Do we have any intel / heard any rumors about where the NR is housing high ranking Imperial military commanders and/or ISB agents prisoner?
Also, what is the status of worlds that the NR had to conquer? Rather than those that might have welcomed them as liberators. Are they under some form of martial law? Lacking representation in the NR senate?
I'll summarize it this way. You don't like the Carapax. The Carapax don't like you. You came to their world, occupied their main religious side and used that as leverage for a vassalization treaty. They do not want to be integrated and you can't really force them because they could easily defeat a ground occupation by turning all your troopers into radioactive atoms and your only recourse is turning their hive worlds to slag, but slag does not pay taxes. They are an alien species under your authority you can only interact indirectly with. In terms of cloning them, their nervous systems are weird and all the Kaminoan engrams tech the Empire stole is for near-humans, so the fast clone methods will have them be decanted braindead and raising them from being hatchlings would take too long.
If you want to try and overcome the first step of racism, the Umbrans are right there.
[X] Plan: Making Promises
-[X]50% of Income (Start with +150 Resources per turn before corruption)(Plan Value 0)
-[X]Agenda Remnant
Begin the true work of reunification. Contact at least two other Imperial Remnants. Through diplomacy, subversion, or support, bring both to Good standing. The age of isolated warlords must end. (Plan Value 10)
-[X]Complete 8 phases of Planetside Facility Construction (Plan Value 5)
-[X]Complete three phases of Orbital Defenses, Tie Hangars and Station Shielding (Plan Value 7)
-[X]Complete projects that in sum produce 30 units of Capital Goods (Plan Value 7)
-[X]Complete projects that in sum produce 8 units of Strategic Goods (Plan Value 5)
-[X]Complete 2 projects making the Carapax more productive (Plan Value 3)
-[X]Put 15 low-skill labor units of Umbrans to work (Plan Value 3)
-[X]Raise food to +30 and never get below it (Plan Value -6, but has benefits for Unrest management)
-[X]Complete four public service projects (Plan Value -4, but has benefits for Unrest management)
-[X]Complete five biotech development projects (Plan Value 4)
-[X]Complete three consumer industry/food industry projects via subordinate action (Plan Value 4)
-[X]Complete three manufacturing industry projects via subordinate action (Plan Value 4)
-[X]Complete Lira Wessex refit project and completely refit all Star Destroyers (Plan Value 6)
I didn't want to comment on this plan and its various flaws because I don't want to discourage other planmakers, but since it is picking up traction, I want to point out how objectively bad it is in terms of game mechanics and prior commitments.
First of all, it isn't even a valid plan as of the time I am making this post as it has both Infrastructure options when we are told not to choose more than one. Admittedly something I didn't notice until I started making this post otherwise I would have pointed that out. Secondly, it refuses to pick stuff we are going to do anyway, making us lost IS for no reason as we are still going to do the stuff so not picking those options just loses us IS.
It doesn't pick the Bastion option when we have already pledged to contact Keen and it is just objectively bad maths to take Agenda Remnant without also taking Agenda Bastion since doing the former without the latter is just losing on a free 5 IS.
In Economy, we should at least pick one income growth option since we are going to hit the lowest of them anyway. Especially since the plan also goes for manufacturing industry projects as between those, the ice comet commitment and growth from production, we are primed to the middle income growth goal for a free 7 IS. Additionally, I can understand not taking cloning, but we are already planning to finish the BRT as soon as possible. We might as well get paid for as otherwise that is 3 IS that we are missing out on.
Other stuff is acceptable as while I disagree with it, I acknowledge that my plan is ambitious and there is nothing wrong with not getting Vigil frigates or making less use of our subjects or not going for a commitment here and there. I just personally deem the costs of going for those goals as being worth the IS gains for agreeing to do them. The only thing that I really disagree with, but consider numerically okay is the starting income and mining goals.
This is because we don't need that starting income because we will regain the RpT quickly while IS is much harder to get. Not to mention we have enough resources that it will be a year before we have to rely upon income to fund our plans. I also think that the mining goal is worth it as we will be wanting to do it to grow our income and combined with the other options, we can easily hit the highest income growth goal. The way I see it, that is 7 IS (2+5) for something we going to want to do anyway to grow our income for when our resource stockpile runs out. But I repeat, this is just personal preference to get paid for growth we are likely going to do anyway. Not promising the mining and going for a higher starting income seems silly to me when we are likely going to do them anyway.
I cannot comment on what KingCrimson was thinking when they made this plan or the logic they used to make it as they hadn't been explained their reasoning behind or commented at all on their plan, but some choices are just bad when viewed in terms of the maths involved, game mechanics and prior commitments we have made.
Even as your assurances play across public holoscreens, carefully crafted words meant to placate citizen concerns over living standards, a new domestic challenge quietly brews: a rise in anti-authoritarian behavior among the planet's youth.
