From Stars to Worlds [Civilization Quest/Star Wars Multi-Cross]

Do not inflate the economy.

Btw can we double down on a action if we have spare actions like the diplomacy to get a +10 bonus or something per action(stackable)?
As much as inflation is generally bad, well....
ScreenRant said:
The two main Empire Star Destroyers, the Imperial-class Star Destroyer's, cost 150,000,000 credits, and the Republic's Venator-class cost 59,000,000. The aforementioned Acclamator-class cost 110,000,000 credits, while the Secutor-class cost a whopping 200,000,000 credits.
Ammount of devaluation is probably extreme, considering the Star Destroyers, ships tht tend to be the biggist ever made, is effectively reduced to A SINGLE CREDIT in value.

Sounds like we may need to introduce lower denomination currencies or something.
 
So, at least we aren't saddled with the culture of corruption palps worked to bake into the Empire.

Certainly makes things like preserving our fighter corps and diplomacy easier.
Yeah, I did hint a bit at this group being less... Empire'y. Why else would they try getting rid of you all?
...And WOW. That level of deflation is insane, how does the economy even work with that level of value!:lol::rofl:
As much as inflation is generally bad, well....

Ammount of devaluation is probably extreme, considering the Star Destroyers, ships tht tend to be the biggist ever made, is effectively reduced to A SINGLE CREDIT in value.

Sounds like we may need to introduce lower denomination currencies or something.
The unit of "Credit" is a relatively arbitrary denominator, however you can probably guess how little actual money the fleet has between it's inhabitants, there are a total of 320k people between the colony ships still in orbit and the colony on the Ring section, and I will not go and look up what the total crew number of all the warships are, but you can probably guess none of them were super rich. The "Bank" you started with was 2000 Credits, this represents the full monetary capacity that the fleet had on hand outside of private hands.
Do not inflate the economy.

Btw can we double down on a action if we have spare actions like the diplomacy to get a +10 bonus or something per action(stackable)?
No, you can do write-ins if you want, the highest offered ideas within up to the number of unused actions would, if approved, be done.
Also, Inflation isn't an issue, you suffered Super Saiyan God Super Saiyan Kaioken x9001 Ultra Egotistical Instinct Berserker, levels of DEflation. Basically, you have so little currency, that a Credit has gained incredible buying power. Why do you think building the foundation of a whole damn Shipyard costs only a few hundred bucks?
I swear I saw these kinds of several event rolls in another quest before.
I will make a plan in the morning when I wake up.
The Event Rolls thing is something I, honestly, copied off of "Who needs Harmony", the only Quest fanfic I've read so far to any appreciable amount.
 
Plan: Maxing out your Credit

[X] Name: Insafoma (In-sa-foe-ma) "Bardy*" Bardosky (Bar-dow-ski)

Military Actions (5 Actions/turn)
[X] Military Academy: Now that you have a colony, it is high time to make sure that everyone does their part. Open a military academy on Ringbardy I where citizens can go to become capable soldiers.
[Cost: 1 Turn, 100 Credits, 50 Materials, Reward: 500 civilians will become Militia, defending the Ring in case of attack (Population limitation)]

[X] 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.
- [X] Secure the Surface: You have established a colony, yes, but what may inhabit this Ring section aside from you? Send in a contingent of Storm Troopers to investigate. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [X] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

[X] Retrofit Strikecraft: 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.
- [X] 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.
[Cost: 100 Credits, 50 Materials, Reward: 20 TIE/ln or TIE/sa will be equipped with the chosen system]

Diplomatic Choices (6 Actions/turn)
[X] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
[Cost: 1 Turn Duration, 100 Credits, Roll 2d50 to determine success, Reward: ???]

[X] Diplomat Training: Education on how to handle first-contact in the Empire is… less than ideal. To be fair though, they're the most enthusiastic diplomats you've seen to date, wanting to meet new people and grow peaceful relations if at all possible. Luckily you have a few senior diplomats from the time of the Galactic Republic. And while they were far too old for active duty, the offered to train a few diplomatic teams to try and improve your chances in diplomatic talks even further than what your advisors on the council say.
[Cost: 1 Turn Duration, 100 Credits, Reward: +10 to all Diplomatic Rolls]

Research Actions (5 Actions/Turn)
[X] 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: ???]

