Hi it's john trask I was reading about the doctrine why don't we make our strategy against the new republic.
As the reimagined first order of templin institute has good ideas.
And take advantage of our strengths
 
Why don't we make our strategy against the new republic.
I wont give you the chance to build your own strategy against the new republic because because I have seen enough cases where this gets strange and way too detailbrain-worm-ed for my tastes. You get to pick from the offered flavors of Star Wars fleet doctrine and can then still choose to only build anti-fighter corvettes.
 
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Hi it's john trask I was reading about the doctrine why don't we make our strategy against the new republic.
As the reimagined first order of templin institute has good ideas.
And take advantage of our strengths
Two reason. First is that I would rather do things our way and adapt to the circumstances of the quest. And second is that I don't care for the ideas of pro-genocide bigots.
 
So next turn, Infrastructure is pretty much locked in due to poor rolls this turn, but we should take Recruitment Drives next turn for some much-needed bonuses while Intelligence and Subversion will be one of the new options there. Beyond that, I want to do another BRT, but I don't want to get too focused on it so I want to get started on Luxury Venues to prop up our support. I don't intend to get done next turn, but we can afford it and the IS is useful so I want to slow-walk it with a single die alongside doing the BRT with two dice. As for Food Industry, I'm attempt to get started on Moisture Farms as a cheap project in Resources, Stats and Progress, but looking at the dice probabilities, I'm thinking it might be worthwhile to put all three dice on the Bacta Farms for a solid chance of finishing it next turn.

Military will be putting a single die on Storage Maintenance to hopefully finish it while I want to put the other three dice on Vehicle Maintenance Depots to get it started. This is because I want to get the maintenance projects done to ensure that we don't lose any of our elite gear due to a lack of upkeep. It isn't like we are going to get started on our cloning or fighting the rebels anytime soon so we can afford to wait while we do preparations. For Industry, that is more complication, but I'm tempted to do the same as this turn. We will be able to afford another Subsurface Mines and it is our best bet for increasing income while doing Computer Assembly Plant gives us a minor boost to both income and capital goods, which isn't much, but we will certainly be feeling it with our low numbers.
 
Imperial Year 25 (6 ABY) BM5 Results
Imperial Year 25 (6 ABY) BM5 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: +13
Labor: +14
Logistics: 0
Capital Goods: +4
Strategic Goods: +2
Consumer Goods: +4
Food: +12
Health: -2

Imperial Support: 48

Unrest: 12
Corruption: 16

Resources: 1133 (+117 Resources per Turn)(+140 before corruption)

Maglev Line Expansion (Phase 3) 163/200
A Maglev is in itself a relatively simple mode of transportation as you learn. All that is required are the actual line components itself, which double as the power supply for the actual trains. The trains and carriages then possess components that allow them to magnetically levitate and draw power from the line. Due to having no moving components and the simplicity with which the lines can be hardened against most environmental features, maintenance is an almost non issue. You would have never really cared to know, but a nice brunch with your infrastructure advisor remedied that, as it was either the project or the lamentations about the lack of many luxuries way out here far away from the galactic center of civilization. In any way, construction of additional lines is progressing nicely, both above ground and below.

Water Treatment Plants (Phase 2 of 2) 108/150
The point of water treatment is to remove pollution from the water to make it fit for consumption. Doing so requires certain sterilized and properly working and calibrated components and sensors. It was only due to the diligence of a plumber that the non-functioning components were discovered before it was too late. Said plumber has not been promoted and paid off to remain silent on the issue. You don't really want to deal with more unrest because polluted water would have nearly been rerouted into the water supply.

Computer Assembly Plant (Phase 1) (Personally) 104/100
One of many manufacturing capabilities Exegol currently lacks are computer chips and hardware. Being needed in everything and everywhere it was time to remedy that. The beginning of the large manufacturing plant has taken form over the last two months, but it will take more expansion and investment before it will reach full capacity and efficiency.

Subsurface Mines (Phase 1) (Subordinate)
Doing these deals with subordinates is a concept you are conflicted about, The Empire stands for order in a chaotic galaxy. Humans and aliens alike are selfish creatures that need a regulated environment and a guiding hand to flourish, at least in theory. By giving out these assignments you are creating disorder, promoting corruption, creating an oligarchic elite in control of some of your economic efforts, giving them the opportunity to enrich themselves while you focus your attention on other things, knowing full way a small amount of your resources and credits disappears into their pockets each month.

