I've always wanted to own the galaxy. (Star Wars CK2 Organisation Quest)

Which side?

  • Gray

    Votes: 104 78.2%
  • Dark

    Votes: 29 21.8%

  • Total voters
    133
  • Poll closed .
Omake: A Day in Silas's Life (Canon... kinda)
This is truly the greatest kind of symbiotic relationship between QM and omake writer.

A Day in Silas' Life

Most people who knew Silas assumed two things about him: that he was either a bumbling idiot or a constantly scheming asshole.

In a way, both groups are right.

6:00 AM - Wait for sound of something being thrown against a wall.

*Wham*

Silas was jolted slightly awake by the sound of the clock impacting against the wall.

It's probably for the best that she's never realized that the alarm clocks getting thrown against the wall help me wake up too...

6:10 AM - Wait for the second sound of something being thrown against a wall.


*Wham*

"'s too early..." Silas muttered as he tried to fall back asleep.

6:30 AM - Get up, do morning routine, eat breakfast.

Silas' day began with the traditional meal of Ciaran-O's (if your granddaughter owns her own cereal you're going to support it to the end...even if it needs a better name) and general grumbling along the lines of "Shouldn't I sleep in more as I get older? Old age is not what it's cracked up to be."

7:00 AM - Watch Gulan sneer at people and subsequently get stuff thrown at him. Afterwards watch movies.

"Look at all of you people-"

Dammit, there he goes again. Gulan's sneering at the populace was always much louder than he thought it was, though it was always a riot when a half-asleep Ciara tossed the clocks at him.

...To be fair had he been trying to sleep when Gulan started monologuing he'd probably be throwing random shit at him too.

8:00 AM - Check intelligence files on your children and grandchildren. Hope none are trying to track you down.

The amount of information the Abyss Watchers were able to gather in general was staggering...which helped Silas a lot given that he had various children, grandchildren, bastards, in-laws, and generally everyone who was even remotely related to him out for some kind of compensation.

Really, leaving behind that mansion and coming here was one of the best decisions he'd ever made. The fact that he could spend more time with Ciara was a very welcome bonus, though.

9:00 AM - Head to Dexter for second bit of breakfast. Leave generous tip.

"Dexter my man, hook me up with the usual."
"Sure thing Silas! But are you sure you handle all of the grease at your age?"
"You're never too old to enjoy unhealthy foods!"

The banter between the two continued for a bit until Silas was served bacon and pancakes which he wolfed down with earnest. He was still a spry man for his age, he needed the extra food! That, and Dexter's cooking was the perfect way for him to start the day.

10:00 AM - Head to Undercity Base and do your own check of intelligence reports. Mostly those gained from fellow Scoundrels and Smugglers.

Much like Gulan, Silas entered his "scheming bastard" mode when he walked onto the base.

"Lesee-contacts from the Outer Rim said something about some big shipment heading to a predetermined destination...might need to get Gulan on this, it could be valuable." he muttered to himself as he shuffled through various reports, rumors and other questionably accurate information. Still, filtering out the bullshit in rumors is a scoundrel's pastime.

12:00 AM - Be done with the most important parts, get bored, delegate, visit Borvo for a card game or holochess.

Much to Silas' consternation Ciara had already requisitioned PR-1 to deal with her work, the clever brat. Fortunately for him ZK was around (apparently Var Zheen was unconscious after an experiment had gone haywire) and with only a minimal amount of snarking from the droid he was able to rope it into doing the last few bits of the work while he visited Borvo.

As he settled into a chair for a game of holochess (where both sides were known to try and cheat, it was in both their blood) he noticed a gold-plated machine sitting by Borvo's side.

"The hell is that thing?"
"Oh this? This is an automatic food maker. According to Gulan they were limited edition and very hard to get. I have four more sitting around."
"You just bought them all to screw with Gulan, right?"
"Mostly. But the food they make is quite delicious."

2:00 PM - Go eat at some place with Ciaran. Try to figure out if she finally has gotten a boyfriend or girlfriend. Or at least hope she will clone herself. You want to be great-grandfather before you kick the bucket.

Honestly, Ciara taking over her own restaurants. She grew up so fast. Silas still remembered how she'd blackmail some of her schoolmates when she was still a mastermind-in-training. Good times.

Still, she needed to get hitched soon. He was going to live for a lot longer, he wanted great-grandkids to corrupt educate! They didn't need to be his biological kids (Force knows how that usually goes), but still!

It didn't help that his dear sweet Ciara had become a massive flirt and didn't really like being tied down to anyone, Silas mused to himself as he watched her continue to tease Padme. Even if all of the tabloids said otherwise...

4:00 PM - Meet Gulan for gambling. Commence operation 'Go ahead, Mr. Terrek'. Translation: Cheat a lot.

