Is there a way to stop the accelerated aging? From a moral perspective, it is wrong to vat grow clones for war and worse to give them a lifespan that is a fraction as long as a natural lifespan. If clones are granted healthcare, that can also be expensive.

All that being said, this is a game where we play the bad guys. If it is not unpleasant for BOTCommander for write, we can take the evil option of treating them as disposable cannon fodder. It should be okay for us to do evil actions in a quest so long as we are aware it is evil and do not make any "out of character" posts where we justify it as being moral.

If we can stop it, we should. Not only for moral issues. It also lets us keep veteran clone soldiers and officers in the military for longer. I know my points are basic and have probably been discussed to death by fans but there is some demand in the thread to start taking advantage of our cloning specialty.
It is certainly possible, but needs to be researched and deployed, both of which will cost resources to get done though I am not sure how expensive they would be and the exact mechanics of it will be up to the QM to decide.
 
I still support keeping clones out of the army and using them as a mass labour force. The low capability ones would make poor soldiers and the longer cycles ones will take time. We picked an empty planet, I want that economic supercharge and we seem to be adapt at producing a food surplus.

And yeah, I'm going to tilt into being the bad guys here and declare myself immune to moral arguments.
 
Is there a way to stop the accelerated aging? From a moral perspective, it is wrong to vat grow clones for war and worse to give them a lifespan that is a fraction as long as a natural lifespan. If clones are granted healthcare, that can also be expensive.

All that being said, this is a game where we play the bad guys. If it is not unpleasant for BOTCommander for write, we can take the evil option of treating them as disposable cannon fodder. It should be okay for us to do evil actions in a quest so long as we are aware it is evil and do not make any "out of character" posts where we justify it as being moral.

If we can stop it, we should. Not only for moral issues. It also lets us keep veteran clone soldiers and officers in the military for longer. I know my points are basic and have probably been discussed to death by fans but there is some demand in the thread to start taking advantage of our cloning specialty.
The non cannon fodder clones wont age fast enough for it to be relevant within the time frame of this quest, but sure you can put in large amount of work to make the Kamino and Spaarti clones age normally.
 
Is there a way to stop the accelerated aging? From a moral perspective, it is wrong to vat grow clones for war and worse to give them a lifespan that is a fraction as long as a natural lifespan. If clones are granted healthcare, that can also be expensive.

All that being said, this is a game where we play the bad guys. If it is not unpleasant for BOTCommander for write, we can take the evil option of treating them as disposable cannon fodder. It should be okay for us to do evil actions in a quest so long as we are aware it is evil and do not make any "out of character" posts where we justify it as being moral.

If we can stop it, we should. Not only for moral issues. It also lets us keep veteran clone soldiers and officers in the military for longer. I know my points are basic and have probably been discussed to death by fans but there is some demand in the thread to start taking advantage of our cloning specialty.
I'm going to be real here and point out that we're The Empire. We're perpetuating a government of totalitarianism for totalitarianism's sake, that even at its most moral-high-ground treats everything under its jurisdiction as a resource to enhance the state. That goes for the workers, the stormtroopers, the bureaucrats, and even the officers presently whining around their tinned caviar and bottled water. Morality does not enter into it; our role in the galaxy is as the state that does not care for moral concerns, only its own power. If we were otherwise, we wouldn't be an Imperial Remnant.

Now if we want to make clone supersoldiers, that's another story, and we can look at avoiding the short-telomere problem as part of a comprehensive package of designing elite troops. But if we cared about people rather than the state, we'd be rebels.
 
As with everything, IS is the currency you have to spend for things that would be "nice" and "morally correct" and there is only so much IS to go around between offering public services, reworking the military and making the clones not die fast. Choose your battles.
 
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I'm going to be real here and point out that we're The Empire. We're perpetuating a government of totalitarianism for totalitarianism's sake, that even at its most moral-high-ground treats everything under its jurisdiction as a resource to enhance the state. That goes for the workers, the stormtroopers, the bureaucrats, and even the officers presently whining around their tinned caviar and bottled water. Morality does not enter into it; our role in the galaxy is as the state that does not care for moral concerns, only its own power. If we were otherwise, we wouldn't be an Imperial Remnant.

Now if we want to make clone supersoldiers, that's another story, and we can look at avoiding the short-telomere problem as part of a comprehensive package of designing elite troops. But if we cared about people rather than the state, we'd be rebels.

I am absolutely okay with playing the bad guys as bad guys. Evil quests are almost never played as evil quests.
 
Right now, we are looking at an effective Income of 60 once corruption is applied. I'm leaning towards doing Bacta Farms to resolve the Health crisis and get more resources, but I don't like the look of that "Massive rise in Corruption". I am interested in doing Luxury Venues to trade Basing and Food for Consumer Goods and IS because it is a cheap while Wineries is another cheap option to improve our IS and Consumer Goods at the expense of Food and Basing though that Cap Good cost is unpleasant. Food Processing Facility is something I feel should be done sooner rather than latter because the narrative consequences of being forced to feed raw food to our people.
I would look heavily into Surface Prospecting when it comes to resource generation. We might be able to get another +30 Resource project there. Especially with preliminary results being promising. There also might be a project unlocked by our Space Mining. We might get some generic orbital refineries. Like we got the computer plants after finishing Industrial Droids.
As to Bacta I am leaning towards doing it Personally. If it goes under a biology project then we will get a +15 to rolls since our Imperial Clone Research Program gives +15 to Projects related to biology, genetics or cloning.
In other areas, I want to finish the second stage of Water Treatment Plants even if it costs us more IS while I also want to get more Logistics. I am not sure if returning to Maglev Line Expansion is the better option or if we should bite the bullet and go for the more costly, but more rewarding Surface Spaceports for the narrative benefits of having some spaceports. In Industry, I want to do Hyperdrive Manufacturing Facility because it is the project that gives 20 Income, but only Major Corruption.
I would at least finish Phase 2 of Maglev since it is less than 100 progress left at 10RpD. And if we do Surface Mining then it might benefit from maglev transport. At least when it comes to narrative.
[]Durasteel Foundry
A massive assembly of forges, annealers, and smoking pits of molten metal, durasteel foundries are a beating heart of the galactic economy.
-[]Personally(Progress 0/450: 20 resources per Die)(+15 Resources per Turn)(+3 Strategic Goods, +3 Capital Goods, -6 Labor, -4 Basing)
-[]Subordinate(225 Resources)(+20 Resources per Turn)(+3 Strategic Goods, +3 Capital Goods, -6 Labor, -4 Basing)(Massive rise in Corruption)

