue, it is the water rationing. Completing the Water Treatment Plants will placate the populace and give us time to get the Basing we need to do luxury housing. Your plan puts Basing at -1 at best or -4 if Luxury Venues completes, which it has a roughly fifty-fifty chance of doing so.
Edit: Also additional Basing gotten via space because not only does our bonus apply to it, but the QM has confirmed that getting Basing located in space will get us projects that are set in space where our bonus also applies to them rather than projects set on the ground where our bonus doesn't apply.
Problem is, with my plan I need that basing this turn otherwise I'm at -1 basing with the plan I got.
Seeing as we get +12 per die and I used 2D(24/100 progress) my plan just needs to roll 76 over 2d100 to complete it, with space basing it has a very low, if any, chance of completing this turn.
And Unrest will not magically go to 0, why would it
First off, formatting error: []Plan MostlyBlue. Second, what you may not intend, you are completing projects that will produce 1+d3+d3+d5+d5 corrution and remove 1d10 corruption. Third, where are you getting +12 IS from?
So we have some more data on Corruption so I'm going to do some theory crafting.
We know the following amounts of corruptions thanks to experience and QM statements so they are known factors.
Miniscule rise in corruption = +1
Small rise in corruption) = +1d3
Moderate rise in corruption = +1d5
We don't know what is next, but I am assuming it is large because our fight corruption action was bumped up to large reduction from moderate reduction this turn. From QM statements, we know the following
Large reduction in corruption = -1d10
Large rise in corruption = +1d10
As for these two, we don't know much except they are probably larger than Large and definitely larger than Moderate. I have no basis for this, but I doubt that they go higher than 1d20. However I am just guessing and I could be entirely wrong.
Major rise in corruption = +???
Massive rise in Corruption = +???
Math Post Space Facility Construction (Phase 1) = 285/150
Water Treatment Plants (Phase 2 of 2) = 157/150
Kaminoan Cloning Facility (Phase 1) (Subordinate) = Autopass
Space Mining (Phase 3) (Personally) = 226/200
Mining Droid Factory Complex (Subordinate) = Autopass
Cattle Clone Tank Refinement = 133/100
Infiltration (Kuat Stage 1) = 198/50
Luxury Venues (Personally) = 198/150 BRT Supercomputing System Installation = 48/100 BRT Supercomputing System Installation (Intelligence and Subversion (Stage 1)) = 134/100
Orbital Defences (Phase 1) = 204/200
Storage Maintenance = 304/300
Vehicle Maintenance Depots = 268/250 Strategic Planning = 5/200 Fight Corruption = 131 (DC80)
Stat Changes
-5 Basing
+1 Labour
-2 Logistics
+6 Capital Goods
-1 Strategic Goods
+2 Consumer Goods
-7 Food
+0 Health
-8 Imperial Support
+45 Resources per turn
+18 Labour every 18 turns.