After Silas had gotten the traditional "I'm going to win this time" challenge, Silas quickly moved to the gambling den they would be meeting at, paid off the dealers, stashed hidden cards, marked decks, and did basically everything he could to rig the game in his favor.

Honestly. If you're going to cheat, you should cheat as much as you possibly can. That way even if your opponent figures out one way you've cheated you still have more.

4:30 PM - Win against him. Enjoy the sight of Gulan snapping.


And now comes the usual "I'LL WIN NEXT TIME YOU BASTARD" speech. Honestly the boy had a lot of talent, but Silas had far more experience in the fine art of "cheating your ass off at card games."

Maybe Gulan would be able to catch up in a decade or so.

Maybe.

6:30 PM - Visit Dexter again to eat something. Leave generous tip. Optional: Watch a very resigned looking Jedi leave the place, shortly followed by Ciaran who smiles viciously.

As Silas headed over to Dexter's again, he noticed a Jedi-Obi-Wan if his memory served him correctly-leaving the bar with a look of resignation and annoyance on his face. So that meant that-

Right on cue, Ciara walked out with her trademark smirk on her face.

"Ciara, did you break the Jedi again?"
"Only a little bit."
"What did you do?"
"Nothing much, I only started a small gang war."
"You mean the massive riots the news have been talking about?"
"Same difference."

Silas was so proud of her.

7:30 PM - Sneak into Ciaran's apartment. Search for safe. Unlock it and raid the booze.

Ciara had constantly been switching safes around her house to keep booze away from Silas, but as everyone knows there's nothing that can keep a scoundrel from getting his alcohol. After locating the safe in question, Silas used his years of experience to analyze the safe's security system which was perfectly designed to stop him.

He punched in "1138" on the keypad and the door opened.

Ciara was a good information broker, but Silas knew his granddaughter far too well.

9:00 PM - Get kicked out. Be shoved to your own place by Gulan. Proceed to drink another bottle or two with Gulan.

"Oh come on kiddo, the night is still-"
"Goodnight."

Heh. She was good, but she never noticed the bottle of brandy he'd hidden under his jacket. Which was much appreciated by Gulan when he asked about it.

As they both arrived at Gulan's apartment and the bottle was opened, Silas' drunken mind suddenly provided him with a surprisingly intelligent idea.

"I propose a toast," Silas slurred out.
"To what?"
"To Ciara, the Abyss Watchers, and the other madmen we work with."
Gulan chuckled to himself. "I'll drink to that any day."

10:00 PM - Sleep.
 
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Now I imagine that Borvo lives in the same building (one floor down, so he can have the whole thing for himself and outbrag Gulan. He was so mad, because when he found out, he'd already been sharing a floor with Ciaran, whom he couldn't really corral, blackmail or bribe). Normally, this might be a problem, what with being a wanted criminal, but most people can't keep Hutt's apart anyway, and who would expect a wanted crimelord to live in the same building as these pillars of society? For emergencies, he also caries a holograph-projector. It does nothing, except produce flickering over his body. Common opinion is that he's just a rich eccentric that likes to pretend to be a Hutt. It's the best kind of lie: the truth. Given the rest of the buildings occupants, he's generally considered refreshingly normal.
 
Now I wonder what a day is like for Thrawn. But he is probably spending too much time learning about the galaxy to have a daily routine yet.

I assume it'd be something along the lines of:

5AM: Wake up. Do morning things.
6AM-11PM: Scheme. Break for food when needed. (Note: visiting art museums count as part of scheming)
12PM: Sleep.

Or something along those lines :V
 
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*arrives* Okay. Writing next turn. As far as my shattered sanity allows it.
...
...
...
I'm terrible at adventure/riddle games.
 
Turn 18
22 BBY, Third Quarter

So, lets see... CIS being very ruthless? Check. Hutts suddenly smelling profit? Check. Synthetic plagues showing up and your organisation noticing them and therefore allready paying off? Check. The Kaleesh being threatened again? Check. JABBA suddenly deciding to request a meeting with you? Check. Chiss military genius being found randomy? Check. Getting the name of the Sith Lord lurking about from him? Check. Endless work for you? Check.

Live never gets boring it seems. Except when it is and you aren't allowed to sleep-in.

Martial:
Well, your military advisors are freaking out. There is a war happening and they do know that you will do THINGS to profit from it. Also, OOM-9 nearly fried himself trying to figure out how the new droid army works.

Pick 1:


[] Patrol 2.0: The last time nothing important came up in the CNS systems. Ensure that it stays like that. Chance of Success: 70% Reward: ?