[]Hyperdrive Manufacturing Facility
Hyperdrives are the core asset needed for the operation of an intergalactic navy and logistical network.
-[]Personally(Progress 0/450: 20 resources per die)(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing)
-[]Subordinate(180 Resources)(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing) (major rise in corruption)
Why doesn't the Durasteel Foundry follow the rule of ([Progrees needed]/50)*RpD when it comes to costs? Because the Durasteel Foundry and Hyperdrive Facility have an identical Progress and RpD cost but the Durasteel Foundry gives a lower return on investment. And has higher corruption from what I can see. Not to mention the Foundry still had different Resources per Turn rewards between Personal and Subordinate construction.
 
Sure about that? Cuz I've heard some bad things done to common folks by those Rebels...
If you think that the rebels don't care about the people or aren't the good guys, you need to get a basic crash course on Star Wars. The rebels being the good guys and the Empire being the bad guys has been a basic part of the setting since the first film was released.
 
If you think that the rebels don't care about the people or aren't the good guys, you need to get a basic crash course on Star Wars. The rebels being the good guys and the Empire being the bad guys has been a basic part of the setting since the first film was released.
Oh I know. But that doesn't change that any organization large enough will have all kinds of people. Including those that are in bad enough situations or otherwise aren't gonna stay squeaky clean 100%. Rebels are just canonically good in nearly every situation.
I was just pointing out that occasionally there are a few lore and bits here and there that show a less than favorable view of them. Rebels movie showed that darker side a bit with that one assassin guy who kills a nominal ally at the beginning and Forrest Whitaker's character being an extremist and a by the time of the movie a crazy old man that will mind duck anybody he suspects of being an enemy. Probably killed a few too.
Then there was this Star Wars YouTuber who had a video talking about some rebel cells who weren't very nice to local populations, by necessity of their situation but still.
My point is Rebels aren't pure good, just achieved a seemingly flawless across the board moral good. I'd tell you the odds of that degree of moral alignment thru an entire Galaxy but telling people the odds in Star Wars is blasphemy.
 
If you think that the rebels don't care about the people or aren't the good guys, you need to get a basic crash course on Star Wars. The rebels being the good guys and the Empire being the bad guys has been a basic part of the setting since the first film was released.
Though at the same time. They also are somewhat on the sliding scale of morality, ranging from the noble types we mostly see in the movies, all the way to those whom are just glorified pirates.
 
Also important, in the movies we mostly see Imperials that range from outright omnicidal to at best indifferent to the human cost.

That, however, does not mean that the average supporter of the Galactic Empire was a good person. They were people, living in a horrible totalitarian regime that rewards being a horrible person and if you are lucky is indifferent about those times you are not.
 
If you are in a position where building the Genocide Egg is seen as not only a viable but desirable policy option for internal security it's pretty safe to assume you are unpopular for a good reason, damn any expanded materiel that plays apologetics after the fact. All that said, we should relax and revel in the evil.
 
The Rebel Alliance was a diverse faction and for both practical and cynical reasons, played a lot of ethical games and killed a lot of (combatant) people. It's a civil war.

They have not, however, ever blown up a planet because they could. I just wanted to remind everyone that we're playing as a successor to the organization that did that.
 
Star Wars Total War: Imperial Warlords Reforged Mod[Semi-Canon]
Star Wars Total War: Imperial Warlords Reforged Mod

An overhaul mod for Imperial Warlords years in the making, it has finally gotten to what the developers call version 1.0. The biggest difference is that you are no longer required to pick from a dozen different factions, each of which have their own, set starting points. That is not to say they don't, or can't, exist, at least a few will. No, what finally allowed the mod to come out of beta is the completion of the Remnant Builder system.


The first part of the Remnant Builder system is the start location selector. Strictly speaking every planet is a possible starting location, but they can be abstracted into 3 distinct areas for which the planetary traits are mostly true. These Regions are the Core, the Rim and the Unknown. Starting places in the Core Region tend to have a large population base suitable for recruiting, large economies that get a lot stronger with more trade lanes, planetary modifiers that improve unit production and large starting units. The bad thing about this is that these planets are extremely valuable to everybody, which means that other Imperial Remnants as well as the Alliance to Restore the Republic/the New Republic will be working very hard to get you off that planet, and until you get those trade lanes to your starting world, that economy isn't working that well. Starting places in the Rim Region tend to involve modest populations and can be harder to recruit from and their baseline economy is a lot more modest. They tend to have resource deposits that improve trade lane effectiveness, and while that is absolutely a necessity when starting out and setting up trade lanes to nearby planets, the effect of bringing a trade lane into the Core is sizable for all planets along the route. As the Rim is not as valuable in the direct sense as the Core, attention is lower until who is the boss of the Core Region is settled, but starting military assets are also much smaller.

