Grand Army of the Republic: A Star Wars Plan Quest

Math Post
Expand into Timira City (Phase 4) = 402/400 2/500
Off-World Expansion (Phase 1) = 264/100 164/150 14/200
Democracy-class Dreadnought Construction Besh (Phase 1) = 742/1,500
Democracy-class Dreadnought Construction Aurek (Phase 2) = 1,460/1,500 - Critical Failure
Develop Kaminoan Shipyards (Phase 12) = 610/1,200
Expand Clone Production (Phase 12) = 548/450 98/475
Expand Commando Training (Phase 9) = 324/100 224/100 124/100 24/100
Clone Trainers (Phase 11) = 432/100 332/100 232/200 132/100 32/100
Mental Enhancements (Phase 5) = 867/750 117/1,000
Endurance Enhancements (Phase 5) = 386/750
Expand CR90 Corvette Contract (Phase 1) = 44/40 4/40
Expand Valour-class Cruiser Contract (Phase 1) = 78+10/40 48/40 8/40
Burying Secrets = 390 (DC 120/140/160/180/200)
 
I know I was busy, and didn't pay attention to the last update, but someone explain the logic in spending dice on more shipyards when we need to roll somewhere between 9 to 8 thousand points of dreadnought construction to meet our goals this Qouta. I could understand rolling towards it after we complete our 8th, but not while that outcome was still in question.
Democracy-class Dreadnought Construction Aurek (Phase 2) = 1,460/1,500 - Critical Failure
Develop Kaminoan Shipyards (Phase 12) = 610/1,200
Isn't Besh the one with the critical Failure?
 
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I know I was busy, and didn't pay attention to the last update, but someone explain the logic in spending dice on more shipyards when we need to roll somewhere between 9 to 8 thousand points of dreadnought construction to meet our goals this Qouta. I could understand rolling towards it after we complete our 8th, but not while that outcome was still in question.

Isn't Besh the one with the critical Failure?
I think it was because, once we complete the next Phase of the Shipyards, we can build THREE Dreadnoughts at the same time instead of just two.
 
I think it was because, once we complete the next Phase of the Shipyards, we can build THREE Dreadnoughts at the same time instead of just two.
Thats stupid and pointless. If we had say 20 Dice for Industry I could see the point of that, but we don't, we have 10, and 3 free dice. Maintaining production on two dreadnoughts to the point where we complete both in the course of 3 turns is difficult. Trying to start up a third is meaningless, wastes rolls, and jepardizes our ability to complete the 8 we need to reach our goals. More projects with the same dice limits does not equal faster production. Where are the other math savvy people? My absense shouldn't have allowed this senseless waste of dice to occur.

threw 100-faced dice Reason: Besh Democracy Total: 107
Yeah, it was Besh that had the critical fail.
 
Where are the other math savvy people? My absense shouldn't have allowed this senseless waste of dice to occur.

Bot recently started another quest so I'm assuming that has something to do with their absence for the last round of voting. In fact, looking back, other than you I don't think any of the old plan makers have been making plans since the hiatus ended.
 
Bot recently started another quest so I'm assuming that has something to do with their absence for the last round of voting. In fact, looking back, other than you I don't think any of the old plan makers have been making plans since the hiatus ended.
Drat, double drat, and triple drat. I'm gonna have to step up my commitment to the quest. Maybe drop one of my other ones.
 
Shipyards don't have to be all that terrible. Background rolls have been such that we've actually been exposure neutral these past few turns despite our efforts. If we decide to finish up those shipyards we could dedicate to manufacturing CEC designed ships, namely the DP20 and the Interdictor, the former because it is the premier light escort and the latter being a type of weapons system that no one else out there is building. That would cut down on the need for us to increase our contracts with CEC which is good given how close the Corellians are with the Jedi currently.
 
Shipyards don't have to be all that terrible. Background rolls have been such that we've actually been exposure neutral these past few turns despite our efforts. If we decide to finish up those shipyards we could dedicate to manufacturing CEC designed ships, namely the DP20 and the Interdictor, the former because it is the premier light escort and the latter being a type of weapons system that no one else out there is building. That would cut down on the need for us to increase our contracts with CEC which is good given how close the Corellians are with the Jedi currently.
That would be fine if we'd just finished the 6th dreadnought and we had 4 turns to complete the next two. Instead we have a massive setback in the form a bad rolls and wasted dice. We have the option of expanding our contracts for that. Tho honestly we have enough escorts.
 
We have the option of expanding our contracts for that. Tho honestly we have enough escorts.

With our urgent need to conserve exposure for off-word infrastructure to meet our quotas for Clone Production, we probably do not have much exposure overhead to expand contracts on CR90s and Republics and Valors - our best Anti Fighter solution, our best warship and our best Carrier. There's also starfighter production to consider - since every starfighter in our fleet demands exposure for contract expansion, and the narrative is warning us of the dangers of expanding external Starfighter contracts, which might result in more secrecy breaching rolls.

Democracy-class Dreadnought Construction Besh (Phase 1) = 742/1,500
Democracy-class Dreadnought Construction Aurek (Phase 2) = 1,460/1,500 - Critical Failure

I know I was busy, and didn't pay attention to the last update, but someone explain the logic in spending dice on more shipyards when we need to roll somewhere between 9 to 8 thousand points of dreadnought construction to meet our goals this Qouta. I could understand rolling towards it after we complete our 8th, but not while that outcome was still in question.

Let me address the next point, concrete numbers. Feel free to point out any errors here.

We are currently on one Dreadnought, with two Dreadnoughts under construction, for a net of 758+40 = 798 remaining progress at least, depending on how hard the Nat 1 has fucked us over.

When both are done, we will have five Dreadnoughts remaining. This is 7500 points of progress. So in all, we need to roll 8298 points of progress.

We have 10 Industry dice per turn. Our Spaceborne Industry bonus is currently + 55 per dies -> +30 from Industry Dies, +20 from Reli Vuth and +5 from Equipment specialists.

We need to finish all 8 Dreadnoughts by Q4 23 BBY, and we've just finished Q25 BBY, which gives us Eight more turns to finish

Let's for now, exclude the use of any free dies, since its availability for all 8 turns is not guaranteed, given that we also have to account for the facilities needs for our Clone Production quotas.

So we have 80 dies to roll, each at +55 bonus. What are the odds, without the use of Free Dies, that we will roll 8298 points of progress?

Because AnyDice takes too long to calculate the odds of 80D100 + 55*80 on my end, let me break it down to 40 dies chunks, to see our odds of rolling 4149 progress each year, inputting 40D100+55*40

It's 55.75% chance of hitting the per annum average progress needed to achieve our goal, which is not a comfortable number. If I was to take both years as independent event, the probability of meeting our plan goals for Dreadnoughts without FD is even direr: it's 31% in all.

However, we have a 95% chance of getting 3902 progress, which is still 247 progress per annum short of what we need to meet our goals. At 99%, our progress is 3797, which will be a 352 progress shortfall.

How many free dies do we need to dump per annum in order to ensure this 247/352 95%/99% shortfall is met? 4D FD per annum will give us 99.9% chance of 247 progress, but 88.41% chance of 352 progress. 5FD turns the 352 progress into a 99.82% chance

TLDR: You probably need about 5 Free Dies per annum to have a 95%+ chance of getting the average amount of progress needed to meet the Dreadnought goals each year.
We do have some room for Free Dies usage, but some of it probably will go to infrastructure. There is some margin of error still in FD usage, but probably 5/12 FD per year should be going to Dreadnought production to hedge against bad rolls screwing us over.

We are not yet at no-room for error, but we are probably now in the scenario where FD usage is definitely necessary for avoiding 31% odds of successfully hitting our Dreadnought goal in time

Hopefully, this helps you grasp the task ahead of you, if you want to keep the thread on track.
 