But maybe it is a tool you can use. You have noticed a small uptick in the resources you received from your asteroid mines after ordering the construction of a subsurface mine, an unsaid thank you maybe, something to motivate you to watch away. (+5 passive Resource income growth per turn as long as Corruption is above 15)

Bacta Farms (Personally) 188/400
Construction of the bacta farm megaproject progresses well. The main structural components have been completed and almost all completely put into place. Once that is done, the installation of the tank and environmental components will continue that will cycle the nutrient solution and filter off the excess bacta. All in all a delicate and highly technical process required. The fact you can think of doing this project at all speaks to the qualifications of your staff and the dedication of everyone calling the Exegol remnant their home. You may be small and weak right now, but you know you can become a power that will unite the scattered remnants of the Empire and return them to order with time.

Food Processing Facility (Subordinate)
In most civilised parts of the galaxy all food is processed. Food processing starts with turning grains into flour and then into bread and ends with prepackaged ration bars for the Empire's soldiers. The truth as much as you want to is that you cannot run a war effort on fresh beans and greens alone without a much greater strain on logistics. Having the problem no longer on your desk is thus very much to your satisfaction, especially since your supply of crunchies has been running dangerously low.

Insert local double agents 330/200
Your people went above and beyond, successfully installing double agents into every position of the Remnant. Equipped like this, you have eyes, ears and hidden blasters everywhere, but you know that powers like this need to be wielded with care lest it be turned against you. For now, you are content to read what they report to you, the efforts of your proactive agents will be focused on events and operations beyond the unknown regions.

BRT Supercomputing System Installation (Infrastructure (Stage 1)) 136/100
No department or subdivision can escape the need of bureaucracy or a dependence on computers. The BRT can assist in numerous ways this way, managing inventories, construction material deliveries, work shifts, droid schedules, payments and more. Further integration will give it a more active role in managing these projects, but will also require more computing hardware, droids and system integration.

BRT Supercomputing System Installation (Industry (Stage 1)) 131/100 Critical Success
Sometimes problems you need to overcome are chances for great breakthroughs. Given Exegol already needs to rely significantly on droids and computerized machines for many industrial processes, the benefits you can gain by connecting the various mines, factories, warehouses and other locations to the BRT in terms of improving operations are significantly greater. (Additional +1 Industry Dice bonus for Stage 1, +2 for Stage 2, +2 for Stage 3)

Storage Maintenance 246/300
Replacements for the climate control systems are completed quickly by droids and technicians, leaving the other less, and at the same time more, important protection measures. The fire detection and combating systems of the Exegol storage have not been inspected in Emperor knows how long and in many cases need to be repaired or replaced. This part of the maintenance work has been completed too, with only a select few arms lockers missing handheld fire extinguishers.

Stormtrooper Training Facilities 83/75
Stormtroopers are the elite soldiers of the Galactic Empire and an icon of Imperial war efforts. Equipped with the high end gear you found in large amounts on Exogol, most of it on power with death trooper weapons, armor and auxiliary equipment, your stormtroopers shall become even deadlier and feared, but for that they will need to train and learn how to use the new equipment. Your infantry commanders promise to be able to present you with comprehensive reports on the training state of the ground forces soon enough, after which it may become time to look into the future.

Establish Patrols 106 (40/80/110/130)
Order cannot be maintained without a rigid structure and you sit atop that structure. You have seen captains, commanders and intelligence agents switch allegiances more often than you do uniforms as the Empire crumbled around you, the hole left by the Emperor's disappearance impossible to fill. You only manage to draft a simple, imperfect and rigid patrol schedule, but you are not under threat, no one knows you are here. If you gave the captains any more free space, they might try to leave for better ventures under a different banner. You cannot allow this, for it may spell doom for your aspirations of unity should Exegol be uncovered before you are ready.

Allow undercover agents to act outside the Unknown Regions
Sending your agents out is as easy as putting your name under a form and over the next few weeks hyperspace capable shuttles leave for the civilized parts of the galaxy. After almost a year, you finally have news and intelligence about the state of the broader galaxy again. More limited than you'd like, but it is at least something.

The situation is both better and worse than you expected. As expected, the New Republic still has the initiative in the overall war and the Remnants appear too fractured to resist. It is very easy to follow their victories and Imperial surrenders simply by watching the propagandist shit they send over the holonet. Every day more holdouts in the core fall to their advance, everyday they strengthen their hold on the galaxy's center, snuffing out one insurgent cell sympathetic to Imperial rule after the other.

