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

[X] Plan : Securing our Bases and factories

Military Actions (5 Actions/turn)
-[X] "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]
-[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 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]
--[X] 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]
--[X] 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]
-[X] 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]

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

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] 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.
--[X] Beta 4: A Unary (1 Star) system located not far from Alpha 1, telemetry from Alpha 1 would allow us to chart a path there directly from our main system with little effort, thus accelerating the travel there without impacting the safety of our ships.
--[X] Beta 9: A Trinary Star System with three closely orbiting stars at the center. No habitable planets have been detected though this may be due to the lack of close-in survey. We have been able to detect a Hyperspace Route from Alpha 1 which should allow our ships to travel there quite easily. [+1 Turn duration]
--[X] Delta 1: This star is most notable due to the data indicating it may house a habitable planet. Due to gravitational waves we hadn't been able to previously chart a course here but from Alpha 1 a path has been detected. [+1 Turn duration]
[Cost: 3 Turns, 300 Credits, 1 Research Vessel Becomes Occupied, Reward: ???]
-[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]

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

[X] 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]

Administrative Actions (7 Actions)
-[X] Land Colony Ship on 1st Site: You now have two cities, but why neglect the first? Land a third colony ship near this city. This will max out how many colony ship prefabs can be set up here, but it does mean you have a major city here now.
[Cost: 200 Credits, 1 Colony Ship is converted into additions to the city, Rewards: +100 Food/turn, +500 Credits/Turn]
-[X] Land Colony Ship on 2nd Site: You now have two cities, but one has had a headstart with two colony ships. Why not add a second to the second city as well? It will be quite beneficial to you I assure you of that.
[Cost: 200 Credits, 1 Colony Ship is converted into additions to the city, Rewards: +100 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]
-[X] 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]
-[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] Civilian Productions: You have an economy now, a bit more money too, but you know what you don't have? Consumer Goods, or a industry to produce them specifically. This will build manufacturing facilities for all kinds of consumer goods, from canned foods to toys and games as well as simple cars any variety. This will shoot your economy into overdrive I guarantee it!
[Cost: 100 Credits, 100 Materials, -50 Materials/turn (Consumption), 1 Turn, Reward: +50 Credits/turn for every 5000 colonists on the same World, +100 Happiness Rating]

Starting turn credits: 4350 Credits
Starting turn material: 18,250 material
Total Credit Cost: 3000 Credits
Total Material (Mat.) Cost: 1,700 material(of which 50 is upkeep)
Next turn Credit Budget: 8950 Credits (1350 + 7600)
Next turn Mat. Budget: 16,530 material
Next turn Credit Income: 7600 credits at least(200 Credits of last turn were one-turn action income, +2,000 credits from civilian productions, +50/turn from Droids, ,+200 from farming, +1,000 from landing 2 colony ships, +??? Credits/turn for each Source of Income)
Next turn Mat. Income: 0 material


note: I am not sure how much money we would gain from establish new jobs action that is why I put +??? Credits/turn for each Source of Income in my calculation for next turn credit income.
 
[X] Plan : Securing our Bases and factories

note: I am not sure how much money we would gain from establish new jobs action that is why I put +??? Credits/turn for each Source of Income in my calculation for next turn credit income.
Thanks for the rich build.
Regarding "Establish New Jobs" it stacks linearly with itself so total would be 400xJob Number.
And I'm also glad you finally chose the options that would actually help to secure military support, because holy shit, you guys need it. Most of your Corvettes would be gone with this build after all.

Edit: I also want to point out that I'm kind of worried about the apparent dismissal of Material production, you kind of don't have that and once you start making Droids and ships you'll need them.
 
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Thanks for the rich build.
Regarding "Establish New Jobs" it stacks linearly with itself so total would be 400xJob Number.
And I'm also glad you finally chose the options that would actually help to secure military support, because holy shit, you guys need it. Most of your Corvettes would be gone with this build after all.

Edit: I also want to point out that I'm kind of worried about the apparent dismissal of Material production, you kind of don't have that and once you start making Droids and ships you'll need them.
I chose to get those multiple droid factories because we wouldn't have a army.

Also I do plan to work on material production next turn since we still have 16k worth of materials, also what do you mean most of my corvettes will be gone with this build?
 
I chose to get those multiple droid factories because we wouldn't have a army.

Also I do plan to work on material production next turn since we still have 16k worth of materials, also what do you mean most of my corvettes will be gone with this build?
In round one you guys assiged escort duty to Corvettes for any outgoing non-combat vessels, which I ruled as 2 Corvettes and, in case of more long-lasting operations, one of the Cruisers too.
This means each Research Vessel is escorted by 2 of your 12 Raider-class Corvettes. Which means with last turn's exploration of another system as well, means that you have 2 Corvettes left in-system. While this isn't the worst, it still means you have only seven ships total, four of which are pre-clone wars cruiser and the last one is a Praetor MK2 Battlecruiser, which while good for slugging it out, isn't exactly ideal if carriers come in with lots of snub fighters.
That is one of the reasons that I've kept the shipyard construction options and the options to build carrier vessels open this long, you have 17 warships to protect a gigantic ring section, a quarter of a Ring World you know?
 
