What we really need to do is remember why the hell we aligned ourselves with the CNS in the first place, what we want out of it, and how we're gonna do it. Because I don't think there's any focus on what that is. We are sincerely lacking in a coherent strategy for this war that will put us on a level to handle the machinations of Dooku and Sidious.
We're getting what we want out of the CNS: Shinies! All the universe is reduced to NOTHING in the face of SHINIES!!!! owo9
 
What we really need to do is remember why the hell we aligned ourselves with the CNS in the first place, what we want out of it, and how we're gonna do it. Because I don't think there's any focus on what that is. We are sincerely lacking in a coherent strategy for this war that will put us on a level to handle the machinations of Dooku and Sidious.

This might actually be an advantage. More impulsive strategies tend to work better against Force-users, due to their unpredictable nature.
 
Omake - A Twi-Leki visits Darth Vectivus


My name is Nurni and the last thing I learned about the last place I was is how to break the chains of slavery and steal a ship from a Hutt Gang Lord. Going as fast as I could manage I went into Hyperslpace and chose a random location on the touch holo-map to where I would stop. Hopefully I got away and the Hutt's gang would leave me alone long enough to get back to my home world. But I must say..I am disappointed in my people.

We Twi-Leki do everything we can to comply with the Galaxy. Are words are honey and are people are more than willing to show love to all. But what do we get for being so accepting and compromising? We get chained up and measured by gangsters looking to make prostitutes and slaves. We see our families thrashed and vaporized by lasers and fellows sprited away in pirate raids.

The first time it happened to me I was 7 and taken in my by the legendary Black Sun. Oh they loved me and the body I would have provided as they said. I spent 3 years on there stations providing drinks and being offered to other gang lords for credits only to be rescued by the Jedi and returned to my family. But before that I can't..even..no. Not again. I was NOT GOING BACK! I only 27 years old but those memories still wake me up at night when I get too peaceful.

So now again I find myself in this same situation only now I escaped on my own from the Hutt of all things. As my thoughts lead me down darker thoughts the ship finishes it's jump and I get to see another ship. It looks pretty with that nice coat of white on it and I try to contact it since it looks friendly enough...but I don't know how to call people on this ship. Damn it I don't even know how to do anything without auto-pilot. As I look thorugh all of the controls frantically I look up to see the ship make it's own jump to hyperspace. I don't even know if they saw me and I curse myself harshly.

I look around frantically and hitting the dashboard with my fists an that's when I hear a voice.

"Come in" it says in a delicate manner. The voice is neutral and yet welcoming.

Suddenly the ship begins to move all on it's own as it gravitates to an asteroid. I try to look at what buttons to no avail as the ship continues it's course. Quickly it lands and I hear the voice again "Come in". The door to the back opens and I decide to follow it. I don't know why but if I'm to die out here..than at least I can die free, right?

Walking off the bay I feel a motion coming over to me. Darkness consumes me as I walk forward into the unknown possibly oblivion itself even. An than I am in a room lit with decaying chem lights.

"Welcome Madam,

To my home. Please feel free to pour some win and have a sit down on my couch."

I..well...tinkled a bit all over my legs.

"Um,

There's a um, wardrobe back that away. It's fine as a Ghost I see people do that alot."

---------------

"Who are you?" I asked at the Ghost.

"Well I am Darth Vivictus former Acolythe of the Sith until I learned all that I wished an than left. Who do I speak with?"

"Well my name is Nurni sir. I recently escaped captivity from the Hutts."

"Ahh

Those Slug lards are still squirming around? Jeezus someone really should make the things go extinct amirite?"

"You have no idea! They-" I began to say only for the memories to fall in. Oh mother! I could feel myself crying so much that I coudn't stop, powerless to stop.

"Oh whoa whoa! Easy missy. Um, I can see where your coming from these gangsters hurt you bad right?"

I nodded at him.

"Okay so your looking for advice on the Force too right? That is why your here right?"

I nodded no..what the heck was the force again?

"Ohh" Is he reading my mind?

"Right than normally you, the seeker, know who I am and ask questions but it seems your just not in that position. But seeing as I hate to see such a nice girl cry I'm going to give you a once in a life time offer.

How about I open your mind and train you into what you need to be."

-----------------------------

Months later I stayed at the Asteroid base where my 'Master' Vivictus taught me about the force and more about his life. He was a businessman who held together quite a conglomerate of business ventures. I have to say that for in that time I looked up to Vivictus as a Father. Strong, Caring, and willing to help you in whatever I wanted.


But the most important thing he taught me in that limited time was how to make the Twi'leki strong. Strong enough to keep our people away from the Hutt's and the plan to do so.

------------------------------

"I see that you are committing to the plan in front of you, Intern."

"I am. I'm going back to my homeworld in the outer rim and i'm going to apply your lessons to guide my people."

"Very well. From now on you shall be-"

"Chairman Nurni of the Nurni Business Group." I said promptly which elicited a smile from my Master.

"Good to know that my newest student is following in my footsteps. I wish you luck. OH!

One more thing. Do you know a Lady Ciaran?"

"I know OF her. She's a businesswoman and is apparently dating a Senator from the Republic right?"

"She came in just before you did actually. But ultimately yes, she and another were briefly my students and agreed to send others here to learn from me. Tell them who I am and that I wholly recommend you as a future business partner. I'm sure Ciaran would be delighted with such a talented business woman like yourself now!"

"Thank you Master. Your words motivate me but I must be off." I make to hug him but..well he's a ghost.

"I appreciate the sentiments. Go forth and make your people proud. Oh an profit as hard as possible!"

---------------------------------------

*Some months later*

"An let me get this straight you want me to fund your enterprise in Ryloth, give you my Abysswatchers over to you to rename them, and in return you'll spy on Dooku for me?"

"Yes your Ladyship."

"Your as crazy as I am but I'm willing to give you a shot." Ciaran standing up and offering her hand. I gladly took it.

"Intern could you please get me some of that Necter for my new business partner~"

A Darthomirian appeared in a business outfit almost instantly..she was kinda cute actually. She held a bottle and pair of cups in her other hand.

"Yes, Your Ladyship."

"So what is your plan Ms. Nurni? Just buy out the Government that Dooku set up with those shadow coups?"