And then we get to the Unknown Regions. While the Rim is advised as the starting position for new players to get used to the new mechanics without immediately getting doom stacked by the AI and the Core is for those who want an exciting start, the Unknown Regions are a very difficult start. This is mostly because while a start here has a lot of cash in the bank, your biggest problems are the size of the economy and the size of your recruiting pool. You start with basically nothing at all, for both. Your first turns will be focused on disbanding as many of your forces as possible to get an economy going, and you will need to aggressively expand your population base to grow your economy. On the other hand, you get to play with some of the most insane units in the game, as the planetary modifiers to some unique options.


The second part of the Remnant Builder is the Advantage system, most of which interact with the Campaign Doctrines or one another. You can pick up to two modifiers to improve your Remnant's traits at game start, although you are not required to do so, you can pick none for the extra challenge, the mod tracks an achievement for that. What follows is a non-exhaustive list.
Additional Star Destroyer Fleet: Gives you extra Imperator-I ISDs at the game start. That's it. Given what utter beasts these ships are in the early game, that's all that's needed, although it trades the potential for a long term improvement for immediate advantage.
Imperial Clone Research Program: The generic clone techs in the game give access to buildings that increase the output of certain resources at the cost of unrest and poor quality but cheap infantry. Not so with these experts on hand, which not only offer a wider range of more effective buildings improving the economy, but also new units and improved stats and traits depending on doctrine.
Imperial Droid Development Program: Like the generic clone techs, the generic droid techs offer buildings that increase the output of certain resources at the cost of unrest and poor quality but cheap infantry, if different ones. And likewise does the Development Program offer a wider range of more effective buildings and new units depending on doctrine. While they generally occupy a similar space and you can't quite leverage the top level developments of either to best effect, the economy buildings stack where applicable and some of the hybrid units are quite potent with the right doctrine.
Advanced TIE RnD Division: The Empire has been looking for more effective starfighters since before its founding, and these are the leading edge. The generic TIEs work but tend to depend on numbers more than anything else. While the early game TIEs will still not be brilliant starfighters, Remnants with the RnD Division get early access to improved TIE variants, as well as some unique smallcraft.
Vehicle Testing Group: The Empire may not walk everywhere, but most of its vehicles are some variant of walker. Not being fools, it has this group to constantly tweak and test improvements, and any Remnant with them will have better vehicles, earlier, along with some uniques.
Novator Mobile Industry Station: Novators are normally a mid to late game unit that makes the production and repair of space buildings and units cheaper and faster at where they are. You start with one.
Imperial Commando and Spy Teams: You start with a handful of experienced Agents that can spy for you or cause trouble.
Supply Depots: Start with extra resources.
Hidden Caches: There are 2 worlds near your starting position that, when conquered or aligned with you, give you a substantial resource reward.

There's a number of other Advantages, but most of them are either 'have some free units of a specific type at game start' or 'have a baseline stat increase for a unit type'. Not necessarily particularly interesting in and of themselves, but it is foolish to underestimate the effect of the Ace Program when combined with the Advanced TIE RnD Division, especially when tied to a doctrine specializing in starfighters.


The third part of the Remnant Builder is the Warlord Generator. The system is rather simple, you select 3 traits, but the list of traits is very, very long indeed. Long enough that it needs its own post to do it justice. None of the traits are inherently useless, but some just make you scratch your head.
 
Imperial Year 25 (6 ABY) BM3 Results
Imperial Year 25 (6 ABY) BM3 Results

Imperial Factions:
Kuat: Unknown
Corellia: Unknown
Fondor: Unknown
Scarif: Unknown
Eriadu: Unknown
Kessel: Unknown
Ord Mantell: Unknown
Mustafar: Unknown
Bastion: Unknown
Anaxes: Unknown
Imperial Insurgents: Unknown

Neutral Parties:
Hutts: Unknown
Mandalorians: Unknown
Hapan: Unknown
Criminal Syndicates: Unknown
Megacorporations: Unknown

Republic: WAR!

Basing: +22
Labor: +17
Logistics: 0
Capital Goods: +14
Strategic Goods: +2
Consumer Goods: -2
Food: +12
Health: -2

Imperial Support: 52

Unrest: 11
Corruption: 9

Resources: 1364(+59 Resources per Turn)(+65 before corruption)

Infrastructure
Imperial Monuments (Subordinate)
Handing off the money for the construction of some proper monuments to your subordinates goes very well. Construction sites for imposing statues, plazas, and official government and administrative buildings spring up under the harsh weather of Exegol, giving your administration a proper space to work in once completed. Additionally, the extra flair and prestige has somewhat increased your standing among your peers and subordinates.

Water Treatment Plants (Phase 1 of 2) 209/150 59/150
The first round of water treatment plants has come online after some delays, providing on paper enough clean water for drinking and cooking. The reality is that it provides enough clean water only for drinking and cooking, and struggles to meet even that demand. The treatment plants are constantly running at max capacity, with the storage basins draining during the day to below safe operation levels before they are filled overnight to less than 10% capacity in a vain hope of building up a store of water. Should any plant need to be taken even partially offline, a shortage of water is certain to follow, and only the planned expansion of the facilities can fulfill demand.

Industry
Space Mining (Subordinate)
The first of many new asteroid mines has begun construction under the guiding hand of one of your subordinates, setting up a space station to extract and prepare material for shipping to Exegol. With the richest chosen first for exploitation, initial mining sites will produce ore at a higher rate than later mines.

Medical Droid Factory 159/150
With the medical droid database cracked and the high end manufacturing lines complete, nothing stands in the way of medical droid mass production. The first of the new droids have gone to high ranked officers and political officials for personal use.