So guys tell me do you want me to swap out 1 of the engineering choices like the B1 factory to making Carrier variant CR90 Corvette, some other ship or defense station?
 
[]Pilot school: TIE pilots are considered the best in the galaxy, with a schooling system built to supply the vast Empire with the needed pilots while the fleets keep expanding. The only issue is, you are now completely cut off from said schools, with a very finite number of pilots, and projections of pilot casualties should we fight a near peer foe would devastate their number, leaving a shortage of pilots and loss of vital institutional knowledge. For this reason, we MUST start training the next generation of pilots, to ensure the preservation of one of the few Empire advantages in said field.

[]Fighter Doctrine: As much as the Empire would never admit it, the Rebels have always been lightyears ahead in fighter tactics. While they may not be as well trained, having fighters be their main fighting arm, had given major motivation to hone fighter tactics and strategies to a level that career captains in the Empire never bothered with. And now, with the tight limitations on what we could field, we need to completely overhaul the Imperial Fightercraft Doctrine.

Well, here is two possible write-ins for military.
 
In round one you guys assiged escort duty to Corvettes for any outgoing non-combat vessels, which I ruled as 2 Corvettes and, in case of more long-lasting operations, one of the Cruisers too.
This means each Research Vessel is escorted by 2 of your 12 Raider-class Corvettes. Which means with last turn's exploration of another system as well, means that you have 2 Corvettes left in-system. While this isn't the worst, it still means you have only seven ships total, four of which are pre-clone wars cruiser and the last one is a Praetor MK2 Battlecruiser, which while good for slugging it out, isn't exactly ideal if carriers come in with lots of snub fighters.
That is one of the reasons that I've kept the shipyard construction options and the options to build carrier vessels open this long, you have 17 warships to protect a gigantic ring section, a quarter of a Ring World you know?

Do we have the designs for an of the empire's other small ships like the Tartan class, the carrack class, the lancer class, the strike class, the victory class, the vindicator class etc.

Edit: also do we have a number for how many TIE LN's, IN's and SA's we have so we know how many of each we need to retrofit.
 
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Do we have the designs for an of the empire's other small ships like the Tartan class, the carrack class, the lancer class, the strike class, the victory class, the vindicator class etc.

Edit: also do we have a number for how many TIE LN's, IN's and SA's we have so we know how many of each we need to retrofit.
To answer your question: You have the schematics but the reason for me using carriers only is that at the moment, you're kind of lacking in that department. Once the Provisional Shipyard has been prepared I will add more varied types of starships to the list.
As for starfighters, how many fighters do the Praetor II Battlecruiser and Raider-class Corvette carry? You have 12 of the latter and I'm fairly sure that one has a small capacity on it's own.
 
To answer your question: You have the schematics but the reason for me using carriers only is that at the moment, you're kind of lacking in that department. Once the Provisional Shipyard has been prepared I will add more varied types of starships to the list.
As for starfighters, how many fighters do the Praetor II Battlecruiser and Raider-class Corvette carry? You have 12 of the latter and I'm fairly sure that one has a small capacity on it's own.

well the Praetor can carry 120 fighters, the Dreadnaught's can carry 12 fighters each and according to the wookie the Raider I's don't have fighters but the Raider II's can carry two fighters so we have 192 fighters if we have all Raider II's though how many of each we have is unknown.
 
well the Praetor can carry 120 fighters, the Dreadnaught's can carry 12 fighters each and according to the wookie the Raider I's don't have fighters but the Raider II's can carry two fighters so we have 192 fighters if we have all Raider II's though how many of each we have is unknown.
Well, that means you have 40 converted starfighters then.
Should I go ahead and set up a list of what assets there are, in terms of buildings, space forces and space infrastructure.
Well, the latter doesn't much exist yet.
 
Well, that means you have 40 converted starfighters then.
Should I go ahead and set up a list of what assets there are, in terms of buildings, space forces and space infrastructure.
Well, the latter doesn't much exist yet.
yeah I would probs add that to Current state of affairs along with updating our colonies and councils after next turn.
 
yeah I would probs add that to Current state of affairs along with updating our colonies and councils after next turn.
Followed your advise and did my best at the header to list off every datapoint except vessels for the moment. If I forgot anything, please tell me. Also, added a bit of a thread header image, a fleet of ISD ships. Not sure if ISD1 or ISD2
 