[] More droids!: You need to buy more. Now more than ever before! Chance of Success: 80% Cost: 60 Reward: 4-6 new groups of Battledroids

[] Integrate into Military command: Since you were the one who encouraged the creation of the Joint Command Force for the CNS you may just as well integrate yourself further in it to gain more controll and manipulate what it does. Chance of Success: 60% Reward: You might just as well be in charge at that point.

[] Favor for Jabba, the loud option: Jabba has asked a favor from you. For years the Black Sun have been engaged with skirmishes against the Hutt until they in recent years have boiled down to a quiet stalemate only to gain momentum again now that the war distracts all possible authorities all across the galaxy. The result is that the Black Sun are encroaching on the worlds at the borders of Hutt Space and have even been interfering with several of Jabbas businesses. He wants them... 'distracted'. 'Severely'. Send your mercenaries to handle the matter in a spectacular way. Chance of Success: 70% Reward: +200 Credits, more jobs from Jabba, increased relations with the Hutts

[] Raise a Militia: Begun, the Clone Wars have, and thanks to your humanitarian efforts you know just how many war-torn worlds and refugee camps there are in the galaxy. So why not recruit from the now-unemployed population? Ask for volunteers for your security forces, both to assist your humanitarian efforts (you are venturing into hostile worlds and occasionally active battlefields, after all) and to support the CNS. Even if their world was destroyed by war, at least they can fight to keep other worlds from sharing a similar fate. Chance of Success: 60% Cost: 150 Upkeep: 60 Reward: CNS even more bolstered, +5 on Martial rolls for the duration of the war.

[] Write in

Diplomacy: The war is here, the diplomatic landscape looks particularly ragged and everything is going downhill fast.

Pick 1:


[] The enemy of my enemy is my...: The Kaleesh are being threatened by the Huk. Again. Only this time they are fully allied with the CIS and up and about to invade. Again. It might be an idea to have them officialy join the Republic to ensure that they get the support to fight off the CIS and stop their conquests in that part of the galaxy dead in its tracks. Chance of Success: 60% Reward: Kaleesh join Republic, CIS army bound to take a beating

[] Exit Stage left: Alternatively you could encourage them to talk with the CNS and navigate their way out of the war. Success in this regard would heavily discourage the CIS from even considering an attack and ruin their relationship with the Huk. Although you are quite sure that there are going to be some quite specific people that will complain about dragging a warrior race into the CNS. Chance of Success: 60% Reward: Kaleesh join the CNS

[] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economicaly as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything usefull, BUT its likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ?

[] Totaly 'benevolent' intentions: The CNS is weak and has only existed for a short while and is therefore quite malleable. Attempt to gain favor and meet the right people to move yourself into a position where you can... whisper... your oppinion and be heard. Chance of Success: 70% Reward: ?

[] Write in

Stewardship: Borvo is as allways busy keeping an eye on your finances, although the sudden drop in profits is making him VERY nervous. And hungry... his foodbills have skyrocketed.

Pick 1:

[] Alternate routes?: The trade is going terribly due to most hyperspace routes crawling with military fleets, companies standing on different sides of the war and various other issues. You have to find alternative routes to at least get some of the trade you are involved in moving again. Chance of Success: 60% Reward: Trade/Investment Income penalty reduced by 5% from its current ammount (Takes 3 turns)

[] You expect me to smuggle what?: Exactly what it says on the tin. Hire smugglers to bypass the blockades and get the trade flowing again. Not exactly cheap and quite unusuall since most of the cargo is legal, but still. Chance of Success: 70% Cost: 100 Upkeep: 20 Reward: Trade/Investment Income penalty reduced by 5% from its current ammount (Takes 2 turns)

[] Hey, Trade Federation! Do what you do best!: With that you don't mean trying to ruin themselves or being someones pawn but to let some of your partner companies trade with them or at least let their traders join their trade convoys. After all, trading is what the Federation does... officialy. Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current ammount (Takes 2 turns)

[ ] Develop Refugee Camps: More and more refugee camps pop up across the galaxy, adding to the economic disruption as skilled people are trapped within them, unable to practice their trades and professions. With some smart negotiations with the powers that be and some canny investments in infrastructure and facilities, you could turn this catastrophe into a win for yourself and your charity, either by transforming established refugee camps into functioning cities, or building temporary cities and then funneling the displaced into them. Either way, functioning economies that the displaced can participate in will fatten your pocketbook, reduce criminal activity among refugee populations and alleviate the suffering of the victims of war. It's almost like getting paid three times! Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: +50-100 Income

[ ] Restoring the Trade Lanes: The Clone Wars have locked down most of the major trade lanes around the galaxy. However, it might be possible to negotiate with the Republic and Separatist factions, to treat the Neutral trade lanes as precisely that: neutral. This would allow merchant vessels from both sides to register with the CNS and pay a toll to pass through Neutral space. There would of course be certain restrictions, not to mention the need for security escorts, but the details can be hashed out during the negotiations. Chance of Success: 60% Reward: Income penality reduced by 10%

[ ] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penality reduced by 5%

[] Write in

Intrigue: Gulan is nervous, what with the whole war going on right now. Thats far above his paygrade... or at least it would be if you weren't paying all of your employees so damn much.