Since the completion of the Obsidian Spire detention facility, a troubling pattern has formed. The majority of recent detainees are not hardened criminals or saboteurs, they are unruly adolescents. Teenagers have taken to loitering in restricted zones, defacing public infrastructure, and committing petty theft. Their defiance is matched only by their apparent indifference to the authority of your security forces.
The causes are manifold, but to your mind, the rot begins in the home. The parenting style adopted by many citizens of Exegol, lax, distracted, indulgent, betrays the disciplined spirit of the Empire. And yet, these very citizens are Imperial loyalists to the core: nearly one in ten serves in the navy, army or within the stormtrooper corps. Every family bears the mark of service. Their loyalty is not in question, but their attention is.
This widespread familial entanglement in military or security roles has created an unintended side effect. Security forces, often recognizing surnames or even relatives among the offenders, have treated these youths with undue leniency. Reprimands have been issued, and reissued. Still, the behavior persists. Now, even adolescents as young as twelve have begun to cycle into the detention system, their records marked by repeated infractions.
Some within the Public Service Bureau, particularly among the lower ranks, have raised concerns. They argue that the absence of a functioning school curriculum, particularly for students in levels five through twelve, has left these young citizens directionless. The educational facilities remain under construction, and there is no structured replacement. With no entertainment venues, no gathering halls, and no sanctioned forms of recreation, these youths have been left to wander in a society that demands purpose, but fails to provide one.
Parents, constrained by rigorous work schedules and mandatory service shifts, have neither the time nor energy to properly guide their teenage children.
You find it hard to relate. Your own daughter, Drara, bright, principled, obedient, would never have sunk to such behavior. Her discipline was exemplary. Her death remains a wound that time refuses to cauterize, a loss you lay at the feet of the so-called "heroes" of the Rebellion. But perhaps she was exceptional. Perhaps she was simply better raised.
Oh, and Andor spoilers, if someone writes a convincing Omake on how Dedra made it out of prison between then and when she was recruited in Quest you will get the rare +20 Omake Bonus.
"Clearance Code: DME-091" The floor didn't hum that morning.
Dedra Meero noticed it first by the silence. No faint crackle beneath her boots. No rhythmic pulses of blue-white energy dancing at the edges of the walkway. For three years, she'd lived in the flickering nerve of the Oralt Transfer Station — a prison without cells, without bars. Just polished black ferrocrete floors that would cook your legs out from under you if you moved outside your allotted nine-minute walking interval.
Now, the floor was just… still.
She sat up on the hard bench of her assigned quadrant and listened. Beyond the thin durasteel wall, the station sounded different. Quieter. No routine announcements, no barked orders echoing from the guard towers. Just the occasional distant yell — short, clipped, panicked.
Something had changed.
Then, the lights dimmed. Emergency strobes flared red. A voice cut in over the intercom, garbled and fraying.
"—code evacuation protocol—leave—supply—"
It died mid-transmission.
Then came the sound she hadn't heard in years: heavy boots thundering down the overhead access ramps. Not in patrol. In retreat.
Guards. Fleeing.
She stood, one foot cautiously hovering above the floor's edge.
Nothing.
She stepped forward.
Still nothing.
The failsafe grid was dead.
She moved with clinical speed, crossing into the adjoining quadrants. Prisoners—stunned, confused—watched her but said nothing. She was ISB. Or had been. Her bearing still clung to her spine like a uniform.
By the time she reached the exit ramp, dozens had followed her in silence. The door mechanism was unlocked, half-cycled. Someone had tried to seal it and failed.
Beyond, the transport yard lay open to the pale gray light of Oralt's sky. Shuttles still sat on their pads, one with its ramp extended, engines thrumming low and hot.
"Go," Dedra barked, her voice slicing through the fog of disbelief. "Before they change their minds."
They scattered. She didn't.
She took the furthest shuttle, the one with the intact comms.
Two days later, in deep space near the edge of the Arkanis Sector, she finally allowed herself to collapse into the pilot's seat.
She hadn't slept. Hadn't eaten. The noise in her head was louder than anything outside.
Dedra Meero, Supervisor of the Imperial Security Bureau, had rotted in silence for three years. Forgotten.
But what if she wasn't?
She activated the comms console with shaking hands. The interface was old. Her codes—older still.
She hesitated.
Then typed: Clearance DME-091-Delta. ISB Supervisory Override.
For a moment, the screen blinked red.
Then—green.
ACCESS GRANTED.
She froze.
It didn't make sense.
She had been arrested. Interrogated. Discarded. Erased.
Why were her codes still—
And then she remembered.
Half-heard whispers in the mess line. New prisoners from Sector Six. Hollow-eyed, talking too much.
"The ISB fell apart after Yavin."
"No real command structure anymore."
"They started eating each other alive after Alderaan."
"Some of the clearances—nobody ever revoked them."
She leaned back, slowly. Almost laughing.
Not out of joy.
Out of sheer, bitter vindication.
The Bureau, once so meticulous, had collapsed into chaos. No one had struck her name. No one had removed her authority. The ones who could had been purged or spaced or shot in panic.