Encounter Interlude 1: Late Arrivals
You sigh as you visit the bridge of your flagship once again, you had long renamed the Praetor II Battlecruiser to [Guardian], a old Clone Wars ship name held by a Venator at the time. And being the center of your small fleet, the name did fit.
She was the guardian of all those now under your stewardship after all, the biggest guns in the system and all that. You had ordered all ships carrying such to deploy Combat Action Patrol, or CAP, just in case, these aliens your scouts encountered earlier this year had you walking on eggshells, after all.
Just as you sit down in your command chair, a small mercy you allowed yourself, along with seating for other bridge crew on the consoles, alerts began to blare.
"What's going on?!" You yell over the claxon as the holographic image of one of your Research Ship captains appears before you.
"Sir, we have detected a radiation flare similar to the one we experienced when transitioning, at three different points!" Reported the man, his ship had been monitoring the back of the ring from the rim of the structure, using the ring as a wall so to speak. "We were able to identify the new arrivals, two Imperial II-class Star Destroyer, [Chimaera] and [Tyranny], four Victory I-class Star Destroyer, [Flawless], [Subjugator], [Reaper] and [Dauntless], as well as two unknown Providence-class Destroyers, Standard Model, along with five ships of unknown design, we're sending images now." Reported the captain and you curse under your breath.
Looking at the images, one of the ISD2 vessels was in formation with the five unknown ships, they looked suspiciously alike to Star Destroyers though two of them were visibly smaller in scale.

Then there was the second ISD2, which was surrounded by the four Victory Star Destroyers while the Providence-class Destroyers sat along to the side, seemingly inactive.
"Sir, the Chimaera was last reported missing in action, she is the flagship of Grand Admiral Thrawn." Reported one of your bridge crew members and you swallow, well, you had wished at some point that brilliant officer was around to help you with this, maybe you were lucky?
"Open a comm channel through the [Inquiry], target the [Chimaera] first. Maybe we're lucky today." You order, feeling somewhat uneasy.

As it turned out, Thrawn was indeed aboard, he had in his retinue three "Ascendancy-class" Star Destroyer and two "Chaf-class" Destroyers, both of them being Chiss designs of the Empire of the Hand, his own splinter faction. The other imperial force was Iron Squadron, and while they were somewhat more reluctant to cooperate, the threat of your own flagship and Thrawn's fleet, who had thrown his lot in with you for the time, made them comply.
Finally the two Providence-class Destroyers appeared to have been old CIS vessels that had been shut down after the Clone Wars, and somehow had been caught in an anomaly.

A meeting was held and while Thrawn had a lot of questions, he approved ultimately with how you had handled your situation, offering his services as an Admiral of your new faction. And between that and your own forces, the remaining vesssels were brought to heel as well, though the captains had to be removed due to their extremist views.
Luckily, the Providence-class Destroyers were easy enough for your research teams to bring back online, reprogrammed naturally.

Roll 1: 53, Meh Result, Fleet of small Star Destroyers that needed to be subjugated.
Roll 2: 71, Regular Result, 2 Providence-class Destroyers, good condition
Roll 3: 89, Critical Success, 1 ISD2, 3 Ascendancy-class Star Destroyers, 2 Chaf-class Destroyer, Grand Admiral Thrawn joins your forces

Result:
Forces Gained:
ISD2 – 2x
Providence-class Destroyer – x2
Ascendancy-class Star Destroyer – x3

Victory I-class Star Destroyer – x4
Chaf-class Destroyer – x2
 
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How did Thrawn join us instead of the other way around? He seriously out guns us in every way, and I'm not talking about just firepower

And yes, unless our enemies are BS protagonist level golden boys, we are good
 
... Okay I feel bad for our future enemies... The moment has passed now it is time to laugh at them. :p
Thanks for liking it :D
How did Thrawn join us instead of the other way around? He seriously out guns us in every way, and I'm not talking about just firepower

And yes, unless our enemies are BS protagonist level golden boys, we are good
Convenience as well as him coming off a Critical Success on a Encounter Roll, think about it this way: You have a well established government, which is running quite well already and people like you as the leader. For him it is much easier to integrate his forces into your own and work from within the system to keep it this way than trying to overthrow you and lose all the resources you already have.
Remember, you have a Battlecruiser, even though he has better ships, he would lose a lot of them to take you down, not to mention you also have a small fleet of your own which would be lost if he started beef with you. His own flagship, the Chimaera, is only an ISD2 as well, so he could very well lose his life for no big gains really.

Is this a good explanation? I may add this is Thrawn from the Legends continuity, who I interpret as fairly reasonable. If you fuck up, he's coming for your head, but you haven't even with this ridiculous situation.

Also, Critical Failure (20 or less) would've been Ysanne Ysard with the Lusenkya.
 
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The man, the myth, the legend is here. Thrawn would basically carry us to victory military wise and would even help us diplo wise considering he made the empire of the hand. Just asking what mods/buff do we get from Thrawn?

Do we also get new actions from Thrawn?
 
The man, the myth, the legend is here. Thrawn would basically carry us to victory military wise and would even help us diplo wise considering he made the empire of the hand. Just asking what mods/buff do we get from Thrawn?

Do we also get new actions from Thrawn?
I'll have to think on that first, though it will probably include a "Restructure Escort Assignments" action for sure since, well, you now have a good number of new capitalships and you're aware of at least one species you don't know much about in this place.
Thrawn coming out of a Critical Success Roll like it was a Gacha game, come from a conversation I had with @NeoDraconis on Reddit and the conversation was before I did the roll on a spur of the moment decision.
So you can thank him for the reinforcements :D
 
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