I nodded my head.

"First I have to buy out as many businesses and show myself to be a legitimate businesswoman. I'm looking to take the financial base of the economy and use a bit of blackmail to get where I need to go. Than once I have my own people in our representative will be in all of Dooku's meetings. What he says to me, I say to you."

Ciaran nodded in approval as she poured into both cups.

"You know that may take awhile and I know of a person who is just dying to get back at the separatists for a bad deal..interested in something more overt?"

My eyes fixed on her as her smile widened and than looked at the Darthomirian intern who in turn put her hand on her face.

"I am attentive to this suggestion, Lady Ciaran."

--------------------------

Some dead local representatives, some reprogrammed droids, and the merger of several businesses under the 'Nurni Buisness Group' later and I had Ryloth for myself. It went off without a hitch when I had found the 'perpetrators' to be some Hutt gangsters wanting to expand there borders against the CIS which Dooku took issue with. In return for my discovery I was given a seat in his Council and the Governorship of the planet. Of course my new PMC Dark Bane was a great help in the hunt for those gangsters and were properly awarded with some Twi-Lek hosting at one of my new night clubs. Although I made sure that they tipped generously to the services, after all, I have too look out for my people always.

The Hutts responsible for slavery are gone and I'm going to make sure Dark Bane keeps the bastards out. An all I have to do is make sure Dooku pays the price for allowing the laxness in security.

Ahh that reminds me about asking Ciaran the next time I see her if she'd be open to investing in additional defences here. Defense contracts are so lucrative in times of war..

-------------------------

END
 
What we really need to do is remember why the hell we aligned ourselves with the CNS in the first place, what we want out of it, and how we're gonna do it. Because I don't think there's any focus on what that is. We are sincerely lacking in a coherent strategy for this war that will put us on a level to handle the machinations of Dooku and Sidious.
Besides getting the Shinies we already do have a plan on what we are using the CNS for and we've already done pretty well at it. As not only have we been using them to boost our PR we also abused the fact we have a say in the council to stabilize and grab ahold of more assets. The next big step would be to buy as much of Taris as possible and then use our connections and the refuge crisis to settle it to put Taris as the first city planet firmly in our control.
 
So, how to 'Naboo' one of the Separatist Council corporations? Easy; we've nearly 'nabbed' :p one already, without even trying.
The second one... that might prove a bit more challenging. To be continued....
For my next trick... let's take a closer look at the Commerce Guild.
  • Nute Gunray, Trade Federation (headquarters: Neimoidia)
  • San Hill, InterGalactic Banking Clans (headquarters: Muunilist)
  • Shu Mai, Commerce Guild (headquarters: Castell)
  • Wat Tambor, Techno Union (headquarters: Skako)
  • Poggle the Lesser, Geonosian Industries (headquarters: Geonosis)
  • Passel Argente, Corporate Alliance (headquarters: Murkhana)
  • Tikkes, Quarren Isolation League (headquarters: Dac a.k.a. Mon Calamari)
  • Po Nudo, Hyper-Communications Cartel (headquarters: Ando)
  • Miraj Scintel, Zygerrian Slave Guild (headquarters: Zygerria)
As a reminder, we've invested heavily in the Castell system. About a decade ago, we jumped on the chance to 'Stabilize Castell', investing 150 credits over three different Actions with 70 credits per turn in upkeep to help the planet recover. In return, we've been earning 220 credits each turn thanks to our ownership of various Commerce Guild businesses on the planet. In fact, according to a Rumor Mill, we actually got there first, beating the Commerce Guild to the planet, which means we not only own a lot of businesses on Castell, but we own all of the most promising and profitable ones.
Castell stabilised: The homeplanet of the Gossams, Castell, which has been in a economical crisis that spiraled into internal warfare and rampant chaos for many years has recently been stabilised by Lady Ciaran of Corruscant investing heavily in its most promising businesses to help the local economy, shortly followed by the arrival of the so called Commerce Guild which in turn bought up the majority of the planet.
Rumor has it that they are slightly perturbed by Lady Ciaran having been faster in acting on the planet than themselves and now having partial ownership or control of varying local businesses.
In addition, we have a remarkably good relationship with the Commerce Guild (we're as popular with them as we are with the Wookies), thanks to our Castell investments, as well as thanks to our long-standing relationship with the current Guild Presidente: Shu Mai, a former employee of ours.

However, like San Hill with the IGBC, Shu Mai has used the Commerce Guild as a front for her own self-interest, drastically increasing the military budget and leading the whole organization into an open war with the Republic. On the one hand, the Separatist movement helped the Guild profit as they withdrew from the stifling Republic bureaucracy. On the other hand, the Clone Wars has been an absolute catastrophe, as the Commerce Guild requires and relies on secure hyperlanes in order to produce and sell its goods around the galaxy. War is terrible for trade.

(We might want to point out that Shu Mai launched her militaristic course of action only & immediately after working closely with Count Dooku on Korriban. Dooku is a former Jedi Master who is easily capable of performing 'Jedi mind tricks'.... I'm just sayin', ya know?)

Next point: besides Shu Mai's holdings on Castell, the biggest corporate 'player' within the Commerce Guild is the Sorosuub Corporation, headquartered in Sullust. The current CEO of SoroSuub (and President of the planet's governing Council) is Beolar Bribbs. Besides his position on Sullust, Beolar Bribbs is primarily famous for serving as the Chief Architect on the design team for the T-65 X-Wing Starfighter, which is produced by Incom Corporation.

To be fair, the X-Wing was designed and produced long after the Clone Wars ended. However, its immediate predecessor (the Z-95 Headhunter) is currently in service and was designed about a decade ago. It's not too much of a stretch to imagine that Beolar Bribbs would have worked on the Headhunter's design team, before his (fairly recent) ascension to SoroSuub CEO. That would mean that Bribbs worked directly under or alongside Seti Ashgad at Incom.

