Resources (R): 9,937,4320 (-55,090 per turn)
Sith Support (SS): 43
Exposure (E): 14
Free Dice: 3
Current Capabilities
Facilities: Major Surpluses (+15)
Production: Significant Surpluses (+10)
Logistics: Significant Surpluses (+11) (+7 per turn)
Trainers: Significant Surpluses (+9) (+2 per turn)
Grand Army of the Republic
Clones: 5,910,000 (+591) (+128 per turn)
Blasters: Concordian Crescent Technologies
-Quantity: +780 (+274 per turn)
-Quality: +3
Armour: Duraplast Medium Mandalorian Armour
-Quantity: +4,386 (+4,064 per turn)
-Quality: +8
Scout Walker: All Terrain Recon Transport (Rothana Heavy Engineering)
-Quantity: +196 (+28 per turn)
-Quality: +2
Heavy Walker: All Terrain Tactical Enforcer (Rothana Heavy Engineering)
-Quantity: +84 (+10 per turn)
-Quality: +4
Medium Speeder: TX-130 Sabre-class Fighter Tank (Rothana Heavy Engineering)
-Quantity: +98 (+14 per turn)
-Quality: +4
Light Starfighter: A-7 Hunter Interceptor (Kuat Drive Yards)
-Quantity: +20 (+2 per turn)
-Quality: -1
Medium Starfighter: Z-95 Headhunter (Incom Corporation)
-Quantity: +54 (+10 per turn)
-Quality: +3
Heavy Interceptor:
Aurek-class Starfighter (Rendili StarDrive)
-Quantity: +26 (+6 per turn)
-Quality: +6
Medium Interceptor:
Fang-class Starfighter (MandalMotors)
-Quantity: +36 (+4 per turn)
-Quality: +5
Medium Escort:
Arquitens-class Light Cruiser (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +5
Heavy Escort:
Harbinger-class Cruiser (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +5
Light Capital:
Acclamator-class Assault Ship (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +3
Medium Capital:
Warrior-class Star Destroyer (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +7
Medium Capital:
Venator-class Star Destroyer (Kuat Drive Yards)
-Quantity: +24 (+8 per turn)
-Quality: +5
Medium Starfighter: Z-96 Headhunter (Incom Corporation)
-Quantity: +8 (+8 per turn)
-Quality: +4
Heavy Starfighter: Aggressive ReConnaissance-170 Starfighter (Incom Corporation)
-Quantity: +16 (+8 per turn)
-Quality: +6
Heavy Bomber: NTB-630 Naval Bomber (Incom Corporation)
-Quantity: +16 (+8 per turn)
-Quality: +4
Heavy Bomber: PTB-625 Planetary Bomber (Incom Corporation)
-Quantity: +16 (+8 per turn)
-Quality: +4
Light Gunship: LR-20B Troop Transport (Incom Corporation)
-Quantity: +16(+8 per turn)
-Quality: +4
Medium Gunship: Low Altitude Assault Transport/infantry Gunship (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +5
Medium Gunship: Low Altitude Assault Transport/carrier Gunship (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +5
Light Walker: All Terrain Personal Transport (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +3
Heavy Walker: Self-Propelled Heavy Artillery Turbolaser (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +6
Medium Speeder: RX-200
Falchion-class Assault Tank (Rothana Heavy Engineering)
-Quantity: +16 (+8 per turn)
-Quality: +4
Original Goals (Q1 28 BBY to Q4 26 BBY)
Clones: 2,632 Points Remaining (+8 SS)
Blasters: 2,442 Points Remaining (+5 SS)
Armour: 0 Points Remaining (+5 SS)
Light Speeders/Tanks/Walkers: 500 Points Remaining (+5 SS)
Medium Speeders/Tanks/Walkers: 542 Points Remaining (+5 SS)
Heavy Speeders/Tanks/Walkers: 556 Points Remaining (+5 SS)
Interceptors: 374 Points Remaining (+3 SS)
Starfighters: 532 Points Remaining (+5 SS)
Bombers: 168 Points Remaining (+1 SS)
Escorts: 152 Points Remaining (+1 SS)
Capitals: 328 Points Remaining (+3 SS)
Increase Rothana Heavy Engineering contracts by 0 Resources per turn. (+1 SS)
Increase Kuat Drive Yards contracts by 0 Resources per turn. (+1 SS)
Keep Exposure below 25. (+1 SS)
[-] Expand into Tipoca City (Stage 4)
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.
