Imperial Factions:
Kuat: Conquered by the New Republic.
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
+18 Labour in 10 ABY BM 1
+18 Labour in 10 ABY BM 4
+18 Labour in 10 ABY BM 5
Political Promises:
12 additional Consumer Goods by 9 ABY BM1
Legitimacy Goals
Complete []Create Unknown Regions Expedition before 8 ABY BM1
Resources: 2600 (+199 Resources per Turn)(+270 before corruption)(+10 Resource Income growth per turn while Corruption is over 20)
Republic Probing
Following their grand victory at Kuat, the New Republic has entered a phase of consolidation and rearmament. The captured Kuati and Fondor shipyards are now at full tilt, repairing battle-worn vessels, salvaging the wreckage of the fallen, and completing half-complete Star Destroyers once meant for Imperial hands, these half-finished hulls, seized as part of the deal struck with KDY and other megacorporations.
At the frontlines, pressure on the remaining Core Remnants has intensified. Skirmishes, raids, and probing attacks by New Republic forces have grown in frequency and aggression. General Subert has responded in kind, ordering violent retaliations to preserve his tenuous grip on Corellia. In contrast, Moff Tellion has chosen caution, engaging in a slow, deliberate dance of fleet movements and strategic avoidance. No side seems eager to commit to a decisive engagement, yet.
Then came the surprise. At the end of the two-month lull, Minister of State Leia Organa made a bold announcement. In a highly public address, she unveiled the newly recommissioned Super Star Destroyer Lusankya as the New Republic's flagship. Alongside it, she declared the launch of Operation Outwards, a massive, multi-billion credit emergency warship construction program aimed at breaking the last remnants of the Empire and restoring full control over the Galactic Core. Details, predictably, remain scarce. You're not particularly mournful that Isard seems to have met her end. But the Republic now possessing a fully operational Super Star Destroyer is no minor development. This phase of the war teeters on the edge of something decisive.
Eiradu vs Mustafar
In the distant Rim regions, the lack of centralized Imperial leadership is becoming painfully evident. The specifics of the rift between Moff Tarkin and the New Emperor of Mustafar remain shrouded, but the consequences have been suboptimal. What is known: the New Emperor, eager to consolidate his power, launched a devastating first strike against Tarkin's forces, annihilating an entire flotilla in a single, decisive engagement. The surprise attack left Tarkin's fleet reeling, but not broken. Reinforced by Imperial forces fleeing the New Republic's grip on Kuat, Tarkin regrouped, weathered the initial storm, and launched a counteroffensive of his own. The fight, brutal and calculated, saw the New Emperor on the defensive, his forces stretched thin, unable to regain the initiative once the element of surprise was lost.
Now, the remnants of both factions, Tarkin's and the New Emperor's, are locked in a grinding struggle, using the shattered garrison fleets of Kuat and Fondor as pawns in a vicious power struggle.
Space Facility Construction 68/150
Progress continues.
Luxury Residences (Autopass)
With the assets seized from Kuat, the long-delayed plans for high-status habitation on Exegol can finally proceed. Among the salvaged corporate holdings were luxury prefabricated housing units, originally commissioned for the upper echelons of Kuati society. Now, they serve a new elite. Each multi-level penthouse is constructed from polished durasteel sheathed in reflective shielding to ensure both discretion and defense. Interiors are adorned with exotic woods, rare marbles, and high-grade transparisteel. Decorative flora, indoor spas with temperature-controlled pools and jacuzzis, personal fitness centers, and climate-controlled lounges form the baseline of comfort. Integrated kitchen units are operated by dedicated culinary droids, paired with a professional-grade galley. Advanced systems saturate the living space: holo-projection walls with cinematic fidelity, high-speed datanet terminals, automated environment regulation, and a secure intercom suite linked directly to central Exegol systems.
Luxury Residual Accommodations (Stage 2 & 3) Autopass
In addition to luxury estates, a far greater quantity of standardized residential prefabs was acquired from the same Kuati source. Originally intended for mid-tier corporate staff, these modules provide practical, self-contained accommodation for Exegol's growing administrative and technical workforce.