Pick 2:


[] Favor for Jabba, the silent option: Alternatively to sending your mercenaries you also set your spies and agents on the task to disrupt the operations of the Black Sun. Its considerably less flashy and won't draw the attention of the Hutts, but at least it won't draw the attention of the Black Sun either if things go well. Chance of Success: 60% Reward: +100 Credits, more jobs from Jabba

[] Operation 'RESI': There have been unsettling reports about synthetic virus being used on besieged planets with high deathtolls being the results. Your scientists are doing their best but they have difficulties curing the afflicted. Send some of your best men out to search for information about the virus, who created it, who deployed it and simply anything usefull in general. Chance of Success: 60% Reward: Information about the synthetic virus

[] Operation 'Whitewash': You know at least part of the existing blackmail and what it is which allows you to act against it. Manipulate records, establish alibis, plug leaks, silence witnesses, etc. etc. etc. The more blackmail you can make useless or ensure to be able to contradict, the better. Chance of Success: 75% Reward: Blackmail severity lessened considerably

[] Watch the Watch: With the Oracle having been deployed and hiding in the Mandalorian system its going to be the main focus of your attention for the foreseeable time. Lets see what the situation on Mandalore itself is and how the CNS in general is doing. Chance of Success: 70% Reward: Informations about the CNS and Mandalore

[] Write in

Lore: Tyro Torvin is speeding up the training of your apprentices to make as many available to you as possible now that the war has begun.

Pick 1:


[] Tomb Raider: The starmap you got from your archeological expedition with Jerec has several planets or in other cases only systems marked on it with possible locations of other ruins, tombs or similiar which MIGHT hold additional treasure or knowledge to be looted. Chance of Success: 60% Reward: ?
(Takes 2 turns)

[] Refine the 'Burried Presence' trick: The trick is intriguing, but being only capable of using it for a few minutes is underwhelming and quite... useless most of the time. It might be a good idea to keep practicing with it and find a way to extend the timespan. Chance of Success: 50% Reward: Agents become even better (Takes 2 turns)

[] Force research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] Write in

Learning: Var Zheen is busy, busy, buuuussssyyyyyy! Too much havoc happening in the galaxy, too much to do as result! Oh, and he still is sure that electronics and synthflesh keeps disappearing.

Pick 1:


[] Investigate Anomalies: The maps gained from the Expedition into the Unknown Regions you funded noted several unusuall anomalies nobody could make any sense off. Perhaps your researchers can figure something out. Chance of Success: 60% Cost: 60 Reward?

[] Develop improved Medical Gear: The Karada Corporation needs equipment distinct from that of the competition, as few as there might be. Both for personal use and modified to personal preferences and to sell. Chance of Success: 70% Cost: 60 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality gear [Takes 4 turns, locks actions for 2 turns]

[] Develop improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what allready exists. Either by providing variants speficialy designed for specific species, improving on allready existing types of Medicine or similiar. Chance of Success: 70% Cost: 80 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality medicine and medpacs [Takes 4 turns, locks actions for 2 turns]

[] Research synthetic Virus: You have a medical Corporation. Let them do what they do best and try to find a cure for the synthetic virus that is being used on the besieged planets. There DEFINITELY isn't a lack of samples considering the casualties. Chance of Success: 60% Reward: Progress on a cure to the plague, more information about it (Takes 2 turns, 1 if investigation goes well)

[] Develop Virus Library: With the galaxy being as big as it is and its population being as varied as it is there are bound to exist countless diseases, viruses and other even more unplesant things. Develop a library holding various samples for further research. Chance of Success: 70% Cost: 100 Reward: Virus research for vaccines or bioweapons [Takes 4 turns, locks actions for 2 turns]

[] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also geneticaly altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only useable on organism that haven't actually been born yet. Chance of Success: 70% Cost: 120 Reward: Genemod research [Takes 8 turns, locks actions for 3 turns]

[] Write in

Base upgrade: With how many credits you own it might be an idea to upgrade your bases a bit.

(Kalee-Outpost) Pick 1 (or don't):

[] Build airdefences: Build air defences against such nasty things as Fighters/Bombers and so on. Cost: 100 Reward: Outpost gains basic near-military grade AA turrets.

(Planet, S-840) Pick 1 (or don't):

[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. (Takes 2 turns)

[] Mining complex: Build a mining complex and proceed to do just that. Minining and refining ores for any advanced industries on the planet. Cost: 100 Reward: Ability to begin establishing heavy industry on the planet. (Takes 2 turns)

Personal: Well, what to do with your freetime?

