At the request of our QM,
@BOTcommander, I have created a guide to making plans for this quest.
First thing I find to be most important is this dice calculator:
AnyDice. Created by
@Derpmind, this calculator is invaluable to calculating the odds of success for each action. Using it, you can figure out how likely a project is to complete with the dice you have assigned to it or how likely you are to pass the DC. It is also useful for figuring out how many dice you are likely going to spend on a project so you can judge how long it may take or if it is worth starting right now.
One thing I will say about the dice calculator is that I don't count possible omake bonuses in my chances of success. They are too limited in supply for me to count on so I calculate the odds without them and if one applies, well, I just consider it a plesant surprise.
In terms of other stuff, I think spending is the next important thing to cover. Voters might not understand the narrative implications of the projects you chose, but they can understand numbers going up or down. As a general rule, I try to choose projects that will keep our stats above 0 or 1. It isn't instant death to go below zero, but I like to keep a margin of error and so do other voters who are adverse to unnecessary risks.
I'm being a bit overcautious when I do this, but when I follow the above advice, I count up the negative stat changes of projects with a double-digit chance of success and the positive stat changes of projects with a 100% chance of success. As I said, I'm being overly cautious and you could get away with being a bit riskier, but I try to minimise unpleasant surprises.
The last bit about spending is Resources. I'm afraid our position means there is no single rule to follow. Early in the quest, we had to be very resource conservative due to a lack of income and limited reserves. Now, we have rebuilt our reserve of stockpiled resources from Fondor and we have a decently large income to off-set some of our spending. At the moment, I try to not spend more than twice our income at around 400 Resources. With our income offsetting some of that cost, that gives us substantial room to rebuild our stockpiled reserves before we run out of resources.
Okay, let's talk about corruption. Corruption is bad, but it isn't the end of the world and we have to have some of it to a degree. We have a couple of options to lower it, but they have their costs. Purge Corruption reduces our dice bonuses even if successful while Fight Corruption costs us Imperial Support, which I will cover the importance of next.
Corruption is primarily gained via Subordinate actions, where we can complete a project in a single turn without spending any dice in exchange for increased corruption and inefficient spending of Resources. If we need to get a project done quickly and/or right now, using a Subordinate action can be invaluable provided we can afford the cost in Resources and Corruption. For example, we got most of our current income via using Subordinate action. That said, I try to avoid projects that have more than a minor rise in corruption. Corruption is unavoidable, but that doesn't mean we should embrace it.
I mentioned Imperial Support whilst talking about Corruption. It takes the place of Political Support in most quests, but it is more than just that. Not only do we need to spend it to do politically unpopular projects, but we need to keep it high to avoid getting couped or assassinated. We have to be careful about spending Imperial Support and in the past, we have done multiple projects that raise Imperial Support just so we can spend it on other projects.
Projects that give Imperial Support are invaluable should be taken if we can afford to do so. As for spending it, I try to avoid that unless needed because there will be projects or options that we need to take, but cost us Imperial Support. At the moment, I'm planning to spend our spare Imperial Support on getting the BRT project finished, where I estimate we will need to spend about 24 to 27 Imperial Support in total to finish off the rest of it.
Unrest is our last stat to cover and if Imperial Support is the approval of the Imperial elite, Unrest is the discontent of the common masses. Due to being an Imperial die-hard, we have no way to directly measure what raises or lowers unrest or how high unrest needs to get for bad stuff to start happening.
That said, as players, we can roughly guess what will improve or worsen Unrest. Fulfilling the needs of our people and keeping them happy lowers unrest whilst making them unhappy or adding to their hardships raises unrest. Unfortunately, most Imperial elites see keeping the masses happy as unnecessary and a waste of resources so lowering unrest usually costs us Imperial Support.
Now let's move onto Projects. I'm going to assume you know how these work so I'll talk about what projects you should prioritise in a plan you want to win. As a general rule, people favour projects with immediate results. Voters want things that give them stuff in a turn or two, not something they need to wait four or five turns working on first. Some long-term projects are necessary, but you wouldn't overly focus on them as there is no immediate payoff to draw in voters.