Each unit includes a fully equipped bathroom and kitchenette pod, modular furniture sets, basic domestic appliances, and integrated electronics. A holoscreen and holodrama player provide minimal leisure, while a standard-issue data terminal connects to the planetary network for communication, work, and access to approved content. Installation is largely plug-and-play: connect to local power, water, life support, and data networks, and the structure becomes operational.
Kaminoan Cloning Facility (Phase 3) (Subordinate) Autopass
Additional resources are transferred to Doctor Tiran Vos, more tanks, more silent daughters growing behind transparisteel. It's a simple transaction. What he does with the surplus is of no concern. If he diverts material toward his private research, so be it. Perhaps something useful will emerge from the shadows of his ambition.
Novator Station Automation Refit 222/150
Where once fifty thousand engineers and technicians worked in shifts, now only five thousand overseers remain. The rest have been rendered obsolete by automation. Surveillance arrays, articulated droid arms, external drone hangars, and swarms of zero-G maneuver units now cover the Novator like mechanical growths. Welding, diagnostics, transport, assembly, every function has been subsumed by machine precision. The station has become something between factory and organism, its surface crawling with metallic life. Captain Rusk, never one to waste resources, secured future positions for the displaced crew at the Capital Yard.
Consumer Industry Sectors (Phase 1 & 2) (Subordinate) Autopass
Producing holoscreens, water boilers, cookers, furniture, and household electronics isn't a task worthy of your direct oversight. So you didn't bother. You handed Fasc the permits, resource allocations, and labor shift quotas, and told him to make it happen. He does, efficiently, quietly, and without complaint. Now, the first wave of standardized consumer goods rolls off the lines and into circulation. Modest comforts, but enough to keep the population focused, distracted, and occupied.
Durasteel Foundry Autopass
With the Kuati industrial prefabs securely in hand, the assembly of the Durasteel Foundry proceeds without friction. Power, logistics, and workforce integration are finalized in short order. BRT-assisted shift management coordinates sixty thousand workers as the foundry roars to life, kilns igniting, metals smelted, alloys mixed, and forged into high-grade durasteel. A thousand synchronized steps, each automated or overseen with machine precision, churn raw ore into refined feedstock.
Hyperdrive Manufacturing Facility 393/450
The hyperdrive facility edges closer to completion, though each step reveals another layer of complexity. Hyper-coil winders, magnetic containment systems, and hypermatter modulation chambers all demand machinery of exceptional precision, devices so exacting that constructing them becomes its own industrial challenge.
Orbital Farms (Phase 12) (High Calorie Grains) 351/100 251/100 151/100 51/100
Tensions rise as food scarcity tightens its grip. The arrival of the Kuati refugees strained your nutritional infrastructure, and though public anger still simmers against the newcomers, the blame will inevitably shift to your administration if supply doesn't rise to meet demand. You act preemptively. The second six-petal agri-station is now fully operational, its hydroponic arms optimized for high-calorie grain output. And the third station takes form in orbit.
Infiltration (Corellia Stage 2) 34/150 and Infiltration (Anaxes Stage 1) 41+10/50 1/150
Progress in penetrating the Corellian and Anaxes remnants remains slow and precarious. Surveillance sweeps and counterintelligence efforts have intensified, likely a response to suspected New Republic infiltration. Your agents, forced into caution, manage only peripheral gains in Corellia, enough to monitor the edges of activity, but not pierce its heart. Both General Subert and Moff Tellion have imposed a blackout on key systems and networks. Whatever is being planned, it's big, but deep, and rumors alone are all that escape the clampdown.