The Empire she had bled for had forgotten how to remember.
But she remembered everything.
Not yet.
She drifted for a while.
First to a station over Denon, still under the control of a mothballed Moff who wore his medals like prayer beads. He gave her rations, but little else.
Then to the Mid Rim, serving under a self-declared admiral who lived in denial and wine, chasing ghosts of glory.
None of them understood the future. None of them deserved it.
But she did what she was good at: organizing intelligence. Rooting out sedition. Watching. Waiting.
Her eyes remained sharp.
And then she finally received a signal directing anyone smart enough to understand to head to an abandoned system.
The rendezvous point there was an derelict listening post hidden in the rings of a dead moon—one of the thousands of old Imperial outposts long since scrubbed from official records. Its beacon broadcasted no signal. Its hull bore no insignia.
Perfect.
Dedra's shuttle clamped into the docking ring with a hiss of depressurization. She stepped out alone, wearing a plain dark uniform without rank markings. Not because she had no rank—but because she refused to wear the false ones her last employer had offered.
The corridor beyond the airlock was dark. Not abandoned, but quiet. Maintained.
A man waited for her in the gloom. Tall, severe. He wore no rank either—just a long coat, matte-black, its cut precise. Another figure stood behind him: female, expression unreadable, hands folded behind her back like a soldier awaiting review.
"Dedra Meero," the man said. Not a question. A confirmation.
She nodded. "You requested me."
"We requested nothing. We sent out a signal. You followed it. That alone makes you worth meeting."
He gestured down the corridor.
"Walk with me."
She fell into step without hesitation.
"We've been watching the remnants," he said. "The warlords. The sector barons. The fanatics."
She made a quiet, contemptuous sound. "Failures. Every one of them."
"Yes," the woman behind her said. "They cling to symbols they don't understand. Parade around the wreckage of the Empire like children trying on a uniform."
"Not you, though," the man said. "You didn't chase power. You didn't carve out a kingdom. You held to discipline. You kept records. You maintained chains of command, even when there was no one left to command."
"It was never about power," Dedra replied coldly. "It was about order. Stability. The Empire lost because it underestimated the value of internal cohesion."
He stopped walking. Turned to face her.
"And if that Empire were to rise again—not as it was, bloated and arrogant, but as it should have been—leaner, sharper, unburdened—would you serve it?"
"Without hesitation."
"You'd follow orders again?"
"Gladly."
"You'd make the necessary sacrifices? Of others... and of yourself?"
She didn't blink.
"I already have."
The man regarded her for a long moment. Then extended a small datachip.
"Your authorization begins now. You will report to the Vessel Sovereign Reclamation. You will not use your name in official logs. You will refer to yourself only as 'Analyst Meero' unless told otherwise."
"What is this organization?"
He smiled faintly, but not kindly.
"You'll learn its name in time. For now, think of us as the final audit. We are collecting what was useful. And deleting the rest."
Dedra took the chip, turned it in her fingers.
The corridor light overhead flickered just once, as if affirming something unseen.
For the first time in years, she felt it.
Structure.
Not one imposed from desperation, or invented for survival—but one that knew what it was doing.
No more guessing. No more flailing. No more serving petty men who wanted to play Emperor.
And the cold certainty that the empire would rise again.
Corroborating this, low-resolution recon images smuggled out of Kuat and Fondor show several damaged Star Destroyers not undergoing repair, but rather being broken down for scrap.
Some of your officers, along with Special Agent Meero, have flagged these vessels as prime targets for behind-the-lines special operations. Despite their damage, these ships remain recoverable-vessels that, in the right hands, could be restored to fighting condition. A daring strike could see them reclaimed and spirited away under the Republic's nose. But such an operation would require one critical change, lifting the standing order that binds Exegol to silence.
Corroborating this, low-resolution recon images smuggled out of Kuat and Fondor show several damaged Star Destroyers not undergoing repair, but rather being broken down for scrap.
Some of your officers, along with Special Agent Meero, have flagged these vessels as prime targets for behind-the-lines special operations. Despite their damage, these ships remain recoverable-vessels that, in the right hands, could be restored to fighting condition. A daring strike could see them reclaimed and spirited away under the Republic's nose. But such an operation would require one critical change, lifting the standing order that binds Exegol to silence.
I kinda want to make deal with the nearest warlord give him third of them, and have him take responsibility for the action, keep us secret,safe and eat the carrot.
Scheduled vote count started by BOTcommander on May 12, 2025 at 6:32 AM, finished with 51 posts and 13 votes.