Auxiliary Droid Factory (Subordinate)
Auxiliary droids have long since replaced humans in menial jobs in galactic society. Mouse, astromech and gonk can fulfill a variety of roles from cleaning, transportation maintenance and various other purposes. With a steady stream of those menial working machines ensured, Exegol is one step closer to having a working industrial base to work off.

Food Industry
Revert Rationing Measures Autopass
The abolishing of the rationing measures was quick and all at once. You had enough food waiting in storage, all it took was you signing an order to your ministers and during the next few days it was distributed to the loyal workers and soldiers that had endured so much for the Exegol project. In the future you will probably need to set up a more efficient system of food distribution than the current top-down one, but those are problems for a future Chrhod to figure out.

Orbital Farms (Phase 5) 255/100 (Phase 6) 155/100 (Phase 7) 55/100
The first food station is complete with the sixth module beginning operations halfways through the bimester. With the initial food situation stabilized, future stages will shift focus more towards growing less efficient but more palatable luxury crops to reward the Empire's hard working population for their service. The first module of another orbital farm is halfway done, and will provide the extra space needed for this change.

Intelligence and Subversion
Set up local informant networks 89/100
Creating the desired network of informants is hindered by the constant restructuring of the Exegol administration that is still very much malleable and in flux. With new industries constantly being established and workforce and people moving around to make use of new opportunities parts of the network have been restructured multiple times to ensure there are informants where previously were none as well as prevent excessive overlap.

Insert local double agents 47/200
Inserting double agents is much more difficult, especially with Exegol's limited population. It is not necessarily that you do not have agents that you can insert, you have no doubt that the Imperial Secret Service actually has dozens, if not hundreds, of agents scattered through Exegol's population. Rather, the problem is that you know only a handful, and those work for you. So you need to recruit and insert new agents. These agents have to be trained in basic espionage and infiltration, their new identities created and then covertly inserted with as few people as possible knowing. So far only training has progressed moderately, with the actual infiltration yet to be done.

Service
Childcare Services 133/100
Finally after months of applying resources the Imperial childcare service has taken up operation. The resulting net gain in the labor force from parents no longer bound to take care of children shall be very useful for the further economical development of Exegol.

Military
Re-equip Ground Forces 129/100
All your active imperial army and stormtrooper infantry units have been provided with the new equipment. High quality blasters and body armor with advanced electronic support features like master level encrypted communications and automated battlefield support systems. Still, getting familiar with the new equipment will require a few weeks and months of training and exercise before the troops can be expected to make full use of the new equipment.

Imperial Army Training Facilities 22/100 and Stormtrooper Training Facilities 27/75
Creation of training facilities has gone ahead slowly. Exegol's natural surface is constantly ravished by storms, requiring nearly all basic facilities to be erected underground, including vehicle training areas. As such a lot of modular space to simulate different combat situations from urban to open field combat has to be prepared, slowing down construction and increasing the cost of the projects.

Re-equip TIE squadrons 132/70
Rearmament of the current TIE squadrons has been completed. It will take a few weeks to months for the pilots to fully acclimatize to the faster and more agile Interceptor model, but after that their effectiveness should be greatly improved. As for training new pilots it has been suggested to use the old TIEs to teach at least basic flying, an idea that would require modification of their frames and the construction of a space station.

Bureucracy
Exegol Inventory (Stage 8) 174/50 124/50 74/50 - Critical Success
After two more months of cataloging. The stores are empty, the treasure halls of Exegol exploited. Palpatine had one more surprise for the people walking in his footsteps deep within the storage depots of the planet: A central BRT supercomputer module, the key component required to build a full BRT network. While the system will require many resources and some favors to fully activate, the boost in overall operational performance would be massive.

Organisational Reorganisation 75/120
Re-organising the Administration of Exegol starts with removing some of the more political candidates from important positions and replacing them with people trained for the job. Half your time is spent discussing alternate posts for these people to somewhat comfort them, the rest is dedicated to distributing responsibilities to various new departments.
 
Exegol Inventory (Stage 8) 174/50 124/50 74/50 - Critical Success
After two more months of cataloging. The stores are empty, the treasure halls of Exegol exploited. Palpatine had one more surprise for the people walking in his footsteps deep within the storage depots of the planet: A central BRT supercomputer module, the key component required to build a full BRT network. While the system will require many resources and some favors to fully activate, the boost in overall operational performance would be massive.
While our reserve funds being depleted isn't the best thing, a BRT will be very useful in our position. With our limited personnel having an efficient AI manage our planet's infrastructure will be useful. We might actually become a smart evil empire. Just need to remember to actually listen to our AI aid when they mention something. We don't want another G0-T0 incident when the droid couldn't accomplish the goals set out while following the restrictions imposed.
But even if we need the workers in other jobs I suspect we will have to spend some IS to implement the BRT. As those that were doing the jobs won't want to leave their cushy assignments.
 
A what and what now? Nevermind. How Golden are we with this thing?
I linked the wiki article in my previous post. From the article I think we might be looking forward to a hero unit level bonuses after we complete the projects to switch over to BRT control. As we switch over I think we will see increasing bonuses to dice rolls and freeing up some labor. Of course we only got the room sized central unit. We will still need to build the entire communication network and set up the droids to work under BRT control.
This will be the equivalent of the ISD/Novator Automation projects but on a planetary scale.
 
