For the turncoats, I lean towards Use Their Skills, but killing them for IS is an option though one that leaves a bad taste in my mouth. Otherwise, we want Fasc Cremit for the extra Services Die and the second Free Die, the latter of which gets an +15 to its roll thanks to our character's traits. Beyond him, Tenn Varnjelt's single Industry die just isn't worth it. Director Shamari Dyshass gets the best bonuses, but she is the only one with a downside and that downside is a fairly big one when it hits. Picking her is a gamble, make no mistake.

Otherwise, Dedra will be useful for our covert efforts, which will be our only option to affect the wider galaxy for the foreseeable future so I lean towards her. Other the last two, Pascart gives the better bonus number wise except we have more to do in Military than Food Industry and with a stable food supply and our Bacta farms up and running, we don't have much of importance in Food Industry, not compared to other categories.

So I'm a firm yes on Fasc Cremit while Tenn and Pascart get passes from me. As for Shamari, Dedra and InvesTech, I am undecided on which two of those three I want to get.
 
I'm going to approval vote since I can't decide.
[X] Use their skills
[X] Director Shamari Dyshass
[X] Special Agent Dedra Meero
[X] InvesTech Employees
[X] Fasc Cremit
 
[X]Let them live a safe and peaceful live far away from important positions
Secrecy is our greatest asset, I don't want people with proven weak knees leaving it vulnerable. Still, no need to set a poor tone for future collaborators if it ever gets out.

[X]Fasc Cremit
[X]Special Agent Dedra Meero
[X]InvesTech Employees
Free dice are a easy sell with our trait, Intelligence and Subversion is something our position obligaes us to be good at and while Dyshass is tempting we will be howling in pain every time there's 2.
 
[X]Let them live a safe and peaceful live far away from important position
[X]Fasc Cremit
[X]Special Agent Dedra Meero
[X]InvesTech Employees
 
[X]Execute them for their crimes
We could use the Imperial support and it is low hanging fruit with no "obvious" repercussions.

[X] Special Agent Dedra Meero
[X] InvesTech Employees
[X] Fasc Cremit
 
[X]Director Shamari Dyshass
[X]Special Agent Dedra Meero
[X]Emanden Pascart

sound like a good mix to me
also
[X]Use their skills
might as well use them.
 
[X]Let them live a safe and peaceful live far away from important position
[X]Fasc Cremit
[X]Special Agent Dedra Meero
[X]InvesTech Employees
 
[X]Use their skills

[X]Director Shamari Dyshass
[X]Special Agent Dedra Meero
[X]Fasc Cremit
 
[X]Let them live a safe and peaceful live far away from important positions
[X]Director Shamari Dyshass
[X]Special Agent Dedra Meero
[X]InvesTech Employees
[X]Emanden Pascart
 
got to say I loved that episode VII intro
[X] Use their skills
[X] Director Shamari Dyshass
[X] Special Agent Dedra Meero
[X] InvesTech Employees
[X] Fasc Cremit
 
[X]Use their skills
[X]Director Shamari Dyshass
More dice
[X]Special Agent Dedra Meero
Super important for more spy actions, with her we can get more when another remnant inevitably falls
[X]Fasc Cremit
Free dice
 
So my thoughts for next turn. We have an impeding Basing and Labour crisis if those are left unaddressed as we are rapidly cutting into our surplus. Labour is more complicated, but Basing requires Infrastructure dice to address. Fortunately, we have a Logistics surplus now so we don't need to worry about that. Beyond that, we need to take it slow on Subordinate actions and start doing something about our corruption because it is getting too high for my tastes. I am concerned about hidden background effects of having such high corruption or at least the narrative effects of it. I also want to start some cloning next turn because we can afford it and we need it sooner rather than later. It will probably need to be done via a subordinate action due to the need to spend Infrastructure dice on basing and to get it done quickly, but the corruption gained from it should be minimal.