(519/400, 15 Resources per Die) (119/500) (+++++ Facilities)
As you need more space for further expansion of the project, you continue your work of expanding into Tipoca City. The capital of Kamino has plenty of spare space and it is simply a matter of time and paying the longnecks to clean up more room for you. You supply the necessary credits and by the end of the quarter, the longnecks have done their part of clearing up more space for you to use.
[-] Construct Indoor Farms (Stage 5)
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.
(313/500, 15 Resources per Die) (---- Facilities, +++++ Logistics)
Knowing that you'll need a lot more food to feed all of the expected clones, you continue work on another set of expansions for the local farms. While the upcoming talks with the Abrion sector should get you enough regular supply runs to ensure you have sufficient amounts of foodstuff for the foreseeable future, there is always the chance that the deal might not be what you want and a backup plan should be useful. Especially since the backup plan is about making sure everyone gets fed and nobody starves. The work done on the farms this quarter leaves them far from finished, but the latest expansion has made some significant progress.
[-] Develop Kaminoan Shipyards (Phase 1)
Kamino currently has no way of locally producing starships, but if you are willing to put the time and resources into it, that can change. It would only be some basic shipyards in orbit around the planet, but it would be a start.
(112/100, 30 Resources per Die) (12/200) (+ Production)
While Kamino won't have shipyards capable of constructing capital ships anytime soon, it is possible to get some basic shipyards that can build and maintain smaller warships such as the
Arquitens-class Light Cruiser or
Harbinger-class Cruiser. While the project doesn't receive an overly large initial budget, it is enough to see Kamino's first shipyard constructed and the watery world's first piece of orbital infrastructure.
[-] Develop Kaminoan Starfighter Factories (Phase 3)
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 local production.
(358/300, 20 Resources per Die) (58/400) (--- Facilities, ++++ Production)
As you will need to rely upon external suppliers to fulfil your blaster and armour needs, you put most of the industry budget on expanding the starfighter factories this quarter. You already have a couple of them online and churning out starfighters and you set the construction droids to work on building a few more. The project goes quite smoothly with steady progress that sees a few new starfighter factories fully constructed and ready to be used.
[-] Construct Learning Facilities (Phase 3)
Even with the accelerated ageing, the clones will spend a few years as children so you will need to teach them some basic stuff. And even if they weren't kids, you would still need to teach them the basics.
(342/300, 15 Resources per Die) (42/400) (-- Facilities ++ Trainers)
In preparation for having to train all of the expected clones, you order renewed work on building more classrooms and similar educational sites. Between converting the unused rooms, stocking up on school supplies and importing the educational droids, the project goes along without any issues and as the quarter comes to a close, the latest set of learning facilities is ready for use.
[-] Commander Courses
You have completed training courses for officers in general, but that is just junior leadership. For any senior clone leadership, they will need even more specialised training courses of their own to ensure that they can wage wars instead of merely winning battles.
(991/800, 20 Resources per Die) (---- Trainers)
After a full year of working on the commander courses, you finally get them finished. With the bulk of the work done, it was a simple match of formalising the lesson and transforming them from ad-hoc improvisation to a properly organised system of teaching. While the Jedi are going to be the highest leadership for this Grand Army of the Republic, the clones will now have their own leadership to either assist their Jedi Generals or lead their vode should a Jedi be unavailable for whatever reason.
[-] Commando Courses
With the clones rapidly growing up, you are going to need some training courses sooner rather than later. While the bulk of the clones can be trained by your trainers, you will need some special forces for the clone army. Set up some specialised courses for the clones to be trained as special forces.
(327/500, 20 Resources per Die) (--- Trainers)
You continue the work on the commando courses as you figure out what skills and techniques will need to be taught to the clone commandos. Once that is done, it will be a simple matter of setting up the lesson plan and training course in a standardised manner to allow for consistent skill sets and education across the board for the clone commando units.
[-] Endurance Enhancements (Phase 3)
Look into improving the physical capabilities of the clones that you will be producing. Primary focuses will be toughness, strength, and recovery times.
(597/550, 20 Resources per Die) (47/650)
Continuing her work on the improved muscular structure for the clones, Doctor Desnos finishes the project this quarter. While it doesn't give them any superhuman strength, the new genetic modification does boost the overall strength of the clones, allowing them to lift more, carry more, jump higher and hit harder in unarmed combat. Nothing too major in the grand scheme of things, but it has the potential to be a decisive edge in the right situations.
"
Damn it, Wolffe! You cannot punch through durasteel!"
-Kal Skirata
[-] Low Light Vision
Doctor Desnos has suggested the possibility of giving our clones limited ability to see in the dark. It won't be perfect night vision and inferior to having some actual light, but it will allow the clones to see much better in darkness without having to rely upon equipment.