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We are not yet at no-room for error, but we are probably now in the scenario where FD usage is definitely necessary for avoiding something like sub 30% odds of hitting our Dreadnought goal in time
This is ignores the probability for error. We have just this turn had an instance of 427 in rolls towards dreadnoughts with 10 dice. Until we have succeeded sufficiently, I have to assume a margin of error that neccessitates full commitment to dreadnought production with free dice, especially with this slip up and crit fail.
 
This is ignores the probability for error. We have just this turn had an instance of 427 in rolls towards dreadnoughts with 10 dice. Until we have succeeded sufficiently, I have to assume a margin of error that neccessitates full commitment to dreadnought production with free dice, especially with this slip up and crit fail.

I've given very generous thresholds of 95% and 99% chances of progress in my Calculations over the course of 40 die batches each year, with 12 FDs in reserve - literally, the 30% chance of reaching our goal with no FD expenditure tells us how serious the possibility of error is without using FD, and it's high, literally 70%. However,I do not believe we need 12FD per year to hit our plan goals based on the calculations I've made, but I would like to see mathematics showing that necessity if that is the point you wish to make in critique of my calculations, which have taken into account of error, by factoring in the probability that we can't get enough progress each year to hit our goals.

So yes, I disagree with your point that we must pump all 24, Free Dies, for the next 8 turns into Dreadnought production (which seems to be what you are insisting here), I don't think the maths support it. The safe number is probably around 10.

I think you are overblowing the slip up - it's not putting us into 24FD for eight turns and for you to watch this thread like a hawk for the next 8 turns (please don't risk your sleep schedule on this!) so to push 3FD Dreadnought plans every time update drops to avoid bandwagoning on alternate FD usage (which will happen, I suspect infrastructure is the other pain point out there). It's putting up closer to something like a need for 10FD over eight turns. That being said we need to pump in the FD, I do not disagree with you here.
 
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I've given very generous thresholds of 95% and 99% in my Calculations over the course of 40 die batches each year, with 12 FDs in reserve - literally, the 30% chance of reaching our goal with no FD expenditure tells us how serious the possibility of error is, and it's high, literally 70%. I do not believe we need 12FD per year to hit our plan goals based on the calculations I've made, but I would like to see mathematics showing that necessity if that is the point you wish to make in critique of my calculations.
Democracy-class Dreadnought Construction Besh (Phase 1) = 742/1,500
Democracy-class Dreadnought Construction Aurek (Phase 2) = 1,460/1,500 - Critical Failure
These ones. Where we are a 1/4 of our turns spent and only 5/16th of our goal complete dispite an absurd bonus to rolls and decent to great rolls the first two turns. We still don't know entirely what impact the crit fail will have on production. I am saying with this early, rather pointless deviation and the critical fail setback, we needbto wait and see how far along we are turn 6 results before we deviate again.
 
These ones. Where we are a 1/4 of our turns spent and only 5/16th of our goal complete dispite an absurd bonus to rolls and decent to great rolls the first two turns. We still don't know entirely what impact the crit fail will have on production. I am saying with this early, rather pointless deviation and the critical fail setback, we needbto wait and see how far along we are turn 6 results before we deviate again.

Again, go back to my calcs, I already factored this in. If you disagree with how I did it, address my calculations directly and point out the errors or how you'd do this differently, since I quoted what you quoted as my starting point.

Ok, let's load AnyDice, and see how improbably this turn was then, at 427 progress on 10 dies.

Rolling at least 427 on 10 Dies is a 80.23% chance of happening, which means that turns worse than this had a 19. 77% chance of happening - we had a 1 in 5 chance a turn like this or even worse happens. A turn like this, sans the crit fail, is not a rare occurrence, which is why when you are asking the question of what odds of progress/turn you want to model with over the course of this entire Plan, you probably should be setting the confidence threshold way above 80% and assume the 95 and 99% scenarios happen. To make things clearer, the higher the confidence threshold, the direr the die scenarios accounted for over the number of dies available to us from now to the deadline, and I believe my model has been accounting for scenarios even worse than this year, over the next two years.

My 95% and 99% calcs assumes that there will be years way worse than this year, and even then, it suggest that 10 FD out of the 24FD we have available in the next 8 turns should see us through even turns worse than this.

Basically, yes, feel free to propose multiple turns of Free dies, but doing it for 6 straight turns from now probably means you are throwing away as much as 8 free dies - I'd do something more moderate like 2-3 straight turns then recalculating the odds of making it to the plan goal without FD usage, depending on other quest factors, like the state of our facilities shortages for expanding Clone Production.

But even if you are right, and 1/4th of our turns are spent, and 5/16 of our goals are complete, we are actually on track to complete our goals.
 
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3 straight turns, less if we get a crit success before the third. So long as we reach 4 Dreadnoughts and 1000 points between the two current Dreadnoughts in productio by that point, I would be fine reassigning the dice. It's an easy goal to reach, and unless a crit fail happens I wouldn't feel the need to assign any more free dice from that point on.
 
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Portents and Plans: Return of the True Mandalorians - (Noncanon/+50 Bonus)
@Oshha

AN: Sup folks, once again credit to Mackenzie Buckle on Patreon for commissioning this. Commissions open if anyone else wants to do so.
If anyone has any thoughts, critiques, etc don't be afraid to speak up

Portents and Plans: Return of the True Mandalorians

Disclaimer: Star Wars and related franchises are the properties of their respective owners. I claim nothing that is not my own.

For Yoda, Grandmaster of the Jedi Order, the Force was an old friend. Not one that spoke often, and sometimes what it said was cryptic. But for the discerning, one could learn much. You could not know everything from the Force, but to disregard it entirely was folly. In his centuries of life he had learned it was usually possible to open himself to the force, to float as just one more bright ember amongst the radiance of the galaxy. His experience, strength of will, and meditative focus in life usually served to cushion him from potentially deadly or simply confusing backlash. But now it helped blind him to some extent. A manifestation in his estimate of the growing chaos in the galaxy at large. The Force is life and life is the Force. All that life mobilizing or simply being stirred up affects the Force. The ongoing crisis in the Senate was nothing compared to the cacophony that was flooding into the galaxy, merely a symptom over a problem whose cause had no end. To act foolishly and quickly would only make matters worse. A lightsaber was to be drawn as a last resort, not to threaten the galaxy into compliance. Such ways led to the Jedi Lords of old if one wanted to consider it kindly, the sith otherwise at the other.

The Force that day however seemed to be in a particular mood. One moment Yoda was about to take a seat on his meditation seat with legs starting to fold, the next he was swept away by a mass of sights, sounds, and smells. He had lived a long and exciting enough sight to instantly recognize that he was on a battlefield, but not as a participant. He looked around to see an almost perfectly circular slice of land, beyond it only dark mist and shadow. The sounds making it clear that this place was not so truly isolated. Yet he was only an observer, something made obvious as a figure had just run through him. A soldier dressed in what he saw to be a Judicial forces uniform with a ground trooper's kit. The various shades of blue turned brown by the various mud stains on it. The young togruta however did not last long as a blaster bolt hit them as they rushed forward, collapsing like a puppet with strings cut. Their fellows roared out in anger and fear as they kept going only to also be cut down by methodical and precise shots. Their killers now more obviously seen as they entered, penetrating the miasma.

A group of mandalorian soldiers, all in the same armour and coloring aside from only a few differentiating trophies or marks. Each was obviously experienced, armour scarred and weapons held at the ready. Before they could reach the fallen republic troopers they dropped to what cover existed and started firing again. This time at what now stepped out to be a mass of droids. A similar type to what he recognized the Trade Federation used, if slightly different in color and make. They too fell to Mandalorians in clatters of metal, only for a familiar sound to come from another side. The snap hiss of a lightsaber and a twirling figure in the robes of a jedi, a hood up showing only a vague humanoid figure as they leapt into battle. A mix of Soresu and to his eyes an older style of Shii-Cho. Evidenced by the fallen forms of several of the Mandalroians before Yoda narrowed his eyes at the wash of heat from a flamer gauntlet's discharge. The Jedi falling without even a chance to make a noise such was the fury of the burst of flame. The Mandalorians did not have a chance to rest though as more Judicial troopers charged into the frey, these ones not the obvious younglings of the previous but veterans as they laid a field of fire while advancing. Their success was not to last as yet another wave matched in, more droids churning the bloodstained ground into mud.