[X] Plan Go Big or Go Home
-[X] 20% of Income (Start with +60 Resources per turn before corruption)(Plan Value 6)
-[X] Agenda Bastion (Plan Value 10)
-[X] Agenda Remnant including Bastion (Plan Value 5)
-[X] Complete three phases of Orbital Defenses, TIE Hangars and Station Shielding (Plan Value 7)
-[X] Raise Income by 500 before corruption (Plan Value 9)
-[X] Complete projects that in sum produce 30 units of Capital Goods (Plan Value 7)
-[X] Complete projects that in sum produce 8 units of Strategic Goods (Plan Value 5)
-[X] Complete the entire BRT system (Plan Value 3)
-[X] Complete three more phases of Kaminoan clone tanks (Plan Value 6)
-[X] Complete 3 projects making the Carapax more productive (Plan Value 4)
-[X] Put 21 low-skill labour units of Umbrans to work (Plan Value 4)
-[X] Raise food to +30 and never get below it (Plan Value -6, but has benefits for Unrest management)
-[X] Raise consumer goods to +20 and never get below it (Plan Value -5, but has benefits for Unrest management)
-[X] Complete four public service projects (Plan Value -4, but has benefits for Unrest management)
-[X] Complete five biotech development projects (Plan Value 4)
-[X] Complete three consumer industry/food industry projects via subordinate action (Plan Value 4)
-[X] Complete three manufacturing industry projects via subordinate action (Plan Value 4)
-[X] Complete 4 phases of Space Mining via subordinate action (Plan Value 5)
-[X] Complete Allow Special Operations Teams to act outside the Unknown Regions at the first opportunity (Plan Value 3)
-[X] Complete Lira Wessex refit project and completely refit all Star Destroyers (Plan Value 6)
-[X] Get an additional 5 Vigil patrol-frigate groups by any means. (Plan Value 5)
[X] Plan: Making Promises
-[X]50% of Income (Start with +150 Resources per turn before corruption)(Plan Value 0)
-[X]Agenda Remnant
-[X]Complete 8 phases of Planetside Facility Construction (Plan Value 5)
-[X] Complete projects that in sum produce 30 units of Capital Goods (Plan Value 7)
-[X] Complete projects that in sum produce 8 units of Strategic Goods (Plan Value 5)
-[X]Complete 2 projects making the Carapax more productive (Plan Value 3)
-[X]Put 15 low-skill labor units of Umbrans to work (Plan Value 3)
-[X] Raise food to +30 and never get below it (Plan Value -6, but has benefits for Unrest management)
-[X] Complete four public service projects (Plan Value -4, but has benefits for Unrest management)
-[X] Complete five biotech development projects (Plan Value 4)
-[X] Complete three consumer industry/food industry projects via subordinate action (Plan Value 4)
-[X] Complete three manufacturing industry projects via subordinate action (Plan Value 4)
-[X] Complete Lira Wessex refit project and completely refit all Star Destroyers (Plan Value 6)
Republic Intel
Our intelligence-gathering operations on the New Republic have finally begun to yield results, though not through the thrilling avenues of slicing into secure networks, intercepting encrypted communiques, or turning high-ranking senators into assets. Rather, the most valuable insights have come through painstakingly dull, bureaucratic work: combing through the endless piles of publicly available government documentation. It turns out the New Republic's greatest strength, its reliance on public legitimacy, is also a glaring vulnerability.
Unlike the Empire, which commanded obedience through order, and visible strength, the New Republic governs by appealing to popular support. Its survival hinges not on martial dominance, but on the illusion of stability, peace, and economic credibility. Nowhere is this more evident than in its public budgetary records. Because the Republic's creditworthiness is essential to its function, especially to fund military and infrastructure projects, most financial resolutions are open to public scrutiny. And from those numbers, patterns emerge.
A key example: the funding authorization for "Operation Outwards" expires in 9 ABY. The sum allocated is suspiciously equivalent to the operational cost of the Republic's remaining Imperial-class Star Destroyers. Corroborating this, low-resolution recon images smuggled out of Kuat and Fondor show several damaged Star Destroyers not undergoing repair, but rather being broken down for scrap. Meanwhile, sources within the Senate report that Minister of State Leia Organa-Solo is currently drafting a much-reduced "Interim Military Bill," signaling a broader drawdown in force projection. Some of your officers, along with Special Agent Meero, have flagged these vessels as prime targets for behind-the-lines special operations. Despite their damage, these ships remain recoverable-vessels that, in the right hands, could be restored to fighting condition. A daring strike could see them reclaimed and spirited away under the Republic's nose. But such an operation would require one critical change, lifting the standing order that binds Exegol to silence.
The Republic Armed Forces themselves are in a period of disarray and ideological fragmentation. Our field agents, posing as dockworkers, traders, and cantina regulars, have overheard increasing discontent among enlisted personnel. The once-glorious "Rebel Alliance" now struggles to morph into a professional state military. Within the ranks, three distinct factions have begun to take shape: The Old Guard, hardened veterans of the Rebellion, many of whom distrust the bureaucratic compromises and political dilution of the Republic's founding ideals. The Ex-Imperials, defectors who traded their loyalty for a seat in the New Old Order, bringing with them the discipline of the old fleet, and the disdain of their fellow officers. The New Guard, freshly minted officers and recruits trained in the Republic's new academies, with little connection to the civil war or the ideals that fueled it. They are careerists, ambitious and loyal only to advancement.
