Military Actions (5 Actions/Turn)
[] "Planetary" Dockyards: While the Ring's gravity, 0.7 G, isn't too far from galactic standard, it makes it somewhat more feasible to conduct groundside construction of ships. Lay the groundwork, quite literally, to reinforce your fleet. [Cost: 1 Turn, 100 Credits, 100 Materials, Reward: Planetside Shipyard Foundation, more Actions]
[] Secure the Ring: You do not know what may be found on the Ring, or inside the Ring. There are what look like shipyards but you know neither their operational systems nor what defenses may be found.
- [] Secure the Surface II: You've had a few set-backs, but there is a simple solution to this entire problem. Send in some heavier troops and equipment to deal with those aggressive and dangerous animals. Who cares they look like some of those Dathomirian Force Sensitive Apex Predators? [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
- [] Secure Outer Section II: You have taken the first step to securing the Ring's Outer Section, but only 1/8th of it is taken so far. Send in further teams to try and expand your options. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
- [] Secure Shipyards: The shipyards are connected to the Ring's superstructure but can be entered from outside. There are three of them in total with each easily having the size of a Kuat Driveyards and similar shipyards. Send in a Contingent of Storm Troopers to try and secure a section of one of the Shipyards. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
[] Retrofit Strikecraft (TIE/in & TIE/sa): While the research breakthrough wasn't enough to just put shields on your ships, it was enough to open up some space. You can retrofit some of your strikecraft with the new reactor system and give them and add a system on top of that.
- [] Missile Launchers: Concussion Missiles can do a lot of damage, even to capitalships. You know that missiles are one thing your larger ships are kind of lacking and the slow TIE/sa isn't exactly the ideal fighter-bomber. This means your TIE/ln and TIE/in will be equipped with missile launchers.
- [] Life Support: You know what the Incom starfighters have that the TIE line lacks? No, not shields or Hyperdrives, something that would be incredibly crucial to the survival of a pilot: Life Support. As is, your pilots need to wear full body flightsuits that are environmentally sealed and have life support in them. Those things are already incredibly cramped so imagine the claustrophobia!
- [] Bomber Speed: Huh? Just make the engines of the TIE Bomber bigger and stronger and just make it faster? Okay… that's kind of odd. I guess you can pack some bigger engine units in to accomplish that.
[Cost: 100 Credits, 50 Materials, Reward: 20 TIE/in TIE/sa will be equipped with the chosen system]
[] Retrofit TIE/ln to TIE/ln II: You have a working Retrofit template, so why not work your engineers to implement it further?
[Cost: 100 Credits, 50 Materials, 1 Turn, Reward: 40 TIE/ln are retrofitted to TIE/ln II]
[] Battle Droids: You're not sure how, but some of your military advisors got their hands on B1 Battledroid schematics. It won't be hard to retool part of your factory to construct these things and they're so cheap to produce, they are easily made without impacting your production of Materials or other goods from the factory.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: 500 B1 Battle Droids added to forces]
[] Droideka Construction: Another mystery, where did you get this? These are Droideka, a somewhat insectoid design of Battle Droid armed with two twin blaster guns on each of it's two arms, a personal shield and a roll-out mode which lets them move supremely fast. Deadly in combat they are one of the best droid designs used by the CIS during the Clone Wars. They also cost a whole heaping lot to build.
[Cost: 400 Credits, 200 Materials, 1 Turn, Reward: 20 Droideka added to forces]
[] Armor Replacement: AT-AT and AT-ST, All-Terrain Armored Transports and All-Terrain Scout Transport. The most impractical vehicles in the entire empire, and ones who have the most misleading names of all. Whether it be the clunky footing or their problems keeping on their feet against any kind of obstacle, AT-AT and AT-ST are among the worst vehicles anyone has seen and have replaced far more practical designs for no reason other than looking a bit more intimidating. Your engineers tell you that they can use the Factory and parts from scrapping these abominations to replace them.