Voters like to take low-hanging fruit. They like a project that only costs 100 or 150 Progres over one that has 400 Progress. That isn't to say that we should do the 400 progress projects, but they should be done between the more quickly done projects.
Another thing to talk about is how many dice you should assign to a project. As a general rule, unless you need a project done urgently, slowing walking it is a good idea, especially once you start having a chance to complete in a turn. For example, a project that has a 50% chance to complete with one dice and a 90% chance to complete with two dice should usually be done with one die over two turns.
While rushing it is valid, taking it slow can save invaluable Dice and Resources. For example, if it completes with one die, then you have freed up a die and its cost in Resources to spend on something else. And if it doesn't complete, you are back to just spending a second die on it at the cost of having to wait another turn before it is done.
In terms of what projects to pick, I find there are two approaches. The first is to cover your basics to ensure your stats are in the positives and then see what else you can afford to do. The second is to pick one or two projects as priorities and build your plan around that, making sure you can afford and justify doing those priority projects.
Another thing to consider when choosing projects is remembering our commitments. These will change with time, but as a general rule, I advise doing them sooner than later. The quicker you get them done, the sooner you don't need to worry about them. While delaying them can be doable, it runs the risk that something else might pop up between now and then, forcing you to choose between fulfilling the commitments you procrastinated on or dealing with the latest crisis.
I strongly recommend giving an explanation for the choices within your plan. A lot of voters don't have the time to go through all of the options and often trust the planmaker to know what they are doing. You can make things easier for them by explaining why you made the choices you did, so they can know if they want to vote for your plan or not. Personally, I write a sentence or two to explain each of my choices as well as justifying spending as many or as little Resources as I have.
The last thing is your vision, your dreams and your ambition. A good planquest is more than just meeting your immediate needs, it is about meeting immediate needs so you can afford to do the things you want.
As the result of our choices so far, we are building a secret elite military in the Unknown Regions. We aren't self-sufficient and obscurity is our greatest defence. We are past the point where we are trying to make ends meet to survive and have reached the point where we can begin to invest in luxury projects to upgrade our military or get nice things.
This is my personal vision for the next couple of in-universe years (6 Turns per IC year). The gist of it is to build up our forces until the New Republic prevents an opportunity to exploit. Beyond basic keeping ourselves alive and not getting couped, the main long-term projects I have are the following:
Finish BRT = We want to do this for the Dice Bonus and because the QM has hinted in the past we might get something big for finishing all of its stages.
Upgrade Military = I want to go for a small, but elite military where we automated our warships to be less manpower-hogs and reverse engineer Exegol's advanced wargear so we can make more and turn it into our standard issue.
Cloning Program = I want to get the cloning program fully off the ground. Make legions of clones to crew our Star Destroyers, pilot our TIEs and march into battle as our Stormtroopers. Ideally, the Kaminoan Clones will be our elites and officers while the Spaarti will be our more easily replaced expendables.
Industry = I want to get all of the core industry going and hopefully get to the point where we have our own shipyards so we can replace losses rather than rely on pre-existing Imperial ships and other forces.
Spy Network = I want to get a vast and wide-ranging spy network. Prioritising Imperial Remnants that are the next likely target of the Rebels, we'll want to infiltrate so we can loot as much of them as possible. Ideally, we will get at least one or two stages of infiltration in every polity so we know what is going on and be able to plan our return for maximum effect.
All in all, this leads to building up an elite secret force that is self-sufficient and has eyes and ears across the galaxy. I plan to either use this to support Thrawn if he shows up or use it ourselves if the New Republic finds itself in a position of weakness. Personally I preferred the idea of Grand Admiral Thrawn showing up and we just appear from the Unknown Regions with an elite secret army to help him crush the New Republic. That is all long term. At no point in the next two years do I see us going after the New Republic. Those two years will be prep time as we build our elite secret military.
[X] Plan [INSERT NAME]
Infrastructure ( /3 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Industry ( /3 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Food Industry ( /3 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Intelligence and Subversion ( 0/4 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Services ( /4 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Military ( /5 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Bureaucracy ( /3 Dice, 0R)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
-[X] [INSERT PROJECT NAME], ? Dice, (??R & ?.??%)
Total Cost: ???/[INSERT STOCKPILED RESOURCES]+[INSERT INCOME] Resources