Oh my. That's a lot of nice things. I'm going to look over them by category:
Martial: Pick 2:
[] Let's Vary Piracy, With A Little Burglary:
-[] Onderon: The rebel forces are making considerable gains, they just need one last push to take back the planet from the Separatists.
-[] Murkhana: the headquarters and homeworld of the Corporate Alliance, and source/distributor for most Separatist propaganda. Also, within the same sector is the planet of Bal'demnic which is the CIS's primary source for cortosis ore, a product used in anti-lightsaber weapons, which could come in handy...
[] Senatorial Protection Detail: It's clear from the events related to Seti and Bail that Palpatine is going to try and eliminate his political rivals by any means necessary. Setting up a protection detail for anti-Palpatine senators would not only stymie his influence but make you some money on the side. Chance of Success: 70% Reward: Security for anti-Palpatine Senators established, additional income
[] An End To The Nightmare: You know where Wesker is. You know what he can throw at you. You've stopped his latest plague. It's time to end him once and for all so that he can never bring ruin to the Northern Rim again. Chance of Success: 70% Reward: Assault on Wesker's base planned and launched
As nice as it'd be to beat back the Separatists and win Onderon's freedom, and as
useful it'd be to steal the Separatist propaganda machine along with a bunch of cortosis ore... I'm pretty confident we should pick the last two. Wesker is the devil, so let's end him, and Palpatine is worse, so let's make sure our friends are protected until we can end him.
Incidentally, will we be allowed to invite Darra Thel-Tanis or other Jedi along for the Wesker mission?
Diplomacy: Pick 1 Regular Action, 1 CNS Action:
[] Shards Encased In Iron: You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth getting in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers
[] CNS Integration Bureau: You and Satine can only visit so many planets at once, and the CNS is becoming increasingly popular. It might be a good idea to formalize a system of application to the CNS that could handle those requests themselves. Chance of Success: 60% Cost: 50 Reward: Application system formalized, per-turn roll for sympathetic systems to join CNS
[] The New Mandalore (CNS): A lot of people around the galaxy are frightened of the idea of Mandalore returning to the expansionist state it was in the days of old after Jango was declared Mandalore by the Guardian Corps. You might want to work with Satine on a PR campaign that shows Jango is not interested returning to that era. Chance of Success: 50% Reward: PR campaign to ease tensions with CNS/Mandalore initiated
I
really want to recruit the Shard engineers. However, fixing the Mandalorian PR problem is more important, and I've been pushing for an auto-recruitment process for a while. Those two take priority, at least for now.
@Dr. Snark: could we try to recruit the Caamas system as part of our PR campaign? I mentioned them earlier as being one of the most peaceful & moral species in the entire galaxy, a universally recognized paragon of goodness. They've stayed in the Republic despite their loathing for war and the Republic's ramping-up war machine -- would they be willing to join our Council of Neutral Systems in order to stay out of it?
Alternately, could we tie this in with the 'Peacemaker' action somehow? They kinda are related -- becoming the public face of 'war is bad' would probably help alleviate some concern about the new Mandalore, and working closely with Satine on a PR campaign would show the galaxy that we largely agree with her pacifist stance.
Stewardship: Pick 2:
[] Muunilist Reconstruction Efforts: Muunilist has been badly devastated by the war, which is concerning given that it's home to the Intergalactic Banking Clan, one of the most important financial groups in the galaxy. Helping the planet recover would not only make you look good but let you get more ownership of it and the gratitude of the IGBC. Chance of Success: 60% Cost: 100 Reward: Muunilist is given funding to reconstruct damage inflicted by the war, other potential benefits
[] Taris Refugee Initiative: Taris was once a thriving city-planet much like Coruscant before it was devastated during the Jedi Civil War. While the planet has begun to recover, it has remained mostly empty in comparison to your present state. This provides you with an opportunity to use it as a center for refugees to live on while the war plays out, and rebuilding Taris can only help you and the CNS. Chance of Success: 70% Cost: 100 Reward: Taris designated as refugee-friendly planet, other potential benefits
Both of these look nice, but are
costly and don't necessarily lead to increased income. OTOH, if we roll well enough, the income will probably result. I'm actually worried about our income levels -- despite removing the investment penalty, I updated the balance sheet which caused our upkeep to shoot through the roof (increased by something like ~300 credits/turn, iirc) so we may need to go with a cheaper option or something.