Again and again more from the three apparent sides would arrive. Again they would fall, leaving an ever growing pile of bodies on the ground. Seemingly to grow high enough for Yoda to look down upon a war scorched planet as ships clashed in orbit alongside swarms of dueling fighters. No clear winner, no victor at all. Just death. Death and the haunting cold caress of the Dark Side as it fed on the anger, the fear, the hate that was choking everything around him. Even as the circle of space around him started to fade, he heard an ever growing cacophony. The sound of fighting starting to be lost in the sound of a thousand upon a thousand throats yelling, begging, crying out. The sounds of war did not go away, only adding the drumming crescendo of the conflict. Then someone's laughter echoed at first grimly triumphant before turning to anger and hatred. Hate grew alongside the distinct sound of sith lightning, Yoda's ears flicking at that unfortunate reminder of the past as the force was tinged Dark from the use of that torture technique. Then the sound of lightsabers clashing alongside the discharge of blasters. For a moment Yoda thought he recognized that voice that screamed out in outrage, before it too faded away in the choking silence of the Dark Side. From one second to the next it ended and Yoda found himself seated on his meditation seat, no time at all having seemingly passed. 'Grim Portents Indeed', he mused.

<><><>

Jedi Master Mace Windu considered the attendance inside the Chancellor's office as he entered the room. The Chancellor Sheev Palpatine of course, Commander Terrinald Screed standing nearby the office desk was chosen by the Chancellor for a closer view of the rank and file Judicials. Beside the veteran officer was one Sia Talad, the Republic Intelligence liaison with the Judicial forces. Entering behind Windu was his good friend Ki Adi-Mundi alongside fellow master Plo Koon. The three Jedi Masters being chosen more for ensuring the meeting could occur and progress over military skill, something rather rare in the Temple for a long time. Most of the order after the emergency vote for the Military Creation Act by the Senate in the reveal of the clone army was scattered putting out bushfires in the Outer Rim or in the Mandalorian Sector. The Separatists were for some reason stalling their previous efforts by offering surprise negotiations, it gave the republic time to mobilize and expand the Judicial forces, but it was obviously some trick. But not one they could afford to trigger early, the Separatists were a mostly known problem. Now was the time to uncover the Mandalorian factor.

"Welcome, welcome Master Jedi. You are right on time" came the firm and charismatic voice of the Chancellor. A person that Windu was finding more and more suspicious now that they were on the precipice of gaining power that few Chancellors had managed to gather in a long time.

The others were formally introduced and seats taken as the chancellor started a little speech to start off discussions. Windu sat contemplatively, not on what was being said but the future. The Republic was spiraling into a conflict that was beginning to resurrect old threats, old clashes, and providing opportunities for those that may want to undermine the foundation of the Republic that had stood since the Ruusan Reformations. Perhaps none more than the Chancellor himself. It was a situation that may have warranted increasing the power of the seat, but that did not mean that Windu would trust a career politician to use it responsibly. That was half the reason there were three high council members in the office after all.

Feeling the force give a slight friendly nudge Windu returned his mind to the situation at the table. Just in time to hear a question be directed to the Jedi Masters by Commander Screed. "The Republic's records on the technical details of historical Mandalorian capital ships are not good. But I do not believe in trusting our enemies to be incompetent. Have any further details been uncovered on the naval buildup by the Mandalorians?".

A brief glance showed that Plo Koon wanted to be the one to answer. "Hmmm, as it is we have more on what is not present then what is. While discrepancies exist in everything from raw resource extraction to shipyard productivity, it is not to the level that would indicate a concerted naval construction program. Jedi investigators have been stymied in pursuing closer outlooks to such corporations as Mandalmotors by the previous legislation but we can say that wherever the Mandalorian threat is building up, it is not in their traditional space. The mandates that the Jedi Order has in pursuing criminal investigations are not enough at present time". Troublesome times, the Duchess was a good ally of the Order but her people were radicalizing. The stability of the Sector in peril even as efforts to return to Kamino were being stymied by bad navigation data and senate deadlock.

The RI Liaison chose to speak up. "RI's own mandate in the matter has allowed us to gather additional information, but we have been stymied as well. This time by criminal elements, and rather disturbingly effective clean up elements. Someone is dedicating a great deal of time and resources to ensuring that any leads that appear are swiftly contained. Something that in hindsight has been an ongoing process since the previous efforts". Windu gravely nodded at this. Whatever mastermind was behind all this, they had the advantage of initiative and a headstart. That and more military hardware than the entire Judicial forces had in their arsenal even with the crash mobilization.

Palpatine chose this moment to speak up. "Master Windu, is there any possibility of sparing some members of the Order for another post? I admit the idea has only come to me just now, but it bears mentioning. If we cannot find them in Republic space nor in Separatists space as far as we know". A slight glance to the RI Liaison received a nod and Palpatine continued.

"If they are not neither of those parts of the galaxy, then that leaves most likely Hutt space. Or Unknown Regions. But Hutt space seems more likely. It would be a dangerous place, but I believe that a Jedi would be most capable of handling the threat and uncovering the secrets that may be there. However if it is not possible then please, treat it as mere wild speculation". As Palpatine gave a polite if somewhat warm smile Windu pondered the request.

Palpatine seemed to consider himself a friend of the Jedi Order and his words in public did indeed seem to reflect this. It would be time that judges his truthfulness in such. For this particular issue, it would be possible. Difficult, but possible. A check showed that his fellow masters were also considering the request seriously. A moment and the three came to a conclusion.

Adi-Mundi spoke first. "The request will need to be considered more deeply. What support would be possible and should this be considered serious enough to dedicate our already deployed members? Much of the Order is out in the field supporting Republic forces, investigating the current crises, or attempting diplomacy with sepratist leaning worlds. Possible, yes. But is it the best possible action to take in the Republic's interest?".

Plo Koon nodded along. "Hutt Space is a considerable size and one that is often policed, if crudely by the Hutts. They would not look well upon a republic presence, even if it was only Jedi. Relations with various parties would need to be considered, groundwork laid out if any action were to take place".

Then it was Windu's turn. "Then there is of course the consideration the the Hutts are indeed involved with the Mandalorians. A trap it may be if any Jedi or other Republic forces were to investigate. We need more information to get more information. A sorry state of affairs, but it is the galaxy we live in".

Palpatine nodded at the words of the three Jedi Masters, the two officers also seemingly taking the words seriously. "You have given me much to think on Master Jedi. Perhaps it was too hasty, but as your words indicate. There may indeed be a fire from the smoke. Another time then, we will need to discuss the matter in more detail when there is a moment for it. Does anyone else have anything else to add or can we continue with the previous itinerary?". No one protested and so the meeting continued with reviewing the gathered information.

<><><>

Meanwhile a meeting in the same vein was taking place on the moon of Concordia in the Mandalorian system. The Deathwatch being equally keen on finding out just what Jango Fett and his faction had done. Though unlike the Republic, the Deathwatch had some more up to date information from sympathizers in Jango's force. With Pre Vizsla at the helm inside his hidden moonbase , things would take a different tone. Especially as he stood slightly elevated, looking down onto the table that his subordinates sat or stood around.

"Mando, Deathwatch. We meet now, the old faithful and the always stalwart. To discuss the oncoming threat to the Mandalorian people. Not from the soft lapdog pacifists of the New Way and their Republic Masters, instead we speak of an old foe. Once laid low from when they struck a blade into our own body, now resurgent as are we. I speak of Jango Fett and his so-called True Mandalorians. Unlike the New Way, these will fight. Hate them for being misguided, respect them for being a true threat. But the strength of our arms will prevail in time. But only if we sharpen it so. Now let us begin, we will need to know of our foes if we are to be able to lay them low". With a click of a remote Vizsla activated the room's holoprojector to begin showing different holos, first one was a bust of Jango Fett.