In the Senate, dysfunction reigns supreme. Interim Chancellor Mon Mothma presides over a chamber as fractious as the pre-Empire days, mired in ideological gridlock and personal ambition. The body is roughly split across two major axes: one between pro-war and pro-peace blocs, and another between centralists, who seek to strengthen galactic authority, and federalists, who advocate for planetary sovereignty. The result is a tangled web of alliances and opposition.
Even within the blocs, cohesion is fleeting. Former Imperial worlds have thrown their support behind federalism, naively hoping to preserve remnants of Imperial governance and culture under the guise of local autonomy. Meanwhile, the Outer Rim populists, fierce supporters of the Rebellion's anti-authoritarian roots, also align with the federalists, albeit for entirely different reasons: to keep the Republic's hand as far from their systems as possible. Backroom deals, shifting allegiances, and personal vendettas dominate the legislative process.
Troubled Youth
Even as your assurances play across public holoscreens, carefully crafted words meant to placate citizen concerns over living standards, a new domestic challenge quietly brews: a rise in anti-authoritarian behavior among the planet's youth.
Since the completion of the Obsidian Spire detention facility, a troubling pattern has formed. The majority of recent detainees are not hardened criminals or saboteurs, they are unruly adolescents. Teenagers have taken to loitering in restricted zones, defacing public infrastructure, and committing petty theft. Their defiance is matched only by their apparent indifference to the authority of your security forces.
The causes are manifold, but to your mind, the rot begins in the home. The parenting style adopted by many citizens of Exegol, lax, distracted, indulgent, betrays the disciplined spirit of the Empire. And yet, these very citizens are Imperial loyalists to the core: nearly one in ten serves in the navy, army or within the stormtrooper corps. Every family bears the mark of service. Their loyalty is not in question, but their attention is.
This widespread familial entanglement in military or security roles has created an unintended side effect. Security forces, often recognizing surnames or even relatives among the offenders, have treated these youths with undue leniency. Reprimands have been issued, and reissued. Still, the behavior persists. Now, even adolescents as young as twelve have begun to cycle into the detention system, their records marked by repeated infractions.
Some within the Public Service Bureau, particularly among the lower ranks, have raised concerns. They argue that the absence of a functioning school curriculum, particularly for students in levels five through twelve, has left these young citizens directionless. The educational facilities remain under construction, and there is no structured replacement. With no entertainment venues, no gathering halls, and no sanctioned forms of recreation, these youths have been left to wander in a society that demands purpose, but fails to provide one.
Parents, constrained by rigorous work schedules and mandatory service shifts, have neither the time nor energy to properly guide their teenage children.
You find it hard to relate. Your own daughter, Drara, bright, principled, obedient, would never have sunk to such behavior. Her discipline was exemplary. Her death remains a wound that time refuses to cauterize, a loss you lay at the feet of the so-called "heroes" of the Rebellion. But perhaps she was exceptional. Perhaps she was simply better raised.
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
Agenda Bastion: Raise relations with the Bastion Remnant to Allied, and establish a military and trade alliance, publicly or covertly.
Agenda Remnant: Contact at least two other Imperial Remnants. Through diplomacy, subversion, or support, bring both to Good standing.
Complete three phases of Orbital Defenses, TIE Hangars and Station Shielding
Raise Income by 500 before corruption
Complete projects that in sum produce 30 units of Capital Goods
Complete projects that in sum produce 8 units of Strategic Goods
Complete the entire BRT system
Complete three more phases of Kaminoan clone tanks
Complete 3 projects making the Carapax more productive
Put 21 low-skill labour units of Umbrans to work
Raise consumer goods to +20 and never get below it
Complete four public service projects
Complete five biotech development projects
Complete three consumer industry/food industry projects via subordinate action
Complete three manufacturing industry projects via subordinate action
Complete 4 phases of Space Mining via subordinate action
Complete Allow Special Operations Teams to act outside the Unknown Regions at the first opportunity
Complete Lira Wessex refit project and completely refit all Star Destroyers
Get an additional 5 Vigil patrol-frigate groups by any means
Resources: 2207 (+54 Resources per Turn)(+70 before corruption)(+10 Resource Income growth per turn while Corruption is over 20)
Free Dice: 2
Infrastructure (3 Dice): +26
[]Umbra Governor Palace
The administrative center and residence of the Imperial-appointed governor, serving as the political hub for regional control and governance on Umra.
(0/100 10 Resources per Die)(Basing +3)(+1 IS)
[]Carapax Governor Station
A fortified command facility overseeing civil administration, consolidating Imperial authority over Carapax.
(0/150 15 Resources per Die)(Basing +5)(+1 IS)
[]Carapax Comsat Network
A strategic communications array enhancing resource allocation and operational coordination, vital for maintaining Imperial oversight within the Carapax system, capacity to be rented out to the surface dwellers.
(0/125 10 Resources per Die)(+10 Resources per Die)(Carapax Improvement)
[]Facility Construction
As the Exogol Remnant expands operations, more facilities to house people, industry and civilian infrastructure are required.