Infiltration Efforts (Bastion) 37+15/50 | 2/150
On Bastion, the grip is just as tight, but your agents have managed to worm their way into the lower tiers of the hierarchy. Their initial reports paint a clear picture: Bastion's Imperial Remnant is held together by Moff Arthur Keen, a cold strategist with a reputation for brilliance. Five powerful corporations back him, driving an aggressive industrialization effort to arm for the long war ahead. Though little of immediate tactical value has surfaced, whispers in pilot bars confirm increased activity near the Unknown Regions. As the Exegol route is currently the only known one to you out of the Unknown Regions, Bastion discovering the entry point in their space could lead to a blockade.
Security Reviews 61 (DC60)
Two months of internal sweeps have concluded. Tens of thousands of interviews, audits, interrogations, enhanced interrogations. Mountains of paperwork. Entire departments stalled while Special Agent Meero and her task force followed every lead, no matter how thin. No door left closed. No schedule left undisturbed. The outcome: 372 individuals now under suspicion. Nothing clean. Sneaking into restricted zones, odd questions asked at odd times, minor graft, cigarras, chocolate, smuggled Kuati wine. Enough to raise concerns, not enough to convict.
There's no evidence of data leaks. Communications out of the Unknown Regions are tightly controlled. No one's been caught transmitting anything. If they were spies, they were careful. Stupid enough to be sloppy, smart enough not to store anything obvious. A few had pocket manifests, blacklists, encrypted inventories. Most had nothing at all.
And yet. You can't ignore the odds. Some are working for someone. The New Republic? The other Remnant factions? Syndicates? Or maybe just internal power players jostling in the dark. Confessions, when they came, contradicted each other. You're left with a list, a report, and 372 people who might be enemies. Or might just be desperate. Whatever you do next will set the tone for how you handle internal threats from here on.
BRT Supercomputing System Installation (Food Industry (Stage 2)) 305/200 105/400
The Exegol food supply chain is a delicate system, thousands of tons of processed nutrients, rations, packaging materials, and distribution units. With Stage 2 of the BRT rollout in motion, the system now begins to manage rather than merely monitor. Each food processing facility, transport hub, and warehouse has been linked into the BRT core. Supervisors now receive predictive maintenance alerts, optimized routing schedules, and dynamic inventory targets, calculated and adjusted in real time.
The automation protocols have begun handling redundant logistics paperwork, ration assignment updates, and routine quality assurance reports. Food waste is already down, and delivery mismatches are disappearing.
BRT Supercomputing System Installation (Bureaucracy (Stage 2)) 186+15/200 1/400
The BRT system's integration into Exegol's bureaucracy marks a subtle but powerful shift in the structure of governance. Every office and department is now part of the BRT's information mesh. Thousands of managers and clerks have been granted secure uplinks, their daily decisions now influenced, and often pre-empted, by the system's data-driven recommendations. More importantly, the BRT has begun executing tasks autonomously. Permit renewals, requisition approvals, interoffice correspondence, even some scheduling, handled without human oversight. The flood of paperwork slows to a manageable flow, freeing human administrators for high-priority governance and review. Corruption metrics are already ticking downward as the system audits and flags irregularities in real time.
(-3 Corruption)
Advanced Education Initiatives (Mixed Focus) 79/300
The early groundwork for Exegol's secondary education system is underway. Facilities are built, staff recruitment has begun, and initial curricula are being drafted. These years, five through twelve, mark the shift from foundational learning to specialized instruction, intended to instill both practical knowledge and unwavering loyalty. Progress is steady, but much remains: full staffing, standardized materials, and infrastructure scaled to meet demand. For now, it is still scaffolding and outlines, but the framework of a future workforce training pipeline is beginning to take shape.
Imperial Forces Repaint 152/150
With the matte black and deep crimson pigments cleared for operational durability, UV-resistant, abrasion-tested, and vacuum-rated, application proceeds across the armed forces. Star Destroyers vanish into the void, black hulls streaked with menacing red. Cruisers, frigates, walkers, all receive the new livery, turning the Imperial war machine into a unified silhouette of dread.