Intrigue: Pick 2:
[] The Count of Sereno: You know Dooku is a Dark Sider. You know that he's working for Sidious, the man behind this war. So the best way to find Sidious is to get as much information from his actions as possible. Given how thorough he was with your blackmail though...it probably won't be easy. Chance of Success: 40% Cost: 100 Reward: Count Dooku's actions tracked
[] Explosions From The Past: Some of your teams have gotten word that a Nemodian excavation team has inadvertently activated what sounds like some kind of assassin droid that was stored in an ancient Hammerhead cruiser, and despite its age it's proven to be very effective at blasting its way through the Nemoidian outpost. If you could capture it before the Nemodians do, you might have a very valuable piece of technology available to you... Chance of Success: 60% Reward: Advanced assassin droid recovered
So yeah. Let's go get HK-47 and make him a Hero Unit. As for the second action... I'm feeling inclined to skip past Sevrance Tann and target Dooku himself. Let's see if we can't unravel more of the mystery behind the war.
Lore: Pick 1:
[] Form "Discovery Corps:" It's clear that you really don't have the time to go to all of these fascinating sites yourself, so it might be a good idea to form a branch of the Abyss Watchers dedicated to "exploration" and "archaeology." Chance of Success: 70% Cost: 100 Upkeep: 75 Reward: Additonal Lore action for archaeology
This one seems like the obvious choice. There's a
lot of places to explore in the galaxy, and this way we'd be able to train more Force techniques while still indulging our wanderlust. OTOH, expensive, and if we don't care about training Force techniques, then we should just use our existing 1 Lore Action to explore. (Dathomir would come first, undoubtedly).
Learning: Pick 2, or pick only one Research action and halve its time:
[] Analyze recovered research data and samples: The space station you and your teams raided and have now occupied actually had been properly cleared of anything useful and most data wiped beyond saving, but fortunately your researchers are quite capable of using the dead mutants as samples for research and its also not impossible to restore some of the damaged data. Time to bring everything to the Oracle. Chance of Success: 65% Reward: More information on the mutants, slight chance to get additional information on the conducted research
[] 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 unpleasant things. Develop a library holding various samples for further research. Chance of Success: 70% Cost: 100 Reward: Virus research for vaccines or bioweapons [Takes 2 turns, locks actions for 1 turn]
[X] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (1 Turn Remaining)
[] Force-Friendly Cybernetics: Cheriss' research into her own frame has brought up the potential of applying similar technology to cybernetics to make it more compatible with Force users. The concept is already there, but it will need refinement for cybernetics. Chance of Success: 70% Cost: 100 Reward: Cybernetics developed for Force users [Takes 4 turns, locks actions for 2 turns]
-[] Accelerate research: The research at Karada is going way too slowly. Dedicate your free time and some additional resources to speed it all up. Chance of Success: 70% Cost: 50 Reward: Research time halved, action lock time halved
[] Under The Knife: The Arkanians are now able and very willing to begin genemodding on new volunteers at your facilities should they ask for it. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
Note that we only have two actions
total, so one of those is definitely assigned for the Inhibitor Chips. We've managed to keep Wesker at bay despite lacking a Virus Library and despite not studying the mutant remains, so I don't think those are urgent here. 'Under the Knife' has too little ROI at the moment -- too much expense for too minor a benefit -- though I do like the idea of Thrawn with Force abilities.... For our second Learning action, I'm inclined to go with 'Force-Friendly Cybernetics', if only for the reputation boost with the Jedi. We could also throw in an 'Accelerate Research' as well (given our omake bonuses, we may not need a 'Personal Attention' this turn).