-[]Surface(0/100 5 Resources per Die)(Phase 1)(+4 Basing)
-[]Subsurface(0/100 10 Resources per Die)(Phase 1)(+3 Basing)
-[]Space(69/150 15 Resources per Die)(+5 Basing)(Phase 9)
[]Umbran Habitation Zone (Phase 1)
A provisional settlement established to house and integrate the native Umbran populations under Imperial oversight
(0/75 5 Resources per Die)(+6 Low-Skill Labor, -2 Food, +1 Basing)
[]Maglev Line Expansion (Phase 5)
Maglev lines and trains to transport goods and people are one of the cheapest and easiest methods of transportation.
(10/200 10 Resources per Die)(Logistics +4)
[]Surface Spaceports (Phase 1 out of 2)
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)
[]Kaminoan Cloning Facility (Phase 4)
Kaminoan tanks for comparatively slow, industrial production of people.
-[]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)(Stats same as above)(minor rise in corruption)
Industry (3 Dice): +27
[]Manual Mines (Phase 1)
Exegol and nearby planets have several sites suitable for open pit mining using manual labor.
-[]Personally(0/100 10 Resources per Die)(+15 Resources per turn)( -1 Low-Skill Labor, -1 Logistics)
-[]Subordinate(20 Resources)(Stats same as above)(miniscule rise in corruption)
[]Ice Comet Mining (Phase 1 of 5)
Extraction operations targeting volatile ice comets, harvesting valuable volatiles and water resources for the Carapax.
(0/200 15 Resources per Die)(+20 Resources per turn)(Logistics -2)
[]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 4)
Asteroids are an investment intensive and highly productive source of valuable ores.
-[]Personally (26/200 20 Resources per Die)(+25 Resources per turn)(-1 Capital Goods, -1 Labor, -1 Logistics)
-[]Subordinate(70 Resources)(+25 Resources per turn)(-1 Capital Goods, -1 Labor, -1 Logistics)(moderate rise in corruption)
[]Consumer Industry Sectors (Phase 3)
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 4/5)(Stage 4: 400, Stage 5: 800)
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 277/400 20 resources per die)(+40 Resources per Turn)(+8 Capital Goods, -1 Labor, -1 Basing)
-[]Subordinate(50 Resources)(+40 Resources per Turn)(+8 Capital Goods, -1 Labor, -1 Basing)(small rise in corruption)
[]Recycling Centre
A facility dedicated to reclaiming and processing waste materials, converting scrap into valuable resources and capital goods
(0/150 5 Resources per Die)(+10 Resources per Turn)(+2 Capital Goods, -2 Low Skill Labor)
[]Hyperdrive Manufacturing Facility
Hyperdrives are the core asset needed for the operation of an intergalactic navy and logistical network.
-[]Personally(Progress 393/450: 20 resources per die)(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing)
-[]Subordinate(60 Resources)(+20 Resources per Turn)(+6 Strategic Goods, -4 Capital Goods, -5 Labor, -4 Basing) (major rise in corruption)
[]Orbital Shuttle Assembly Hangars
Sentinel- and Lambda-class are important for the transport of smaller amounts of cargo and personnel between planets.
(Progress 101/150: 20 resources per die)(+6 Logistics, -2 Capital Goods, -2 Labor, -2 Basing)
Food Industry (3 Dice): +16
[]Manual Farms (Phase 1)
Labor-intensive agricultural plots aimed at boosting local food production and generating surplus goods for civilian distribution.
(0/100 5 Resources per Die)(Food +4, Consumer Goods +2, Low-Skill Labor -1)
[]Orbital Farms (Phase 15)
Orbital farms are environmentally closed-off and automated greenhouses to maximize production of crops.
(48/100 20 Resources per Die)(Food +5, Consumer Goods +3, Capital Goods -1, Labor -1, Logistics -3)
[]Spice Plantations
Cultivated plots dedicated to flavorful culinary spices vital to cuisine quality and morale.
(0/200 5 Resources per Die)(+6 Consumer Goods, Low-Skill Labor -2)(+2 IS)
-[]Subordinate Action(20 Resources)(Miniscule rise in corruption)
[]Tbac Plantations
Large-scale agricultural estates producing aromatic leaves used in cooking, preservation, and light stimulants, demanding intensive manual labor.
(0/200 5 Resources per Die)(+5 Consumer Goods, Low-Skill Labor -3)(+2 IS)
-[]Subordinate Action(20 Resources)(Miniscule rise in corruption)
[]Millaflower Plantation
High-maintenance medicinal and aromatic flower cultivated for use in luxury goods and health products,
(0/300 5 Resources per Die)(+1 Health, +4 Consumer Goods, Low-Skill Labor -4)
-[]Subordinate Action(30 Resources)(Small rise in corruption)
[]Cross-Species Grafting Development
This advanced agricultural research program seeks to bypass the long maturation cycles of luxury crops such as caf and choc by grafting them onto fast-growing native flora. Success would enable the rapid domestic cultivation of these goods without waiting years for these plants to mature.