Ground forces are stripped of their old gray-and-white. The regular army receives the full black overhaul. Stormtroopers get to bear crimson insignia and stripes, a subtle mark of elite status. Every outdated banner is lowered. New ones rise in their place: obsidian fields with crimson crests, the symbol of your reign in sharper contrast.
Only one unit breaks from the uniformity, your personal guard. The death troopers, loyal only to you, are painted in a dark gunmetal grey, adorned not with red, but fine ornate lines and Aurabesh letters of gold, subtle but unmistakable. Far too regal for mass deployment. But for your guard? Ideal.
Infantry Soldier Engrams 129/100
Engram imprinting was once a curious novelty in Kaminoan cloning science, a flicker of potential left unexplored, until the Empire refined it.
Once your clones pass the fetal threshold, delicate neuro-filaments are woven into the cortex, neural micro-webs sparking their dormant minds into cognition. From within the womb of the tank, accelerated learning begins. Reflex, gait, balance. Language. Reading and writing. Common knowledge, carved into neurons like words into stone. These daughters of your genome will emerge knowing the motions of life, but not yet the feeling of it. There is still acclimatization. No amount of cerebral mimicry can prepare them for thirst or hunger, for cold, for the rush of oxygen into unused lungs or the aching strangeness of gravity pressing against virgin skin. For the need to void waste. For one or two months, they must learn to feel. But they do not need to learn to fight.
You've ensured that.
What nature leaves uncertain, design makes absolute. Into their developing brains flows not education, but conditioning, discipline by wire. Your scientists have taken the recorded brains scans of a thousand soldiers: stripping, cleaning, firing weapons, breaching doors, clearing rooms, flanking and suppressing, doing CQC drills. Every motion broken down to code.
These are not skills taught. They are instincts installed. There is no suppression of empathy, what would be the point? The capacity to understand does not interfere when the compulsion to kill has been etched deeper. Violence becomes their native tongue, spoken without thought. The engrams don't train them to choose violence. They train them to act before choice enters the equation. A blaster raised, a breath held, a bolt fired, before conscience can twitch.
Three years of relentless imprinting, day and night. Not education. Indoctrination. Not training. Programming. When the tanks open, what steps out is not a blank slate. It is a soldier, forged not in trauma or hate, but in three years of carving of their soul before they even took a breath. They will not be elite at birth, but they will be born ready. Once decanted, further training will refine that muscle-memory into battlefield intuition. And when it aligns, when mind, body, and purpose coalesce into a singular being, you will finally see what your daughters can do.
Only one irritation mars your pride: your scientists, careful and clinical, noted your own genome was suboptimal for frontline military conditioning. A polite way of saying you weren't born tall or naturally athletic. The comment nearly earned them a public rebuke, until you realized they were correct. So you gave them a new order: Fix it.
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.
Capital Yard 154/600
Constructing a capital shipyard is nothing short of building a small megastructure, an immense convergence of military-industrial capacity and logistical might. Tens of thousands of components, millions of tons of alloy, and work hours beyond count must flow together to birth kilometer-long warships. The Trilatera's arms provide the skeleton, but it still lacks the muscle: cranes, foundries, high-capacity maglev lifts, gravity clamps, and the systems to orchestrate them. Lira Wessex, with sheer stubbornness and force of personality, has wedged herself into the center of the project, commandeering work crews, overriding schedules, and clashing constantly with the official project lead. Whenever an obstacle arises she cannot simply bend aside, she brings it to you, demanding full control of the Capital Yard effort.
[] Politely remind her who commands here.
[] Name her as official consultant to avoid further disruptions. (-10 Dice Roll Bonus on Capital Yard until completion)
[] Grant her control (-40 Resources/turn, project completes in 4 turns, Major rise in Corruption)
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, made flexible. 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.
Create Unknown Regions Expedition 125/150
The preparations for the Unknown Regions Expedition are well underway, with supplies secured and resources allocated, but the final hurdle remains: the leadership and organization of the force itself. The fate of this bold venture rests on the shoulders of those who will lead the charge into the unknown, and your officers, long weary from the aimless drifting within the Exegol system and its neighboring territories, are hungry for purpose and action.