So:
  • Shu Mai is an increasingly unpopular Presidente of the Commerce Guild.
  • We own considerable property on Castell (a bit less than Shu Mai herself). If we acquit ourselves well, we might be able to take over a number of businesses and assets on the planet to undercut Shu Mai's status within the Guild.
  • Incom is an unofficial ally of the CNS, with direct evidence of Palpatine's manipulations and power (reaching into the center of Separatist Space...).
  • One of Incom's former/future employees is Beolar Bribbs, the CEO of the biggest Commerce Guild corporation, the man who (more than anyone else) has the final say over who gets to be Presidente of the Guild.
  • Beolar Bribbs (probably) worked alongside Seti Ashgad on the Headhunter project, closely enough for Ashgad to know if he can be trusted.
  • Lady Ciaran is the unofficial head of state for the CNS, and is known for her distaste for the war, distrust of Palpatine, and 'hands-off' governance.
Solution:
  • Encourage Incom to reach out to SoroSuub (Seti Ashgad to Beolar Bribbs directly, if Ashgad thinks it's a good idea) to persuade him that the Separatists are playing into Palpatine's hands.
  • Specifically, encourage SoroSuub to throw their voting bloc behind Ciaran to replace Shu Mai as Presidente of the Commerce Guild.
The Result: we add another title to our name, the Commerce Guild withdraws from the war, Sullust and Castell become members of the CNS, and we successfully 'Naboo' a second mega-corporate Conglomerate out from under the Separatist Council.

:D What'dya think?
 
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Turn 23, BBY 21 Fourth Quarter
Reminder: 24-hour moratorium on voting

BBY 21, Fourth Quarter

Current Treasury: 1077
Current Income: 2005
Current Upkeep: 1413


Despite everything that's happened in the past quarter, there's a palpable sense of tension in every branch of the Abyss Watchers. The inhibitor chip research is about to finish, more information on Sidious' potential identity has come up, Jango's return has been causing a lot of political instability...so much has been happening or is about to happen.

You get the sense that this is the calm before a storm. Hopefully you'll be able to weather it...

Martial: You'd think that having Thrawn and Grievous around would reassure your military advisors, except now they're worried that you're going to be doing even more audacious things to profit from the war.

Pick 2:

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

[] Black Ops: The CIS advance has been gearing up again, and while they aren't as effective as they once were they still have an advantage in the war. Send some teams their way and fix that. Chance of Success: 75% Cost: 50 Reward: CIS war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: 100 Credits

[] Let's Vary Piracy, With A Little Burglary: Instead of just randomly attacking assets in CIS space to slow them down, why not focus your efforts on selected systems and see if you can use those efforts to potentially persuade them to join the CNS? Chance of Success: 60% Cost: 50 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[] Serenno: Since you've recruited most of the major planets near here, this would effectively be nothing more than spiting Dooku.
-[] Skako: A Separatist enclave to be sure, but the most notable part of the area is that its the home of the Techno Union, a rich pro-Sep organization that you never really got along with anyway...
-[] 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...
-[] Write in

[] Hyperspace Lane Pirating: A step beyond just targeting a system or two, this would be launching a series of pirate raids on a hyperspace lane controlled by the CIS. Not only would you be able to hurt their supply lines quite a bit if it works, but the loot would be fantastic. Of course, the CIS is perfectly aware of this vulnerability... Chance of Success: 50% Cost: 100 Reward: Selected lane heavily pirated, loot
-[] Celanon Spur: The planets of Shaum Hill and Agamar lie on this route that leads directly to the front lines.
-[] Salin Corridor: A lane close to CNS space, your efforts would focus on the Vjun and Gromas systems.
-[] Hydian Way: The lane closest to CNS space, this area contains planets such as Celanon and Axxila. At this point you'd shift your focus to planets further down the line since the aforementioned planets are now part of the CNS...

[] 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. Supporting anti-Palpatine senators directly would be too obvious, but setting up a protection detail for Senators in general would not only give you the chance to protect the more vulnerable members but make you some money on the side. Chance of Success: 70% Reward: Security detail for Senators established through security company, 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

[] Write in
Diplomacy: While Jango being declared the new Mandalore is certainly a great benefit to you, it has come with its fair share of diplomatic issues.

Pick 1 Regular Action, 1 CNS Action:

[] Peacemaker (CNS): Use your position to convince reasonable people on either side that the war is a terrible idea and economically 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 useful, BUT it's likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ???

[] 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

[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.
-[] Disciples of the Whills: A group of Force worshipers fiercely protective of their home of Jedha, they occupy a planet that is rich in both historical artifacts and valuable Kyber crystals.
-[] Tyia Adepts: A pacifistic philosophy practiced by the Revwiens, it emphasizes the value of all life and acting with honor.
-[] Baran Do: A reclusive order of Kel Doors who spend the majority of their time contemplating the nature of the Force, supposedly awaiting the "proper time" to act.
-[] Fallanasi: A mostly female group of pacifistic Force users that have unique abilities to beguile their foes.
-[] Ysanna: a technologically primitive Force-sensitive community on the planet of Ossus, the Ysanna defend the ruins of Great Jedi Library from intruders. They developed the original 'Blazing Chain' projectile techniques, and never lost the ancient technique of becoming Force ghosts.
-[] Write-in (Subject to Veto)

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Selected planet and nearby systems join the CNS
-[] Corellia: They're already isolated from the war as it is, though they are distant from main CNS space and a major set of Core Worlds at that.
-[] Lucasez: The homeworld of the Fallanasi order, they are more pacifistic and would prefer to stay out of the war as a whole.
-[] Muunilist: The home of the IGBC and recently devastated by the war, the planet's leaders would certainly appreciate the chance to declare neutrality.
-[] Maridun: Not an important planet in and of itself, but it is home to a significant number of refugees who are fleeing the battles on Mygeeto.
-[] Write in

[] 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

[] Shadow Meeting: Seti has pointed out that his comrades in the Senate who stand against Palpatine aren't truly aware of what he's capable of, and has suggested that you set up a covert meeting to help rally some of the more prominent figures like Bail Organa or Garm Bel Iblis. Chance of Success: 80% Reward: Anti-Palpatine faction's major members meet with you and Seti

[] 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

[] Write in
Stewardship: Borvo has been ecstatic since he's been given control of Ziro's assets and the finances of the Abyss Watchers have started to stabilize. It helps that now he has his own palace to spend time in.