Pick 2:

[] Training: Spend your free time improving what you are already good at. How exciting. At least it can't hurt, aside from the fact that the boredom might just kill you. Still, better death by boredom than death by being incompetent. Reward: +? on ?

[] Force training 2.0: You have learned but definitely not mastered the basics, so it might be an idea to continue your training in the force. Although one has to admit that it MIGHT end up being quite problematic. Chance of Success: 70% Reward: ?

[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice

[ ] Deal with the Thief: Someone's been stealing small tidbits of circuitry and synthflesh from your Research Department, and you're pretty sure your new Togrutan researcher is responsible. Investigate the thefts and confirm your suspicions. The material isn't actually all that valuable, so your goal is to understand why such petty theft is taking place, and to determine what you can do to make it stop. Chance of Success: 80%/50% Reward: ?

[] Write in

Hero Support (applies half the stats to a chosen action):

PR-1: [] Write in

The Silencer: [] Write in

Silas Cata: [] Write in

Cheriss Sair: [] Write in

Darra Thel-Tanis: [] Write in

Watcher Support (1 Point per assigned team):

[] Write in
 
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Now excuse me while I fall over with smoke coming out of my ears. I just wrote this up quickly. After playing Myst for what feels like half an eternity. The later being the worse of the two though. *falls over, smoke exits ears*
 
[X] Plan Soaring Serpent

[X] Favor for Jabba, the loud option
- [X] Darra Thel-Tanis
[X] Exit Stage left
- [X] PR1
[X] Develop Refugee Camps
[X] Operation 'RESI'
- [X] Silencer
[X] Operation 'Whitewash'
- [X] Personal Attention
- [X] Silas
[X] Refine the 'Burried Presence' trick
- [X] Cheriss Sair
[X] Research Synthetic Virus
- [X] 10 Watchers
[X] Build air defence
[X] Build Personal Retreat
[X] Personal attention
[X] Deal with the Thief
- [X] 9 Watchers
 
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[X] Plan Guaranteed Whitewash
Balance Sheet

(Reasoning: Hero Support + just enough Watcher Teams to guarantee success against Dooku's blackmail. Everything else is secondary. To be fair, this does 'double down' on virus investigation/research, but I doubt that will be a unique feature).


Martial: Pick 1:
[X] Integrate into Military command: Chance of Success: 60% Reward: You might just as well be in charge at that point.
-[X] The Silencer

(Reasoning: helping the Hutts isn't as time-sensitive as I thought, and I strongly suspect that successfully integrating with CNS military will give us +1 Martial Action for the rest of the war. I added The Silencer to improve the odds here to 73%.)
(Reasoning: we want an 'in' with the Hutts, and our Intrigue options are busy with the virus and Operation Whitewash. I'd prefer to Integrate into Military Command asap, but this is time-sensitive. Plus, more jobs and extra credits should help with our budget situation.


Diplomacy: Pick 1:

[X] Exit Stage left: Chance of Success: 60% Reward: Kaleesh join the CNS
-[X] PR-1

(Reasoning: we like Kalee, and they like us. Persuading them to join the CNS makes sense. More importantly, this option should give a big boost to future recruitment efforts. After all, it seems like the Huk called off the attack once Kalee joined the CNS, which means other systems will be inclined to join us if they wish to stay out of the war. I added Hero Support to make this success more likely.)


Stewardship: Pick 1:
[X] Develop Refugee Camps: Chance of Success: 70% Cost: 200 Upkeep: 50 Reward: +50-100 Income
-[X] Silas Cata

(Reasoning: per the balance sheet, our income is doing fine. While this is a high-cost, high-upkeep choice, it also has a great impact in alleviating the worst effects of the war, improving our galactic reputation as a humanitarian, and should give us more options to use these cities within our organization and/or within the CNS).
(Reasoning: best option to regain our lost income, and a good way to exploit our CNS connections for fun and profit).


Intrigue: Pick 2:
[X] Operation 'RESI': Chance of Success: 60% Reward: Information about the synthetic virus
-[X] Personal Attention

[X] Operation 'Whitewash': Chance of Success: 75% Reward: Blackmail severity lessened considerably
-[X] 14 Watcher Teams

Reasoning: with the changed odds for 'Whitewash', Personal Attention is overkill. Unfortunately, bringing it back up to 'guarantee' is pretty tough. I brought extra Watcher Teams and moved Personal Attention over to RESI. So we're playing the humanitarian while our underlings bribe and cheat and rampage through the underworld to make sure our reputation stays pristine. Sounds pretty realistic, actually.
(Reasoning: with last turn's Crit, we figured out "the rest of the blackmail", so Operation Whitewash is the obvious choice. I boosted it with Personal Attention (+38) and 12 Watcher teams to make this a guaranteed success w/ a 50% chance of scoring a Crit. I added RESI with Hero Support because of how well it fits both our medical research side and our humanitarian side.