OTOH, Dr. Snark has said we'll have access to ysalamiri next turn, so we'll want to save an action for that, and we'll be finishing our Inhibitor Chip research and don't know if that will need follow-up as well. It might be better to pick 'Virus Library' instead, as that is only 'locked' for a single turn and leaves our Personal Action free for other things.
[] 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, officially 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 already exists. Either by providing variants specifically designed for specific species, improving on already existing types of Medicine or similar products. Chance of Success: 70% Cost: 80 Reward: Bonus on any action to increase Karada profits, officially produce high-quality medicine and medpacs [Takes 4 turns, locks actions for 2 turns]
@Dr. Snark, is there any reason these actions are still listed? They're incredibly costly, take a
long time, and provide a 'reward' that does nothing for us (there are no 'actions to increase Karada profits' listed...).
Personal: Pick 2:
[] Force Training: At this point from what you can tell your own personal training isn't going to be enough if you really want to get better at Force manipulation. You're either going to need outside help or in-depth recordings to really get anywhere new. Chance of Success: 70%
-[] Blazing Chains (Basic): Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Reward: Lore Increase, Blazing Chains Style Learned
[] Journey to Malachor: A system that basically everyone in the galaxy has declared to be forsaken after the cataclysmic battle over Malachor V and the planet's subsequent destruction, you've been told by Vectivus that the spirit of Darth Traya may be able to be found on Malachor II in a Sith ruin. You're not entirely sure what you're going to find there...or what you might bring back should you choose to go. Chance of Success: ??? Reward: ???
Journey to Malchor seems like a shoe-in, however risky it may be. Despite our incredible number of omake bonuses, we may want to assign 'Personal Attention' to it, just to be sure we succeed. It'd probably be a good idea to bring along Asajj as well. If we don't take the Personal Attention, I'd like to train with the 'Blazing Chain' techniques and make that omake canonical....
Hero Units: Optional, Pick Up To 2, Uses Hero Unit's Full Stats:
[] PR-1: Upgrades Required: PR-1 has been a valuable asset to you for a long time but the fact of the matter is that he's simply falling behind your more talented members in many fields. At this point it's probably worth it to search for upgrades to him to enhance his capabilities. (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???
[] Silas Cata: Hell Hath No Fury: Silas has gotten a message from one of his many other grandchildren indicating that she has been enslaved by a Hutt, though he doesn't have a precise lead on her location. He's made it very clear that you're either helping him or he's going to start tearing a warpath through Hutt Space until he finds her-an option you're not keen on given your current relationship with the Hutts. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 70% Reward: Silas' grandchild located/rescued without causing an incident, ???
[] The Silencer: Legacy of the Sun: While the revelation of the Silencer's heritage hasn't affected the man that much, Grievous is convinced that if he were to learn from his people he would become an even fiercer fighter. You're not entirely sure if that's the case but having him train with the Thrysians might be worthwhile given their martial prowess. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 70% Reward: The Silencer trains with the Thrysians, ???
[] Cheriss Sair: Continued Frame Development: Cheriss is happy to have a newer body that is more effective than her Torgruta disguise and is more functional overall, but she's convinced that the frame itself can be improved and have potential applications for your droid units. Chance of Success: 50% Cost: 50 Reward: Cheriss continues R&D on her frame, ???
If we don't want to ruin our relationships with the Hutts, "Hell Hath No Fury" is the obvious choice (though I hope we get a chance to 'recruit scoundrels' later...). As for the second one, I'm torn. The PR-1 omake made me feel bad we haven't updated him in a while, but I'm kinda inclined to wait until we have HK-47 to take as our inspiration. Instead, I'm feeling inclined to pick the Cheriss one -- that seems like it would have amazing synergy with the 'Force-Friendly Cybernetics' Learning action.
New Bases:
Naboo: Surprisingly the one spot that was offered to you to build a mansion is still unoccupied with your men bluntly confirming that it was made sure that the area is kept free for at least a few more years just in case you decide to buy the place. Its not far from Theed and in a particularly beautiful area. Cost: 100 Reward: Mansion on Naboo
Kashyyyk: While it's been some time since you've last worked with the Wookies your contributions to them have still been remembered and they would be willing to offer you the chance to purchase property on the planet if you choose. Cost: 100 Reward: Facility on Kashyyyk
Taris: The formerly great planet has suffered a lot of damage over the years, but that means it would be easy to buy property there and begin building up a base there yourself... Cost: 100 Reward: Property on Taris
I feel
strongly we should get a base on Taris and turn that into our capital. On the other hand, both Naboo and Kashyyk look pretty cheap and will likely result in more income. It really comes down to what we can afford this turn...