- [] AT-TE: The All-Terrain Tactical Enforcer, the most literal All-Terrain vehicle of all time. Far less vertically inclined but armed with better weaponry, less obvious blind spots and an actually higher top speed, if you would believe it, than it's successor the AT-AT, the AT-TE is a tank on legs with a heavy Railgun on the top and two Blasters mounted on the "Head" module. [Cost: 100 Credits, 50 Materials, 10 AT-AT, Reward: 10 AT-TE added to forces, 10 AT-AT removed from forces]
- [] AT-RT: The All-Terrain Recon Transport, smaller than the AT-ST with an exposed cockpit but much greater speed than the AT-ST, allowing this scout vehicle to traverse rough terrain ahead of armored columns much better and gives it's pilot superior battlefield awareness. It only holds one seat, but given a AT-TE can hold two of them along with a complement of troops, that's hardly an issue. [Cost: 100 Credits, 50 Materials, 10 AT-ST, Reward: 40 AT-RT added to forces, 10 AT-ST removed from forces]
- [] AT-PT: What may well be the direct predecessor of the AT-ST and, to a lesser extend, the AT-AT, the All-Terrain Personal Transport is a heavy duty personal Walker. Armed with two Blaster Cannons on the nose and a Concussion Grenade Launcher, this is a well armed support vehicle, lighter than the AT-TE it is meant to support, but heavier than the AT-RT which was meant to scout ahead of troops. Also, being smaller than the AT-ST helps with the target profile. [Cost: 100 Credits, 50 Materials, 10 AT-ST, Reward: 15 AT-PT added to forces, 10 AT-ST removed from forces]
Diplomatic Choices (6 Actions/turn)
[] First-Contact Protocols Refinement: Round 1 of trying to improve your chances in negotiations and first-contact situations went… well, not great. Sure it is workeable, but then again it is an improvement on what had been before. Let's try this a second time.
[Cost: 1 Turn Duration, 100 Credits, Roll 2d50 to determine success, Reward: ???]
[] Rebel Contact: There have been some murmurs, of Rebel Sympathizers. Maybe you can negotiate with them? You're all in this together and you aren't exactly in this office of your own choice to begin with, so why not work together? Try to locate the Rebel Sympathizers or even the Rebellion members and try to contact them.
[Cost: 100 Credits, 1 Turn, roll 2d50 for success, Reward: ???]
[] Covert Search: You can send out a team from your diplomatic division's espionage personell to try and find whatever was sighted out there, you can't tell if they're intelligent, but something is out there. Hopefully they're not hostile if there is something out there.
[Cost: 100 CP, 1 Turn, roll 2d50, Reward: ???]
Research Actions (5 Actions/Turn)
[] Survey the Stars: This system is… kind of empty, it seems, and you can't even do planetary mining here since the Ring itself is all there seems to be. However, your Astrographic division has determined three systems nearby that you may be able to reach with ships.
- [] Alpha 4: A Twin-Star system that appears to consist of two orbiting starsystems that are too closeto one another to not be in each other's gravity well.
- [] Gamma 9: This is a priority choice of potential targets, the system has been observed to potentially be home to at least one habitable planet. It is, however, also the furthest away from you current location, doubling the overall time it will take to survey.
[Cost: 3 Turns, 300 Credits, 1 Research Vessel Becomes Occupied, Reward: ???]
[] Investigate the Shipyards: There are literally giant shipyards built onto this damn Ring. If you had infinite resources, and could get this damn thing working, chances are you could build entire fleets of Executor-class Star Dreadnoughts, though manning them may be a problem given your limited population. However, you also have another problem: You can't operate the damn things. Why? Because you don't understand their language, the operating system, nor where the damn washrooms on this thing are, if there are any. You can send a whole Science Ship to one of the shipyards, maybe they can figure something out.
[Cost: 10 Turns, 1000 Credits, 1 Research Vessel Becomes Occupied, Requires 1 roll of 2d50 to determine success of the round. Failure will mean the progress stalls. Rewards: 1 Ring World Shipyard Section Operational]
[] Debris Scanning: There is a lot of debris floating around, mostly from what looks to be the shattered ring itself. Their momentum keeps the debris from falling into the sun, which is fortunate for you. You can send a Research Ship to scan this debris, maybe you find some helpful technology in it?
[Cost: 100 Credits, 1 Turn, 1 Research Vessel Occupied, roll 2d50 to determine success, Reward: ???]
[] Imitate Despite the Hate: You lack a lot of technologies that the much hated Rebel Alliance kind of takes for granted. Like, you know, starfighter-scale shield generators, hyperdrives, Life Support, you know? You can however set one of your Research ships to concentrate on figuring one out.
