[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.
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.