Your agents tell you that Imperial forces based around Fondor under the command of Moff Merin are close to being overrun. Morale is low and rumors of a negotiated surrender circulate despite failing attempts to suppress it. As one of the more important shipyards, Fondor falling into New Republic hands is bad on two levels. There are of course the significant shipbuilding capabilities of the planet's yards and corporations that would fall into enemy hands, but then there also is the loss of Imperial resources, manpower, military- and civilian-assets that would be lost to the Remnants. You wish you had more time, but there might be none. Bar a miracle, Fondor will fall. If you want to save some of Merin's assets for your own cause you need to act fast and openly. Your name whispered into the right people's ears could still work wonders, but it is risky, not in terms that it might reveal your location but that New Republic intelligence and the other Remnants might ask themselves what exactly happened to Annlia Chrhod.

Imperial forces on Kuat however are holding out despite what you feared when you disappeared into the Unknown Regions a year ago. Admiral Kenner is fighting the New Republic forces tooth and nail on every front. From what you can gather, the Kuat theater is where the NR's elite units are deployed in force: Ackbar, Rogue Squadron, Jan Dodonna, Crix Madine, Carlist Rieekan, Hera Syndulla, Han Solo and Lando Calrissian. Even Skywalker's name has been dropped a few times. But despite all the many ships, starfighters, men and material thrown against Imperial lines, the Kuat front has not budged over the two months of silent observation. Kenner and his flagship, the Executor class cruiser Bellonah, appear wherever they are needed, when they are needed to pull Imperial battlegroups out of the fangs of New Republic forces. The truth is however, in your professional opinion, that things are more dire than they look. Kenner has the Bellonah, but Kuat has the Kuat defense fleet and while Kuat Drive Yards, the other megacorps and the yard workers have always been and likely will stay to be sympathetic to the Empire's cause, they are more loyal to credits in the end. If the tides turn, they might try to cut a deal with the New Republic, but that is as of now a less imminent issue.

Near the core are two others, as of now less involved Remnants. Led from Anaxes and Corellia under the command of Moff Tellion and General Subert respectively, they appear to be fighting skirmish battles with New Republic reconnaissance elements at their borders, intent to keep them away, but otherwise do not appear all that invested into the heavy fighting going on around Kuat. Maybe they think by staying out of the fighting they have more time to prepare, maybe they too hope to snatch up what remains of Kenner's assets once he buckles under the pressure, maybe they wait for political concessions, you do not know. What you know is once Kuat has fallen, they will be next.

Who you have only limited information on are the other notable remnants focused around Scarif, Eriadu, Kessel, Mustafar and Bastion. Far away from the core, they appear for now focused on themselves, quietly gathering Assets to their cause. Sooner or later the New Republic will run out of steam, requiring time to recuperate and focus on internal issues and you theorize they are banking on that. Now that you have agents in the wider galaxy again you can do the same as them and recruit Imperial assets to your case.

Exegol may not yet be in a position to support the other Remnants right now, but there are other ways than direct support. Focusing subversion efforts on the New Republic and support on the Imperial Insurgency and Criminal Syndicates could prove a potent method to let the New Republic bleed as they run out of breath and overstretch their hold.

But those are things to ponder at a future time.

Read Oshha's Omake, it is good. I resurrected this quest from the dead, please validate me with a nice comment :D
 
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Allow undercover agents to act outside the Unknown Regions
So this tells us quite a bit. First is that Fondor, Kuat, Anaxes and Corellia are going to fall. We won't be able to help them before they do so we should write them off for any long-term planning. The best they can do for us is provide us with loot gains when they fall and delay the New Republic to buy time for the non-Core Imperial Remnants. The second thing we learn is that when the Core falls, the New Republic will need to take a breather. Between that and the conquest of the Core, we have some time to build up and develop ourselves into a proper threat.
 
No, I think we can delay the fall of them though. We can recruit Imperial assets to run hit and run tactics. It's just deciding where we can save and not.
 