"Agents at my direction were investigating suspicious movements of individuals and armaments throughout the sector. Efforts were made to hide from all outside parties, but the reach of our cause is everwide and we now know more information. Once more the man who was raised by the previous pretender Jaster Mereel seeks to oppose our righteous cause, amusingly Fett is currently denounced by the pacifists as a false mandalorian. Shows how even they can get something right for once". Following a short bout of sycophantic laughter Vizsla continued, this time showing different pictures that his agent Besbe had given him.

"Fett has gained backers who have funded an entire army of clones using Fett as both the template and also the leader of the effort. On the distant planet of Kamino off the starcharts, they seek to raise an army of misguided slaves to fight. True Mandos, the wayward, even the rest of the galaxy. Fett would take advantage of the chaos of the galaxy to conquer and occupy the Sector like a foreign conqueror. He would have no allies, no fellow warriors, only him and his clones over a land of peon subjects. We must resist, we will never accept the boot of such a figure on our backs. The truth must not be neglected, we will open the eyes of the people just as we gather the strong and willing to our banner. But that will not be the only way that we gather the strength to fight".

Standing once more dramatically at the center of his low stage Vizsla was backcast by the holoprojector as he continued. "You may be aware of the prosperity reached by Mandalmotors and our own Concordian Technologies, of the scarcity of true Mandalorian armour in recent times, and of course for some the disappearance of both famed and lesser known veterans. All are connected to Jango Fett, the would be false Mand'alore. He is using those resources to raise his slave army, one forged to his will. They will be foes, but perhaps not always. They are raised in the Mandalorian fashion if to false leaders. One day they may be freed, to become true mandos as our brethren. But that is far ahead. Our own efforts must be involved in how to match this growing threat". Vizsla took a moment to stare down, attempting to meet the eyes of each of his subordinate lieutenants. More for dramatic effect then to actually look each in the eye.

"We would be fools to act as we are. Support will be needed. Outside backers sadly, but if they acknowledge our strength of arms then we can deal with it. To fight and be paid is no lowly thing. If one does not as the True Mandos would and make of us lapdogs of a different kind from the New, if we are a hound then we are no one's pampered pet. But a vicious beast that none may cross without being torn apart. A wild alpha kath hound".

Speech obviously winding down, Vizsla lowered his voice as he began getting into the finer details of his directives. "We must work to strengthen our influence on Mandalmotors and Concordian Technologies, that way we can siphon off strength from them. We will also need to expand our own naval forces. The possibility of reaching out to the Hutts remains an idea, they have never had to fully comply with the Ruusan Reformations after all. Weaponry and ships though can be garnered, one way or another. Recruit the true, the faithful, those who will not passively lay down to be trampled. Train, gather strength, I will reach out with specific directives as needed. Now I will leave the room so that you may begin preparing, coordinate your cells before dispersing so that we do not waste time and effort at cross ends. Well, get to it". With that the room slowly grew louder as people began forming into their own groups and cliques. Vizsla himself simply retreated to his private room to think and look onto the efforts through the security cameras. Best to see who had initiative, and who would be a challenger. Vizsla did not get to his position without cunning, he would not reach the top without blood and iron. Preferably that of others.
 
Q4 25 BBY Results

Q4 25 BBY Results

Resources (R): Too Many To Spend
Sith Support (SS): 39
Exposure (E): 23 (-1 per turn)
Free Dice: 3

Current Capabilities
Facilities: Overwhelming Surpluses (+10)
Production: Major Surpluses (+38)
Logistics: Overwhelming Surpluses (+9) (+15 per turn)
Trainers: Significant Surpluses (+18) (+2 per turn)

Grand Army of the Republic
Clones: 198,050,000 (+19,805) (+4096 per turn)
-Troopers: 2,510,000 (+251)
-Commandos: 330,000 (+33) (+10 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +108,958 (+16,914 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +57,220 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +1,792 (+140 per turn)
-Quality: +2
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +120 (+8 per turn)
-Quality: +3
Light Speeder: Crusader-class Strike Tank (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +7
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +2,532 (+262 per turn)
-Quality: +4
Medium Speeder: RX-200 Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +120 (+8 per turn)
-Quality: +4
Medium Speeder: Verdjur-class Combat Transport (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +3
Heavy Speeder: Canderous-class Assault Tank (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +5
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +1,702 (+134 per turn)
-Quality: +4
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +198 (+14 per turn)
-Quality: +6
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +28
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54
-Quality: +3
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +944 (+72 per turn)
-Quality: +4
Medium Starfighter: Liberator-class Starfighter (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +5
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +120 (+8 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +2,886 (+258 per turn)
-Quality: +5
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +396 (+32 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +264 (+20 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +120 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +120 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +18,124 (+6,000 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +280 (+40 per turn)
-Quality: +5
Medium Gunship: Kom'rk-class Fighter/Transport (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +4
Heavy Gunship: Defender-class Light Corvette (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +4
Light Escort: CR90 Corvette (Corellian Engineering Corporation)
-Quantity: +98 (+18 per turn)
-Quality: +4
Light Escort: Galaar'kyramud-class Corvette (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +2
Medium Escort: DP20 Frigate (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +6
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +1,156 (+518 per turn)
-Quality: +5
Medium Escort: Thranta-class Corvette (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +4
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +140 (+9 per turn)
-Quality: +5
Heavy Escort: Hammerhead-class Cruiser (Rendili StarDrive)
-Quantity: +178 (+19 per turn)
-Quality: +6
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +1,144 (+262 per turn)
-Quality: +3
Light Capital: Dreadnought-class Heavy Cruiser (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +4
Light Capital: CC-2100 Interdictor Cruiser (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +7
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +1426 (+126 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +128 (+8 per turn)
-Quality: +5
Medium Capital: Valour-class Cruiser (Rendili StarDrive)
-Quantity: +166 (+22 per turn)
-Quality: +7
Medium Capital: Centurion-class Battlecruiser (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +7
Heavy Capital: Republic-class Star Destroyer (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +9
Medium Superheavy Capital: Democracy-class Dreadnought (Rendili StarDrive)
-Quantity: +1
-Quality: +6

Original Goals (Q1 25 BBY to Q4 23 BBY)
Construct 7 Dreadnoughts. (+15 SS)
Complete Cloning Operations (Phase 12) by Q4 25 BBY (+5 SS)
Complete Cloning Operations (Phase 13) by Q4 24 BBY (+5 SS)
Complete Cloning Operations (Phase 14) by Q4 23 BBY (+5 SS)

[-] Expand into Timira City (Phase 4)
Timira City is a secondary major settlement located in the northern regions of the planet. You have expanded your operations to Timira City, but there is still plenty of space that you can make use of over there.
(402/400, 15 Resources per Die) (2/500) (++++ Facilities)

The next phase of expansion into Timira City completes this turn, freeing up more room for your projects and most of it is swiftly put to use in housing the latest expansion to clone production.

[-] Off-World Expansion (Phase 1)
While Kamino has proven sufficient so far, you are rapidly approaching the limits of the watery world's ability to support a project of this size. As you have no intention of slowing down, you will need to expand your operations to other planets though this will make secrecy harder to maintain.
(264/100, 25 Resources per Die, +1 E per Die) (164/150) (14/200) (++++ Facilities)

With space on Kamino becoming increasingly limited even as your demands for more room continue to climb. To this end, you have finally begun to expand your operations outside of Kamino and while it will bear a greater risk of being exposed, it is going to be necessary to keep up with the demands of Dooku and his master.

By the end of the year, you have satellite facilities across various worlds in the local region, choosing uninhabited, but habitable worlds to set up new barracks and training facilities for the fully grown clones to make use of. In particular, the world of Scarif proves to be valuable as the island-filled world becomes a centre of commando training.