- [] Miniature Shields: Shields are a vital part of why Rebel starfighters manage to survive as long as they do. They take far more hits before going down than the light armor of a TIE/ln or TIE/sa can. Even the TIE/in is a glass cannon most of time while it's main rival, the Rebel A-Wing, can compare to it in terms of speed while also having shields. Maybe you need to rectify this, especially with this much debris flying around. [Cost: 200 Credits, 1 Turn, 1 Research Ship becomes occupied, Reward: Starfighter Shield Technology]
- [] Miniature Hyperdrives: FTL Capable starfighter have a lot of benefits over purely carrier-based ones. For starters they're not stranded to die if their mothership is blown up. Also, they don't need a mothership to go anywhere and can instead use their own Hyperdrives. Problem is that TIE model starfighter are dumb as rocks, literally. Their computer systems aren't sophisticated enough on their own to plot Hyperdrive coordinates and besides that they lack Hyperdrives even if you had small enough ones. Your researchers think that they can deal with the Hyperdrive problem and create a rudimentary computer for the processing issue from spare parts and ones you can manufacture, found in R-Series Astromechs, although you only have R3 units on hand. [Cost: 200 Credits, 2 Turns, 50 Materials, Reward: Starfighter Hyperdrive Technology]
[] Explore the Ring: You have a colony, now you should figure out what is on that section of habitable Ring you now call home. Don't want any nasty surprises like unknown tribe living on your new home, right?
[Cost: 100 Credits, 1 Turn, Reward: Roll 2d50]
[] Research Artifacts: There are 5 Artifacts that have been recovered from the Debris Field, maybe there can be insights into the systems of the structure found within.
[Cost: 200 Credits, 3 Turns, Roll 2d50 each turn to determine if it progresses, Reward: ???]
[] Study Computers: There are a number of computer systems in the parts of the Ring's inner structure that you can study, maybe with this you can gain much needed insight and progress to make these shipyards useable. Send one of your Research Ships to do the deed.
[Cost: 100 Credits, 1 Research Ship becomes occupied, 2 Turns, Roll 2d50 to determine progress, Reward: ???]
Engineering Actions (5 Actions/Turn)
[] Space Engineers: Ah, desperate times call for desperate meassures, don't they? Construction Ships aren't exactly built for this but… technically you can use two of them as a makeshift shipyard, I guess. It'll take a whole lot of time but you can build one Carrier, though how long it'll take will depend on the size, but you're in desperate need of more carriers.
- [] Gladiator-class: Technically labeled a "Star Destroyer", the Gladiator-class is a type of Escort Carrier which has seen tremendous success in the past. At 600 meters long it is also a rather small vessel but relatively self-sufficient compared to most designs in the Empire. It can carry two squadrons of 12 starfighters each and is armed with light Turbolasers and a plethora of point-defense Laser Cannons. One would be a great aid on it's own, expanding your ability to project power.
[Cost: 500 Credits, 1000 Materials, 4 Turns, 2 Construction Ships Occupied, Reward: 1 Gladiator-class Escort Carrier]
- [] Venator-class Star Destroyer: Ah, an oldie but a Goodie indeed. The Venator-class Star Destroyer, also known as the Jedi Cruiser, was the primary capitalship of the Galactic Republic during the Clone Wars. At a bit over 1000 meters it is significantly smaller than an Imperial Star Destroyer but houses hundreds of starfighters, especially with the overall smaller vessels prevalent in your fleet. It is, however, also significantly more costly than the Gladiator.
[Cost: 1000 Credits, 1400 Materials, 6 Turns, 2 Construction Ships Occupied, Reward: 1 Venator-class Star Destroyer]
- [] Carrier variant CR90 Corvette: Ah, well, this is an odd idea. One of your Correlia native engineers proposed this, essentially a CR90 Corvette, known for it's speed, but modified so that on it's sides there are hangars. It trades all weaponry for the capacity to carry one wing of Starfighters, 12 in total, into battle but in return is far faster than any other carrier. Additionally, at 150 meters in length, two can be built at once.
[Cost: 200 Credits, 400 Materials, 2 Turns, 2 Construction Ships Occupied, Reward: 2 CR90-CV Corvettes]
[] Expand Planetary Industry: One factory is a good start, but why stop at one? Build a second factory to increase your output!
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Basic Factory built on Ringbardy I, +200 Materials from harvesting and mining]
[] Factory Upgrades: Your factory is good, but it can be better. Using the already created infrastructure you can expand the factory complex further to double it's output. As a side effect, workers in the factory will be able to pay more taxes.