[X] 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.
- [X] Specialized Life Support: You have Life Support Systems small enough to install on your starfighters, but they do occupy a fair amount of space while being less effective due to not being designed for the starfighter you'd be installing them in. Your Researchers, naturally, have a means of trying to improve the design of the adapted systems. [Cost: 100 Credits, 1 Turn, 50 Materials, Reward: Proper Life Support Systems to install on starfighters]

[X] 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]

[X] Education, Education, Education: As a scientist at heart, you know that rudimentary education as found in most of the empire just isn't enough. There are thousands of young children that come with their parents on this trip, so why not ensure they become well educated? Build a civilian academy to teach the next generation all manner of subjects from biology to mathematics. This may, one day, be quite useful. [Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Found first School]

Engineering Actions (5 Actions/Turn)
[X] Planetary Factory: You still only have a limited industrial capacity. While your engineers are more specialized in space operations, they proposed to build a factory to increase your capacity to process Materials of any kind.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Basic Factory built on Ringbardy I, +200 Materials from harvesting and mining

[X] 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]

Administrative Actions (3 Actions)
[X] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
[Cost: 100 Credits, 1 Turn, Rewards: +1d4 Administrative Actions]

[X] 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]

[X] 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]


Total Credit Cost: 1500 Credits Total Material (Mat.) Cost: 550
Next turn Credit Budget: 500 Credits Next turn Mat. Budget: Not bothering
Next turn Credit Income: 700 Credits Next turn Mat. Income: N/A
(*I can only imagine the irritation Insafoema would feel if they discovered their new nickname :))
 
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Round 3 Votes
Scheduled vote count started by Fanficwriter on Apr 3, 2023 at 5:40 PM, finished with 13 posts and 3 votes.

  • [X] Plan: True Min-Max
    [X] Name: Kaleder Hersto (Old republic Human Male name from a star wars name generator)
    [X] Military Academy: Now that you have a colony, it is high time to make sure that everyone does their part. Open a military academy on Ringbardy I where citizens can go to become capable soldiers.
    [X] 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.
    - [X] Secure the Surface: You have established a colony, yes, but what may inhabit this Ring section aside from you? Send in a contingent of Storm Troopers to investigate. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
    - [X] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
    [X] Retrofit Strikecraft: 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.
    - [X] 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.
    [X] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
    [X] Diplomat Training: Education on how to handle first-contact in the Empire is… less than ideal. To be fair though, they're the most enthusiastic diplomats you've seen to date, wanting to meet new people and grow peaceful relations if at all possible. Luckily you have a few senior diplomats from the time of the Galactic Republic. And while they were far too old for active duty, the offered to train a few diplomatic teams to try and improve your chances in diplomatic talks even further than what your advisors on the council say.
    [X] 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?
    [X] 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.
    - [X] Specialized Life Support: You have Life Support Systems small enough to install on your starfighters, but they do occupy a fair amount of space while being less effective due to not being designed for the starfighter you'd be installing them in. Your Researchers, naturally, have a means of trying to improve the design of the adapted systems. [Cost: 100 Credits, 1 Turn, 50 Materials, Reward: Proper Life Support Systems to install on starfighters]
    [X] 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?
    [X] Education, Education, Education: As a scientist at heart, you know that rudimentary education as found in most of the empire just isn't enough. There are thousands of young children that come with their parents on this trip, so why not ensure they become well educated? Build a civilian academy to teach the next generation all manner of subjects from biology to mathematics. This may, one day, be quite useful. [Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Found first School]
    [X] Planetary Factory: You still only have a limited industrial capacity. While your engineers are more specialized in space operations, they proposed to build a factory to increase your capacity to process Materials of any kind.
    [X] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
    [X] Land Second Colony Ship: While you haven't secured a second landing Zone yet, you can land one of your Colony ships near your first. This will double the population in the first city as well as increase it's capacity.
    [X] 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.

Got my dates wrong
 
- [] 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/ln or TIE/sa will be equipped with the chosen system]
So, We got giving our madmen more toys for compat, an upgrade to make flying more bearible, may earn some brownie points among the TIE corps. Or make TIE bombers faster and thus less of a death trap.
[] 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.
Well, the Empire certainly has them, just...

They didn't care to really invest outside of individuals like Thrawn. And with our status, it does make sense why we wouldn't realy have that kind of stuff available. Even with a jump-capable fighter being around in the clone wars. Not as good as the X-Wing, which DID have a very brief stint as an Imperial vessel but still...

For diplo actions? One choice, which might veer closer to intreigue type actions, would be to try and see if any Rebel Alliance members happened to be in our little jaunt. After all, we were a group full of 'potential problems' as far as the Empire was concerned.
 
So, We got giving our madmen more toys for compat, an upgrade to make flying more bearible, may earn some brownie points among the TIE corps. Or make TIE bombers faster and thus less of a death trap.

Well, the Empire certainly has them, just...