[-] Democracy-class Dreadnought Construction Aurek (Phase 2)
Having constructed extensive orbital shipyards over Kamino and having acquired dreadnought designs from Rendili StarDrive, it is finally time to begin Dreadnought production.
(742/1,500, 50 Resources per Die) (-100 Production whilst project is underway) (+1 Medium Superheavy Capital)

Work on the third Democracy-class Dreadnought continues and while the warship is still far from finished, it is approaching the halfway point in the amount of work required. It certainly looks half-done when you look at the images of its partially constructed structure as the year finishes.

[-] Democracy-class Dreadnought Construction Besh (Phase 1)
Having constructed extensive orbital shipyards over Kamino and having acquired dreadnought designs from Rendili StarDrive, it is finally time to begin dreadnought production. With vast amounts of unused shipyards at Kamino, it is possible to construct two dreadnoughts at once.
(1,460/1,500, 50 Resources per Die) (-100 Production whilst project is underway) (+1 Medium Superheavy Capital)

The construction work on the second Democracy-class Dreadnought is unexpectedly delayed this quarter. The last few months of the year have seen a series of delays as the various parts and equipment needed to construct the warship suffered delays in being shipped to the Kamino as certain parties did their best to intercept the shipments.

The worst part is when a pair of Jedi attempt to sneak into Kamino within one of the shipments. You redirect this "Siri Tachi" and her apprentice to Zeltros, but it is worrying how close the Jetiise came to reaching Kamino.

[-] Develop Kaminoan Shipyards (Phase 12)
While Kamino now has constructed some substantial orbital shipbuilding capability, there is still room for it to grow. Expand the local shipyards by either putting up new docks or adding to what is already there.
(610/1,200, 30 Resources per Die) (+++++++ Production)

For whatever reason, you decide to get started on expanding Kamino's orbital shipyards again, noticing that with the next set of shipyards, you'll have just enough slack to build three Democracy-class Dreadnoughts at once.

[-] Expand Clone Production (Phase 12)
You have completed the initial batch of clones, but the army is still going to need plenty more soldiers. Now you need to work on expanding the current cloning operations to allow for more clones to be produced at once.
(548/450, 15 Resources per Die) (98/475) (-64 Facilities, -64 Logistics, -32 Trainers, +1,024 Clones)

The cloning operations expand once again as production is massively ramped up just in time to meet the deadline of the Sith. You consider it quite fortunate that you did meet that deadline as you have no desire to see how literally your bosses take their deadlines.

[-] Cloning Operations (Phase 12)
As you get more cloning operations online and running smoothly, you just need to set things up so the longnecks are producing more as required without requiring your direct input.
(394/100, 10 Resources per Die) (294/100) (65 Resources per turn) (+2,048 Clones per turn)

With the expansion to clone production, the rest of your cloning operation swiftly catches up to it as the longnecks are already prepared to take over running the cloning operations over the long-term management of the new clone production.

[-] Expand Commando Training (Phase 9)
With the completion of the commando courses, you will have a small batch of clone commandos once the trainees are old enough. They are a marginal amount compared to the rest of the army however and further expansions are required to increase the number of clone commandos that will be trained. Fortunately, Kal Skirita's new methods should make the training process quicker and more efficient.
(324/100, 25 Resources per Die) (224/100) (124/100) (24/100) (+ Commandos per turn, -Trainers)

Commando training continues to pick up though they will never be more than a minority of the overall army. The only real thing of note this quarter is that Kal Skirata takes advantage of you beginning to expand your operations off-world to begin moving some of his commando training classes to Scarif. While the earlier training will remain on Kamino, your fellow Mandalorian wants to finish the commando off-world to give the commando trainees more varied experience.

[-] Clone Trainers (Phase 11)
As the clone cadets begin to come of age and finish their training, it is possible to start them to work assisting your Mandalorian trainers. While it would take some time to give them the proper instruction on how to train others, it could be done and help supplement your reserves of available teachers and trainers. After some serious failures and inefficiencies with the previous method, you have gone from training an entire batch of clones at once to training the adult clones with the most attitude for the task.
(432/100, 15 Resources per Die) (332/100) (232/100) (132/100) (32/100) (++ Trainers)

As the year comes to a close, your new method of training clones to train their vode continues to prove more effective than the original way of doing it. While not every clone trooper is suited for training their fellows, you have more than enough that until you start shipping them off to wage war, you shouldn't run out of prospective trainers.

[-] Mental Enhancements (Phase 5)
Look into improving the mental capabilities of the clones that you will be producing. Primary focuses will be intelligence, will power, and quick thinking.
(869/750, 20 Resources per Die)

Doctor Desnos and her team finish enhancing the clones' awareness of three dimensional space this quarter and it is already being rolled out to the clones by the end of the year. Unfortunately, this seems to be the upper limit of what Doctor Desnos can do with the minds of the clones as the Arkanian prodigy informs you that she isn't confident in her ability to add additional mental enhancement to the clones without causing them harm. Harm that she isn't willing to risk.

[-] Endurance Enhancements (Phase 5)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(386/750, 20 Resources per Die)

In the last physical genetic enhancement for the clones, Doctor Desnos is looking to boost their speed. While it has already been increased indirectly in previous genetic modifications, Doctor Desnos is looking into directly increasing it. To this end, she makes steady progress, but more will be required before it is ready and that'll require more time and credits.

[-] Expand Valour-class Cruiser Contract (Phase 1)
You have contracted Rendili StarDrive to produce Valour-class Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Valour-class Cruiser contract.
(78+10/40, 5 Resources per Die, +1 E per Die) (48/40) (8/40) (-60 Resources per turn) (++ Medium Capitals per turn)

Rendili StarDrive is always happy to have a paying customer expand their order with them and you are no exception to that. While it isn't increased as much as you would like, you will have more Valour-class Cruisers being produced for your use.

[-] Expand CR90 Corvette Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce CR90 Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your CR90 Corvette contract.
(44/40, 5 Resources per Die, +1 E per Die) (4/40) (-5 Resources per turn) (++ Light Escorts per turn)

The Corellians accept the expansion of your contract with them, but given the current tensions, they are leery of increasing it too much without more detail to identify you. Details that you are unwilling to give.

[-] Burying Secrets
The clone army is supposed to be a secret which means this whole affair is supposed to be secret. When too many things begin to start pointing in your direction, you need to bury them before people come poking out. Of particular note, the Jedi Order has been actively investigating what they can of your operations.
(390) (DC 120/140/160/180/200) (-1E/-2E/-3E/-4E/-5E)

For what feels like the first time this year, the Sith prove to be useful at impeding the Jedi investigation. While it won't stop the Jetiise for long, it proves enough to keep the Jedi in check and with your other efforts, enough to cover your off-world expansion in the final months of the year.

***​

A few things happened this turn. The Sith finally rolled well against the Jedi, but I decided that the crit-fail on the dreadnought would be a certain pair of Jedi getting too close to finding Kamino, which is why you have more exposure than you started with. Beyond that, you have also hit the limits of mental enhancement as there are only so many alterations to the mind that can safely pile up. That said, you still have some Endurance Enhancement left through at this point they ought to be called Physical Enhancements.

Also, remind me again why did you guys build more shipyards this turn?

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
[-] Endurance Enhancements (Phase 5)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(386/750, 20 Resources per Die)

In the last physical genetic enhancement for the clones, Doctor Desnos is looking to boost their speed. While it has already been increased indirectly in previous genetic modifications, Doctor Desnos is looking into directly increasing it. To this end, she makes steady progress, but more will be required before it is ready and that'll require more time and credits.

Damn it Wolf I've said it before and I will say it again you still won't be able to punch nails into the wall. Stop asking and stop trying the engineers are getting pissed at you.
 
Also, remind me again why did you guys build more shipyards this turn?
The answer I recieved when I asked that same question was so we could start up a third dreadnought construction, which I immediately called out as foolish. From there someone suggested we could use it for local but I personally feel thats unneccessary as well. I think someone got caught up in some "more shipyards is better" Idea and didn't really think through how little use it would be do to the number of dice available.
 