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

[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] "Humanitarian" Transports: A line of ships that could be used to ferry wounded from system to system, the fact that they would also be fitted with experimental stealth systems is purely to make sure that they aren't seen by any pirates or what have you, obviously. Cost: 150 Reward: Humanitarian/Stealth Transports designed/produced
-[] "Rescue" Ships: VTOL-capable ships about the size of the Scimitar, these vessels would be heavily armored rapid response ships that can quickly rescue people from potentially hostile environments. What are the rapid-fire guns for, you ask? Why, you might have to defend yourself from predators or raiders or something! Cost: 100 Reward: Rescue/Assault Gunships designed/produced
-[] "Diplomatic" Ships: The CNS could stand to have more official diplomatic vessels to help them get to negotiations faster. The fact that they would be heavily armed, armored, fast, and contain a shroud to negate tractor beams is because sometimes negotiations can get...aggressive. Cost: 150 Reward: Diplomatic Cruiser designed/produced
-[] Personalized Courier Ships: Unlike the rest of the designs you've suggested these are fairly straightforward: extremely fast ships that can be personalized before their completion by their prospective owner. They'd certainly be nice gifts to your high-ranking members. Cost: 150 Reward: Personalized Courier ships designed/selectively produced
-[] Scout Vessel: Another relatively cut and dry suggestion; these would be ships specifically geared toward surveying. For once there's really no other subtext here. Cost: 100 Reward: Advanced Scout Ships designed/produced
-[] Shoni Escort Ships: A...unique...design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced
-[] Write-in (High concept or other design, subject to veto, cost determined by GM)

[] Incom Incentives: The fact of the matter is that Incom is deep in Core space where Palpatine has the most influence. Perhaps it might be a good idea to give them the funds so that they can build new facilities elsewhere in the galaxy and give them a chance to move their more sensitive materials elsewhere given your new relationship... Chance of Success: 70% Cost: 100 Reward: Incom begins constructing new facilities at designated planet
-[] Designate Planet (subject to veto)

[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] Kuat Drive Yards: Producers of heavy capital ships
-[] Write-in

[] Meetings with SoroSuub: The Sullustan company of SoroSuub may make for valuable partners given their presence in multiple fields and you have a lead in with them through your associates at Incom. It might be worth looking into deepening ties with them. Chance of Success: 80% Reward: Contact with SoroSuub gained

[] Write in
Intrigue: Gulan has been getting nervous with recent information gains, at it's becoming increasingly clear that Sidious is going to be a very big problem in the future...

Pick 2:

[] Lots of plans, lots of wrenches: Between the CIS war effort temporarily slowing down and all of the new information you've gained from Ventress, now might be a good time to stir up some trouble behind the scenes. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged

[] Sev'rance Package: Sev'rance Tann has actually reappeared again as one of the key leaders of the CIS military. Since she is Dooku's apprentice, it might be worth keeping an eye on her to see if she leads you to any useful information. Chance of Success: 60% Cost: 50 Reward: Sev'rance Tann tracked

[] 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

[] Write in
Lore: Tyro's been baffled at the idea of declaring Vectivus' phantom to be a new 'advisor,' though he's admittedly fascinated that you were able to actually speak with him.

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 similar which MIGHT hold additional treasure or knowledge to be looted. Chance of Success: 60% Reward: ???

[] 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)

[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents

[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] Write-in (Subject to Veto)

[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Telos (IV): Home to the old Jedi Agricultural Corps, though it was bombed during the Jedi Civil War it should still contain plenty of secrets for those willing to look for them.
-[] Yavin IV: Home to many different Force temples, the moon would certainly contain plenty of interesting artifacts on its surface.
-[] Dathomir*: A very odd planet covered with strange ruins, who knows just what you're going to find there if you look hard enough?
-[] Ossus: Home to the original Jedi Archive, entombed over four thousand years ago when a nearby star went supernova. The Coruscant Temple only saved a few datachips from the original library; the rest were lost to time, as the system was uninhabitable for so long. Who knows what secrets still lie within the still-intact archives?
-[] Obrai-Skai: The Celebratus Archive is regarded as one of the Twenty Wonders of the Galaxy. Founded over 16,750 years ago, it contains the complete records of all known systems and species in known space, which would help if you wanted to find places to hide in or exploit.
-[] Dxun: the jungle moon on Onderon boasts the one-time headquarters of the Mandalorian Neo-Crusaders, and a Sith Tomb with a dark-side Force nexus. That, and it would be nice to see where Mandalore the Preserver once rallied his troops.
-[] Nespis VIII: The abandoned Space City is regarded as another Wonder of the Galaxy, and once held a remarkable collection of data & Jedi artifacts. Odds are there's still something of value there.
-[] Duro: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Phateem: The Halls of Knowledge are another Wonder of the Galaxy, and was once the largest repository of Force-imbued artifacts in the galaxy. Maybe you could find a lead on an interesting artifact or two...
-[] Manda: The Baobab Archives are listed as another Wonder of the Galaxy, and includes one of the most comprehensive museums to be found, not to mention that Manda itself is home to a respected merchant fleet. It's technically archaeology since there could be plenty of valuable artifacts to "recover" while you're there...

[] 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

[] Write in
Learning: Var Zheen is busy, busy, buuuussssyyyyyy! Too much havoc happening in the galaxy, too much to do as result! Meanwhile Cheriss' personal research is beginning to give you the chance to explore new ground...

Pick 2, or pick only one Research action and halve its time:

[] Investigate Anomalies: The maps gained from the Expedition into the Unknown Regions you funded noted several unusual anomalies nobody could make any sense of. 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: Increase Karada profits, officially produce high-quality gear, increase troop survival rate [Takes 3 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: Increase Karada profits, officially produce high-quality medicine and medpacs, increase troop survival rate [Takes 3 turns, locks actions for 2 turns]

[] 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]

[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species [Takes 2 turns, locks actions for 1 turn]

[] 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
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Ventress: Leery of the Arkanians, it might be a bit difficult to get her to go through with it.
-[] Choose 1 Genemod:
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force. (Lore, ???)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)

[] Write in
Personal: Well, what to do with your free time?