(0/100 20 Resources per Die)
Intelligence and Subversion (3 Dice): +28 (One Die Already assigned to Contact Bastion because of pledge)
[]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)
[]Acquire Elite Athlete Genetic Material
Your genetic template may not be ideal for front-line combat, a fact your subordinates were quick to point out. The sting lingers, but so does ambition. With the right improvements, it can become ideal. Task your agents with acquiring the genetic material of elite human athletes across the galaxy, one stolen genome at a time. (DC 30/60/120/180/240) (10 Resources per Die)
[]Acquire Holo-entertainment
You didn't bring a whole library of ISB approved holo-literature and -movies with you on your exodus. Acquiring high-definition copies of thousands of hours of material is relatively simple.
(0/200 5 Resources per Die)(Consumer Goods +5)
[]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)
-[]Corellia Stage 2 (34/150 10 resources per Die)(Currently +5 Dice Bonus)
-[]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 2 (149/150 10 resources per Die)(Currently +5 Dice Bonus)
-[]Anaxes Stage 2 (1/150 10 resources per Die)(Currently +5 Dice Bonus)
-[]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 2 (58/150 10 resources per Die)(Currently +5 Dice Bonus)
[]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.
[]Raise Unrest
By raising unrest via any means necessary we can damage someone's economy and warfighting ability at the same time.
-[]Corellia (DC 40/60/80 - Dice are not summed up)
-[]Anaxes (DC 40/60/80 - Dice are not summed up)
-[]Bastion (DC 40/60/80 - Dice are not summed up)
[]Lower Imperial Support
By spreading rumors and descent among the Imperial ranks we can negatively influence a current Remnants leaders support base.
-[]Corellia (DC 50/70/90 - Dice are not summed up)
-[]Anaxes (DC 50/70/90 - Dice are not summed up)
-[]Bastion (DC 50/70/90 - Dice are not summed up)
[]Raise Republic Unrest
By spreading rumors and descent among the Republic ranks we can negatively influence their support base. (DC 50/70/90 - Dice are not summed up)
[]Steal Away Assets
By using our assets in higher positions we can gently secret away all kinds of assets and resources for our cause.
-[]Corellia
--[]Resources (DC 20/40/60 - Dice are not summed up)
-[]Anaxes
--[]Resources (DC 20/40/60 - Dice are not summed up)
-[]Bastion
--[]Resources (DC 20/40/60 - Dice are not summed up)
-[]Republic
--[]Resources (DC 20/40/60 - Dice are not summed up)
[](Write-In Special Actions - Subject to QM Veto : Ask me if you want something more unique. I will give you the DCs)
[]Security Reviews
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)
Services (4 Dice): +26
[]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)
[]BRT Supercomputing System Installation (Completing all suboptions to Stage 2 nets +3 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)(97/200 20 Resources per Die)(Allocation in Service/Infra dice pairs)(-1 Capital Goods)(+3 to Infrastructure Dice)
-[]Industry (Stage 3)(23/400 20 Resources per Die)(Allocation in Service/Industry dice pairs)(-1 Capital Goods)(+8 to Industry Dice, +1 Industry Die)
-[]Food Industry (Stage 3)(105/400 20 Resources per Die)(Allocation in Service/Food dice pairs)(-1 Capital Goods)(+5 to Food Industry Dice, +1 Food Industry Die)
-[]Intelligence and Subversion (Stage 3)(16/400 20 Resources per Die)(Allocation in Service/Intelligence dice pairs)(-3 IS, -1 Capital Goods)(+5 to Intelligence and Subversion Dice, +1 Intelligence and Subversion Die)
-[]Service (Stage 3)(55/400 20 Resources per Die)(-1 Capital Goods)(+5 to Service Dice, +1 Service Die)
-[]Military (Stage 3)(86/400 20 Resources per Die)(Allocation in Service/Military dice pairs)(-3 IS, -1 Capital Goods)(+5 to Military Dice, +1 Military Die)
-[]Bureaucracy (Stage 2)(1/400 20 Resources per Die)(Allocation in Service/Bureaucracy dice pairs)(-3 IS, -1 Capital Goods)(+5 to Bureaucracy Dice, +1 Bureaucracy Die)
[]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)
[]Advanced Education Initiatives
With the foundation laid by basic schooling, attention now turns to the next level: shaping competent citizens and future specialists. Advanced education covers secondary schooling: science, mathematics, history, practical skills, and early professional training, giving the youth the tools to either enter service or continue into higher education. (209/300 15 Resources per Die) (-3 Labor, -1 Basing)
[]Umbran Education Programs
Structured efforts to introduce basic literacy, discipline, and Imperial cultural values to the Umbran population, aiming to accelerate their assimilation and productivity within the Empire.
(0/200 5 Resources per Die)(Labor -1)(+2 IS)
[]School Nutrition Program (Public Service)
A government initiative providing consistent meals to students to improve health, concentration, and attendance in schools across the Remnant.