Small teaser

[]BRT Supercomputing System Installation (Completing all suboptions to Stage 1 nets +2 to all Dice)
-[]Infrastructure (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Infra dice pairs)(-1 Capital Goods)(+2 to Infrastructure Dice)
-[]Industry (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Industry dice pairs)(-1 Capital Goods)(+2 to Industry Dice)
-[]Food Industry (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Food dice pairs)(-1 Capital Goods)(+2 to Food Industry Dice)
-[]Intelligence and Subversion (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Intelligence dice pairs)(-1 IS, -1 Capital Goods)(+2 to Intelligence and SubversionDice)
-[]Service (Stage 1)(0/100 20 Resources per Die)(-1 Capital Goods)(+2 to Service Dice)
-[]Military (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Military dice pairs)(-1 IS, -1 Capital Goods)(+2 to Military Dice)
-[]Bureaucracy (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Bureaucracy dice pairs)(-3 IS, -1 Capital Goods)(+2 to Bureaucracy Dice)
 
Imperial Year 25 (6 ABY) BM4
Imperial Year 25 (6 ABY) BM4

Imperial Factions:
Kuat: Unknown
Corellia: Unknown
Fondor: Unknown
Scarif: Unknown
Eriadu: Unknown
Kessel: Unknown
Ord Mantell: Unknown
Mustafar: Unknown
Bastion: Unknown
Anaxes: Unknown
Imperial Insurgents: Unknown

Neutral Parties:
Hutts: Unknown
Mandalorians: Unknown
Hapan: Unknown
Criminal Syndicates: Unknown
Megacorporations: Unknown

Republic: WAR!

Basing: +22
Labor: +17
Logistics: 0
Capital Goods: +14
Strategic Goods: +2
Consumer Goods: -2
Food: +12
Health: -2

Imperial Support: 52

Unrest: 11
Corruption: 9

Resources: 1423 (+59 Resources per Turn)(+65 before corruption)
Free Dice: 1

Infrastructure (3 Dice): +2
[]Planetside Facility Construction (Phase 1)
As the Exogol Remnant expands operations, more grounside facilities to house people, industry and civilian infrastructure are required.
(0/100 10 Resources per Die)(+3 Basing)

[]Space Facility Construction (Phase 1)
As the Exogol Remnant expands operations, more void facilities to house people, industry and civilian infrastructure are required.
(0/150 15 Resources per Die)(+5 Basing)

[]Luxury Residences
The officials in charge of the Exegol Remnant are dissatisfied with the current state of their residences. Constructing ones more befitting of their status will hopefully satisfy them.
-[]Personally(0/100 20 Resources per Die)(+2 Consumer Goods, -3 Basing)(+5 IS)
-[]Subordinate(40 Resources)(-3 Basing, +2 Consumer Goods)(+6 IS)(moderate rise in corruption)

[]Maglev Line Expansion (Phase 2)
Maglev lines and trains to transport goods and people are one of the cheapest and easiest methods of transportation.
(105/200 10 Resources per Die)(Logistics +3)

[]Surface Spaceports
Currently Exegol only has facilities to allow smaller shuttles and freighters to be serviced. Larger spaceport facilities would allow capital grade ships to be loaded and unloaded.
(0/400 15 Resources per Die)(Basing -4, Logistics +10)

[]Water Treatment Plants (Phase 2 of 2)
While the Exegol facilities are expansive, the current water treatment facilities are insufficient to provide enough clean water for the Remnant population.
(59/150 15 Resources per Die)(Basing -2, Health +1)(-2 Imperial Support)

[]Kaminoan Cloning Facility (Phase 1)
Kaminoan tanks for comparatively slow, industrial production of labourers.
-[]Personally(0/200 15 Resources per Die)(-1 Strategic Goods, -1 Capital Goods, -3 Food, -1 Health, -1 Logistics)(Each phase produces +18 labor every 18 turns)
-[]Subordinate(60 Resources)(-2 Capital Goods, -3 Food, -1 Health, -1 Logistics)(Each phase produces +18 labor every 18 turns)(minor rise in corruption)

Industry (3 Dice): +2
[]Novator Station Automation Refit Development
The Novator alone has a crew of roughly fifty-thousand. The engineers claim it should be possible to replace a large percentage of that with droid systems, a proper refit just has to be developed.
(0/100 20 Resources per Die)

[]Perform Surface Prospecting
Survey Exegol and nearby planets for resource deposits.
(16/100 5 Resources per Die)

[]Space Mining (Phase 2)
Asteroids are an investment intensive and highly productive source of valuable ores.
-[]Personally(0/200 20 Resources per Die)(+25 Resources per turn)(-1 Capital Goods, -1 Labor, -1 Logistics)
-[]Subordinate(80 Resources)(+25 Resources per turn)(-1 Capital Goods, -1 Labor, -1 Logistics)(moderate rise in corruption)

[]Consumer Industry Sectors (Phase 1)
Industrial installations to produce all the consumer goods a civilian population needs, from clothing to consumer electronics.
-[]Personally(Progress 0/200 20 resources per die)(-1 Capital Goods, -2 Basing -2 Labor, +4 Consumer Goods)
-[]Subordinate(80 Resources)(-1 Capital Goods, -2 Basing, -2 Labor, +4 Consumer Goods)
(Small rise in corruption)

[]Computer Assembly Plant (Stage 1)
Computers are ubiquitous pieces of hardware utilized in a multitude of applications throughout the galaxy, from droids to starfighters to datapads. As such a steady supply of them is always needed.
-[]Personally(Progress 0/100 20 resources per die)(+5 Resources per Turn)(+1 Capital Goods, -1 Labor)
-[]Subordinate(40 Resources)((+5 Resources per Turn)(+1 Capital Goods, -1 Labor)
(small rise in corruption)