The answer I recieved when I asked that same question was so we could start up a third dreadnought construction, which I immediately called out as foolish. From there someone suggested we could use it for local but I personally feel thats unneccessary as well. I think someone got caught up in some "more shipyards is better" Idea and didn't really think through how little use it would be do to the number of dice available.

Honestly given the multiple times Dooku sent the CIS Forces at Kamino, having a local Dreadnought might not actually be that bad an idea.
 
Q1 24 BBY

Q1 24 BBY

Resources (R): Too Many To Spend
Sith Support (SS): 39
Exposure (E): 23 (-1 per turn)
Free Dice: 3

Current Capabilities
Facilities: Overwhelming Surpluses (+10)
Production: Major Surpluses (+38)
Logistics: Overwhelming Surpluses (+9) (+15 per turn)
Trainers: Significant Surpluses (+18) (+2 per turn)

Grand Army of the Republic
Clones: 198,050,000 (+19,805) (+4096 per turn)
-Troopers: 2,510,000 (+251)
-Commandos: 330,000 (+33) (+10 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +108,958 (+16,914 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +57,220 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +1,792 (+140 per turn)
-Quality: +2
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +120 (+8 per turn)
-Quality: +3
Light Speeder: Crusader-class Strike Tank (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +7
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +2,532 (+262 per turn)
-Quality: +4
Medium Speeder: RX-200 Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +120 (+8 per turn)
-Quality: +4
Medium Speeder: Verdjur-class Combat Transport (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +3
Heavy Speeder: Canderous-class Assault Tank (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +5
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +1,702 (+134 per turn)
-Quality: +4
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +198 (+14 per turn)
-Quality: +6
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +28
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54
-Quality: +3
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +944 (+72 per turn)
-Quality: +4
Medium Starfighter: Liberator-class Starfighter (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +5
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +120 (+8 per turn)
-Quality: +6
Medium Interceptor: Fang-class Starfighter (MandalMotors)
-Quantity: +2,886 (+258 per turn)
-Quality: +5
Heavy Interceptor: Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +396 (+32 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +264 (+20 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +120 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +120 (+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +18,124 (+6,000 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +280 (+40 per turn)
-Quality: +5
Medium Gunship: Kom'rk-class Fighter/Transport (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +4
Heavy Gunship: Defender-class Light Corvette (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +4
Light Escort: CR90 Corvette (Corellian Engineering Corporation)
-Quantity: +98 (+18 per turn)
-Quality: +4
Light Escort: Galaar'kyramud-class Corvette (MandalMotors)
-Quantity: +48 (+8 per turn)
-Quality: +2
Medium Escort: DP20 Frigate (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +6
Medium Escort: Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +1,156 (+518 per turn)
-Quality: +5
Medium Escort: Thranta-class Corvette (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +4
Heavy Escort: Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +140 (+9 per turn)
-Quality: +5
Heavy Escort: Hammerhead-class Cruiser (Rendili StarDrive)
-Quantity: +178 (+19 per turn)
-Quality: +6
Light Capital: Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +1,144 (+262 per turn)
-Quality: +3
Light Capital: Dreadnought-class Heavy Cruiser (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +4
Light Capital: CC-2100 Interdictor Cruiser (Corellian Engineering Corporation)
-Quantity: +48 (+8 per turn)
-Quality: +7
Medium Capital: Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +1426 (+126 per turn)
-Quality: +7
Medium Capital: Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +128 (+8 per turn)
-Quality: +5
Medium Capital: Valour-class Cruiser (Rendili StarDrive)
-Quantity: +166 (+22 per turn)
-Quality: +7
Medium Capital: Centurion-class Battlecruiser (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +7
Heavy Capital: Republic-class Star Destroyer (Rendili StarDrive)
-Quantity: +160 (+16 per turn)
-Quality: +9
Medium Superheavy Capital: Democracy-class Dreadnought (Rendili StarDrive)
-Quantity: +1
-Quality: +6

Original Goals (Q1 25 BBY to Q4 23 BBY)
Construct 7 Dreadnoughts. (+15 SS)
Complete Cloning Operations (Phase 12) by Q4 25 BBY (+5 SS)
Complete Cloning Operations (Phase 13) by Q4 24 BBY (+5 SS)
Complete Cloning Operations (Phase 14) by Q4 23 BBY (+5 SS)

Infrastructure (8 Dice): +20

[] Expand into Tipoca City (Phase 9)
Tipoca City is the capital city of Kamino and where your initial cloning operations are located. You will need more room for your operations to expand and to do so, you need to clear up space in Tipoca City to be used for your purposes.
(36/900, 15 Resources per Die) (++++ Facilities)

[] Expand into Timira City (Phase 5)
Timira City is a secondary major settlement located in the northern regions of the planet. You have expanded your operations to Timira City, but there is still plenty of space that you can make use of over there.
(2/500, 15 Resources per Die) (+++ Facilities)

[] Expand into Tidema City (Phase 6)
Tidema City is a secondary major settlement located in the southern regions of the planet. You have expanded your operations to Tidema City, but there is still plenty of space that you can make use of over there.
(4/600, 15 Resources per Die) (++ Facilities)

[] Expand into Tibara City (Phase 5)
Tibara City is a secondary major settlement located in the eastern regions of the planet. You have expanded your operations to Tibara City, but there is still plenty of space that you can make use of over there.
(97/500, 15 Resources per Die) (+++ Facilities)

[] Expand into Titala City (Phase 5)
Titala City is a secondary major settlement located in the western regions of the planet. You have expanded your operations to Titala City, but there is still plenty of space that you can make use of over there.
(122/500, 15 Resources per Die) (+++ Facilities)

[] Construct Indoor Farms (Phase 6)
With all of these clones that you will be making, you are going to need to feed them all. While purchasing all of it from the nearby Abrion sector can be done if it proves necessary, you can hide just how many people who need to feed by constructing some farms on Kamino.
(59/600, 15 Resources per Die) (---- Facilities, +++++ Logistics)

[] Local Shield Generators (Phase 2)
As you continue to build up Kamino, you may want to look into protecting your investments. Shield generators would be expensive, but setting up one in each major city would be a good way to minimise any damage done by an attack, be it a raid or a full-scale invasion.
(1/300, 50 Resources per Die) (-- Facilities)

[] Planetary Defence Network (Phase 2)
As you continue to build up Kamino, you may want to look into protecting your investments. Setting up a series of defensive outposts and turbolaser turrets will greatly help fend off any invaders and latter stages could include weapon emplacements capable of engaging warships in orbit.
(36/200, 30 Resources per Die) (-- Facilities)

[] Off-World Expansion (Phase 3)
While Kamino has proven sufficient so far, you are rapidly approaching the limits of the watery world's ability to support a project of this size. As you have no intention of slowing down, you will need to expand your operations to other planets though this will make secrecy harder to maintain.
(14/120, 25 Resources per Die, +1 E per Die) (++++ Facilities)

Industry (10 Dice): +30

[] Democracy-class Dreadnought Construction Aurek (Phase 2)
Having constructed extensive orbital shipyards over Kamino and having acquired dreadnought designs from Rendili StarDrive, it is finally time to begin Dreadnought production.
(742/1,500, 50 Resources per Die) (-100 Production whilst project is underway) (+1 Medium Superheavy Capital)

[] Democracy-class Dreadnought Construction Besh (Phase 1)
Having constructed extensive orbital shipyards over Kamino and having acquired dreadnought designs from Rendili StarDrive, it is finally time to begin dreadnought production. With vast amounts of unused shipyards at Kamino, it is possible to construct two dreadnoughts at once.
(1,460/1,500, 50 Resources per Die) (-100 Production whilst project is underway) (+1 Medium Superheavy Capital)

[-] Local Blaster Production (Phase 4)
With access to both designs and local factories here on Kamino, you can expand your local production of blasters to supplement your externally outsourced production.
(80/30, 5 Resources per Die) (---- Production) (-40 Resources per turn) (++++ Blasters per turn)