Kaleesh Outpost:
[] Kalee Development Program: Cost: 150 Upkeep: 50 Reward: Cap on Kaleesh warriors removed, Kalee begins improving economically, continued hatred of the Huk (like you care)
[] High-Grade Training Facilities: Cost: 50 Reward: Troops automatically upgrade over time
The 'Kalee Development Program' is
expensive, and I have a Stewardship write-in that should take care of that in a turn or two. The high-grade training facilities are cheap and basically a gimme to convert our existing 'training' bonus into something useful. (
@Dr. Snark, will this replace the 80 credits/turn we're spending in upkeep for 'Tyro drags our troops out of bars'?)
Mandalorian Mansion:
[] Beskar Iron Mine Lease: While the Death Watch are still being purged from Concordia there have been a number of iron mines already freed from them and the Mandalorian government is looking for investors. Having access to those metals might come in handy. Cost: 100 Upkeep: 50 Reward: Access to Beskar iron, increase in elite troop armor quailty
Again, beskar iron is
useful, but is most likely too expensive for us to afford this turn.
Nar Shaddaa Property:
[] Nightclub: Another "charming" feature of Nar Shaddaa is that many of its people are willing to spend a lot of credits on hookers and blow. There's definitely plenty of money to be made there. Cost: 100 Reward: +50 Nightclub income
[] Wiretaps: Your casino is home to a lot of loose-lipped drunkards most of the time, it might be worthwhile to establish some wiretaps to see if they say anything interesting. Cost: 50 Reward: +25 Information income
Now this is useful. Pays for itself in
two turns, and boosts our long-term income.
Castell Facility:
[] Defense Grid: Always be prepared. Cost: 50 Reward: Defenses for facility established
[] Trading Port: Castell is a major center of trade, and it would definitely be worthwhile to get in on that action. Cost: 75 Reward: +75 trade income
[] Centralize Assets: You already have a significant number of assets on the planet, and with proper funding and planning you're sure you could centralize them and make even more money from them. Cost: 50 Reward: +50 Income
...And these pay for themselves in
one turn. Holy crap, count me in! It'd probably be a good idea to buy a defense grid, if only based on how valuable this property will be.
Muunilist Mansion:
[] Hidden Defenses: This planet has gotten a lot rougher in recent years, so... Cost: 50 Reward: Hidden defenses established
[] Bank Investment: Given that this planet is home to the IGBC it would definitely be worth it to invest in some of their banks. Besides, you always did want to own one for yourself. Cost: 100 Reward: +50 Income from bank, further expansion options
[] Local Infrastructure Improvements: Fact of the matter is that the neighborhood-and most of the planet for that matter-is in bad shape. Investing in the local area would not only make it look better, but bring you some profit as well. Cost: 200 Upkeep: 25 Reward: +50 investment income, increases income for other Muunilist properties
The 'infrastructure improvement' is too expensive this turn, and wouldn't benefit us immediately. The 'bank investment' pays for itself in two turns, and gives us more upgrades in the future. Let's do it.
Vectivus' Home:
[] Defense Grid: Much like La'Sombra, it would be worthwhile to make sure that the Home is properly guarded given its value. Cost: 50 Reward: Defenses for base established
[] Archaeological Facility: The Home is old, and according to Vectivus it was home to another Force-using group long before he ever arrived. It seems like it might be a good place for your Force-sensitive employees to be able to launch missions from and store artifacts at. Cost: 100 Upkeep: 25 Reward: +5 on Lore rolls
The defense grid seems unnecessary since the base is so obscure/well-hidden. The archaeological facility would be useful, but I'm not sure our balance sheet can afford it.