The flood of requests pouring in from your subordinates reveals a deep sense of competition and ambition. Each officer, from veteran tacticians to rising stars in your command ranks, vies for the chance to lead the expedition, or to secure a key post in the organization. Some seek the honor of commanding the exploratory forces, others request specialized roles in intelligence, reconnaissance, or securing vital outposts along the way. Many see this mission as a golden opportunity to rise through the ranks, to prove their worth, and to stake their claim in a new frontier.
[X] Grant her control (-40 Resources/turn, project completes in 4 turns, Major rise in Corruption)
Provided we do a purge of corruption next turn.
[X] Humane detention and interrogation. Those who confess are given penal labor. If they don't confess and are found guilty they get public execution. Those who are deemed innocent are released. False accusations and corruption in this process will see them subjected to the same standards. There will be No corruption tolerated. Not here.
My write in.
[X] Expanded Humane Detention, Interrogation & Oversight, Confessions are given a decade to 2 decades in penal labor, those who falsely accuse others, or do not confess anything, or lie to lessen their culpability will be summarily executed publicly. post penal labor for another 3 years our Security Bureau or other Intelligence Apparatus will covertly watch them for any signs of new insurrection (irregular surveillance, wiretaps, etc. handsoff level stuff).
I've already made my case for this in the thread, but I'll repeat again now the update has been posted. We have the Imperial Support to afford this and while this isn't important on its own merits, a long term reform like this will be the first step towards moving away from the old status quo and reforming our Imperial Remnant into something more efficient and less inherently corrupt than the Galactic Empire. This isn't a time to stockpile our Imperial Support, it is time to spend it. Additionally, moving away from a less tyrannical way of doing things should hopefully lead to less discontent amongst the masses, ideally lowering Unrest.
I also suggest if you do want Imperial Support, just go for the evil options. Don't try to have your cake and eat it to by going for something just or unfair. Imperial culture isn't built for that and trying to impose fair punishments for the guilty and innocent will just result in the latter being framed as the former.
[] Name her as official consultant to avoid further disruptions. (-10 Dice Roll Bonus on Capital Yard until completion)
[X] Grant her control (-100 Resources/turn, project completes in 2 turns?, Major rise in Corruption?)
I'm going for this. This basically just off-sets the bonus from the Novator station and our Military bonus is the highest. I definitely don't want to grant her control for two reasons. First is that I don't want to concede control over our warship shipyard to an oligarch. Second is that I want to finish the Capital Yard in a couple of turns not four. We want to finish the Capital Yard so we can begin to refit our ISDs for Labour without compromising our Imperial Support in the process. Additionally, Corruption is already high and costing us over 25% of our income. I don't want to make things worse if we don't have to, even if we do Fight Corruption next turn.
Alternatively, I'm down for just putting her in the place, but we still want to make use of her so keeping her happy and not antagonising her seems wise for now.
Edit: Changed to granting her control so Lira will have her own fiefdom where she can be productive and useful and not causing us more problems as she tries to find something to do.
Ground forces are stripped of their old gray-and-white. The regular army receives the full black overhaul. Stormtroopers get to bear crimson insignia and stripes, a subtle mark of elite status. Every outdated banner is lowered. New ones rise in their place: obsidian fields with crimson crests, the symbol of your reign in sharper contrast.
@BOTcommander Where did the Corruption come from this turn? Was there background stuff because it seems to have risen rather sharply for three "Small Rise in Corruption"s.
Maybe. We got a lot of things to worry about between the fighting in the Core and infighting in the Outer Rim plus our own security concerns. Personally, I would rather infiltrate further, but I also understand we have limited resources and that may not be practical.
I definitely don't want to grant her control for two reasons. First is that I don't want to concede control over our warship shipyard to an oligarch. Second is that I want to finish the Capital Yard in a couple of turns not four.