[-] Local Armour Production (Phase 4)
With access to both designs and local factories here on Kamino, you can expand your local production of personal armour to supplement your externally outsourced production.
(12/40, 5 Resources per Die) (---- Production) (-80 Resources per turn) (++++ Armour per turn)

[] Local Aurek-class Starfighter Production (Phase 5b)
With access to both designs and local factories here on Kamino, you can expand your local production of Aurek-class Starfighters to supplement your externally outsourced production.
(2/40, 5 Resources per Die) (---- Production) (-20 Resources per turn) (++++ Heavy Interceptors per turn)

[] Local Fang-class Starfighter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Fang-class Starfighters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Interceptors per turn)

[] Local Z-96 Headhunter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Z-96 Headhunters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Local Liberator-class Starfighter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Liberator-class Starfighters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Local Aggressive ReConnaissance-170 Starfighter Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Aggressive ReConnaissance-170 Starfighters to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-10 Resources per turn) (++ Heavy Starfighters per turn)

[] Local PTB-625 Planetary Bomber Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some PTB-625 Planetary Bombers to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Local NTB-630 Naval Bomber Production (Phase 4)
With access to both designs and local factories here on Kamino, you can expand your local production of NTB-630 Naval Bombers to supplement your externally outsourced production.
(23/40, 5 Resources per Die) (---- Production) (-80 Resources per turn) (++++ Heavy Bombers per turn)

[] Local LR-20B Troop Transport Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some LR-20B Troop Transports to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Light Gunships per turn)

[] Local Low Altitude Assault Transport/infantry Gunship Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Low Altitude Assault Transport/infantry Gunships to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Local Low Altitude Assault Transport/carrier Gunship Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Low Altitude Assault Transport/carrier Gunships to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-5 Resources per turn) (++ Medium Gunships per turn)

[] Local Kom'rk-class Fighter/Transport Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Kom'rk-class Fighter/Transports to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-10 Resources per turn) (++ Medium Gunships per turn)

[] Local Defender-class Light Corvette Production (Phase 1)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Defender-class Light Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (-- Production) (-15 Resources per turn) (++ Heavy Gunships per turn)

[] Local CR90 Corvette Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some CR90 Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Light Escorts per turn)

[] Local DP20 Frigate Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some DP20 Frigates to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Medium Escorts per turn)

[] Local Thranta-class Corvette Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Thranta-class Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Medium Escorts per turn)

[] Local Arquitens-class Light Cruiser Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Arquitens-class Light Cruisers to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Medium Escorts per turn)

[] Local Harbinger-class Cruiser Production (Phase 2)
With access to both designs and local shipyards here on Kamino, you can expand your local production of Harbinger-class Cruisers to supplement your externally outsourced production.
(20/30, 5 Resources per Die) (-- Production) (-10 Resources per turn) (++ Heavy Escorts per turn)

[] Local Hammerhead-class Cruiser Production (Phase 3)
With access to both designs and local factories here on Kamino, you can begin to locally produce some Hammerhead-class Cruisers to supplement your externally outsourced production.
(20/35, 5 Resources per Die) (--- Production) (-10 Resources per turn) (++ Heavy Escorts per turn)

[] Local Galaar'kyramud-class Corvette Production (Phase 1)
With access to both designs and local shipyards here on Kamino, you can begin to locally produce some Galaar'kyramud-class Corvettes to supplement your externally outsourced production.
(0/25, 5 Resources per Die) (- Production) (-5 Resources per turn) (+ Light Escorts per turn)

[] Develop Kaminoan Shipyards (Phase 12)
While Kamino now has constructed some substantial orbital shipbuilding capability, there is still room for it to grow. Expand the local shipyards by either putting up new docks or adding to what is already there.
(610/1,200, 30 Resources per Die) (+++++++ Production)

[] Develop Kaminoan Blaster Factories (Phase 4)
You have already completed the construction of a local blaster factory and if you want to increase the local production, you will need to build another blaster factory on Kamino.
(2/400, 20 Resources per Die) (--- Facilities, ++++ Production)

[] Develop Kaminoan Armour Factories (Phase 4)
You have already completed the construction of a second local personal armour factory and if you want to increase the local production, you will need to build additional personal armour factories on Kamino.
(15/400, 20 Resources per Die) (--- Facilities, ++++ Production)

[] Develop Kaminoan Tank Factories (Phase 1)
Rather than purchasing tanks from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Walker Factories (Phase 1)
Rather than purchasing walkers from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Speeder Factories (Phase 1)
Rather than purchasing speeders from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some local production.
(0/100, 20 Resources per Die) (-- Facilities, ++ Production)

[] Develop Kaminoan Starfighter Factories (Phase 6)
Rather than purchasing starfighters from outside entities, you could attempt to produce them all locally on Kamino. You just need to put the effort and credits into setting up some additional local production.
(31/600, 20 Resources per Die) (---- Facilities, +++++ Production)

Cloning (7 Die): +25

[] Expand Clone Production (Phase 13)
You have completed the initial batch of clones, but the army is still going to need plenty more soldiers. Now you need to work on expanding the current cloning operations to allow for more clones to be produced at once.
(98/475, 15 Resources per Die) (-64 Facilities, -64 Logistics, -32 Trainers, +2,048 Clones)

[-] Cloning Operations (Phase 13)
As you get more cloning operations online and running smoothly, you just need to set things up so the longnecks are producing more as required without requiring your direct input.
(294/100, 10 Resources per Die) (70 Resources per turn) (+4,096 Clones per turn)

Training (7 Dice): +30

[] Expand Commando Training (Phase 12)
With the completion of the commando courses, you will have a small batch of clone commandos once the trainees are old enough. They are a marginal amount compared to the rest of the army however and further expansions are required to increase the number of clone commandos that will be trained. Fortunately, Kal Skirita's new methods should make the training process quicker and more efficient.
(24/100, 25 Resources per Die) (+ Commandos per turn, -Trainers)

[] Clone Trainers (Phase 15)
As the clone cadets begin to come of age and finish their training, it is possible to start them to work assisting your Mandalorian trainers. While it would take some time to give them the proper instruction on how to train others, it could be done and help supplement your reserves of available teachers and trainers. After some serious failures and inefficiencies with the previous method, you have gone from training an entire batch of clones at once to training the adult clones with the most attitude for the task.
(32/100, 15 Resources per Die) (++ Trainers)

Research (7 Die): +20

[] Endurance Enhancements (Phase 5)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(386/750, 20 Resources per Die)

[] Slowed Ageing (Phase 3)
As room for more genetic enhancements run out, Doctor Desnos wishes to return to helping improve the lifespans of the clone troopers.
(0/1,500, 30 Resources per Die)

Administration (7 Dice): +38

[] Hiring Paper Pushers (Phase 4)
Paper works need doing, but that doesn't mean that you have to do it. You've already hired some papers to help you out, but look around for some more bureaucrats that have a good appreciation for discretion and secrecy.
(106/250, 5 Resources per Die, +1 E per Die) (+4 to Administration Dice)

[] Expand Armour Contracts (Phase 12)
While you have contracted various armoursmiths to purchase large quantities of Mandalorian armour for your clones to use, the current order can be increased even further. It will cost more credits, but you need those extra sets of armour and it isn't like you are spending your own money.
(39/40, 5 Resources per Die, +1 E per Die) (-51,200 Resources per turn) (+4,096 Armour per turn)

[] Expand AT-RT Contract (Phase 6)
You have contracted Rothana Heavy Engineering to produce All Terrain Recon Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-RT contract.
(10/40, 5 Resources per Die) (-160 Resources per turn) (+128 Scout Walkers per turn)

[] Expand AT-TE Contract (Phase 7)
You have contracted Rothana Heavy Engineering to produce All Terrain Tactical Enforcers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-TE contract.
(9/40, 5 Resources per Die) (-640 Resources per turn) (++++++++ Heavy Walkers per turn)

[] Expand Sabre Tank Contract (Phase 6)
You have contracted Rothana Heavy Engineering to produce TX-130 Sabre-class Fighter Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your Sabre Tank contract.
(31/40, 5 Resources per Die) (-1,280 Resources per turn) (+256 Medium Speeders per turn)

