Dang.

Go girlboss go.




On a side note, a fun thing to remember here is that our corruption is not just corruption. The Imperial Navy is such that nothing moves without it being actively ordered, which for the management of an economy is not a good idea when there's 1 person on top from whom all orders have to come.

That's why, I suspect, non-player action action economic growth is tied to corruption. Because "expanded the asteroid mines without being personally ordered too" counts as misappropriation of resources.
Now, in reality a lot of it is graft, but it just illustrates that the Imperial system, and especially not an Imperial Navy's pocket colony, isn't ideal.
 
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Lira Wessex
Just because she has that much clout.
Oh dear, if she is already considered a Major Oligarch I cant imagine how powerful she will be after we get some shipyards up.
I think Lira is in an interesting spot compared to the other oligarch because she lacks her own powerbase, instead relying upon Chrhod's own influence due to Chrhod's desire to make use of Lira's skills so she is an oligarch on the basis of just being so skilled and useful, the head honcho wants to keep her happy.
 
I think Lira is in an interesting spot compared to the other oligarch because she lacks her own powerbase, instead relying upon Chrhod's own influence due to Chrhod's desire to make use of Lira's skills so she is an oligarch on the basis of just being so skilled and useful, the head honcho wants to keep her happy.
True, but this will not always be the case. We wont be managing the designing and construction of new Star Destroyers, she will. This will give her massive amounts of power as we start expanding, especially if she can put her finger on the scale when it comes to deciding who gets the new ships.
 
I think Lira is in an interesting spot compared to the other oligarch because she lacks her own powerbase, instead relying upon Chrhod's own influence due to Chrhod's desire to make use of Lira's skills so she is an oligarch on the basis of just being so skilled and useful, the head honcho wants to keep her happy.
…Which…

…Might also present a problem down the line. Why? Her influence is likely to be tied to her designs, and a fine example of possible downsides, is Commander Veers and his AT-AT(if I remember the name right.) Namely, his refusal to acknowledge any flaws in the design because it would put him at risk. Such as demoting a pilot whom managed to best a sim against air targets, because the method used, of lowering it's height by kneeling, highlighted the vulnerability inherent in it's height.
 
True, but this will not always be the case. We wont be managing the designing and construction of new Star Destroyers, she will. This will give her massive amounts of power as we start expanding, especially if she can put her finger on the scale when it comes to deciding who gets the new ships.
Except for the part where neither she or anyone else gets say over the military because that is Chrhod's personal domain, especially the navy. Chrhod gets the new ships and final say over them, no one else.

Edit: Chrhod started out as an Admiral and her power base as the head oligarch comes not just from her position as the boss, but her control over the military, especially the navy. And we know she takes a personal hand over it due to the nature of the Imperial military and Chrhod's own ego and obsessiveness.
 
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TIE Pilot Engrams 141/100
Ground combat is bound to a plane, with limited verticality, cover, elevation, obstructions. "Up" and "down" exist. Movement is resisted. Momentum ends. Space obeys no such rules. There is no true up, no down, no stopping. Every action births an equal reaction. Velocity builds endlessly, inertia rules, and combat is measured in vectors, not footsteps. A pilot must fight in six degrees of motion, roll, pitch, yaw, surge, heave, and sway, often while tracking targets doing the same, across a thousand kilometers of vacuum. It is simple in its emptiness. But it demands cognition beyond instinct.

That is what the TIE Pilot Engrams must forge. The first layer of the imprint restructures spatial understanding itself. Where a natural-born mind clings to orientation, the clone mind is taught to abandon it. Neural development is shaped with dynamic vector training, animated combat loops, zero-gravity maneuvers, rapid-fire simulations from the moment their cognition sparks. Their spatial awareness is recalibrated in vitro. The very concept of "upright" is dissolved. Mental models of space are structured as spheres and cones of influence, not maps. Awareness of drift, rotation, acceleration, these are not taught in drills, they are carved into their minds. They will wake knowing how to move in frictionless combat.

Then comes the machinery. Cockpit layouts, HUD overlays, control interfaces, TIE/ln, TIE/IN Interceptor, TIE/sa Bomber. The clones receive these not as diagrams but as lived experiences, absorbed during imprinting as if they'd flown them a thousand times. Button placements, subsystem toggles, targeting modes, familiarity so deep that reaching for a stabilizer override will feel as natural as breathing. They will recognize system alarms not as sounds, but as prompts for immediate action.

They will still need formal training, hours in the simulators and in practice flights. Preprogrammed knowledge must meld with the conscious mind and body. But the core is already wired. Due to the fundamentally different spatial cognition each imprint requires, a clone cannot be engrammed for both infantry and pilot duties. Cross-training is neurologically destabilizing and has been ruled out. As such, pilot imprinting is only done on a few hundred per batch. The infantry engrams remain the general standard for broader application.
 
The very concept of "upright" is dissolved.

They will recognize system alarms not as sounds, but as prompts for immediate action.

These are going to have such a fun time existing in normal society. It' not like the concept of upright us relevant for walking around and such. Or that people would dare reuse beeps and sounds.

First day of flight school, a hundred Chrhod's come in running, whole grain toast still in their mouth, and then all crash into each other like the ungainly anime protagonists they are.
 