[]Durasteel Foundry
A massive assembly of forges, annealers, and smoking pits of molten metal, durasteel foundries are a beating heart of the galactic economy.
-[]Personally(Progress 0/450: 20 resources per Die)(+20 Resources per Turn)(+3 Strategic Goods, +3 Capital Goods, -6 Labor, -4 Basing)
-[]Subordinate(180 Resources)(+20 Resources per Turn)(+3 Strategic Goods, +3 Capital Goods, -6 Labor, -4 Basing)(Massive rise in Corruption)

[]Hyperdrive Manufacturing Facility
Hyperdrives are the core asset needed for the operation of an intergalactic navy and logistical network.
-[]Personally(Progress 0/450: 20 resources per die)(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing)
-[]Subordinate(180 Resources)(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing) (major rise in corruption)

[]Shuttle Assembly Hangars
Sentinel- and Lambda-class are important for the transport of smaller amounts of cargo and personnel between planets.
(Progress 0/150: 20 resources per die)(+6 Logistics, -2 Capital Goods, -2 Labor, -2 Basing)

Food Industry (3 Dice): +2
[]Bacta Farms
Bacta is a mixture of kavam and alazhi bacteria combined with ambori fluid and a type of barley known as Vratixia renanicus. Bacta production is an expensive and highly technical process, but a diluted mixture of bacta is important for industrial clone production.
-[]Personally(Progress 0/400 25 resources per Die)(+3 Strategic Goods, -3 Capital Goods, -3 Labor, -4 Basing, +6 Health)
-[]Subordinate(200 Resources)(+20 Resources per Turn)(+3 Strategic Goods, -3 Capital Goods, -3 Labor, -4 Basing, +6 Health)(Massive rise in Corruption)

[]Moisture Farms (Phase 1)
A moisture farm is an area of land devoted to the production of food, irrigated by wringing what little moisture can be found in the arid air.
(0/150 10 Resources per Die)(Food +2, Consumer Goods+2, Labor -1)

[]Orbital Farms (Phase 7)
Orbital farms are environmentally closed-off and automated greenhouses to maximize production of crops.
(92/100 20 Resources per Die)(Food +5, Consumer Goods +3, Capital Goods -1, Labor -1, Logistics -3)

[]Food Processing Facility
Raw food alone can feed people, but many crops require processing into other forms to improve their nutritional value.
-[]Personally(0/200 20 Resources per Die)(Food +4, Consumer Goods +4, Capital Goods -2, Labor -1, -2 Basing)
-[]Subordinate(80 Resources)(Food +4, Consumer Goods +4, Capital Goods -2, Labor -1, -2 Basing)(moderate rise in corruption)

[]Crab Farms
Crabs and hummers are a common delicacy in Imperial high society. While relatively calorie efficient, the ponds require a lot of work, human and droid, to maintain.
-[]Personally(0/200 10 Resources per Die)(Consumer Goods +3, Capital Goods -2, Labor -2, -2 Basing)(+5 IS)
-[]Subordinate(80 Resources)(0/200 10 Resources per Die)(Consumer Goods +3, Capital Goods -2, Labor -2, -2 Basing)(+6 IS)(moderate rise in corruption)

[]Wineries
Without access to the galactic market, luxury foods are in short supply. Giving the bickering Imperial officials access to wine again should stop them from complaining, for a while.
-[]Personally(0/100 15 Resources per Die)(Food -4, Consumer Goods +2, Capital Goods -1, Labor -1, -2 Basing)(+5 IS)
-[]Subordinate(30 Resources)(Food -4, Consumer Goods +2, Capital Goods -1, Labor -1, -2 Basing)(+6 IS)(Moderate rise in corruption)

[]Industrial Cattle Farms
Without access to grassland for cattle to graze on, industrial indoor farming is the most efficient way to supplement the food supply with meat and milk.
-[]Personally(0/300 15 Resources per Die)(Food -6, Consumer Goods +8, Capital Goods -2, Labor -3, -4 Basing, -2 Health)(+3 IS)
-[]Subordinate(90 Resources per Die)(Food -6, Consumer Goods +8, Capital Goods -2, Labor -3, -4 Basing, -2 Health )(+4 IS)(Small rise in corruption)

[]Cattle Clone Tank Refinement
Conventional cattle raising is crude and inefficient, even on industrial scales. Cloning these animals could produce high quality meat with much less caloric intake and supervision.
(0/100 25 Resources per Die)

Intelligence and Subversion (3 Dice): +2
[]Set up local informant networks
Have the intelligence staff set up a network of informants in the local Imperial population.
(89/100 5 Resources per Die)(Minor rise in corruption)

[]Insert local double agents
Have the intelligence staff plant double agents at key positions in the structure of the Exegol remnant.
(47/200 5 Resources per Die)(Minor rise in corruption)

Services (3 Dice): +2
[]Luxury Venues
Current establishments are inadequate for the Imperial Elite. Providing them with the venues and resources should create the social spaces they need and make them happy.
-[]Personally(0/150 15 Resources per Die)(-4 Food, +2 Consumer Goods, -3 Basing)(+4 IS)
-[]Subordinate(45 Resources)(-4 Food, +2 Consumer Goods, -3 Basing)(+5 IS)(moderate rise in corruption)

[]Basic Education Initiatives
The matter of education was left to the planetary governors most of the time. Since you act in a similar capacity, the matter is now in your hands. Among your staff there are several opinions on how to structure education for the youngest Imperial citizens, whether or not to focus on teaching them Imperial values while they are still young and malleable, or focus on a broad and comprehensive education.
-[]Propaganda Focus(0/250 10 Resources per Die)(-1 Basing, -1 Labor)(+7 IS, -1 on all dice rolls)
-[]Mixed Focus(0/250 10 Resources per Die)(-1 Basing, -2 Labor)
-[]Education Focus(0/250 10 Resources per Die)(-1 Basing, -3 Labor)(-5 IS, +1 on all dice rolls)