Lore: Pick 1:
[X] Refine the 'Buried Presence' trick: Chance of Success: 50% Reward: Agents become even better (Takes 2 turns)

(Reasoning: best to master a single technique, then to merely become aware of many. I added Hero Support because that 50% chance is appallingly low.)
(EDIT : I moved Darra from here to Learning to help Support our virus research).


Learning: Pick 1:
[X] Research synthetic Virus: Chance of Success: 60% Reward: Progress on a cure to the plague, more information about it (Takes 2 turns, 1 if investigation goes well)
-[X] Cheriss Sair
-[X] Darra Thel-Tanis

(Reasoning: fits well with our RESI Intrigue mission, with our medical focus and with our humanitarian persona. Added Doubled-up on Hero Support in hopes of ensuring it goes well.)
(EDIT: I moved Darra from Lore to help with this, boosting our chance of success from 69% (with Cheriss alone) to 76% (with both of them) to 86% (with +10 Learning Boni). We'll survive if our agents don't learn a new Force trick; a lot of people won't survive if we don't cure the plague soon).


Base upgrade:
(Kalee-Outpost) Pick 1 (or don't):

[X] Build airdefences: Cost: 100 Reward: Outpost gains basic near-military grade AA turrets.

(Planet, S-840) Pick 1 (or don't):
[X] Mining complex: Cost: 100 Reward: Ability to begin establishing heavy industry on the planet. (Takes 2 turns)

(Reasoning: with the Huk threat and with Kalee (hopefully) joining the CNS, their planet just became a target. Fortunately, we can afford to build better defenses. The Mining Complex on our private planet should be obvious -- this is the first step in building heavy industry, including those nifty Devastators we learned about last turn).


Personal: Pick 2:
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Operation 'Resi'

[X] Deal with the Thief: Chance of Success: 80%/50% Reward: ?

(Reasoning: Personal Attention to ensure that Operation Whitewash is a success, and 'Deal with the Thief' to follow up on Cheriss' oddities.)


Hero Support (applies half the stats to a chosen action):

PR-1: [X] Exit Stage left
The Silencer: [X] Integrate into Military command
Silas Cata: [X] Develop Refugee Camps
Cheriss Sair: [X] Research synthetic Virus
Darra Thel-Tanis: [X] Research synthetic Virus


Watcher Support (1 Point per assigned team):

[X] 14 assigned to Operation Whitewash

(Reasoning: just enough to guarantee success on 'Operation Whitewash', with a 25% chance of Crit. The rest are saved up for a rainy day.)

EDIT: moved Silencer and extra Watchers to 'Whitewash', moved our Personal Attention to 'RESI'.
EDIT 2: added Balance Sheet, moved Darra to 'Research Synthetic Virus'.
EDIT 3: changed Stewardship vote to "Develop Refugee Camps'.
EDIT 4: changed Martial vote to "Integrate into Military command", added The Silencer as Hero Support (+10 Intrigue Boni compensates for Whitewash)
 
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@Teron, should our research into the synthetic virus give us a head start on developing a 'Virus Library' in the future? It seems like that would naturally give a boost, since part of that research is developing the infrastructure (labs, samples, etc.) to do the job properly.
[] Research synthetic Virus: You have a medical Corporation. Let them do what they do best and try to find a cure for the synthetic virus that is being used on the besieged planets. There DEFINITELY isn't a lack of samples considering the casualties. Chance of Success: 60% Reward: Progress on a cure to the plague, more information about it (Takes 2 turns, 1 if investigation goes well)

[] Develop Virus Library: With the galaxy being as big as it is and its population being as varied as it is there are bound to exist countless diseases, viruses and other even more unplesant things. Develop a library holding various samples for further research. Chance of Success: 70% Cost: 100 Reward: Virus research for vaccines or bioweapons [Takes 4 turns, locks actions for 2 turns]
Also, if we do persuade the Kalee to join the CNS, should that have positive repercussions on future recruitment attempts (since it apparently dissuaded the CIS from "even considering an attack")? Also, since the Kalee are a warrior race, wouldn't some of them sign up for the new Joint Defense Force we set up, giving a bonus to the CNS military?
[] Exit Stage left: Alternatively you could encourage them to talk with the CNS and navigate their way out of the war. Success in this regard would heavily discourage the CIS from even considering an attack and ruin their relationship with the Huk. Although you are quite sure that there are going to be some quite specific people that will complain about dragging a warrior race into the CNS. Chance of Success: 60% Reward: Kaleesh join the CNS
 
@Teron
Operation: Whitewash didn't get a success chance increase compared to last turn after we got a critical success to uncover all the blackmail (and still has the text about how we can boost our success chances by getting that info). I think that's a copy-and-paste error ... I know I make those from time to time.
 