They didn't care to really invest outside of individuals like Thrawn. And with our status, it does make sense why we wouldn't realy have that kind of stuff available. Even with a jump-capable fighter being around in the clone wars. Not as good as the X-Wing, which DID have a very brief stint as an Imperial vessel but still...

For diplo actions? One choice, which might veer closer to intreigue type actions, would be to try and see if any Rebel Alliance members happened to be in our little jaunt. After all, we were a group full of 'potential problems' as far as the Empire was concerned.
Yup.
As stated I try to keep the options within the limits of what has been built yet, this is a gradual build-up after all.
As for the Empire having the tech, sure, but you don't have it, it wasn't with the schematics and scientific data you were carrying as stated before. After all, starfighter shields were around since before the Clone Wars, over 22 years ago if I am not wrong with when the Battle of Yavin was compared to Episode 2.

As for the Diplo/Intrigue option... that is an interesting suggestion.
You may want to vot it in as a Write-In, I'll add it in the next Round as an option. Though by then it's been three years since transit.
 
[X] Plan: True Min-Max

[X] Name: Kaleder Hersto (Old republic Human Male name from a star wars name generator)

Military Actions (5 Actions/turn)
[X] Military Academy: Now that you have a colony, it is high time to make sure that everyone does their part. Open a military academy on Ringbardy I where citizens can go to become capable soldiers.
[Cost: 1 Turn, 100 Credits, 50 Materials, Reward: 500 civilians will become Militia, defending the Ring in case of attack (Population limitation)]

[X] 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.
- [X] Secure the Surface: You have established a colony, yes, but what may inhabit this Ring section aside from you? Send in a contingent of Storm Troopers to investigate. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [X] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

[X] Retrofit Strikecraft: 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.
- [X] 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.
[Cost: 100 Credits, 50 Materials, Reward: 20 TIE/ln or TIE/sa will be equipped with the chosen system]

Diplomatic Choices (6 Actions/turn)
[X] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
[Cost: 1 Turn Duration, 100 Credits, Roll 2d50 to determine success, Reward: ???]

[X] Diplomat Training: Education on how to handle first-contact in the Empire is… less than ideal. To be fair though, they're the most enthusiastic diplomats you've seen to date, wanting to meet new people and grow peaceful relations if at all possible. Luckily you have a few senior diplomats from the time of the Galactic Republic. And while they were far too old for active duty, the offered to train a few diplomatic teams to try and improve your chances in diplomatic talks even further than what your advisors on the council say.
[Cost: 1 Turn Duration, 100 Credits, Reward: +10 to all Diplomatic Rolls]

Research Actions (5 Actions/Turn)
[X] 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: ???]

[X] 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.
- [X] Specialized Life Support: You have Life Support Systems small enough to install on your starfighters, but they do occupy a fair amount of space while being less effective due to not being designed for the starfighter you'd be installing them in. Your Researchers, naturally, have a means of trying to improve the design of the adapted systems. [Cost: 100 Credits, 1 Turn, 50 Materials, Reward: Proper Life Support Systems to install on starfighters]

[X] 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]

[X] Education, Education, Education: As a scientist at heart, you know that rudimentary education as found in most of the empire just isn't enough. There are thousands of young children that come with their parents on this trip, so why not ensure they become well educated? Build a civilian academy to teach the next generation all manner of subjects from biology to mathematics. This may, one day, be quite useful. [Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Found first School]

Engineering Actions (5 Actions/Turn)
[X] Planetary Factory: You still only have a limited industrial capacity. While your engineers are more specialized in space operations, they proposed to build a factory to increase your capacity to process Materials of any kind.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Basic Factory built on Ringbardy I, +200 Materials from harvesting and mining

Administrative Actions (3 Actions)
[X] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
[Cost: 100 Credits, 1 Turn, Rewards: +1d4 Administrative Actions]

[X] Land Second Colony Ship: While you haven't secured a second landing Zone yet, you can land one of your Colony ships near your first. This will double the population in the first city as well as increase it's capacity.
[Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +50 Food/turn, +500 Credits/Turn]

[X] 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]

Starting turn credits: 1500 Credits Starting turn material: 19,000 material
Total Credit Cost: 1500 Credits Total Material (Mat.) Cost: 550
Next turn Credit Budget: 1200 Credits Next turn Mat. Budget: 18,450 material
Next turn Credit Income: 1200 Credits Next turn Mat. Income: 200 material

No need to do debris harvest right now remember we have 18,000 material in the 1st turn and 19,000 material on the 2nd turn.
As of now we cannot truly exploit our action economy due to lack of Credits so I removed the debris harvest and swapped forming intranet with landing a second colony ship for +500 credits/turn.