Pick 2:

[] Physical Training: While you are hardly incapable in combat the fact of the matter is that your subordinates are way better than you are at fighting...it might be worthwhile to learn from them in that case. Chance of Success: 70%
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Ventress is, and while she has been willing to train you could have sworn you saw her grin slightly when you asked. Reward: Martial Increase, pilot training
-[] Write in

[] 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%
-[] General Training: Ventress is admittedly a far better Force user than you and you could stand to learn from her. When you asked she was willing to help but she has also stated that said training will be "very painful." Well, it's a step up from "excruciatingly painful," right? Reward: Lore Increase
-[] 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

[] 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

[] 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

[] 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: ???

[] Write in
Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.

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, ???

Thrawn has appreciated your support with Jango and has stated that he doesn't have any major plans in the near future. No action.

[] Grievous: Let the Hunt Begin: While he is certainly happy to work with you Grievous has requested the chance for him and a group of Kaleesh warriors personally chosen by him to go on a hunt. His destination: Vendaxa, a planet home to some of the fiercest predators in the galaxy. Well, if he thinks it's a good idea... (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous hones his skills through his hunts, ???

Asajj is still a bit out of sorts after her visits to Dathomir and the Home. No 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

Nemodia: While you might be playing the role of a neutral faction in the war the Trade Federation is still grateful enough to you for your past aid to mark a nice mansion on Nemodia for you to buy to "foster better relations." Fact of the matter is that said mansion would be on a planet where the TF has many droid factories and vehicle factories... Cost: 150 Reward: Base on Nemodia

Scipio: Leveraging a few contacts within the IGBC has given you the chance to get some valuable property on Scipio itself, and it would be so very close to some very fat bank accounts... Cost: 200 Reward: Property on Scipio

Lianna: Raith has pointed out that if you want to truly give a sign of partnership with him you could always establish a Karada corporation branch on Lianna. He's even pointed out a good facility for you to move into. Cost: 200 Reward: Facility on Lianna

Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag

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

Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia

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

[] Write-in (Base 200 Cost, Idea Subject to GM Veto)

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

Coruscant Base:

[] Underworld Takeover: Your presence may have expanded across the galaxy but in your experience consolidation always pays. Use your new might and start acquiring new territory in the Coruscant Underworld and consolidate. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once, potential for further development in owned areas

[] Write in: Stay reasonable

Kaleesh Outpost:

[] Kalee Development Program: Thanks to your stellar relationship with the Kaleesh and the fact that you have Grievous himself in your organization, you have the opportunity to solidify your alliance with the Kaleesh people by setting aside some funds for everything they could ever want from weapons to supplies to prefab buildings. Not only will this generally improve the quality of life on Kalee, but it will allow their people to send even more warriors to you, permanently solidifying your alliance with them. 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: With the amount of people you've been bringing into the Abyss Watchers as of late, it's become clear that 'battlefield' experience simply won't cut it anymore if you want to keep your soldiers in peak condition. As such, Xruk has requested new facilities and staff to help train up your current soldiers on Kalee, where you can centralize your training programs. You tried to ignore how excited he was at the thought... Cost: 50 Reward: Normal troops automatically upgrade over time

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Sienar Ship Customization: The Oracle is a fine ship, but it could be better; now that you've partnered with Sienar you could let him and his team loose on the ship and see what they can do to upgrade it. Cost: 75 Reward: Increased general performance of Oracle

[] Incom Fighter Customization: The Oracle's starfighters are currently a hodge-podge of ships you could buy or "borrow," but with Incom's support you could get some top-of-the-line fighters for the ship. Cost: 50 Reward: Starfighters based on Oracle more effective

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks

[] 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

[] Write in: Stay Reasonable

Lordran, Kiln:

[] 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. Cost: 200 (Takes 2 turns)

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Basic Droid Factory: Cost: 50 (Takes 1 turn) Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 (Takes 1 turn) Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 (Takes 1 turn) Upkeep: 50 Reward: +1 Spiderdroid group per turn

[] Write in: Stay reasonable

La'Sombra (Asteroid Base):

[] Defense Grid: The base might be hard to find but it pays to be sure that it's guarded. Cost: 50 Reward: Defenses for base established

[] Carnivore Containment Facilities: The fact of the matter is that the galaxy is home to a lot of very angry and very dangerous predators that can tear people to shreds in an instant. So why not capture a few for yourself and see if you can tame them? You know, as long as you place several durasteel walls between them and everyone else... Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed

[] Write in: Stay Reasonable

Nar Shaddaa Property:

[] Nightclub: While most nightclubs on Nar Shaddaa are dedicated to hookers and blow, your club would actually bring a level of class to the neighborhood, making sure that only the most well-connected (and very very rich) get inside. 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

[] Write in: Stay Reasonable

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

[] Write in: Stay Reasonable

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

[] Write in: Stay Reasonable

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

[] Agent Training Facility: You're hard-pressed to find a more clandestine location to train up your agents than the Home especially considering that they would have Vectivus himself to assist them. Cost: 50 Upkeep: 25 Reward: Agents improve over time

[] Write in: Stay Reasonable

Free Action:

[] Select any action from list above

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

Thrawn: [] Write in

Grievous: [] Write in

Asajj Ventress: [] Write in

Watcher Support (19 teams available, 1 Point per assigned team): [] Write in

AN: This is going to be a breather turn before Shit Gets Real next year. Don't waste it.

As always a reminder that there is a 24-hour moratorium on voting. Enjoy~
 
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For my next trick... let's take a closer look at the Commerce Guild.
  • Nute Gunray, Trade Federation (headquarters: Neimoidia)
  • San Hill, InterGalactic Banking Clans (headquarters: Muunilist)
  • Shu Mai, Commerce Guild (headquarters: Castell)
  • Wat Tambor, Techno Union (headquarters: Skako)
  • Poggle the Lesser, Geonosian Industries (headquarters: Geonosis)
  • Passel Argente, Corporate Alliance (headquarters: Murkhana)
  • Tikkes, Quarren Isolation League (headquarters: Dac a.k.a. Mon Calamari)
  • Po Nudo, Hyper-Communications Cartel (headquarters: Ando)
  • Miraj Scintel, Zygerrian Slave Guild (headquarters: Zygerria)
As a reminder, we've invested heavily in the Castell system. About a decade ago, we jumped on the chance to 'Stabilize Castell', investing 150 credits over three different Actions with 70 credits per turn in upkeep to help the planet recover. In return, we've been earning 220 credits each turn thanks to our ownership of various Commerce Guild businesses on the planet. In fact, according to a Rumor Mill, we actually got there first, beating the Commerce Guild to the planet, which means we not only own a lot of businesses on Castell, but we own all of the most promising and profitable ones.