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[X] Plan Guaranteed Whitewash

I like this plan, though as noted up-thread Operation: Whitewash looks to have suffered from a copy-paste error. I would certainly hope our critical success on finding out all the blackmail info would actually boost the success chances on that mission.

Also not 100% sold on doing the mission for Jabba. It means missing out on a lot of other useful military actions we could be doing, and frankly I'm not wild about getting involved in Hutt business.
 
[X] Plan Guaranteed Whitewash

Publicola, you glorious bastard.

What's happening with Thrawn? Can we attach him to Silas in an effort to integrate him with the group?
 
TLDR:
[X] Plan Balance the scales


[X] Raise a Militia
[X] The enemy of my enemy is my...:
(note this is the main difference, I just want the Repub to have a counterbalance to the CIS constantly winning. Also Grievous showing the galaxy what's up, instead of sticking with the Neutrals. Also, Skulls for the Throne!)
- [X] PR1
[X] Develop Refugee Camps
- [X] Darra Thel-Tanis
[X] Favor for Jabba, the silent option
- [X] Silencer
[X] Operation 'RESI'
- [X] Silas
[X]Operation 'Whitewash'
- [X]Personal attention
[X] Tomb Raider
- [X] Cheriss Sair
[X] Research synthetic Virus
- [X] 10 Watchers
[X] Personal attention
[X] Deal with the Thief
- [X] 9 Watchers

(Kalee-Outpost) Pick 1 (or don't):
[X] Build air defences:
(Planet, S-840) Pick 1 (or don't):
[X] Build personal Retreat:

I copied the watcher numbers from Soaring scales, as I had initially though we had 15 instead of 19.

Also not sure if the Silencer should go RESI of Jabba Silent. Oh well, either way, good times for the murderhobo.

Arguments for my picks below.

Martial:
Pick 1:

[] Raise a Militia:



May as well bolster the CNS even more.
Also, slightly prefer it to the Hutt option, mainly because I am unsure if we want to risk our troops being seen as taking part of gang warfare right now. No biggie if that option wins though.

Diplomacy:
Pick 1:


[] The enemy of my enemy is my...:

Republic needs a win at this point, may as well arrange one for them. Plus getting Grievous showing the Jedi why wars should be led by war leaders.

Stewardship:
Pick 1:


[] Develop Refugee Camps:

If it works well we make a profit, less well and it will cover it's own cost. If it fails, then we may face issues, but I am unsure what those would be. In any case, it really helps the "Merciful Lady" persona that has been built

Intrigue:
Pick 2:


[] Favor for Jabba, the silent option:

We really should help Jabba out, and it keeps us in the shadows, where our troops excel.

[] Operation 'RESI':

Cuz tracking this down, then solving it would give us a huge rep boost, plus y'know, protecting planets and investments.

[] Personal attention "Operation 'Whitewash': "

This has to be done, ASAP. actual vote in the personal section.

Lore:
Pick 1:


[] Tomb Raider:

Shinies, and i am unsure if more training is really absolutely necessary right now. Maybe it is though, not exactly sure what overall strategy we are going for with them.

Learning:
Pick 1:


[JK] Investigate Anomalies:
MOAR SHINIES

but really:
[] Research synthetic Virus:

We need this if we are doing the investigation, and it could synergise with the Virus Library action I hope we undertake eventually.

Base upgrade:
(Kalee-Outpost) Pick 1 (or don't):

[] Build airdefences:
(Planet, S-840) Pick 1 (or don't):
[] Build personal Retreat:
Secret Base? Secret Base!

Personal: Well, what to do with your freetime?
Pick 2:
[] Personal attention "Operation 'Whitewash': "


Already did a personal attention in Intrigue.

[] Deal with the Thief:
A stitch in time saves nine...

EDIT 1: Changed the whitewash options b/c the guaranteed whitewash build makes too much damned sense. It also let me put Silas on RESI and Silencer on Silent Jabba.

EDIT 2: Holy moly formatting, also some draft notes were included.

EDIT 3: Removed the watchers on the whitewash option, as the new chances of success gives us a 99+ success chance with just us (I cant remember if our bonus is 34-38 for this) Moved the Watcher teams to the other, non-heroed options. Only the Militia option is unboosted at the moment.
 