Otherwise, I want to address our lack of defences. I know we don't have any immediate threats, but defences are something you want to have before you need them and we have been poking our head into the wider galaxy with the intention of continuing to do so. I also want to infiltrate Kuat so when they do finally fall, we are able to get better loot from them than we did from Fondor.
 
[X]Let them live a safe and peaceful live far away from important position
[X]Fasc Cremit
[X]Special Agent Dedra Meero
[X]InvesTech Employees
 
Vote closed
Scheduled vote count started by BOTcommander on Jan 9, 2023 at 2:59 PM, finished with 19 posts and 14 votes.
 
Imperial Year 26 (7 ABY) BM1
Imperial Year 26 (7 ABY) BM1

Around the new year your agents return into the unknown regions and they do not disappoint. For a moment you and your staff are incredibly stressed out when four star destroyers arrive out of hyperspace above your heads with no response force ready, but they are allies, Captain Ciller and his battlegroup of four ISD-Is approached and successfully recruited by your agents during your recruitment efforts. The Exegol route beacons gave you a good idea of how, when and where they were moving along the corridor, but you did not expect a force of this size. With him come four regiments of Imperial Army troops and a group of five Gladiator cruisers.

Your order the Novator crews to assist the new arrivals with maintenance and repair work, which thanks to the experimental industrial station will be accomplished without assigning further resources to the issue and despite your lack of an orbital dockyard. You receive your agents with a small ceremony to thank them for their efforts and check on the assets they brought. The InvisTech employees have come carrying their entire families with them. They show sufficient thanks towards you for evacuating them out of their difficult situation, before you dismiss them to rest for a day. Fasc Cremit proves to be just as slimy as expected, but if he is even half as competent as the good part of his record suggests he is worth every trouble he brings. Last but not least is Special Agent Dedra Meero, who you take care to invite for a more personal meeting in your office.

It is a stormy day on Exegol, like always. You have dimmed the life in your office, staring out of the massive windows at the back of the spacious room staring at the lightning storm, the flashes of which cast the room in hard shadows ever so often.

The door to your office opens with a pneumatic hiss. Three pairs of steps march inside, Agent Meero clad in ragged civilian clothing, escorted by two stormtroopers. The blonde woman has seen better days, her face pale and gaunt, the rings under her eyes suggestive of great stress. All three stop, the stormtroopers moving to stand next to the door in the background, invisible but ever present as shift in your chair.

"Agent Meero, it is a great honor to welcome you to Exegol. I hope your travels were comfortable enough."

"Comfort is in short supply these days, Admiral Chrhod." Her face remains stiff, her tone not hostile, but neutral.

"You know me, that spares me the effort of introducing myself." You fold your hands to stare her down from your position at the back of the room, hard metal and cold surfaces framed by the lighting storm behind you. "I have need of your skills."

"To what end", she huffs. "If you think I will help another Imperial warlord to further throw the galaxy into anarchy and chaos, you might as well return me into Republic custody."

"My ambitions go beyond mere benefits to myself", you explain calmy, but with a stern tone. "The Empire is splintered and disunited, broken into Remnants and Warlords. If we want any hope to stand against the New Republic, we have to unite what is left of the Empire into a front that can stand against the New Republic."

"And how do you intend to do that," she asks, a hint of curiosity in her voice. "From an uncivilised rock somewhere within the Unknown Regions?

"By biding my time." You get up to move next to her. "The New Republic is very publicly attempting to resurrect the rotten and corrupt institution that is the Galactic Senate. They might support the ongoing offensives against the Imperial holdouts for now, but for how long, Agent Meero?" You leave the question lingering. "How long will the senators endure the combat casualties, the war expenses, the cries and screams of the people they claim to represent living in a galaxy torn apart by war?"

"Not forever I presume."

You grin. "Exactly and this period of low level conflict, however long it will last, is our chance, our chance to prepare for the inevitable second round of war that will see the New Republic shatter against the might of the Galactic Empire. I will see the Remnants united and I am willing to do what needs to be done." You stand up and reach out a gloved hand. "Are you?"