[] Expand AT-PT Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce All Terrain Personal Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your AT-PT contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Light Walkers per turn)

[] Expand SPHA-T Contract (Phase 3)
You have contracted Rothana Heavy Engineering to produce Self-Propelled Heavy Artillery Turbolasers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your SPHA-T contract.
(31/40, 5 Resources per Die) (-80 Resources per turn) (++++ HeavyWalkers per turn)

[] Expand Falchion Tank Contract (Phase 1)
You have contracted Rothana Heavy Engineering to produce RX-200 Falchion-class Assault Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your Falchion Tank contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Speeders per turn)

[] Expand Aurek-class Starfighter Contract (Phase 2)
You have contracted Rendili StarDrive to produce Aurek-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Aurek-class Starfighter contract.
(19/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (+4 Heavy Interceptors per turn)

[] Expand Fang-class Starfighter Contract (Phase 8)
You have contracted MandalMotors to produce Fang-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Fang-class Starfighter contract.
(12/40, 5 Resources per Die, +1 E per Die) (-1,280 Resources per turn) (+256 Medium Interceptors per turn)

[] Expand Z-96 Headhunter Contract (Phase 1)
You have contracted Incom Corporation to produce Z-96 Headhunters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your Z-96 Headhunter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Starfighters per turn)

[] Expand Aggressive ReConnaissance-170 Starfighter Contract (Phase 1)
You have contracted Incom Corporation to produce Aggressive ReConnaissance-170 Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your Aggressive ReConnaissance-170 Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Heavy Starfighters per turn)

[] Expand NTB-630 Naval Bomber Contract (Phase 1)
You have contracted Incom Corporation to produce NTB-630 Naval Bombers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your NTB-630 Naval Bomber contract.
(0/40, 5 Resources per Die, +1 E per Die) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Expand PTB-625 Planetary Bomber Contract (Phase 1)
You have contracted Incom Corporation to produce PTB-625 Planetary Bombers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your PTB-625 Planetary Bomber contract.
(0/40, 5 Resources per Die, +1 E per Die) (-20 Resources per turn) (++ Heavy Bombers per turn)

[] Expand LR-20B Troop Transport Contract (Phase 1)
You have contracted Incom Corporation to produce LR-20B Troop Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to Incom Corporation about expanding your LR-20B Troop Transport contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Light Gunships per turn)

[] Expand LAAT/c Gunship Contract (Phase 6)
You have contracted Rothana Heavy Engineering to produce Low Altitude Assault Transport/carrier Gunships for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rothana Heavy Engineering about expanding your LAAT/c Gunship contract.
(1/40, 5 Resources per Die) (-160 Resources per turn) (+64 Medium Gunships per turn)

[] Expand Defender-class Light Corvette Contract (Phase 1)
You have contracted Rendili StarDrive to produce Defender-class Light Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Defender-class Light Corvette contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Gunships per turn)

[] Expand Harbinger-class Cruiser Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Harbinger-class Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Harbinger-class Cruiser contract.
(0/40, 5 Resources per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Hammerhead-class Cruiser Contract (Phase 1)
You have contracted Rendili StarDrive to produce Hammerhead-class Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Hammerhead-class Cruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Heavy Escorts per turn)

[] Expand Aurek-class Starfighter Contract (Phase 1)
You have contracted Rendili StarDrive to produce Aurek-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Aurek-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Interceptors per turn)

[] Expand Acclamator-class Assault Ship Contract (Phase 8)
You have contracted Kuat Drive Yards to produce Acclamator-class Assault Ships for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Acclamator-class Assault Ship contract.
(1/40, 5 Resources per Die) (-5,120 Resources per turn) (+256 Light Capitals per turn)

[] Expand Dreadnought-class Heavy Cruiser Contract (Phase 1)
You have contracted Rendili StarDrive to produce Dreadnought-class Heavy Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Dreadnought-class Heavy Cruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Light Capitals per turn)

[] Expand Venator-class Star Destroyer Contract (Phase 1)
You have contracted Kuat Drive Yards to produce Venator-class Star Destroyers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Kuat Drive Yards about expanding your Venator-class Star Destroyer contract.
(0/40, 5 Resources per Die) (-50 Resources per turn) (++ Medium Capitals per turn)

[] Expand Valour-class Cruiser Contract (Phase 3)
You have contracted Rendili StarDrive to produce Valour-class Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Valour-class Cruiser contract.
(8/40, 5 Resources per Die, +1 E per Die) (-60 Resources per turn) (+8 Medium Capitals per turn)

[] Expand Centurion-class Battlecruiser Contract (Phase 1)
You have contracted Rendili StarDrive to produce Centurion-class Battlecruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Centurion-class Battlecruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-100 Resources per turn) (++ Medium Capitals per turn)

[] Expand Republic-class Star Destroyer Contract (Phase 1)
You have contracted Rendili StarDrive to produce Republic-class Star Destroyers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Rendili StarDrive about expanding your Republic-class Star Destroyer contract.
(0/40, 5 Resources per Die, +1 E per Die) (-120 Resources per turn) (++ Heavy Capitals per turn)

[] Expand Liberator-class Starfighter Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce Liberator-class Starfighters for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your Liberator-class Starfighter contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Medium Starfighters per turn)

[] Expand CR90 Corvette Contract (Phase 2)
You have contracted Corellian Engineering Corporation to produce CR90 Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your CR90 Corvette contract.
(4/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (+4 Light Escorts per turn)

[] Expand DP20 Frigate Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce DP20 Frigates for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your DP20 Frigate contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Thranta-class Corvette Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce Thranta-class Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your Thranta-class Corvette contract.
(0/40, 5 Resources per Die, +1 E per Die) (-5 Resources per turn) (++ Medium Escorts per turn)

[] Expand Canderous-class Assault Tank Contract (Phase 1)
You have contracted MandalMotors to produce Canderous-class Assault Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Canderous-class Assault Tank contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Speeders per turn)

[] Expand Kom'rk-class Fighter/Transport Contract (Phase 1)
You have contracted MandalMotors to produce Kom'rk-class Fighter/Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Kom'rk-class Fighter/Transport contract.
(0/40, 5 Resources per Die, +1 E per Die) (-15 Resources per turn) (++ Heavy Speeders per turn)

[] Expand CC-2100 Interdictor Cruiser Contract (Phase 1)
You have contracted Corellian Engineering Corporation to produce CC-2100 Interdictor Cruisers for your clones to use when they are old enough to fight, but you could always use some more. Talk to Corellian Engineering Corporation about expanding your CC-2100 Interdictor Cruiser contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Light Capitals per turn)

[] Expand Verdjur-class Combat Transport Contract (Phase 1)
You have contracted MandalMotors to produce Verdjur-class Combat Transports for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Verdjur-class Combat Transport contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Medium Speeders per turn)

[] Expand Crusader-class Strike Tank Contract (Phase 1)
You have contracted MandalMotors to produce Crusader-class Strike Tanks for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding your Crusader-class Strike Tank contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Light Speeders per turn)

[] Expand Galaar'kyramud-class Corvette Contract (Phase 1)
You have contracted MandalMotors to produce Galaar'kyramud-class Corvettes for your clones to use when they are old enough to fight, but you could always use some more. Talk to MandalMotors about expanding yourGalaar'kyramud-class Corvette contract.
(0/40, 5 Resources per Die, +1 E per Die) (-10 Resources per turn) (++ Light Escorts per turn)

[] Burying Secrets
The clone army is supposed to be a secret which means this whole affair is supposed to be secret. When too many things begin to start pointing in your direction, you need to bury them before people come poking out. Of particular note, the Jedi Order has been actively investigating what they can of your operations.
(DC 136/156/176/196/216) (-1E/-2E/-3E/-4E/-5E)

***​

I haven't got much to say here. You have a new project in Research, but that is about it.

Please point out any spelling or grammar mistakes that you spot. Please quote them in the thread and explain what you think is wrong so I know what you are referring to.
 
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