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[X] Plan Guaranteed Whitewash
Balance Sheet (tbd)

Intrigue: Pick 2:
[X] Operation 'RESI': Chance of Success: 60% Reward: Information about the synthetic virus
-[X] The Silencer

[X] Operation 'Whitewash': Chance of Success: 50% Reward: Blackmail severity lessened (Chance increases by figuring out what the rest of the Blackmail is)
-[X] Personal Attention
-[X] 12 Watcher Teams

You may wish to adjust these values, as the success chance for Whitewash was boosted to 75%. Not sure you need any Watchers at this point.
 
[X] Plan Guaranteed Whitewash
Balance Sheet (tbd)

(Reasoning: Personal Attention + just enough Watcher Teams to guarantee success against Dooku's blackmail. Everything else is secondary. To be fair, this does 'double down' on virus investigation/research, but I doubt that will be a unique feature).


Martial: Pick 1:
[X] Favor for Jabba, the loud option: Send your mercenaries to handle the matter in a spectacular way. Chance of Success: 70% Reward: +200 Credits, more jobs from Jabba, increased relations with the Hutts

(Reasoning: we want an 'in' with the Hutts, and our Intrigue options are busy with the virus and Operation Whitewash. I'd prefer to Integrate into Military Command asap, but this is time-sensitive. Plus, more jobs and extra credits should help with our budget situation.


Diplomacy: Pick 1:

[X] Exit Stage left: Chance of Success: 60% Reward: Kaleesh join the CNS
-[X] PR-1

(Reasoning: we like Kalee, and they like us. Persuading them to join the CNS makes sense. More importantly, this option should give a big boost to future recruitment efforts. After all, it seems like the Huk called off the attack once Kalee joined the CNS, which means other systems will be inclined to join us if they wish to stay out of the war. I added Hero Support to make this success more likely.)


Stewardship: Pick 1:
[X] Restoring the Trade Lanes: Chance of Success: 60% Reward: Income penality reduced by 10%
-[X] Silas Cata

(Reasoning: best option to regain our lost income, and a good way to exploit our CNS connections for fun and profit).


Intrigue: Pick 2:
[X] Operation 'RESI': Chance of Success: 60% Reward: Information about the synthetic virus
-[X] The Silencer

[X] Operation 'Whitewash': Chance of Success: 50% Reward: Blackmail severity lessened (Chance increases by figuring out what the rest of the Blackmail is)
-[X] Personal Attention
-[X] 12 Watcher Teams

(Reasoning: with last turn's Crit, we figured out "the rest of the blackmail", so Operation Whitewash is the obvious choice. I boosted it with Personal Attention (+38) and 12 Watcher teams to make this a guaranteed success w/ a 50% chance of scoring a Crit. I added RESI with Hero Support because of how well it fits both our medical research side and our humanitarian side.


Lore: Pick 1:
[X] Refine the 'Buried Presence' trick: Chance of Success: 50% Reward: Agents become even better (Takes 2 turns)
-[X] Darra Thel-Tanis

(Reasoning: best to master a single technique, then to merely become aware of many. I added Hero Support because, frankly, that 50% chance is appallingly low).


Learning: Pick 1:
[X] Research synthetic Virus: Chance of Success: 60% Reward: Progress on a cure to the plague, more information about it (Takes 2 turns, 1 if investigation goes well)
-[X] Cheriss Sair

(Reasoning: fits well with our RESI Intrigue mission, with our medical focus and with our humanitarian persona. Added Hero Support in hopes of ensuring it goes well).


Base upgrade:
(Kalee-Outpost) Pick 1 (or don't):

[X] Build airdefences: Cost: 100 Reward: Outpost gains basic near-military grade AA turrets.

(Planet, S-840) Pick 1 (or don't):
[X] Mining complex: Cost: 100 Reward: Ability to begin establishing heavy industry on the planet. (Takes 2 turns)

(Reasoning: with the Huk threat and with Kalee (hopefully) joining the CNS, their planet just became a target. Fortunately, we can afford to build better defenses. The Mining Complex on our private planet should be obvious -- this is the first step in building heavy industry, including those nifty Devastators we learned about last turn).


Personal: Pick 2:
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice

[X] Deal with the Thief: Chance of Success: 80%/50% Reward: ?

(Reasoning: Personal Attention to ensure that Operation Whitewash is a success, and 'Deal with the Thief' to follow up on Cheriss' oddities.)


Hero Support (applies half the stats to a chosen action):

PR-1: [X] Exit Stage left
The Silencer: [X] Operation 'RESI'
Silas Cata: [X] Restoring the Trade Lanes
Cheriss Sair: [X] Research synthetic Virus
Darra Thel-Tanis: [X] Refine the 'Buried Presence' trick


Watcher Support (1 Point per assigned team):

[X] 12 assigned to Operation Whitewash

(Reasoning: just enough to guarantee success on 'Operation Whitewash', with a 50% chance of Crit. The rest are saved up for a rainy day.)
we have 19 watchers so I would assign the rest to something
 
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