[Cost: 200 Credits, 100 Materials, 1 Factory, 1 Turn, Reward: Basic Factory converted to Advanced Factory on Ringbardy I, Factory Output +200 Materials, +100 Credits]
[] Droid Factory: Droids are a invaluable asset in many ways, sadly you have yet to produce any factories for their construction. While you can retool parts of your factory to produce them, a dedicated droid factory is always better. Naturally you can use the facilities of your factory to make this new factory quite well. But for which Droid?
- [] B1 Factory: Ah, the most basic and cheapest option. The B1 Battledroid is a basic model of droid which can be ordered around and is somewhat proficient in tasks it has been programmed to perform. Not very intelligent or armored, their strongest attribute is the fact they can be thrown at an enemy in the thousands with little regard. Not exactly a big paradigm shift for the Empire regarding it's infantry I suppose. They can also serve as pilots and crewmembers on starships.
[Cost: 200 Credits, 200 Materials, 1 Turn, Reward: 1 B1 Droid Factory, New Military Action "Build B1 Army" Unlocked (creates 4000 B1 Battledroids)]
- [] B2 Factory: The B2 Super Battledroid was a heavily armored and well armed Battledroid from the same design family as the B1. Constructed by the CIS during the Clone Wars, they are among the best droid Infantry out there with their built-in pair of twin Blaster guns, mounted inside their wrists. Your engineers say they can program them to also function as crewmembers should the need arise. Though they do cost more.
[Cost: 200 Credits, 200 Materials, 1 Turn, Reward: B2 Battledroid Factory, New Military Action "Build B2 Army" Unlocked (Creates 2000 B2 Super Battledroids)]
- [] Menial Droid Factory: Not interested in military ones? Want something to sell to your people? Alright. This Factory would create humanoid, unarmed droids. Designed to specifications similar to Protocol Droids, these droids can be used for any number of uses from menial labor on planets to pure ship crew members. They would be very versatile and intelligent in return for a lack of inherent weaponry or combat programming.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: 1 Utility Droid Factory, Unlocks new Military, Diplomatic and Administrative Actions]
- [] Droideka Factory: Ah, the Droideka, the deadliest of all Battledroids. Armed with two, twin blaster cannons and a mortar, not to mention being equipped with a shield generator and a construction that lets them roll up into a wheel to move across the battlefield faster while having legs for greater stability, there is little as far as designs go that is better than these bad boys. They cost far more than their normal counterparts and are basically useless outside of combat, but like most other droids they can be stored with little space.
[Cost: 200 Credits, 200 Materials, 1 Turn, Reward: 1 Droideka Battledroid Factory, New Miliitary Action "Build Droideka Army" Unlocked (Creates 200 Droideka Battledroids)]
[] Provisional Shipyard: Traditionally, orbital shipyards are built in geo-stationary orbit around a planet, however there is no orbit to be had in this place. However, the large alien shipyards do not occupy all space and, given time, your engineers are confident that they can build shipyard slips on the superstructure to build Imperial starships. You just need to start.
[Cost: 200 Credits, 400 Materials, 2 Turns, 1 Construction Ship Occupied, Reward: 1 Shipyard Base Built on the Ring Section, 3 New Construction Projects]
[] Defensive Meassures: Your fleet is fairly small, and if you were to give escorts to outgoing vessels, this would only grow smaller. Luckily there are some options for stationary defense platforms that can be built.
- [] 4 Turbolaser/Ion Cannon Satellites: Not the biggest, and relatively limited in range. These are the cheapest your Engineers can offer and build within the timelimit. These satellites are armed with a one Heavy Turbolaser, as you can find among your flagship's main battery, and one Heavy Ion Cannon, as you would install on a PLANET for Anti-Orbital attack. They are twin-linked with the Ion Cannon firing first and the Turbolaser Firing second.
[Cost: 200 Credits, 100 Materials, 1 Turn, 1 Construction Ship Occupied, Reward: 4 Turbolaser/Ion Cannon Satellites]
- [] Golan 1 Battlestation: Ah, the Golan Station. This is a fairly large orbital battlestation with 6 Heavy Turbolaser, 24 Medium Laser Cannons, 12 Ion Cannons and able to house two wings of TIE fighters numbering 12 each. It is the size of a Cruiser, at 800 meters long, but it brings a tremendous amount of firepower to defend your current position.