No, I think we can delay the fall of them though. We can recruit Imperial assets to run hit and run tactics. It's just deciding where we can save and not.
This doesn't actually disagree with anything I said. We cannot save the Core warlords due to them falling before we can take action. The non-Core warlords we can save though we could choose to let one or two of them fall. Personally, I would be against that and would advocate that we make our move at that point if we hadn't gotten active at that point. If we aren't ready to act when the non-Core warlords start to fall, well, I would consider that to be a soft failure state. Assuming that my reading of the situation is correct.

It isn't a matter of willingness on our part. It is the fact that those warlords will fall before we have the physical capability to prevent that from happening.
 
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Thank you for the updoot!

Can we arrange for the "evacuation" of some of the Imperials that are getting beat down, if not to our own territory to other warlords that could use the help? (Playing secret General behind the scenes)
If we had the cloning labs up and running I'd have asked if we could send them as reinforcements, but guess that's a moot question atm.
 
Can we arrange for the "evacuation" of some of the Imperials that are getting beat down, if not to our own territory to other warlords that could use the help? (Playing secret General behind the scenes)
On Discord, Bot has mentioned that will be an option next turn for Fondor and will be an option any time that an Imperial Remnant falls. However we don't know the exact details of it yet as Bot is still working on the new actions for next turn so the specifics of the action have yet to be finalised.
 
Imperial Year 25 (6 ABY) BM6
Imperial Year 25 (6 ABY) BM6

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: +13
Labor: +14
Logistics: 0
Capital Goods: +4
Strategic Goods: +2
Consumer Goods: +4
Food: +12
Health: -2

Imperial Support: 48

Unrest: 12
Corruption: 16

Resources: 815 (+117 Resources per Turn)(+140 before corruption)(+5 Resource Income growth per turn while Corruption is over 15)

Free Dice: 1

Infrastructure (3 Dice): +5
[]Planetside Facility Construction (Phase 1)
As the Exogol Remnant expands operations, more groundside 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)

[]Luxury Residual Accommodations (Phase 1 of 3)
As laid out in the reports by your informants and the administrators of the Public Service Bureau, the state of the housing has been identified as a problem causing unrest and discontent among the Imperial populace. Providing them with more luxurious accommodations, with more space, better amenities and luxuries should placate them somewhat.
-[]Personally(0/200 10 Resources per Die)(+2 Consumer Goods, -4 Basing)
-[]Subordinate(40 Resources)(+2 Consumer Goods, -4 Basing)(+1 IS)(small rise in corruption)

[]Maglev Line Expansion (Phase 3)
Maglev lines and trains to transport goods and people are one of the cheapest and easiest methods of transportation.
(163/200 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.
(108/150 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)(-1 Strategic Goods, -1 Capital Goods, -3 Food, -1 Health, -1 Logistics(Each phase produces +18 labor every 18 turns)(minor rise in corruption)

Industry (3 Dice): +6
[]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)

[]Open Pit Mines (Phase 1)
Exegol and nearby planets have several sites suitable for open pit mining using bucket excavators.
-[]Personally(0/200 10 Resources per Die)(+15 Resources per turn)( -1 Labor, -3 Logistics)
-[]Subordinate(40 Resources)(+15 Resources per turn)( -1 Labor, -3 Logistics)(miniscule rise in corruption)

[]Subsurface Mines (Phase 2)
Subsurface mines are more difficult to construct, but the depths of planetary crusts offer much greater rewards.
-[]Personally(0/300 15 Resources per Die)(+40 Resources per turn)(-2 Capital Goods, -1 Labor, -2 Logistics)
-[]Subordinate(90 Resources)(+40 Resources per turn)( -2 Capital Goods, -1 Labor, -2 Logistics)(moderate rise in corruption)

[]Space Mining (Phase 3)
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 2)
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 4/100 20 resources per die)(+10 Resources per Turn)(+2 Capital Goods, -1 Labor)
-[]Subordinate(80 Resources)(+10 Resources per Turn)(+2 Capital Goods, -1 Labor)
(small rise in corruption)

[]Mining Droid Factory Complex
Mining droids are a diverse class of mechanical automatons used throughout galactic history to conduct mining operations without the need for manual labor. As we already rely highly on droids for mining a factory to ensure an independent supply is essential.
-[]Personally(Progress 0/375: 20 resources per die)(+15 Resources per Turn(+10 Capital Goods, +2 Labor, -4 Basing)
-[]Subordinate(150 Resources)(+15 Resources per Turn(+10 Capital Goods, +2 Labor, -4 Basing)(moderate rise in corruption)