[X] Plan Construction, gap caulking and review
-[X] Infrastructure (3 Dice + 1 Free Dice):
--[X] Luxury Residences (Requires one Die)
(+2 Consumer Goods, -3 Basing, +5 IS)
--[X] Luxury Residual Accommodations (Requires one Die)
(+4 Consumer Goods, -8 Basing)
--[X] BRT Supercomputing System Installation
---[X] Infrastructure (Stage 2)(36/200)
--[X] Space Facility Construction (Phase 8) (12/150)
(+5 Basing)
-[X] Industry (3 Dice + 1 Free Dice):
--[X] Novator Station Automation Refit (116/150)
(-4 Capital Goods, +5 Labor)
--[X] Durasteel Foundry (Requires one Die)
(+15 Resources per Turn)(+3 Strategic Goods, +3 Capital Goods, -6 Labor, -4 Basing)
--[X] Orbital Shuttle Assembly Hangars (Progress 101/150)
(+6 Logistics, -2 Capital Goods, -2 Labor, -2 Basing)
--[X] Hyperdrive Manufacturing Facility (300/450)
(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing)
-[X] Food Industry (3 Dice):
--[X] BRT Supercomputing System Installation
---[X] Food Industry (Stage 2)(141/200)
--[X] Clone Seed Cultivation
(49/100)
--[X ]Crab Farms (95/200)
(Consumer Goods +3, Capital Goods -2, Labor -2, -2 Basing)(+5 IS)
-[X] Intelligence and Subversion (4 Dice):
--[X] Security Reviews
--[X] Infiltration
---[X]Eriadu Stage 1 (0/50)
---[X]Ord Mantell Stage 1 (0/50)
---[X]Bastion Stage 1 (0/50)
-[X] Services (4 Dice):
--[X] BRT Supercomputing System Installation
---[X] Infrastructure (Stage 2)(36/200)
(-1 Capital Goods)(+3 to Infrastructure Dice)
---[X] Food Industry (Stage 2)(141/200)
(-1 Capital Goods)(+3 to Food Industry Dice)
---[X] Bureaucracy (Stage 2)(28/200)
(-3 IS, -1 Capital Goods)(+3 to Bureaucracy Dice)
--[X] Vocational Track Integration (0/150 10 Resources per Die) (+6 Labor)
-[X] Military (6 Dice):
--[X] Imperial Forces Repaint (2 Dice) (61/150)
(+3 IS)
--[X] Infantry Soldier Engrams (0/100)
--[X] TIE Pilot Engrams (0/100)
--[X] TIE Pilot Training Facility (2 Dice) (0/200)
--[X] Reverse-engineer Exegol Equipment (0/100)
-[X] Bureaucracy (4 Dice):
--[X] BRT Supercomputing System Installation
---[X] Bureaucracy (Stage 2)(28/200)
--[X] Security Reviews
--[X] Establish Patrols
--[X] Create Unknown Regions Expedition (49/150)
 
Reverse-engineer Exegol Equipment 38/100
The infantry gear recovered from the Exegol vaults falls into two categories: armor and weaponry, each presenting its own challenges. The armor appears to be a variant of the death trooper armor. It consists of a sealed, environment-resistant bodysuit overlaid with reinforced durasteel plating, coated in a, as of yet not well understood, ablative material designed to disperse energy impacts. Its centerpiece, however, is the helmet, a compact battlefield data integration system. Decoding its build and software has proven difficult. It integrates a Neuro-Saav macromotion monitor, multi-frequency targeting and acquisition arrays, and image-intensifying active pulse emitters. A voice scrambler linked to a proprietary encryption protocol, permitting secure, unintelligible communication between similarly equipped operatives. Dissecting this interface remains slow, with only modest breakthroughs achieved in replicating its circuitry and software architecture.

The weapons cache is less enigmatic, though no less sophisticated. All appear to be custom BlastTech designs, high-performance prototypes likely funded through covert allocations under Palpatine's direct authority. Among them: a compact light repeating blaster carbine, a long-body repeating blaster rifle, and a series of heavy blaster pistols, all built to exacting standards far beyond standard Imperial issue. Thankfully, the recently acquired InvisTech engineers from Fondor have proven invaluable. Their expertise is accelerating efforts to reverse-engineer the blasters, making good headway in turning stripped-down components into preliminary schematics fit for local production. Recreating the armor, especially the helmet systems, will take longer.
 
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Hmmm. So high performance, high cost equipment. No spectacular breakthroughs, but I suspect Chrhod's going to like them anyway, given her penchant for high cost, high tech equipment.

Do we know for whom the equipment was sized? Jango clones, or a variety of sizes?
 
Ok, I have to ask this: does a variant for Chrhod clones require a modification to the, em, breastplate. :V :thonk:
 
Ok, I have to ask this: does a variant for Chrhod clones require a modification to the, em, breastplate. :V :thonk:
Yes, but only internally and it wouldn't be any different from designing an armour for any sort of different size or physique. It will still look the same on the outside and not like boobplate.
 
Depends on what the Chrhod clones will end up looking like, there are chestplate sizes that will fit them, but if you plan to equip them in the hundreds of thousands, might as well make a custom mold.
 
Depends on what the Chrhod clones will end up looking like, there are probably chestplate sizes that will fit them, but if you plan to equip them in the hundreds of thousands, might as well make a custom mold.
This. If we make enough of them into soldiers, it could be logistically efficient to make a specific fitting for them, but it wouldn't be different than making variants for different sizes and wouldn't look different to any other stormtrooper armour.
 
Yes, but only internally and it wouldn't be any different from designing an armour for any sort of different size or physique. It will still look the same on the outside and not like boobplate.
I know about the boobplate. Still, given that most historical breatplates are already pretty curved having to go extra mile is telling.
 
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