In addition, we have a remarkably good relationship with the Commerce Guild (we're as popular with them as we are with the Wookies), thanks to our Castell investments, as well as thanks to our long-standing relationship with the current Guild Presidente: Shu Mai, a former employee of ours.

However, like San Hill with the IGBC, Shu Mai has used the Commerce Guild as a front for her own self-interest, drastically increasing the military budget and leading the whole organization into an open war with the Republic. On the one hand, the Separatist movement helped the Guild profit as they withdrew from the stifling Republic bureaucracy. On the other hand, the Clone Wars has been an absolute catastrophe, as the Commerce Guild requires and relies on secure hyperlanes in order to produce and sell its goods around the galaxy. War is terrible for trade.

(We might want to point out that Shu Mai launched her militaristic course of action only & immediately after working closely with Count Dooku on Korriban. Dooku is a former Jedi Master who is easily capable of performing 'Jedi mind tricks'.... I'm just sayin', ya know?)

Next point: besides Shu Mai's holdings on Castell, the biggest corporate 'player' within the Commerce Guild is the Sorosuub Corporation, headquartered in Sullust. The current CEO of SoroSuub (and President of the planet's governing Council) is Beolar Bribbs. Besides his position on Sullust, Beolar Bribbs is primarily famous for serving as the Chief Architect on the design team for the T-65 X-Wing Starfighter, which is produced by Incom Corporation.

To be fair, the X-Wing was designed and produced long after the Clone Wars ended. However, its immediate predecessor (the Z-95 Headhunter) is currently in service and was designed about a decade ago. It's not too much of a stretch to imagine that Beolar Bribbs would have worked on the Headhunter's design team, before his (fairly recent) ascension to SoroSuub CEO. That would mean that Bribbs worked directly under or alongside Seti Ashgad at Incom.

So:
  • Shu Mai is an increasingly unpopular Presidente of the Commerce Guild.
  • We own considerable property on Castell (a bit less than Shu Mai herself). If we acquit ourselves well, we might be able to take over a number of businesses and assets on the planet to undercut Shu Mai's status within the Guild.
  • Incom is an unofficial ally of the CNS, with direct evidence of Palpatine's manipulations and power (reaching into the center of Separatist Space...).
  • One of Incom's former/future employees is Beolar Bribbs, the CEO of the biggest Commerce Guild corporation, the man who (more than anyone else) has the final say over who gets to be Presidente of the Guild.
  • Beolar Bribbs (probably) worked alongside Seti Ashgad on the Headhunter project, closely enough for Ashgad to know if he can be trusted.
  • Lady Ciaran is the unofficial head of state for the CNS, and is known for her distaste for the war, distrust of Palpatine, and 'hands-off' governance.
Solution:
  • Encourage Incom to reach out to SoroSuub (Seti Ashgad to Beolar Bribbs directly, if Ashgad thinks it's a good idea) to persuade him that the Separatists are playing into Palpatine's hands.
  • Specifically, encourage SoroSuub to throw their voting bloc behind Ciaran to replace Shu Mai as Presidente of the Commerce Guild.
The Result: we add another title to our name, the Commerce Guild withdraws from the war, Sullust and Castell become members of the CNS, and we successfully 'Naboo' a second mega-corporate Conglomerate out from under the Separatist Council.

:D What'dya think?
Make it so!!

Seriously, great work man, and I'd love to have an action (several?) to make this happen as you outlined!
 
For my next trick... let's take a closer look at the Commerce Guild.
  • Nute Gunray, Trade Federation (headquarters: Neimoidia)
  • San Hill, InterGalactic Banking Clans (headquarters: Muunilist)
  • Shu Mai, Commerce Guild (headquarters: Castell)
  • Wat Tambor, Techno Union (headquarters: Skako)
  • Poggle the Lesser, Geonosian Industries (headquarters: Geonosis)
  • Passel Argente, Corporate Alliance (headquarters: Murkhana)
  • Tikkes, Quarren Isolation League (headquarters: Dac a.k.a. Mon Calamari)
  • Po Nudo, Hyper-Communications Cartel (headquarters: Ando)
  • Miraj Scintel, Zygerrian Slave Guild (headquarters: Zygerria)
As a reminder, we've invested heavily in the Castell system. About a decade ago, we jumped on the chance to 'Stabilize Castell', investing 150 credits over three different Actions with 70 credits per turn in upkeep to help the planet recover. In return, we've been earning 220 credits each turn thanks to our ownership of various Commerce Guild businesses on the planet. In fact, according to a Rumor Mill, we actually got there first, beating the Commerce Guild to the planet, which means we not only own a lot of businesses on Castell, but we own all of the most promising and profitable ones.

In addition, we have a remarkably good relationship with the Commerce Guild (we're as popular with them as we are with the Wookies), thanks to our Castell investments, as well as thanks to our long-standing relationship with the current Guild Presidente: Shu Mai, a former employee of ours.

However, like San Hill with the IGBC, Shu Mai has used the Commerce Guild as a front for her own self-interest, drastically increasing the military budget and leading the whole organization into an open war with the Republic. On the one hand, the Separatist movement helped the Guild profit as they withdrew from the stifling Republic bureaucracy. On the other hand, the Clone Wars has been an absolute catastrophe, as the Commerce Guild requires and relies on secure hyperlanes in order to produce and sell its goods around the galaxy. War is terrible for trade.

(We might want to point out that Shu Mai launched her militaristic course of action only & immediately after working closely with Count Dooku on Korriban. Dooku is a former Jedi Master who is easily capable of performing 'Jedi mind tricks'.... I'm just sayin', ya know?)

Next point: besides Shu Mai's holdings on Castell, the biggest corporate 'player' within the Commerce Guild is the Sorosuub Corporation, headquartered in Sullust. The current CEO of SoroSuub (and President of the planet's governing Council) is Beolar Bribbs. Besides his position on Sullust, Beolar Bribbs is primarily famous for serving as the Chief Architect on the design team for the T-65 X-Wing Starfighter, which is produced by Incom Corporation.