[]Nanoforge Fabricator
Nanoforges are extremely accurate industrial laser emitters required in all kinds of high end manufacturing applications. Providing Exegol with a source of these devices would go on further to increase the Remnants industrial output.
-[]Personally(0/150 30 Resources per Die)(+10 Resources per Turn)(-1 Basing, -1 Labor, +5 capgoods)
-[]Subordinate(90 Resources)(+10 Resources per Turn)(-1 Basing, -1 Labor, +5 capgoods)(moderate 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)(+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)

[]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): +3
[]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 188/400 25 resources per Die)(+3 Strategic Goods, -3 Capital Goods, -3 Labor, -4 Basing, +6 Health)
-[]Subordinate(106 Resources)(+20 Resources per Turn)(+3 Strategic Goods, -3 Capital Goods, -3 Labor, -4 Basing, +6 Health)(Moderate 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)

[]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)

[]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): +3
[]Purge Corruption
With your agents in places everywhere, removing corruption is as easy as signing the execution order. But it is a sword that has to be used with care and sparingly.
(DC 50/100/200)

[]Infiltration
Covertly infiltrating other factions will allow us to attempt to subvert their resources and actions towards our interests for as long as we remain undetected. (Gets bonus to Intelligence and Subversion rolls, higher infiltration stages unlock more options)
-[]Kuat Stage (0/50 10 resources per Die)
-[]Corellia Stage 1 (0/50 10 resources per Die)
-[]Fondor Stage 1 (0/50 10 resources per Die)
-[]Scarif Stage 1 (0/50 10 resources per Die)
-[]Eriadu Stage 1 (0/50 10 resources per Die)
-[]Kessel Stage 1 (0/50 10 resources per Die)
-[]Ord Mantell Stage 1 (0/50 10 resources per Die)
-[]Mustafar Stage 1 (0/50 10 resources per Die)
-[]Bastion Stage 1 (0/50 10 resources per Die)
-[]Anaxes Stage 1 (0/50 10 resources per Die)
-[]Imperial Insurgents Stage 1 (0/50 10 resources per Die)
-[]Hutts Stage 1 (0/50 10 resources per Die)
-[]Criminal Syndicates Stage 1 (0/50 10 resources per Die)
-[]Megacorporations Stage 1 (0/50 10 resources per Die)
-[]Republic Stage 1 (0/50 10 resources per Die)

[]Covertly Contact
Exegol may as of yet still act covertly, but that does not stop us from attempting to contact other factions for support, trade and other diplomatic actions.
-[]Kuat (DC 70)
-[]Corellia (DC 60)
-[]Fondor (DC 70)
-[]Scarif (DC 50)
-[]Eriadu (DC 50)
-[]Kessel (DC 50)
-[]Ord Mantell (DC 50)
-[]Mustafar (DC 50)
-[]Bastion (DC 50)
-[]Anaxes (DC 60)
-[]Imperial Insurgents (DC 100)
-[]Hutts (DC 10)
-[]Criminal Syndicates (DC 10)
-[]Megacorporations (DC 10)

[]Funnel Fondor Resources
Morale around Fondor is shaky. Imperial elements are on the backfoot and in disarray, rumors of a surrender are afoot. There likely won't be time for a thorough infiltration, but our agents can still attempt to save what they can for Exegol's cause.
(5 Resources per Die)(DC 20/40/???...)(Pick whatever foci you want)
-[]No focus
-[]Focus on resources (Resources, capital goods, strategic goods)
-[]Focus on people (labor, dice boni, dice)
-[]Focus on military assets
-[]Focus on civilian and industrial assets (logistics, free progress for projects)

[]Sabotage Fondor Shipyards
Time is short, Imperial forces at Fondor are about to fall. It might be a longshot to sabotage the orbital yards but if successful it will set back any effort of the New Republic to use them.
(15 Resources per Die)(DC 100/200/???...)

