Benefaction: A Combine Ck2 Quest in Star Wars Legends

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Well, once we started facing off against those heavy droids our guys seemed to have been able to handle them. We might want to do some AARs, get into the nitty gritty and figure out how well our kit can handle that sort of thing-our victory may have leaned more on our mortar synths and hunters rather then our transhuman soldiers (a bit of a mark against them, they keep under preforming like this and they might get the fun privilege of an off-world deployment) but that's nether here nor there. We might want to be cute and start putting together some of those droids. Considering the time period, we'll likely be facing off against more star wars droids so any insight we can gain will prove valuable as time goes on.

More seriously, we need to consoldiate our position on planet. We should dedicate an op to take the Shell Hutt Palace, not only is it lightly defended but any potential intel or loot is at jepordary of being destroyed as the enforcers begin pulling out into the country side (I'm making an assumption here, could be wrong of course). We should have the forces neccessary to take the fortress, considering we just crushed the relative elites of the local cartel in a decisive battle.

We all agree to vivisect the Hutt this turn right?
Half a mind to let the slug squirm, but I doubt it'd prove helpful. Still want to just stick em in a box and let em rot though :V.
 
We are going to have our hands full handling our civil administration. Lenient might be the best call-we're cut off and our position is super weak right now, so trying to get the population on side would be our best bet. Biggest problem is that we can't simply convert pop into transhuman soldiers, which might be an issue long term as we build up our military forces. Might even have to reexamine our cybernetic enhancements, compromise certain implants and mind wipes in favor of ensuring civic loyalty.

Kinda wish we could do both-have a certain "privileged" pop we can rely upon to support the regime while we have a bunch of "prole" pops we can basically exploit and abuse for our own ends.
 
Dang. Well, it was worth a shot. Time to move on and locate a more willing subordinate in time.

Biggest problem is that we can't simply convert pop into transhuman soldiers, which might be an issue long term as we build up our military forces.

We can, it just gets rid of our compliance bonus to conscript them. Nothing about advertising it and getting them to come in willingly and just pretend everything's normal. And conscript if we really need to because our goals come first of course.

So since we can repeal it, I think we should drug the populace this turn and be lenient as we work. Since, yanno, we're not really expecting work from them this turn.

My inclination this turn is, shut down research for now, pour it and free dice into diplomacy setting up the civil administration lenient just to be safe, focus construction and psionics die on civil infrastructure, get free admin die from the populace for next turn where we stop drugging them so they'll be productive*, and have the hunters, crabs and mortars knock over the palace while everyone in Kos-Amul is too drugged up to rise up. Keeping our troops and viscerators there in case Kos-Mata enforcers swing by.

We can make some temp homes next turn while working on the spaceship with non-stalkers if all goes well.

@Mantising *Actually, does productivity effect dice or is it output of materials/biologics?

EDIT: Whoop, requires a construction unit that can only have one die for outside Citadel construction! Bit of a damper on SHEER PRODUCTION plan, reworking.
 
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Well, it says it can be freely retracted. I'm somewhat doubtful of the fact, we'll have to deal with certain long term health consequences to introducing said chemical into the water supply. I'd be surprised if there aren't any withdrawal effects from the drugs, withdrawal that'd likely manifest in debuffs and dice maluses in the future.
 
7 Tactics Skill, 2 Dice (+1 Base Dice +1 Overwatch)
17 Administration Skill, 2 Dice (+1 Base Dice, +1 from Skill)
15 Research Skill, 2 Dice (+1 Base Dice, +1 from Skill)
7 Diplomacy Skill, 1 Dice (+1 Base Dice)
12 Psionics Skill, 2 Dice (+1 Base Dice, +1 from Skill)