[]BRT Supercomputing System Installation (Completing all suboptions to Stage 1 nets +2 to all Dice)
The BRT is a powerful control and command system capable of analyzing large amounts of statistical data to optimize resource allocation and usage. For maximum effect, the system will need to be connected to as many government substructures as possible.
-[]Infrastructure (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Infra dice pairs)(-1 Capital Goods)(+2 to Infrastructure Dice)
-[]Industry (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Industry dice pairs)(-1 Capital Goods)(+2 to Industry Dice)
-[]Food Industry (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Food dice pairs)(-1 Capital Goods)(+2 to Food Industry Dice)
-[]Intelligence and Subversion (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Intelligence dice pairs)(-1 IS, -1 Capital Goods)(+2 to Intelligence and SubversionDice)
-[]Service (Stage 1)(0/100 20 Resources per Die)(-1 Capital Goods)(+2 to Service Dice)
-[]Military (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Military dice pairs)(-1 IS, -1 Capital Goods)(+2 to Military Dice)
-[]Bureaucracy (Stage 1)(0/100 20 Resources per Die)(Allocation in Service/Bureaucracy dice pairs)(-3 IS, -1 Capital Goods)(+2 to Bureaucracy Dice)

[]Clone Tissue Medical Procedure Development
Part of the tasks of the clone program group was developing mechanisms to keep the emperor eternally young through clone organ and tissue replacements. The notes should now be useful for more general applications.
(0/150 25 Resources per Die)

Military (4 Dice): +12
[]Turbolaser Ground Network (Phase 1)
Constructing a series of turbolasers on Exegol would greatly improve its defensive capabilities in the event of a planetary invasion. While unable to engage targets in space, the turbolasers can support ground forces or engage hostile craft that enter the atmosphere.
(0/100, 20 Resources per Die)

[]Orbital Defenses (Phase 1)
While not as good as warships, armed space stations can be constructed in orbit around Exegol to repel enemy warships. Armed with a mixture of anti-warship and anti-starfighter weaponry, these space stations are capable of fighting space battles whilst their lack of mobility reduces their strategic useability.
(0/200, 20 Resources per Die)

[]Storage Maintenance
While legend is that military equipment can survive decades if stored properly this is but a myth. In truth even stored equipment needs occasional maintenance checks to ensure no faults accumulate to make the piece of equipment unuseable.
(0/300 15 Resources per Die)

[]Spaarti Clone Cylinder Refinement
The Spaarti template can theoretically mass produce clones three times faster than Kaminoan ones, the downside being that these clones have relatively low mental capacity and problem solving skills and can thus be used only for low level tasks almost akin to droids. With some adjustment of the process that should be more than enough for Spaarti to serve as mass produced cannon fodder.
(0/200 25 Resources per Die)(Can use Service dice)

Imperial Army
[]Infantry Soldier Engrams
Allows basic combat training for Kamino and Spaarti clones during the growth phase.
(0/100 30 Resources per Die)

[]Vehicle Maintenance Depots
The current storage facilities for Exegol's ground vehicles are enough to keep them from rain, but performing maintenance on them is another matter. Depots with the right facilities and tools will have to be constructed to keep the machines in working order.
(0/250 10 Resources per Die)(Basing -1, Capital Goods -1)

[]Reverse-engineer Exegol Equipment
The blasters, body armor and support equipment we found on Exegol is clearly of high quality and of Imperial production, but we don't have the production templates. Sacrificing some of the units to reverse engineer the templates would enable us to produce it in the future.
(0/100 20 Resources per Die)

[]Imperial Army Training Facilities
Facilities, shooting ranges, drill grounds and practice areas to train the Imperial army.
(22/100 10 Resources per Die)(Basing -3)

[]Stormtrooper Training Facilities
Facilities, shooting ranges, drill grounds and practice areas to train the Stormtrooper Corps.
(27/75 15 Resources per Die)(Basing -2)

[]Demobilize Ground Forces
At the moment the large ground army is only an unproductive appendage. With the threat from the New Republic limited, we can demobilize some of them to add to our workforce.
-[]Small Percentage (Requires one Die)(+6 Labor)
-[]Moderate Percentage (Requires one Die)(+12 Labor)(-5 IS)
-[]Large Percentage (Requires one Die)(+24 Labor)(-10 IS)

Imperial Navy
[]TIE Pilot Engrams
Allows basic TIE starfighter training for Kamino and Spaarti clones during the growth phase.
(0/100 30 Resources per Die)

[]TIE Pilot Training Facility
To facilitate training of additional TIE pilots for a future expansion of the naval forces, grounside or orbital hangar stations some tools and facilities have to be provided. Simulators, training craft and education centers to create the next generation of fighter pilots.
(0/200 15 Resources per Die)

[]TIE Bomber Factory (Phase 1)
While the number of Interceptor TIE models stored on Exegol should be enough for the immediate future, TIE bombers are notably lacking. To maintain a steady number of replacement parts and vehicles, new factories will have to be constructed.
(0/100 20 Resources per Die)(-2 Capital Goods, -1 Labor, -1 Basing)

[]Mothball ISDs
The ISDs contain tens of thousands of men with minimal use at the moment. Mothballing them would free them up for the workforce for building up an industry.
-[]Keep the ISD-II (Requires one Die)(+12 Labor)(-2 IS)
-[]All of them (Requires one Die)(+16 Labor)(-5 IS)

[]Partly automate Star Destroyers
Most of the tasks on Star Destroyers are uncomplicated and can be replaced with some common droid models, even if it will be expensive.
(0/250 15 Resources per Die)(-5 Capital Goods, +5 Labor)