[X] Name her as official consultant to avoid further disruptions. (-10 Dice Roll Bonus on Capital Yard until completion)
[X] Grant her control (-100 Resources/turn, project completes in 2 turns?, Major rise in Corruption?)
[X] Expanded Humane Detention, Interrogation & Oversight, Confessions are given a decade to 2 decades in penal labor, those who falsely accuse others, or do not confess anything, or lie to lessen their culpability will be summarily executed publicly. post penal labor for another 3 years our Security Bureau or other Intelligence Apparatus will covertly watch them for any signs of new insurrection (irregular surveillance, wiretaps, etc. handsoff level stuff).
On Lira's "Demand" I can go either way, we'd still be needing to do a purge of Corruption because she will be sinking her teeth in even without a corruption modifier, honestly I can see a Hidden Malus in even the "Official Consult" one too, maybe several one being her willingness to stay with here?
On the topic of the Law and Penal System, I am leaning towards surveilling those who've been let go for a short time to make sure we didn't miss anyone who did somehow flutter through the cracks and so they also don't somehow make issues because we did make them do the punishment.
While this may be a burden it will also keep future issues curtailed from the new people/criminals etc.
So could we humanly detain most of those folks, while leaving a few folks under secret obesrvation to see if we can use them as bait for their possible outside contacts?
Maybe. We got a lot of things to worry about between the fighting in the Core and infighting in the Outer Rim plus our own security concerns. Personally, I would rather infiltrate further, but I also understand we have limited resources and that may not be practical.
We do have lots of issues but I'm worried about them finding out about us without us being ready and nothing stopping us froM expanding infil while contacting them before they smash face first into us.
They are already detained. Special Agent Meero already spent two months turning every department upside down, interrogating tens of thousands of people with those 370-ish people being what's left
We do have lots of issues but I'm worried about them finding out about us without us being ready and nothing stopping us froM expanding infil while contacting them before they smash face first into us.
Republic Probing
Following their grand victory at Kuat, the New Republic has entered a phase of consolidation and rearmament. The captured Kuati and Fondor shipyards are now at full tilt, repairing battle-worn vessels, salvaging the wreckage of the fallen, and completing half-complete Star Destroyers once meant for Imperial hands, these half-finished hulls, seized as part of the deal struck with KDY and other megacorporations.
At the frontlines, pressure on the remaining Core Remnants has intensified. Skirmishes, raids, and probing attacks by New Republic forces have grown in frequency and aggression. General Subert has responded in kind, ordering violent retaliations to preserve his tenuous grip on Corellia. In contrast, Moff Tellion has chosen caution, engaging in a slow, deliberate dance of fleet movements and strategic avoidance. No side seems eager to commit to a decisive engagement, yet.
Then came the surprise. At the end of the two-month lull, Minister of State Leia Organa made a bold announcement. In a highly public address, she unveiled the newly recommissioned Super Star Destroyer Lusankya as the New Republic's flagship. Alongside it, she declared the launch of Operation Outwards, a massive, multi-billion credit emergency warship construction program aimed at breaking the last remnants of the Empire and restoring full control over the Galactic Core. Details, predictably, remain scarce. You're not particularly mournful that Isard seems to have met her end. But the Republic now possessing a fully operational Super Star Destroyer is no minor development. This phase of the war teeters on the edge of something decisive.
Infiltration (Corellia Stage 2) 34/150 and Infiltration (Anaxes Stage 1) 41+10/50 1/150
Progress in penetrating the Corellian and Anaxes remnants remains slow and precarious. Surveillance sweeps and counterintelligence efforts have intensified, likely a response to suspected New Republic infiltration. Your agents, forced into caution, manage only peripheral gains in Corellia, enough to monitor the edges of activity, but not pierce its heart. Both General Subert and Moff Tellion have imposed a blackout on key systems and networks. Whatever is being planned, it's big, but deep, and rumors alone are all that escape the clampdown.