Meero smiles ever so lightly as she steps forward to shake your hand. "Most certainly. Long live the Empire."

"Long live the Empire."

Imperial Factions:
Kuat: Unknown
Corellia: Unknown
Fondor: Conquered by the New Republic.
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: +8
Labor: +9
Logistics: +13
Capital Goods: +14
Strategic Goods: +7
Consumer Goods: +4
Food: +6
Health: +4

Imperial Support: 47

Unrest: 12
Corruption: 20

Resources: 2587 (+132 Resources per Turn)(+165 before corruption)(+5 Resource Income growth per turn while Corruption is over 15)

Free Dice: 2

Infrastructure (3 Dice): +12
[]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 4)
Maglev lines and trains to transport goods and people are one of the cheapest and easiest methods of transportation.
(70/200 10 Resources per Die)(Logistics +4)

[]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.
(121/150 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): +13
[]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 3)
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 67/200 20 resources per die)(+20 Resources per Turn)(+4 Capital Goods, -1 Labor, -1 Basing)
-[]Subordinate(54 Resources)(+20 Resources per Turn)(+4 Capital Goods, -1 Labor, -1 Basing)(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)

[]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): +4
[]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 (4 Dice): +14
[]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)

[]Security Reviews (Write-in Category)
With people from outside the initial expedition now in Exegol, we may have spies inside our midst. Keeping a vigilant eye from the shadows will prove useful in rooting out dissidents and rebel spies.
(Requires assignment of one Bureaucracy Die)(DC 60)

[]Collect Luxury Plant Samples
The galaxy is full of planets known in the whole galaxy for their exports of luxury spirits, foods and tabac leaves. With our access to advanced cloning technology, getting ahold of the prestigious specimens can be done with the tiniest amount of genetic material.
(DC 60/120/180/240)(10 Resources per Die)(+2 IS)

Services (4 Dice): +6
[]Bacta Tank Hospital Installation
With our rich supply of bacta, we actually lack tanks in our civilian hospitals to make sufficient use of it. Refitting them with more tanks should prove useful for our overall health statistics.
(0/150 20 Resources per Die)(+2 Health)(-3 IS)

[]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(38/150 15 Resources per Die)(-4 Food, +2 Consumer Goods, -3 Basing)(+4 IS)
-[]Subordinate(34 Resources)(-4 Food, +2 Consumer Goods, -3 Basing)(+5 IS)(small 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)(36/200 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 2)(59/100 20 Resources per Die)(Allocation in Service/Military dice pairs)(-3 IS, -1 Capital Goods)(+3 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 (5 Dice): +21
[]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.
(262/300 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.
(120/250 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)(+8 Labor)
-[]Moderate Percentage (Requires one Die)(+14 Labor)(-5 IS)
-[]Large Percentage (Requires one Die)(+26 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, grounsside 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)(+24 Labor)(-4 IS)
-[]All of them (Requires one Die)(+28 Labor)(-7 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)(-9 Capital Goods, +9 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): +2
[ ]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)

[]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 80)(3 IS per Die)(Large reduction in corruption)

[]Declare yourself Moff of Exegol
You have ruled over Exegol for a year now. Many hardships had to be overcome, but under your guidance and with the blood and sweat of your loyal subordinates you have turned Exegol into a growing beacon of Imperial rule. It is time to officially declare yourself Moff of this world and the whole sector beyond. Long live the Empire!
-[]Minimal celebrations (0/50 5 Resources per Die)(+1 IS)
-[]Moderate Celebrations (0/100 10 Resources per Die)(+3 IS)
-[]Lavish Celebrations(0/200 20 resources per Die)(+5 IS)

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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[]Declare yourself Moff of Exegol
You have ruled over Exegol for a year now. Many hardships had to be overcome, but under your guidance and with the blood and sweat of your loyal subordinates you have turned Exegol into a growing beacon of Imperial rule. It is time to officially declare yourself Moff of this world and the whole sector beyond. Long live the Empire!
-[]Minimal celebrations (0/50 5 Resources per Die)(+1 IS)
-[]Moderate Celebrations (0/100 10 Resources per Die)(+3 IS)
-[]Lavish Celebrations(0/200 20 resources per Die)(+5 IS)
We are really gonna need the IS, especially if we could do it without any real solid negative consequences.