Reminder: there is no need for debris harvest since we have 19,000 material this turn, if we dont land the 2nd colony ship we would only have 700 credits next turn(basically we would lose 5 actions since most actions only cost 100 credits if we do not land the 2nd colony ship).
 
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[X] Plan: True Min-Max

[X] Name: Kaleder Hersto (Old republic Human Male name from a star wars name generator)

Military Actions (5 Actions/turn)
[X] Military Academy: Now that you have a colony, it is high time to make sure that everyone does their part. Open a military academy on Ringbardy I where citizens can go to become capable soldiers.
[Cost: 1 Turn, 100 Credits, 50 Materials, Reward: 500 civilians will become Militia, defending the Ring in case of attack (Population limitation)]

[X] 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.
- [X] Secure the Surface: You have established a colony, yes, but what may inhabit this Ring section aside from you? Send in a contingent of Storm Troopers to investigate. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

- [X] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]

[X] Retrofit Strikecraft: 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.
- [X] 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.
[Cost: 100 Credits, 50 Materials, Reward: 20 TIE/ln or TIE/sa will be equipped with the chosen system]

Diplomatic Choices (6 Actions/turn)
[X] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
[Cost: 1 Turn Duration, 100 Credits, Roll 2d50 to determine success, Reward: ???]

[X] Diplomat Training: Education on how to handle first-contact in the Empire is… less than ideal. To be fair though, they're the most enthusiastic diplomats you've seen to date, wanting to meet new people and grow peaceful relations if at all possible. Luckily you have a few senior diplomats from the time of the Galactic Republic. And while they were far too old for active duty, the offered to train a few diplomatic teams to try and improve your chances in diplomatic talks even further than what your advisors on the council say.
[Cost: 1 Turn Duration, 100 Credits, Reward: +10 to all Diplomatic Rolls]

Research Actions (5 Actions/Turn)
[X] 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: ???]

[X] 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.
- [X] Specialized Life Support: You have Life Support Systems small enough to install on your starfighters, but they do occupy a fair amount of space while being less effective due to not being designed for the starfighter you'd be installing them in. Your Researchers, naturally, have a means of trying to improve the design of the adapted systems. [Cost: 100 Credits, 1 Turn, 50 Materials, Reward: Proper Life Support Systems to install on starfighters]

[X] 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]

[X] Education, Education, Education: As a scientist at heart, you know that rudimentary education as found in most of the empire just isn't enough. There are thousands of young children that come with their parents on this trip, so why not ensure they become well educated? Build a civilian academy to teach the next generation all manner of subjects from biology to mathematics. This may, one day, be quite useful. [Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Found first School]

Engineering Actions (5 Actions/Turn)
[X] Planetary Factory: You still only have a limited industrial capacity. While your engineers are more specialized in space operations, they proposed to build a factory to increase your capacity to process Materials of any kind.
[Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Basic Factory built on Ringbardy I, +200 Materials from harvesting and mining

Administrative Actions (3 Actions)
[X] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
[Cost: 100 Credits, 1 Turn, Rewards: +1d4 Administrative Actions]

[X] Land Second Colony Ship: While you haven't secured a second landing Zone yet, you can land one of your Colony ships near your first. This will double the population in the first city as well as increase it's capacity.
[Cost: 200 Credits, 1 Colony Ship is converted into a City, Rewards: +50 Food/turn, +500 Credits/Turn]

[X] 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]

Starting turn credits: 1500 Credits Starting turn material: 19,000 material
Total Credit Cost: 1500 Credits Total Material (Mat.) Cost: 550
Next turn Credit Budget: 1200 Credits Next turn Mat. Budget: 18,450 material
Next turn Credit Income: 1200 Credits Next turn Mat. Income: 200 material

No need to do debris harvest right now remember we have 18,000 material in the 1st turn and 19,000 material on the 2nd turn.
As of now we cannot truly exploit our action economy due to lack of Credits so I removed the debris harvest and swapped forming intranet with landing a second colony ship for +500 credits/turn.

Reminder: there is no need for debris harvest since we have 19,000 material this turn, if we dont land the 2nd colony ship we would only have 700 credits next turn(basically we would lose 5 actions since most actions only cost 100 credits if we do not land the 2nd colony ship).
Thanks for once again voting.
Just a few things: First of all: Planetary Factory does not actually produce it's own resources, to get the +200 Materials, you need a Mining Operation or perform scavenging of the wreckage. So in other words, until you get the first, you don't get a per turn income of Materials, and unless you do the latter, there is no single-time 200 Materials you get.
What the factory does is reduce the run-off of Ore while processing it, on top of adding more options overall. And due to it's nature, the Ring World doesn't have capacity for mining on the surface.
That's all I'm gonna say about this so as to not interfere with the vote.
 