(48/400, 20 Resources per Die)
With her previous project complete, Doctor Desnos begins some preliminary research into enhancing the eyesight of the clones to give them limited ability to see in the dark via low light vision. While she doesn't make much progress, Doctor Desnos does cross off a few ideas as nonstarters and has identified a few paths forward.
[-] Disable Inhibitor Chips
With a thorough understanding of how the inhibitor chips work, you can begin the work on disabling them. Doctor Tanasi is more than willing to help and she has suggested a modification to the slowed ageing treatment that will block the inhibitor chip's ability to communicate with the clone's body. This will leave the biochip looking unchanged and functional to anyone who looks at it while effectively rendering it useless.
(1,932/2,000, 30 Resources per Die)
Doctor Desnos informs you that she has entered the final stage of the project. The genetic modification to render the inhibitor chips useless is finished and now Doctor Desnos is making sure that the retrovirus will be safe to apply to the clones. She just needs a little more time and a bit more budget before you can start rolling this out to the clones.
"
Just give me some more funding to work with and I can promise you, Jango, that I can get this project finished by the end of the year."
-Doctor Tanasi Desnos
[-] Import Supplies (Phase 1)
As you get more and more clones, you are going to need basic supplies for them like food, clothing and other necessities. While you could try producing these locally, it would be more efficient if more costly to purchase them from foreign suppliers.
(280/40, 5 Resources per Die) (240/40) (200/40) (160/40) (120/40) (80/40) (40/40) (-5 Resources per turn) (+ Logistic per turn)
After two years have passed since you last reached out to the agriworlds of the Abrion sector, you decide to give it another shot. At the current rate of expansion, you are going to need their food exports to feed all of the clones. With this in mind, you discreetly reach out to the representatives from the nearby Abrion sector.
To your surprise, the talks aren't just successful, but the very opposite of last time. While you struggled to land a deal last time, this time the Abrion sector is more than willing to oblige you and take your credits in exchange for their food. And by the Force do they take your credits as you end up negotiating a massive contract for regular shipments of food. In fact, you will be getting more than enough food that you won't need to worry about your food situation anytime soon.
[-] Expand Blaster Contracts (Phase 8)
While you have contracted Concordian Crescent Technologies to purchase large quantities of their blasters for your clones to use, the current order will not be sufficient in the long term. It will cost more credits, but you need those additional blasters and it isn't like you are spending your own money.
(50/40, 5 Resources per Die, +1 E per Die) (10/40) (-960 Resources per turn) (++++++++ Blasters per turn)
Knowing that you still need a bigger contract if you are to meet your quota on blasters, you reach out to Concordian Crescent Technologies. The Mandalorian businessmen are more than happy to oblige one of their biggest customers on spending more credits on their products, allowing you to greatly expand your blaster production.
[-] Expand Armour Contracts (Phase 5)
While you have contracted various armoursmiths to purchase large quantities of Mandalorian armour for your clones to use, the current order will not be sufficient in the long term. It will cost more credits, but you need those extra sets of armour and it isn't like you are spending your own money.
(319/40, 5 Resources per Die, +1 E per Die) (279/40) (239/40) (199/40) (159/40) (119/40) (79/40) (39/40) (-400 Resources per turn) (++++++ Armour per turn)
You had spent the rest of the year attempting to expand your armour contracts and now your work can come back to bite you in the butt. Each time you had reached out to different suppliers only to find they weren't able to supply you with what you needed. You did this again except this time the businesses you reached out to were able to meet your needs. And then the other suppliers you had previously contracted were coming back to you to inform you that they could now meet your requirements. Of course you decided to take them up on their offers because you needed more armour production and what was the harm in saying yes?
You didn't realise how much credits you were spending until the quarterly expense report came in and just how many suits of armour would be arriving until the first few million showed up at Kamino.
"
We're receiving how many suits?! And we are spending what amount of credits on them?!"
-Jango Fett
[-] 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.
(38) (DC 38/58/78/98/118) (-1E/-2E/-3E/-4E/-5E)
Still reeling from all of the suits of armour that you are now receiving, you are only able to play a bit of damage control on it all. You do your best to hide who is ordering all of this Mandalorian armour, but there is only so much that can be done. Hopefully any irregularities will fade with time.
***
You rolled really well on your armour contracts and got it from Phase 4 all the way to Phase 11. I hadn't expected you to complete that many, but you rolled high on the dice so here we are. Anyway, you will only get options to cut back on production if you start to run low on credits.
Beyond that, you got a bunch of successful actions and nothing to vote on in this update.
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.