And while the bigger the celebration the more costly, it doesn't seem like there are much in costs other than that...
 
We are really gonna need the IS, especially if we could do it without any real solid negative consequences.

And while the bigger the celebration the more costly, it doesn't seem like there are much in costs other than that...
I honestly do not care about the IS, I just want our inauguration to be glorious

If the plebs complain let them eat cake!
 
[X]Plan To Boldly Bear where no Bear has Bear'ed before!
Infrastructure (3 Dice): +12
-[X]Planetside Facility Construction (Phase 1)(0/100 10 Resources per Die)(+3 Basing) 2D
-[X]Luxury Residual Accommodations (Phase 1 of 3)
--[X]Subordinate(40 Resources)(+2 Consumer Goods, -4 Basing)(+1 IS)(small rise in corruption)
-[X]Water Treatment Plants (Phase 2 of 2) (121/150 15 Resources per Die)(Basing -2, Health +1)(-2 Imperial Support) 1D
Industry (3 Dice): +13

-[X]Durasteel Foundry
--[X]Personally(Progress 0/450: 20 resources per Die)(+15 Resources per Turn)(+3 Strategic Goods, +3 Capital Goods, -6 Labor, -4 Basing) 3D
Food Industry (3 Dice): +4

-[X]Orbital Farms (Phase 7)(92/100 20 Resources per Die)(Food +5, Consumer Goods +3, Capital Goods -1, Labor -1, Logistics -3) 1D
-[X]Cattle Clone Tank Refinement(0/100 25 Resources per Die) 2D
Intelligence and Subversion (4 Dice): +14 +2 Free Dice

-[X]Purge Corruption(DC 50/100/200) 4D
-[X]Security Reviews(Requires assignment of one Bureaucracy Die)(DC 60) 2 Free Dice
Services (4 Dice): +6

-[X]Bacta Tank Hospital Installation(0/150 20 Resources per Die)(+2 Health)(-3 IS) 2D
-[X]Luxury Venues
--[X]Personally(38/150 15 Resources per Die)(-4 Food, +2 Consumer Goods, -3 Basing)(+4 IS) 2D
Military (5 Dice): +21

-[X]Storage Maintenance(262/300 15 Resources per Die) 1D
-[X]Vehicle Maintenance Depots(120/250 10 Resources per Die)(Basing -1, Capital Goods -1) 3D
-[X]TIE Pilot Training Facility(0/200 15 Resources per Die) 1D
Bureaucracy (3 Dice): +2

-[X]Fight Corruption(DC 80)(3 IS per Die)(Large reduction in corruption) 2D
-[X]Declare yourself Moff of Exegol
--[X]Minimal celebrations (0/50 5 Resources per Die)(+1 IS) 1D

Resources: 2587 - 340 = 2247
IS: 47 +1 -2 -3(Probably won't complete yet) +4 -6 +1 = 42 (45 is more likely)
edit: Had to sort the basing out so changed shuttles to Planetside facility constuction and dropped the other luxury housing action.
 