Thanks for once again voting.
Just a few things: First of all: Planetary Factory does not actually produce it's own resources, to get the +200 Materials, you need a Mining Operation or perform scavenging of the wreckage. So in other words, until you get the first, you don't get a per turn income of Materials, and unless you do the latter, there is no single-time 200 Materials you get.
What the factory does is reduce the run-off of Ore while processing it, on top of adding more options overall. And due to it's nature, the Ring World doesn't have capacity for mining on the surface.
That's all I'm gonna say about this so as to not interfere with the vote.
Eh it's fine I'll do that next turn since we have 18k worth of materials, so for now I'll just build the factory first.
 
As for the Diplo/Intrigue option... that is an interesting suggestion.
You may want to vot it in as a Write-In, I'll add it in the next Round as an option. Though by then it's been three years since transit.
Gonna put down some more diplo actions we could try.
[]Rebel Alliance?
Considering the nature of this particular group, there are decent odds there may be a few people whom had connections with the Rebel Alliance. While they are by nature likely to be very wary and certainly see us an an enemy in other circumstances. This, is decidedly not normal circumstances. With both of us completely cut off from our respective organizations, and a lack of Empire loyalists, it is possible we could open up a less antagonistic relationship with any Rebel elements. Under the table of course, on the off chance we do get reconnected.

[]Resistance Contacts
While the Empire may have a tendency to answer problems with force. One of the, at least official goals of the Diplomatic Corps is to talk with the more resistant groups in the hopes of reducing bloodshed. Something which in practiced happened little, due to both Imperial problem solving giving few options and rampant corruption. But, thanks to the overall reputation and the enthusiastic diplomats, we could use it to open communications with less satisfied groups and secure an understanding of the needs and wants of the people.

The first is basically find the Rebel Alliance presence, learn their extent and establish a more amicable relationship.

While the latter is establishing a way for us to get an understanding of more ground level matters. Though likely best done fast to exploit the reputation that isn't gonna last for our particular group.
 
Gonna put down some more diplo actions we could try.
[]Rebel Alliance?
Considering the nature of this particular group, there are decent odds there may be a few people whom had connections with the Rebel Alliance. While they are by nature likely to be very wary and certainly see us an an enemy in other circumstances. This, is decidedly not normal circumstances. With both of us completely cut off from our respective organizations, and a lack of Empire loyalists, it is possible we could open up a less antagonistic relationship with any Rebel elements. Under the table of course, on the off chance we do get reconnected.

[]Resistance Contacts
While the Empire may have a tendency to answer problems with force. One of the, at least official goals of the Diplomatic Corps is to talk with the more resistant groups in the hopes of reducing bloodshed. Something which in practiced happened little, due to both Imperial problem solving giving few options and rampant corruption. But, thanks to the overall reputation and the enthusiastic diplomats, we could use it to open communications with less satisfied groups and secure an understanding of the needs and wants of the people.

The first is basically find the Rebel Alliance presence, learn their extent and establish a more amicable relationship.

While the latter is establishing a way for us to get an understanding of more ground level matters. Though likely best done fast to exploit the reputation that isn't gonna last for our particular group.
Interesting ideas, if nobody wants to add these to their own vote when making them, I'll include them next round. And to be fair, the way we're going is pretty close to being something I imagine non-extremist Rebels to agree with, you guys have been doing pretty well on that front to do well by the people.
Question QM is the star wars universe we came from Legends or Disney canon?
Legends, though for a lack, at the time, of idea what Corvette to hand the Galactic Empire I took one I'm fairly sure is Disney Cannon.
No that's not a typo, they have sunk the Star Wars Hood and people are still hunting Disneymark for it.
 
Vote closed
Scheduled vote count started by Fanficwriter on Apr 3, 2023 at 5:40 PM, finished with 13 posts and 3 votes.