(0/100 10 Resources per Die)(-8 Food, -5 Consumer Goods, Low-Skill Labor -1)(-5 IS)
Military (6 Dice): +38
[]Turbolaser Ground Network (Phase 3)
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 2)
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.
(141/200, 20 Resources per Die)
[]TIE Hangars (Phase 2)
Expanded hangar facilities designed to increase TIE fighter storage and maintenance capacity,
(0/150 15 Resources per Die)(Basing -1)
[]Shield Generators (Phase 2)
Advanced energy shield installations enhancing defensive coverage for key facilities, significantly bolstering resilience against orbital and ground attacks.
(0/100 25 Resources per Die)
Imperial Army
[]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.
-[]Moderate Percentage (Requires one Die)(+14 Labor)(-5 IS)
-[]Large Percentage (Requires one Die)(+26 Labor)(-10 IS)
Imperial Navy
[-]Capital Yard (This turn to be completed)
(120 Resources for instant completion) (-4 Strategic Goods, -8 Capital Goods, -4 Labor, -5 Basing, -6 Logistics) (Enables the refit, repair, or construction of up to two Capital Class vessels at once)
[]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-IIs (Requires one Die)(+36 Labor)(-3 IS)
-[]All of them (Requires one Die)(+48 Labor)(-7 IS)
-[]Half of the ISD-Is (Requires one Die)(+18 Labor)(-1 IS)
[]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 (4 Dice): +15
[]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)
[ ]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)
[]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 77)(3 IS per Die)(Large reduction in corruption + 4)
I'm guessing the Umbran Habitation Zones are just a cleared area on Umbra with tents and a fence. To keep the predators out of course.
But that six labor can carry us a long way. If we put the labor of just one habitation zone toward manual farming we can gain +22 food and +12 consumer goods. But I can see the plantations are going to eat up a lot of low-skill labor.
Or we can have them as school cafeteria cooks. But we should at least educate them first so they behave in imperial society.
Man, things are so much easier when you have an exploitable under-class to dump all the tedious work on.
Do the Imperial Insurgents count as a Remnant?
For the Allow Special Operations Teams promise we have to do it this turn?
[]Corss-Species Grafting Development
This advanced agricultural research program seeks to bypass the long maturation cycles of luxury crops such as caf and choc by grafting them onto fast-growing native flora. Success would enable the rapid domestic cultivation of these goods without waiting years for these plants to mature.
(0/100 20 Resources per Die)
Just to confirm, this counts both as a biotech project and for the bonus from Imperial Clone Research Program right? Also, a typo as it should be Cross-Species not Corss-Species.
Just to confirm, this counts both as a biotech project and for the bonus from Imperial Clone Research Program right? Also, a typo as it should be Cross-Species not Corss-Species.
(Not Bastion) should be removed as the winning plan choose to have Bastion as one of the two Imperial Remnants in exchange for only getting Plan Value 5 from Agenda Remnant.
[]Umra Governor Palace
The administrative center and residence of the Imperial-appointed governor, serving as the political hub for regional control and governance on Umra.
(0/100 10 Resources per Die)(Basing +3)(+1 IS)
I think it should be Umbra not Umra as that is what you have been using everywhere else.
To the thread,
One of main shortages this turn is going to be Basing and the upcoming one is going to be Low-Skill Labour. A mid-term shortage will be Logistics, but that is mostly a matter of having enough for Ice Comet Mining and Space Mining once the Capital Yard eats most of our existing reserve.
In terms of Infrastructure, we'll want to spend one of its dice on the BRT to get the +3 bonus to all departments from finishing all of Stage 2. Otherwise, I'm thinking of putting one die on Facility Construction (Space) as with its existing progress, it is better than doing Facility Construction (Surface). The third die should go towards Umbran Habitation Zone as we'll need the Low-Skill Labour they provide.
Industry means we need to get started on Ice Comet Mining as we'll need to spend one or two dice on it each turn on average if we are to get all five phases done in term. The last two stages Computer Assembly Plant shouldn't be done via dice as doing them via Subordinate action will help us with one of our goals.
Beyond that, we'll want to contact the Hutts and Criminal Syndicates so they'll be willing to help us smuggle loot from Anaxes and Corellia past Republic blockades. I would like to do Acquire Elite Athlete Genetic Material this turn, but sorting out our diplomatic game takes priority so unfortunately, that project will need to be pushed back a turn.
In Military, I recommend Orbital Defences and Shield Generators because they are plan goals and until the Capital Yard is finished this turn, we don't have any more urgent projects. I don't want to do TIE Hangars this turn because it costs Basing that is in high demand for projects in other departments.
In Bureaucracy, we'll need to spend on die on the Spec-Op Teams, but otherwise we should focus on Recruitment Drives because that project is done best all in one go as early in the plan as possible. On top of putting the other three dice on it, I think we should put one of our Free Dice on Recruitment Drives to increase our odds of hitting the 200 DC.