To be fair, the X-Wing was designed and produced long after the Clone Wars ended. However, its immediate predecessor (the Z-95 Headhunter) is currently in service and was designed about a decade ago. It's not too much of a stretch to imagine that Beolar Bribbs would have worked on the Headhunter's design team, before his (fairly recent) ascension to SoroSuub CEO. That would mean that Bribbs worked directly under or alongside Seti Ashgad at Incom.

So:
  • Shu Mai is an increasingly unpopular Presidente of the Commerce Guild.
  • We own considerable property on Castell (a bit less than Shu Mai herself). If we acquit ourselves well, we might be able to take over a number of businesses and assets on the planet to undercut Shu Mai's status within the Guild.
  • Incom is an unofficial ally of the CNS, with direct evidence of Palpatine's manipulations and power (reaching into the center of Separatist Space...).
  • One of Incom's former/future employees is Beolar Bribbs, the CEO of the biggest Commerce Guild corporation, the man who (more than anyone else) has the final say over who gets to be Presidente of the Guild.
  • Beolar Bribbs (probably) worked alongside Seti Ashgad on the Headhunter project, closely enough for Ashgad to know if he can be trusted.
  • Lady Ciaran is the unofficial head of state for the CNS, and is known for her distaste for the war, distrust of Palpatine, and 'hands-off' governance.
Solution:
  • Encourage Incom to reach out to SoroSuub (Seti Ashgad to Beolar Bribbs directly, if Ashgad thinks it's a good idea) to persuade him that the Separatists are playing into Palpatine's hands.
  • Specifically, encourage SoroSuub to throw their voting bloc behind Ciaran to replace Shu Mai as Presidente of the Commerce Guild.
The Result: we add another title to our name, the Commerce Guild withdraws from the war, Sullust and Castell become members of the CNS, and we successfully 'Naboo' a second mega-corporate Conglomerate out from under the Separatist Council.

:D What'dya think?

Like i say before we need to lay down and do some damage control arund Jango then we can begin to think about expanding again.
 
Make it so!!

Seriously, great work man, and I'd love to have an action (several?) to make this happen as you outlined!
even more so as It is likely to make several of the other corporate investors consider similar ploys to withdraw their support. depose and elect new leaders to get them out of the quagmire that the war is quickly becoming.
 
This might actually be an advantage. More impulsive strategies tend to work better against Force-users, due to their unpredictable nature.

True.

Though I suspect Ciaran's strategy is to listen to the Force, consciously or otherwise.


I wonder if we could convince Shu Mai to flip sides, given her prior relations with Ciaran.

[] 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

Why are we just giving protection to anti-Palpatine Senators? Surely being so openly partisan is dangerous?

[] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economically 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 useful, BUT it's likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ???

With our omakes, we can make the chance of success for this 80%. With watchers and hero support, we can make the odds of success 100%.

@Dr. Snark: Could we use our CNS action for "peacemaker"? Explicitly linking the CNS with peace (rather than Mandalorian crusading) could be awfully useful.

fasquardon
 
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I kinda wanna put Thrawn through the Miralukan Genemod.

Can you guys imagine? A force sensitive Thrawn, even if only a little bit...
 
Besides getting the Shinies we already do have a plan on what we are using the CNS for and we've already done pretty well at it. As not only have we been using them to boost our PR we also abused the fact we have a say in the council to stabilize and grab ahold of more assets. The next big step would be to buy as much of Taris as possible and then use our connections and the refuge crisis to settle it to put Taris as the first city planet firmly in our control.

Except we're treating the CNS like a permanent confederation, not a transient alliance. We are not the rulers of a country. The CNS is a temporary alliance. Adding a system to it should only matter if we can get something useful from them that will be useful after the war that we need to start on during the war. Dathomir? Did nothing to that effect. It's a backwater planet that's only relevant because the EU drenched it in Force Lore and hid the white elephant Chu'unthor there. Alpherides? The home planet we abandoned that does nothing for us. Bringing in the Mand'alor? Mandalore hype led to a huge controversy that will be used against us. And it's only useful if we manage to keep Jango in our pocket. Or, well, if Thrawn manages to keep Jango in our pocket.

But Muunilist? We ignored it despite it being a PR boon and huge for future financial interests. After the war, the IGBC will be strong. Muunilist was a major in. It was more deserving of CNS shelter than the systems we chose. In three years the CNS won't exist. And in three years Alpherides will have provided nothing for us.


Publicola, I kinda like the idea of becoming the new President of the Commerce Guild (though it'll be annoying to have to consistently work to keep that position), but we should absolutely not look at it with the goal of undermining the CIS. That's not the point. The point is to Littlefinger our way to untold riches and power. If Dooku gets off our backs or otherwise dies, and the CIS manages to successfully secede? I'm fine with that. Don't see why we wouldn't. A big part of aligning with the CNS is because we don't care if the CIS wins or not. We really only care about the machinations of Darth Sidious and how they will affect us.
 
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Omake - A Twi-Leki visits Darth Vectivus

Interesting idea, but sadly I don't think it'd really work in canon. Still have the +10 for all of the effort you put into it.

Why are we just giving protection to anti-Palpatine Senators? Surely being so openly partisan is dangerous?

A: You've gotten evidence that Palpatine may be prolonging the war for his own benefit given how easy it was for him to move a Senator into deep Separatist space.
B: It wouldn't be overt; more like having your own group of ninjas around to deal with would-be assassins.
C: Padme is seriously considering taking a stronger stand against the Supreme Chancellor.

@Dr. Snark: Could we use our CNS action for "peacemaker"? Explicitly linking the CNS with peace (rather than Mandalorian crusading) could be awfully useful.

Done.

@Dr. Snark
For those Archaeological expeditions, are there any bonuses to planets we have significant contact/control of/presence on?

Hmm...I can swing that since it makes sense. I'll mark the planets in question and mention that they have an increased chance of success.
 
Meh. That's +30

So about spying on Count Dooku...anyone up for it?