  • [X] Plan: True Min-Max
    [X] Name: Kaleder Hersto (Old republic Human Male name from a star wars name generator)
    [X] Military Academy: Now that you have a colony, it is high time to make sure that everyone does their part. Open a military academy on Ringbardy I where citizens can go to become capable soldiers.
    [X] 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.
    - [X] Secure the Surface: You have established a colony, yes, but what may inhabit this Ring section aside from you? Send in a contingent of Storm Troopers to investigate. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
    - [X] Secure Outer Section: The outer shell of the ring is obviously not completely solid but has a sort of system of corridors with visible connection hardpoints. Send a Contingent of Storm Troopers into the Ring to secure the mechanical parts of this Ring World. [Time: 1 Turn, Cost: 100 Credits, Roll 2d50 next turn for result]
    [X] Retrofit Strikecraft: 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.
    - [X] 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.
    [X] First-Contact Protocols Overhaul: The Empire hasn't had first-contact in a long damn while, and you know that. With the severe Xenophobia to add onto this problem, it is no surprise to say protocols aren't exactly made for a position where you are severely underpowered and need to play nice. But maybe you can make something up.
    [X] Diplomat Training: Education on how to handle first-contact in the Empire is… less than ideal. To be fair though, they're the most enthusiastic diplomats you've seen to date, wanting to meet new people and grow peaceful relations if at all possible. Luckily you have a few senior diplomats from the time of the Galactic Republic. And while they were far too old for active duty, the offered to train a few diplomatic teams to try and improve your chances in diplomatic talks even further than what your advisors on the council say.
    [X] 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?
    [X] 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.
    - [X] Specialized Life Support: You have Life Support Systems small enough to install on your starfighters, but they do occupy a fair amount of space while being less effective due to not being designed for the starfighter you'd be installing them in. Your Researchers, naturally, have a means of trying to improve the design of the adapted systems. [Cost: 100 Credits, 1 Turn, 50 Materials, Reward: Proper Life Support Systems to install on starfighters]
    [X] 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?
    [X] Education, Education, Education: As a scientist at heart, you know that rudimentary education as found in most of the empire just isn't enough. There are thousands of young children that come with their parents on this trip, so why not ensure they become well educated? Build a civilian academy to teach the next generation all manner of subjects from biology to mathematics. This may, one day, be quite useful. [Cost: 100 Credits, 100 Materials, 1 Turn, Reward: Found first School]
    [X] Planetary Factory: You still only have a limited industrial capacity. While your engineers are more specialized in space operations, they proposed to build a factory to increase your capacity to process Materials of any kind.
    [X] Find a Secretary: Administrative work, you're not entirely lacking experience here, but you're by no means ready to do Emperor Palpatine's work. Sure, chances are you'd be better than him, for example you'd have scrapped the Death Star and built a bunch of Gladiator-class Star Destroyers instead, way better spending, but that's besides the point. You need someone to assist you, but people consistently insist you only get a Secretary, you're the leader, so you shouldn't leave it all to others. *sigh*
    [X] Land Second Colony Ship: While you haven't secured a second landing Zone yet, you can land one of your Colony ships near your first. This will double the population in the first city as well as increase it's capacity.
    [X] 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.
 
Okay, so the vote is up and True Min Max has won.
I want to remind everyone for next time to please do things in a bracket format so that your vote will be counted as a singular vote. Though we have a winner (at last) it did make the tally a bit chaotic.
I'll do the rolls now though.

After Roll Edit:
Well, things didn't go so well over all.
Fanficwriter threw 2 50-faced dice. Reason: Roll 1 Total: 27
13 13 14 14
Fanficwriter threw 2 50-faced dice. Reason: Roll 2 Total: 54
47 47 7 7
Fanficwriter threw 2 50-faced dice. Reason: Roll 3 Total: 39
15 15 24 24
Fanficwriter threw 2 50-faced dice. Reason: Roll 4 Total: 45
2 2 43 43
Fanficwriter threw 1 4-faced dice. Reason: Administrative Roll Total: 4
4 4
Fanficwriter threw 2 10-faced dice. Reason: Resource Roll (2d10x100) Total: 7
4 4 3 3
Fanficwriter threw 2 50-faced dice. Reason: Forgot one roll of 2d50 Total: 55
36 36 19 19
 
Last edited:
Round 3: Progress Goes on and On
QM Notes: I decided to include the result of last Round's event rolls into the events coming up in this Round rather than write an interlude, it is easier so.

Gramd Moff Kaleder Hersto, even three years into this, being a Grand Moff and all that.
Sadly, a lot of things had gone wrong.