[]Expansive ISD-I Automation Refit Development
Automating with auxiliary droids only goes so far. The whole ISD-I system needs a rework of its systems to reduce the crew needs.
(0/125 20 Resources per Die)

[]Expansive ISD-II Automation Refit Development
Automating with auxiliary droids only goes so far. The whole ISD-II system needs a rework of its systems to reduce the crew needs.
(0/150 20 Resources per Die)

[]Crew stored ISD-IIs
The ISD-IIs in storage at Exegol are in good condition, only manpower, droids and some weeks of initial training left to actually use them.
(0/100 5 Resources per Die)(-30 Labor, -10 Capital Goods)

Bureaucracy (3 Dice): +1
[ ]Establish Patrols
To prevent over-ambitious officers from acting against protocol, all deployments of Imperial Navy assets larger than a starfighter patrol must be reviewed and authorized by high command. Without this constant work, entire fleets sit idle in the slips, allowing raiders to act with impunity.
DC: 40/80/110/130 (If not done, then Rebel raiding units and pirates can operate without response. Anything lower than passing the highest DC creates gaps that can be exploited.)

[ ]Prepare Reserves
In the event of a major operation, only the direct oversight of one of the Empire's most-trusted can cut through protocol and allow speedy reinforcement. If the rebels attack, you must be personally prepared to lead the counter-charge.
DC: 50 (Allows deployment of reinforcements against major enemy attacks, otherwise expect major time delays.)

[]Allow undercover agents to act outside the Unknown Regions
The current choice is complete isolation. While hiding us from hostile rebel elements, it also stops us from contacting or supporting the other Remnants. The first step would be to allow our agents to operate outside the UR undercover to interact with the wider galaxy.
(Requires one Die)(Raises Chance to be found)(Unlocks more []Intelligence and Subversion and []Recruitment Drives)

[]Public Service Bureau
At the moment you have little idea of what the civilian population of Exegol wants. By setting up a bureau to inquire about this you could serve their needs better, but the idea that the lowly civilian population has its own desires is ludicrous to much of the Imperial upper class.
(0/100 5 Resources per Die)(-5 Imperial Support)

[]Political Bonus Payments
The easiest way to gather support is still "bonus payments" in the right places.
(Requires one Die)(100R)(+5 IS)(Large rise in corruption)

[]Organisational Reorganisation
After the more than hasty retreat, the Exegol Remnant Government isn't in good shape. Take the time to reorganize the organization so it is able to work better with you at its head.
(75/120, 5 Resources per Die) (-5 Political Support) (+1 to All Dice)

[]Strategic Planning
While the current situation is acceptable it could be better, especially if you want to start making long term plans instead of just reacting to the latest issues. By setting up a department to properly track your various projects, you can predict the future costs of each project to some degree.
(0/200, 5 Resources per Die) (+1 to All Dice) (-1 Basing, -3 Capital Goods)

[]Fight Corruption
By going through the Imperial organizational machine yourself in the hunt for people misappropriating funds and punishing them you can reduce corruption.
(DC 90)(3 IS per Die)(moderate reduction in corruption)

Vote by plan. Thanks to Oshha for giving me access to some of his SW quest notes.
 
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[X]Plan: Booting Up the BRT
Infrastructure 3/3D 70R +2
-[X]Luxury Residences (Subordinate) 1D 40R Autopass
-[X]Water Treatment Plants (Phase 2 of 2) 2D 30R 63.45%
Industry 3/3D 90R +2
-[X]Perform Surface Prospecting 2D 10R 69.19%
-[X]Space Mining (Phase 2) (Subordinate) 1D 80R Autopass
Food Industry 3/3D 75R +2
-[X]Bacta Farms (Personally) 3D 75R 0% (3/6 median)
Intelligence and Subversion 3/3D 15R +2
-[X]Set up local informant networks 1D 5R 92.00%
-[X]Insert local double agents 2D 10R 13.78%
Services 3/3D+1FD 80R +2
-[X]BRT Supercomputing System Installation
--[X]Service (Stage 1) 3D+1FD 80R 98.72%
Military 4/4D 55R +12
-[X]Storage Maintenance 2D 30R 0% (2/5 median)
-[X]Imperial Army Training Facilities 1D 10R 35.00%
-[X]Stormtrooper Training Facilities 1D 15R 65.00%
Bureaucracy 3/3D 15R +2
-[X]Organisational Reorganisation 1D 5R 57.00%
-[X]Strategic Planning 2D 10R 0.15%
Total Cost: 400R

The basic plan focuses on getting our BRT up and running while also looking for more sources of income.

In Infrastructure I am focusing on finishing the water treatment plant since our water situation isn't the best. I also want to soften the IS blow from potentially finishing both the water system and government reorganization by giving a subordinate the order to set up some residences.

In Industry I want our subordinates to focus on mining in space to generate more income while also focusing on surface prospecting. Mines seem to be the most cost effective way to generate resources and might be able to get us into the 130-150RpT (before corruption) by the end of the year.

In Food Industry I want to take advantage of our +15 bonus to biology/genetics/cloning projects from Imperial Clone Research Program.

Intelligence and Subversion will just continue along with ongoing projects. We have a decent chance of getting at least the local informants.

In Services I want to get our BRT booted up in Services first to take advantage of the +2 or more to Service dice. Since each other project needs to have a dice paired from that department with a Service die. So getting the biggest bonus there will help with getting the other departments set up.

Military will be continuing the training facility buildup while also working on maintanence of our equipment since we are here for the long run. I would like to make us self sufficient on that before we focus on missions.

In Bureaucracy I want to finish the reorganization but more importantly I want to get the Strategic Planning office up and running. This is a plan quest and the more information we have to plan with the better.
 
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