So no grand campaigns in the Core at the moment, but both sides seem to be gearing up for something big. I definitely want to infiltrate the New Republic next turn so we have a better idea of what is going on over there. Anyway the New Republic has their first SSD and is modernising/expanding their navy while Subert and Tellion are planning our responses, either independently of each other or together.
Eiradu vs Mustafar
In the distant Rim regions, the lack of centralized Imperial leadership is becoming painfully evident. The specifics of the rift between Moff Tarkin and the New Emperor of Mustafar remain shrouded, but the consequences have been suboptimal. What is known: the New Emperor, eager to consolidate his power, launched a devastating first strike against Tarkin's forces, annihilating an entire flotilla in a single, decisive engagement. The surprise attack left Tarkin's fleet reeling, but not broken. Reinforced by Imperial forces fleeing the New Republic's grip on Kuat, Tarkin regrouped, weathered the initial storm, and launched a counteroffensive of his own. The fight, brutal and calculated, saw the New Emperor on the defensive, his forces stretched thin, unable to regain the initiative once the element of surprise was lost.
Now, the remnants of both factions, Tarkin's and the New Emperor's, are locked in a grinding struggle, using the shattered garrison fleets of Kuat and Fondor as pawns in a vicious power struggle.
And our first bit of Imperial infighting that is unlikely to be the last. A shame that our delusional/ambitious New Emperor decide to kick things off, but it was going to happen sooner or later. Anyway, a shame that the survivors of Fondor and Kuat are being wasted rather than used against the Rebels, but nothing we can do about it. I favour Eriadu to win personally. They were stronger at the start and have managed to gain the upper hand while Mustafar only had surprise going for them, which they have now lost.
Unrest has gone down, but not as much I would have liked. Corruption is also unfortunately high as we gained 7 points of it last turn so even with the Bureaucracy BRT, it is unfortunately high.
Consumer Industry Sectors (Phase 1 & 2) (Subordinate) Autopass
Producing holoscreens, water boilers, cookers, furniture, and household electronics isn't a task worthy of your direct oversight. So you didn't bother. You handed Fasc the permits, resource allocations, and labor shift quotas, and told him to make it happen. He does, efficiently, quietly, and without complaint. Now, the first wave of standardized consumer goods rolls off the lines and into circulation. Modest comforts, but enough to keep the population focused, distracted, and occupied.
Okay, so Consumer Industry Sectors has helped with keeping the masses happy. I'm not sure if we want to do more right now. We will definitely want more at some point, but I think that Computer Plants and its Capital Goods are more urgent concern in Industry at the moment.
Infiltration Efforts (Bastion) 37+15/50 | 2/150
On Bastion, the grip is just as tight, but your agents have managed to worm their way into the lower tiers of the hierarchy. Their initial reports paint a clear picture: Bastion's Imperial Remnant is held together by Moff Arthur Keen, a cold strategist with a reputation for brilliance. Five powerful corporations back him, driving an aggressive industrialization effort to arm for the long war ahead. Though little of immediate tactical value has surfaced, whispers in pilot bars confirm increased activity near the Unknown Regions. As the Exegol route is currently the only known one to you out of the Unknown Regions, Bastion discovering the entry point in their space could lead to a blockade.
A bit concerning, but not overly so. A blockade is worrying, but only in terms of blocking us from looting other Remnants as they fall. We have a pretty strong military that will only get stronger while Bastion has over concerns so I doubt they will be able to spare enough forces to keep us from breaking out. That said, we might want to focus more on Bastion rather than spreading out because as our immediate neighbour, they could cause us a lot of trouble if they wanted to.
Okay, Gaining between 1 and 15 Corruption plus narrative effects, is it worth it? I don't know. I'm definitely leery of giving Lira Wessex control over our warship yard in terms of narrative, but I might be paranoid about trying to retain control. We also now know that Fight Corruption will reduce it by 3 to 12 points.
Just saying you might be able to use SDs to blast their blockade but even a single Bastion ISD could blockade the small shuttles you use to ferry agents and spys in and out of the UR.