First of all, albeit on the positive side, the construction of a Military Academy and the training of a small militia of the colonists meant that you had a bit more security at home. This wasn't much, as the lackluster population made raising an army kind of impossible. [Reward: 500 civilians will become Militia, defending the Ring in case of attack (Population limitation)]
Your long-distance survey naturally is still on-going, next year you expect their return. [Survey the Stars will conclude next turn]
Next on the list was the fact that the securing of the Ring failed, fairly badly. The contingent of Storm Troopers you sent out ran afoul of hostile fauna on the Ring's surface inside a valley not too far from your settlement, luckily these predatory monsters were confined to that area but expansion in that direction would require a lot more military commitment than 200 Storm Troopers without any armored vehicles. Not that AT-AT or AT-ST were any good in rough terrain. [Result: 27+10 (Military Council)=37 (Failure), Reward: Hostile Wildlife Location found]
By contrast the securing of the Ring's mechanics was a relative success, your troops had been able to make their way inside but had met resistance from a sort of armed Droid, not a dedicated Battledroid from the looks of it, appearing more akin to servitor Droids using their tools for combat. Around 1/8th of the inner structure has been mapped this way and secured, ready for study. [Result: 54+10(Military Council)=64 (Success), Reward: Research Actions, further Exploration]
Lastly on the military agenda was a major success. With the smaller reactor your military engineers were able to retrofit the first 20 TIE/ln Starfighter with missile pods. While the TIE/ln II was not the most formidable starfighter, it was a significant improvement on the base model and, more importantly, it could be further retrofitted into a TIE/in. Lastly, thanks to the success found here, you can expect retrofitting future batches to work far easier, cutting in half the time it would take to retrofit 20. [Reward: 20 TIE/ln retrofitted with Missile Pods, Military Action "Retrofit 40 TIE/ln" available]

On the side of your diplomatic council things were… well it wasn't that bad, but it still showed their inexperience. To be fair, new races weren't exactly being found a lot before the transition of the Republic to the Empire, and a good number of your diplomats were kids when that happened. Though you can't call it a failure either, even if evaluating it would be a bit harder. [Result: 39+10 (Diplomatic Council)=49, Reward: +2d10 to Diplomatic Rolls (determined on roll) when interacting with other species]
Sadly the idea to train your diplomats directly, including the council, come a bit late to you, but hey, at least they can't do worse than Grand Moff Tarkin, right? [Reward: +10 to Diplomatic Rolls]

Naturally, your scientists were the MVPs of this whole year, first of all your Research Ship had returned home to the fleet, after a two year complete scan of the system. The result was… somewhat surprising. It's not every day a Rogue Planet crashes into a Mega Structure and wrecks three fourths of it with the impact quarter being entirely beyond saving. This luckily also meant the planet was cracked open, ripe for the taking. [Reward: 1 Research Ship Recovered, Rogue Planet Discovered (+700 Materials from Mining), System Survey Complete]
On another note, the ship you sent to score the debris field for research had also come back successful, namely recovering several artifacts of unknown origin, though they may be useful if you can decypher them. [Result: 45+20(Egghead Archetype)=65 (Success), Reward: Recovered 5 Artifacts, New Research Options Available]
Then there is your newest little project to try and help your starfighter corp survive a bit better. Namely by trying to research means by which to imitate some of the tech the Rebels have. You did have Life Support options before, namely by stripping down those of a Delta Shuttle you could've installed the Life Support system in a TIE though doing so would've occupied a ton of space. Luckily, your teams come through and you now have a new set of Life Support Systems, not as powerful as the Shuttle model, but very compact and perfectly workable for a starfighter. [Reward: Starfighter scale Life Support Retrofit Available]
A little passion project of your own has meanwhile taken shape nicely, thanks to your new school you have secured something quite rare for outer colonies of the Empire: Public Education. The institute offers classes for all grades, being the first public school of the colony and all that, but after the first year of students, results appear promising. [Reward: Found first School]
An expedition to explore part of the Ring beyond your current borders went fairly well, you found a good site to land a colony ship if you so wish and you didn't go near those animals from before. However, something odd happened. While your explorers were, well, doing exploring, they had gotten blimps of energy signatures, they're not sure what it was but flashes of light had been spotted a few times. It appears you may not be entirely alone here after all. [Result: 55+20(Egghead Archetype)=75 (Success), Reward: +1 Colony Site, Unknown Contacts (Event Roll 1), Contact Lost (Event Roll 3) ??? (Event Roll 2)]

As for your engineers, you're happy to report that they built a first factory, so many new options were opened up with that, and once you get a mining operation going on the factory would be a far better means of refining the ores into materials you need, reducing waste while also expediting the processing, well, process. [Reward: New Options available, +200 Materials to all Materials Income]

On the administrative side, you sigh in relief, finally you had someone to assist you. Karen Maldova, while one of the most severe woman you have met in your life, is a master in the art of administration. The fact she is quite attractive is just as bonus. You're sure, this will only benefit your efforts. [Reward: +4 Administrative Actions (7 Actions/turn)]
Next, the second colony ship had landed successfully, integrating it's prefabs into your existing colony and it's population into your colony's population. With the population boost of 40.000, taxation took a good rise, and this is all only made better by the first 964 births of the colony. [Rewards: +50 Food/turn, +500 Credits/Turn]
Lastly, you did spend a good amount of resources and your limited budget to expand your farms, this not only added further food production, creating a nice surplus of it, but it also increased sales, which means more taxes from sales. Which means you get more money into federal pockets. [Reward: +100 Food Income, +200 Credits Income]
Starting turn credits: 1500 Credits Starting turn material: 19,000 material
Total Credit Cost: 1500 Credits Total Material (Mat.) Cost: 550
Next turn Credit Budget: 1200 Credits Next turn Mat. Budget: 18,450 material
Next turn Credit Income: 1200 Credits Next turn Mat. Income: 200 material
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]

Edit: Wanted to apologize for the late update, yesterday I was out with my mom helping her out all day so I didn't get to work on this and the day before that, the tally ended in the middle of the night and I was too tired to work much on it beyond the situation update at the start. You know? The part where I describe the consequences of your actions?
 