Services (3 Dice): +5
[]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 2)(36/100 20 Resources per Die)(Allocation in Service/Infra dice pairs)(-1 Capital Goods)(+3 to Infrastructure Dice)
-[]Industry (Stage 2)(31/100 20 Resources per Die)(Allocation in Service/Industry dice pairs)(-1 Capital Goods)(+5 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 2)(49/200 20 Resources per Die)(-1 Capital Goods)(+3 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): +13
[]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.
(246/300 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)
[]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 Special Operations Teams to act outside the Unknown Regions
Fighting the New Republic on an even footing is far from the most optimal course of actions as of now, but small teams are able to move more covertly while combating the NR on the small scale.
(Requires one Die)(Raises Chance to be found)

[]Recruitment Drives
With the Galaxy in disarray as it is there are many Imperial assets on the run that could be recruited to our cause.
(DC 50/100/200)(Requires assignment of at least one Intelligence and Subversion Die)

[]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)

[]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 84)(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. I resurrected this quest from the dead, please validate me with a nice comment :D
 
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[X] Plan: Rich
Resources: 815(+117 Resources per Turn) - 590 (this plans cost) = 342 next turn
Infrastructure (3/3D used, 40 R)

-[X]Maglev Line Expansion (Phase 3) 1D
(163/200 10 Resources per Die)(Logistics +3)
-[X]Water Treatment Plants (Phase 2 of 2) 2D
(108/150 15 Resources per Die)(Basing -2, Health +1)(-2 Imperial Support)
Industry (3/3D used, 350 R)
[X]Open Pit Mines (Phase 1)
-[X]Subordinate(40 Resources)(+15 Resources per turn)( -1 Labor, -3 Logistics)(miniscule rise in corruption)
-[X] Subsurface Mines (Phase 2)
--[X]Subordinate(90 Resources)(+40 Resources per turn)( -2 Capital Goods, -1 Labor, -2 Logistics)(moderate rise in corruption)
[X]Space Mining (Phase 3)
-[X]Subordinate(80 Resources)(+25 Resources per turn)(-1 Capital Goods, -1 Labor, -1 Logistics)(moderate rise in corruption)
-[X]Computer Assembly Plant (Stage 2)
--[X]Subordinate(80 Resources)(+10 Resources per Turn)(+2 Capital Goods, -1 Labor)(small rise in corruption)
-[X]Shuttle Assembly Hangars 3D
(Progress 0/150: 20 resources per die)(+6 Logistics, -2 Capital Goods, -2 Labor, -2 Basing)
Food Industry (2/3D used, 50 R)
-[X]Bacta Farms 2D
--[X]Personally(Progress 188/400 25 resources per Die)(+3 Strategic Goods, -3 Capital Goods, -3 Labor, -4 Basing, +6 Health)
Intelligence and Subversion (2/3D + 1 free die used, 10 R)
-[X] Funnel Fondor Resources 2D + 1 free dice
--[x]No focus
(5 Resources per Die)(DC 20/40/???...)(Pick whatever foci you want)
Services (2/3D used, 85 R)
-[X]Luxury Venues
--[X]Subordinate(45 Resources)(-4 Food, +2 Consumer Goods, -3 Basing)(+5 IS)(moderate rise in corruption)
-[X]BRT Supercomputing System Installation (Completing all suboptions to Stage 1 nets +2 to all Dice) 2D
--[X]Industry (Stage 2)(31/100 20 Resources per Die)(Allocation in Service/Industry dice pairs)(-1 Capital Goods)(+5 to Industry Dice)
Military (4/4D used, 45 R)
-[X]Storage Maintenance 1D
(142/300 15 Resources per Die)
-[X]Vehicle Maintenance Depots 3D
(0/250 10 Resources per Die)(Basing -1, Capital Goods -1)
Bureaucracy (3/3D + 1 Intelligence & Subversion die used)
-[X] Recruitment Drives 3D + 1 Intelligence & Subversion die
(DC 50/100/200)(Requires assignment of at least one Intelligence and Subversion Die)

Finishing up, increasing resources & fun spy activities.

Next turn we should get started on infiltrating remnants we want to steal tech from, scarif seems like a good first target since they have the dark trooper droid tech. Automating our ships when we get more resources would be nice too.

edit: I've removed the orbital and I also got the shuttle assembly hangar, so at worst we'll be at -3 logistics and at best we'll remain neutral. We'll get roughly 200 per turn which I believe makes it worth the costs.
 
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Industry (3/3D used, 210 R)
[X]Open Pit Mines (Phase 1) 1D
-[X]Subordinate(40 Resources)(+15 Resources per turn)( -1 Labor, -3 Logistics)(miniscule rise in corruption)
-[X] Subsurface Mines (Phase 2) 1D
--[X]Subordinate(90 Resources)(+40 Resources per turn)( -2 Capital Goods, -1 Labor, -2 Logistics)(moderate rise in corruption)
[X]Space Mining (Phase 3) 1D
-[X]Subordinate(80 Resources)(+25 Resources per turn)(-1 Capital Goods, -1 Labor, -1 Logistics)(moderate rise in corruption)
You dont even need dice for the subordinate options, just pay the resources.
 