2 Free Dice (+1 Base Dice, +1 Overwatch)

[] Drug Em And Set Up Bureaucracy
-[] 2x Tactics Die Assault Location: Shell Hutt Palace
--[] Objective: Primary: Clear palace of resistance Secondary: Secure potentially useful materials for later acquisition and examination post clearing, with forces suited to handling such items
--[] Commit Forces: Hunters, Crab Synths, Mortar Synths
-[] 1x Administration Die LRAA Battery (0/150, -1 Materials)
-[] 1x Administration Die Build outside Citadel Zero: Kos-Amul (CMB)
--[] Civil Infrastructure (0/100,-2 Materials, Inactive without a Civil Administration)
-[] 1x Research Die Hutt Vivisection (DC 60)
-[] 1x Research Die Tibanna Utilization (DC 45)
-[] 1x Diplomacy Die, 2x Free Die, 2x Half-Strength die(From Psionics), Establish Civil Administration: (0/125)
--[] Lenient
-[] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[] Administer Conditioning Compound (Free, -5 Giggledust crates/turn 0.7x Productivity, +1 Compliance. May be freely retracted)
-[] City Re-designation (Free)
--[] City Zero


So, after considering how unfortunately we can only use an admin die per worker for outside our base projects and we want to keep Stalkers quiet for now, using one die on the Civil Infrastructure, with the intent being the Construction Striders that get moved over, while we keep the stalkers back at base. We need anti-air up anyway, especially if our merc friends get antsy about their reward before we finish getting some Civiv Workforce ready.

Cut up the hutt, learn the tibanna, set up civil administration, drug em and start erasing the hutts' legacy bit by bit. Sounds good to me.

Well, it says it can be freely retracted. I'm somewhat doubtful of the fact, we'll have to deal with certain long term health consequences to introducing said chemical into the water supply. I'd be surprised if there aren't any withdrawal effects from the drugs, withdrawal that'd likely manifest in debuffs and dice maluses in the future.

We got that 'civic' as a result from a CRIT on analyzing Giggledust on turn 8, page 26, so it'd be odd if there were problems arising from it unforeseen. Technically it says long-term use should be useful for molding them the way we want with exposure to the proper concepts, so it should be beneficial to run long-term.

If there's no issue with it in our construction dice, I'm willing to take the hit continuing to have it active in other area production.
 
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*Shrugs* Drugs effect everyone differently. We haven't exactly conducted much in terms of rigorous testing on a large sample group (to my knowledge, at any rate). I may be being a bit gloomy/doomer about it, but I'd be ready for some... unforeseen consequences :V.

Otherwise, plan looks alright. Only concern I have is that you may be overinvesting in establishing Civil Admin. If my understanding and math is correct, we're looking at a potential 400 (assuming free die and diplo die are d100 and psi die are d50) for a 125 DC action. Course, there is such a thing as overflow, overflow which might flow into other projects such as Civil Protection or Civil Infrastructure so it's likely not a big deal.
 
Otherwise, plan looks alright. Only concern I have is that you may be overinvesting in establishing Civil Admin. If my understanding and math is correct, we're looking at a potential 400 (assuming free die and diplo die are d100 and psi die are d50) for a 125 DC action. Course, there is such a thing as overflow, overflow which might flow into other projects such as Civil Protection or Civil Infrastructure so it's likely not a big deal.

Yep, I like to be thorough on things we need as a keystone of other things, especially administration die giving things. Also might give us more useful things once we finish the census.

I dunno if our dear GM will let us use overflow on Build Outsize Citadel Zero projects, but it'd be nice.
 
[x] Drug Em And Set Up Bureaucracy
-[x] 2x Tactics Die Assault Location: Shell Hutt Palace
--[x] Objective: Primary: Clear palace of resistance Secondary: Secure potentially useful materials for later acquisition and examination post clearing, with forces suited to handling such items
--[x] Commit Forces: Hunters, Crab Synths, Mortar Synths
-[x] 1x Administration Die LRAA Battery (0/150, -1 Materials)
-[x] 1x Administration Die Build outside Citadel Zero: Kos-Amul (CMB)
--[x] Civil Infrastructure (0/100,-2 Materials, Inactive without a Civil Administration)
-[x] 1x Research Die Hutt Vivisection (DC 60)
-[x] 1x Research Die Tibanna Utilization (DC 45)
-[x] 1x Diplomacy Die, 2x Free Die, 2x Half-Strength die(From Psionics), Establish Civil Administration: (0/125)
--[x] Lenient
-[x] Abstain(Psionics) (Free, take no actions in this category and instead gain it's die as half-strength Free Die for this turn.)
-[x] Administer Conditioning Compound (Free, -5 Giggledust crates/turn 0.7x Productivity, +1 Compliance. May be freely retracted)
-[x] City Re-designation (Free)
--[x] City Zero
 
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