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Here's my plan

[X] Plan : Pure Economy

Military Actions (5 Actions/turn)
-[X] 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.
--[X] Missile Launchers: Concussion Missiles can do a lot of damage, even to capital ships. 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.

Diplomatic Choices (6 Actions/turn)
-[X] 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: ???]
-[X] 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)
-[X] 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.
-- [X] Alpha 4: A Twin-Star system that appears to consist of two orbiting star systems that are too close to one another to not be in each other's gravity well.

Engineering Actions (5 Actions/Turn)
-[X] 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]

Administrative Actions (7 Actions)
-[X] 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]
-[X] 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]
-[X] 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]
-[X] 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]
-[X] 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]
-[X] 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]
-[X] 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]

Starting turn credits: 1200 Credits
Starting turn material: 18,450 material
Total Credit Cost: 1200 Credits
Total Material (Mat.) Cost: 620 material
Next turn Credit Budget: 3250 Credits(400 credits from farming and the factory, assuming it is the only source of income people have.)
Next turn Mat. Budget: 17,830 material
Next turn Credit Income: 3250(200 of which is due to commission action so afterward if it's not taken again next turn the budget would be 2750 +500 from money printing so its now 3250) Credits
Next turn Mat. Income: 0 material

This plan maximizes our economy for next turn in order to finally be able to use most of our actions without restriction(ignoring the engineering actions on making ships).
Also I added actions that does not cost anything like retrofiting our tie fighters and surveying one of the systems.

NOTE: I will make a 2nd plan later if people dont like the 1st one.

[] Establish second colony Site:
QM it should be our third colony site.
 
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Here's my plan

[X] Plan : Pure Economy

Military Actions (5 Actions/turn)
[X] 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.

- [X] Missile Launchers: Concussion Missiles can do a lot of damage, even to capital ships. 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.

- [X] 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!

Diplomatic Choices (6 Actions/turn)
[X] 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: ???]

[X] 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)
[X] 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.

- [X] Alpha 4: A Twin-Star system that appears to consist of two orbiting star systems that are too close to one another to not be in each other's gravity well.

Engineering Actions (5 Actions/Turn)
[X] 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]

Administrative Actions (7 Actions)
[X] 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]

[X] 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]

[X] 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]

[X] 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]

[X] 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]

[X] 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]

Starting turn credits: 1200 Credits
Starting turn material: 18,450 material
Total Credit Cost: 1200 Credits
Total Material (Mat.) Cost: 600 material
Next turn Credit Budget: 2650 Credits(400 credits from farming and the factory, assuming it is the only source of income people have.)
Next turn Mat. Budget: 18,250 material
Next turn Credit Income: 2650(200 of which is due to commission action so afterward if it's not taken again next turn the budget would be 2750) Credits
Next turn Mat. Income: 400 material

This plan maximizes our economy for next turn in order to finally be able to use most of our actions without restriction(ignoring the engineering actions on making ships).
Also I added actions that does not cost anything like retrofiting our tie fighters and surveying one of the systems.

NOTE: I will make a 2nd plan later if people dont like the 1st one.


QM it should be our third colony site.
The claim you made has been adressed, but I wanted to ask you to edit this. Not to change your votes or anything but to please add - before all choices after your naming the build, that way all of your choices are treated as one and doesn't show up as dozens of individual choices in the tally later.
It would make the tally much more orderly and easier for me to process later without searching out your build if there are more builds than one again this time and it ended a few pages down the line.
If you do, thanks.
 
As far as this turn. I think we should probably try and see what rebel elements we got with us. At worst it gives us an idea of an enemy that knows the weaknesses of our designs. At best, we could get some powerful allies, which could even give us a leg up on improving our starfighhters.


[] 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)]
The B1s are insanely good. They are memetically bad, but they are still an honest to god self-contained army at an impressive bargain. While there are weaknesses, they are still surprisingly capable. As long as we play things smart, and get tactical droids.
- [] 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)]
And Droidakas, they are a threat to jedi, nuff said.
 
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