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[X] Plan Oshha
Infrastructure (3+1/3 Dice, 120R)
-[X] Space Facility Construction (Phase 1), 2 Dice & 1 Free Die, (45R & 96.22%/11.75%)
-[X] Water Treatment Plants (Phase 2 of 2), 1 Die, (15R & 81.00%)
-[X] Kaminoan Cloning Facility (Phase 1) (Subordinate), 0 Dice, (60R & Autopass)
Industry (3/3 Dice, 210R)
-[X] Space Mining (Phase 3) (Personally), 3 Dice, (60R & 69.59 %)
-[X] Mining Droid Factory Complex (Subordinate), 0 Dice, (150 Resources & Autopass)
Food Industry (3/3 Dice, 50R)
-[X] Cattle Clone Tank Refinement, 2 Dice, (50R & 57.22%)
Intelligence and Subversion (4/4 Dice, 30R)
-[X] Infiltration (Kuat Stage 1), 3 Dice (30R & 100.00%/??.??%)
Services (4/4 Dice, 110R)
-[X] Luxury Venues (Personally), 2 Dice (30R & 51.49%)
-[X] BRT Supercomputing System Installation (Food Industry (Stage 1)), 1 Die & 1 Food Industry Die, (40R & 61.72%)
-[X] BRT Supercomputing System Installation (Intelligence and Subversion (Stage 1)), 1 Die & 1 Intelligence and Subversion Die, (40R & 69.97%)
Military (5/5 Dice, 75R)
-[X] Orbital Defences (Phase 1), 2 Dice, (40R & 27.01%)
-[X] Storage Maintenance, 1 Die, (15R & 77.00%)
-[X] Vehicle Maintenance Depots, 2 Dice, (20R & 49.50%)
Bureaucracy (3+1/3 Dice, 5R)
-[X] Strategic Planning, 1 Die, (5R & 0.00%)
-[X] Fight Corruption, 2 Dice & 1 Free Die, (9 IS & 96.91%)
Total Cost: 600/2587+132 Resources

So this plan is more active than useful thanks to the new dice and the major influx of resources. The major focuses of this plan is infiltrating Kuat, fighting our corruption since it is getting a bit high and addressing our impending Basing and Labour shortage.

For Infrastructure, we have one die on Water Treatment Plants because it still hasn't finished. Meanwhile I am putting the other two dice plus a free die on getting more Basing via Space Facility Construction. I have chosen space basing over ground basing partially due to it being slightly more efficient and partially because the QM has said on Discord that if we want to get more projects being in orbit for our bonus to space projects, we need to build Basing in space. Finally, I am putting Kaminoan Cloning Facility on Subordinate action because we need to do it soon to get the labour when we need it.

Meanwhile Industry is doing Mining Droid Factory Complex on Subordinate to secure both Capital Goods and income, but more importantly than both, some extra Labour without cutting back on our military. The three dice will be going towards Space Mining to get more Income and I am picking Space Mining because with our bonus from Novator Station, it is the more efficient of the three mines to do by dice rolls. I don't want to do any mines via subordinates right now because our corruption is getting a little too high for my personal tastes.

I'm going to skip ahead to Services because it impacts both Food Industry and Intelligence & Subversion. While two dice go towards Luxury Venues for a decent chance of finishing it, the other two dice go towards BRT projects, where I & the QM have finally noticed that we are supposed to pair the Services dice. So I am doing BRT for Food Industry and Intelligence & Subversion, pairing a Service die in each one with one of their own dice.

So for Food Industry, both remaining dice go towards Cattle Clone Tank Refinement because I am hoping it will improve Industrial Cattle Farms. Meanwhile our remaining three dice in Intelligence & Subversion go towards infiltrating Kuat so we can get better loot when it finally falls.

Military is one die to finish Storage Maintenance and two dice to hopefully finish Vehicle Maintenance Depots. The last two dice on getting started on some defences now that we are getting involved with the rest of the galaxy and risking getting some exposure. After all, defences are those things you want before you need them.

Finally, I am putting two dice plus our second free die on Fight Corruption because our corruption is getting a little too high. This is enough to reasonably beat the DC and I don't want to put in more dice than needed due to the high IS cost of the action. Finally the last die is being put on Strategic Planning to get it started because we can now afford to indulge its Cap Good costs and its bonus to the dice will add up over time. I am holding off on declaring ourselves a Moff because there is no time limit for it and I consider the IS gain from it less important than fighting corruption now or getting the dice bonus from Strategic Planning.

This plan spends almost twice as much as normal, but with our influx of Resources from Fondor, we can afford it.
 
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