[Cost: 600 Credits, 600 Materials, 2 Turns, 2 Construction Ships Occupied, Reward: 1 Golan 1 Battlestation]
- [] Golan 2 Battlestation: Well, this is the big brother indeed. At 1000 meters in length, the Golan 2 is the bigger, badder, costlier younger brother of the Golan 1. About the same design it boasts 12 Heavy Turbolaser, 48 Medium Laser Turrets, 24 Ion Cannons, 12 Missile Launchers and can house 8 squadrons of starfighters, 12 each. It also costs a whole lot more.
[Cost: 1200 Credits, 1000 Materials, 4 Turns, 2 Construction Ships Occupied, Reward: 1 Golan 2 Battlestation]
[] Debris Harvest: There is a lot of Debris flying around out there, your Miners can capture this Debris and recover materials for construction.
[Cost: 100 Credits, 1 Turn, 1 Mining Vessel Occupied, Reward: 1000 Materials]
[] Space Mining: There is a planet with easily accessible ores in the system. It may be on the other side of the system, but it is a great source of Materials. Send a Mining Ship to the planet to conduct mining operations.
[Cost: 50 Credits/turn, 1 Mining Ship becomes Occupied, 2 Turns, Reward: +2.000 Materials
[] Create Mining Station: While a Mining Ship can do the job well, a dedicated facility will be much more effective at this job. Send a Construction Ship to the Rogue Planet to have it construct a mining station that will harvest materials much faster, and send a Cargo Ship along to create a supply line.
[Cost: 200 Credits, 100 Materials, 1 Construction Ship + 1 Cargo Ship become occupied, 2 Turns before first shipment, Reward: +10.000 Materials/turn]
Administrative Actions (7 Actions)
[] Establish second colony Site: A new landing zone, a new place to land your colonists. This will certainly be a good idea to bring your colony ship down there.
[Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +100 Food/turn, +500 Credits/Turn]
[] Form Intranet: Your colony is rather… free of entertainment, a suggestion you were given was to formalize a computer network and to upload everything from the Holonet your fleet has on file. This should give people something to do, especially with Holonet computers in every household of the prefabricated housing unit. As an added bonus, this will likely improve information exchange.
[Cost: 100 Credits, 1 Turn, Reward: Space Internet set-up, +100 Happiness rating]
[] Farming Subsidies: You will likely get a growing population soon, so getting started on expanding your farming capabilities would be a good idea for you. There are some farms already set up, but why not invest in them more? Besides, the better things are for your citizens, the more taxes can come in.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: +100 Food Income, +200 Credits Income]
[] Cloning Facilities: You're short on manpower, and there is no way of increasing it safe for getting people to reproduce like rabbits. Well, aside from the very solution the Empire's predecessor, the Galactic Republic, used to compensate for their lack of a military during the Clone Wars: Clones. You have the tech, strangely enough, just just need to set it up.
[Cost: 300 Credits, 100 Materials, 1 Turn, Reward: Military Action [Clone Army] enabled, Administrative Action [Design Babies] enabled]
[] Money Printing: Inflation can be painful, but you literally have a limited amount of money to begin with, by this level of deflation a Star Destroyer would be as cheap as 1 Credit all things considered even if every Credit you spend goes back into the economy ultimately. So yeah, printing more money is possible, though you need to do it slowly.
[Cost: 20 Materials, Rewards: 500 Credits]
[] Establish New Jobs: Your colonists are living rather basic lives at the moment with little to no job opportunities beyond the military and new factory. Pump materials into the economy along with some supply lines and you should get it working better.
[Cost: 100 Credits, 50 Materials, 1 Turn, Reward: +200 Credits/turn for each Source of Income]
[] Comission Droids: The Factory isn't specialized in droids, but why not have them build some? There are a number of droid designs made not for war or assisting in it, but to help in various fields.
[Cost: 100 Credits, 50 Materials, Reward: +200 Credits from Droid Sales, +50 Credits per round]
[] Build Sports Arena: Hobbies are as scarce as jobs on your colony, why not give them something to do? After all, nobody is happy when all they can do is work. With this action you commission a number of large stadiums and other such buildings dedicated to perform various sports, including Pod Racing in a huge racing ring.
[Cost: 200 Credits, 300 Materials, 2 Turns, Reward: +500 Credits]