[X] Plan Oshha
Infrastructure (3/3 Dice, 35R)
-[X] Maglev Line Expansion (Phase 3), 2 Dice, (20R & 96.75%)
-[X] Water Treatment Plants (Phase 2 of 2), 1 Die, (15R & 64.00%)
Industry (3/3 Dice, 150R)
-[X] Computer Assembly Plant (Stage 2) (Personally), 3 Dice, (60R & 92.69%/31.09%)
-[X] Nanoforge Fabricator (Subordinate), 0 Dice (90 Resources & Autopass)
Food Industry (3/3 Dice, 75R)
-[X] Bacta Farms (Personally), 3 Dice, (75R & 45.51%)
Intelligence and Subversion (3+1/3 Dice, 15R)
-[X] Funnel Fondor Resources (Focus on resources), 2 Dice & 1 Free Die (15R & 100.00%/99.95%/??.??%)
Services (3/3 Dice, 55R)
-[X] BRT Supercomputing System Installation (Military (Stage 1)), 2 Dice, (40R & 60.84%)
-[X] Luxury Venues (Personally), 1 Die (15R & 0.00%)
Military (4/4 Dice, 45R)
-[X] Storage Maintenance, 1 Die, (15R & 60.00%)
-[X] Vehicle Maintenance Depots, 3 Dice, (30R & 12.56%)
Bureaucracy (3/3 Dice, 20R)
-[X] Recruitment Drive, 3 Dice, 1 I&S Die, (20R & 99.88%/97.08%/55.65%)
Total Cost: 395/815+117 Resources

Okay, Infrastructure is getting the Water Treatment Plants done while we need to do Maglev Lines to get the Logistics for more mines and the income that they provide. Due to a lack of Logistics and Capital Goods, I want to hold off on the mines for now to focus on getting more Capital Goods because half of our projects require them. To this end, I am putting putting all three Industry dice on Computer Assembly Plant for more Cap Goods and income while giving the Nanoforge to subordinates to secure a relatively hefty boost to Cap Goods so it won't be a concern for the future.

Meanwhile Food Industry is finishing off the Bacta Farms so we can focus on a new project next turn and finally get our Health stat in the positives. Intelligence and Subversion is getting what we can out of Fondor while we can. I am focusing on getting Resources and CapGoods because we need those things to get by in the short term so we can worry about the long term. Services is doing another BRT to continue our progress on it. I have chosen Military because it is the category that currently has the most dice and we have the most dice rolls there. In hindsight, we should have done Military first or second for the BRT after running the numbers.

Military is finishing Storage Maintenance and getting started on Vehicle Maintenance Depots. This is because I want to do them now to minimise any losses from a lack of maintenance because that is time sensitive. Meanwhile Recruitment Drive is the focus on Bureaucracy. I am putting our Free Die on Funnel Fondor because we can do Recruitment Drive again in the future if needed, but Fondor is a limited time thing.

This plan is a bit at an effective 278 Resources being spent this turn, but I am hoping that Fondor will get us more Resources and that with the actions we are taking this turn, we will be secure enough in Cap Goods for a few turns that we can take more Mining Projects to increase our income as our logistics allow.
 
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I made a mistake and forgot to subtract last turns plan cost, you only have 815 Resources this turn. Time to hit the Fondor Gacha.
 
I have two problems with this plan.
First is that it spends four much Logistics as we stand to get while starting at zero Logistics. With good rolls, we will be at -9 Logistics. With bad rolls, we will be at -12 Logistics, which is far worse than what we started the quest with.
Second is the Resource spending. Admittedly the QM did only realise after this plan was made that they forgot to deduct the costs of last turn's plan, but it will spend most of our remaining reserves. Also admittedly the new income will help make up for that, but those mines will also increase corruption and tank our Logistics so I don't see it as fair trade. I would rather spread out the costs more so our stats can keep up. Though the big thing is how the plan offsets these costs by obliterating our Logistics by plunging them into the double-digits.
Otherwise, I don't have any real objection except I feel that it is mathematically better to have BRT on Military rather than doing Industry again.
 
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