EDIT:

[] Sev'rance Package: Sev'rance Tann has actually reappeared again as one of the key leaders of the CIS military. Since she is Dooku's apprentice, it might be worth keeping an eye on her to see if she leads you to any useful information. Chance of Success: 60% Cost: 50 Reward: Sev'rance Tann tracked

[] 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

Oh look! We can get both of them!

I'm sure Ventress would LOVE knowing what these two former colleagues are doing in the galaxy. Makes it all the much sweeter in sticking a fork in them.

Can someone help me? I'll put my 30 on Dooku to make his chances higher and someone else put an omake on getting Sev'Rance.

Also can we put the agents Asajj on Sevrance while Thrawn helps us track Dooku?
 
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Agreed. Obviously, Ciaran needs to offer protection to pro-Palpatine Senators too, in order to spy on them.

I hadn't thought of adding that angle. Good idea!

Also, what better way to infiltrate ninjas to protect anti-Palps senators than by setting up an actual security company to protect everyone (and spy on them at the same time)?

What we really need to do is remember why the hell we aligned ourselves with the CNS in the first place, what we want out of it, and how we're gonna do it. Because I don't think there's any focus on what that is. We are sincerely lacking in a coherent strategy for this war that will put us on a level to handle the machinations of Dooku and Sidious.

I agree. We should think about this.

I think one of the issues is that different players want to align Ciaran with different groups, so strategy can kinda get lost.

I mean, we heavily aligned her with the CIS and then kinda forgot about all the investments and leverage we had all over the CIS until Publicola dug the details up from the previous thread.

Except we're treating the CNS like a permanent confederation, not a transient alliance. We are not the rulers of a country. The CNS is a temporary alliance. Adding a system to it should only matter if we can get something useful from them that will be useful after the war that we need to start on during the war. Dathomir? Did nothing to that effect. It's a backwater planet that's only relevant because the EU drenched it in Force Lore and hid the white elephant Chu'unthor there. Alpherides? The home planet we abandoned that does nothing for us. Bringing in the Mand'alor? Mandalore hype led to a huge controversy that will be used against us. And it's only useful if we manage to keep Jango in our pocket. Or, well, if Thrawn manages to keep Jango in our pocket.

But Muunilist? We ignored it despite it being a PR boon and huge for future financial interests. After the war, the IGBC will be strong. Muunilist was a major in. It was more deserving of CNS shelter than the systems we chose. In three years the CNS won't exist. And in three years Alpherides will have provided nothing for us.

As I understand it, the CNS is a transient alliance with a centralized military. So expanding the CNS does increase Ciaran's power somewhat (since she controls the CNS military). I'm not sure expanding the CNS is an efficient way to increase Ciaran's influence though.

Personally, I am not a big fan of expanding the CNS. I like the idea of intensive development, rather than spreading the Abyss Watchers too thin.

If we do go for expanding the CNS as a strategy, I think we also need to follow a strategy of prolonging the war, to give Ciaran time to turn the CNS into a proper Abyss Empire.

@Dr. Snark: What are the benefits of pulling a world into the CNS? I would expect it might reduce the cost of investing on a world, it might strengthen the CNS military (and thus give us more of a chance when the CIS or Republic pick a fight with the CNS) and it might protect member areas from the war so long as the CIS and Republic respect the neutrality of the CNS.

fasquardon
 
I hadn't thought of adding that angle. Good idea!

Also, what better way to infiltrate ninjas to protect anti-Palps senators than by setting up an actual security company to protect everyone (and spy on them at the same time)?

...Actually, that makes a lot of sense now that I think about it. I'll rework the action description.

@Dr. Snark: What are the benefits of pulling a world into the CNS? I would expect it might reduce the cost of investing on a world, it might strengthen the CNS military (and thus give us more of a chance when the CIS or Republic pick a fight with the CNS) and it might protect member areas from the war so long as the CIS and Republic respect the neutrality of the CNS.

It gives you the chance to establish a base on the designated plant should you so choose, strengthens the CNS in some fashion, protects member areas, and equally as importantly creates a "no fly zone" for either side's military. Your actions in the Dathomir area have actually forced both sides to reconsider their strategies in the Northern Rim given how two of the region's more valuable planets (Axxila and Celanon) have flipped to the CNS.

As for the value of the organization as a whole...I'm willing to point out that its basically the only part of the galaxy aside from Hutt space that isn't controlled by Palpatine or one of his lackeys. So there's that.
 
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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.
 
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Except we're treating the CNS like a permanent confederation, not a transient alliance. We are not the rulers of a country. The CNS is a temporary alliance. Adding a system to it should only matter if we can get something useful from them that will be useful after the war that we need to start on during the war. Dathomir? Did nothing to that effect. It's a backwater planet that's only relevant because the EU drenched it in Force Lore and hid the white elephant Chu'unthor there. Alpherides? The home planet we abandoned that does nothing for us. Bringing in the Mand'alor? Mandalore hype led to a huge controversy that will be used against us. And it's only useful if we manage to keep Jango in our pocket. Or, well, if Thrawn manages to keep Jango in our pocket.

But Muunilist? We ignored it despite it being a PR boon and huge for future financial interests. After the war, the IGBC will be strong. Muunilist was a major in. It was more deserving of CNS shelter than the systems we chose. In three years the CNS won't exist. And in three years Alpherides will have provided nothing for us.


Publicola, I kinda like the idea of becoming the new President of the Commerce Guild (though it'll be annoying to have to consistently work to keep that position), but we should absolutely not look at it with the goal of undermining the CIS. That's not the point. The point is to Littlefinger our way to untold riches and power. If Dooku gets off our backs or otherwise dies, and the CIS manages to successfully secede? I'm fine with that. Don't see why we wouldn't. A big part of aligning with the CNS is because we don't care if the CIS wins or not. We really only care about the machinations of Darth Sidious and how they will affect us.
Oh dear. I hope we can still do well.
 
But Muunilist? We ignored it despite it being a PR boon and huge for future financial interests. After the war, the IGBC will be strong. Muunilist was a major in. It was more deserving of CNS shelter than the systems we chose. In three years the CNS won't exist. And in three years Alpherides will have provided nothing for us.
Your predictions seem to be relying upon the premise that after said years of managing their own worlds, of years of success in domestic and foreign policy, and demonstrating that they are capable of completing all aspects of governance that the Republic managed before the war, that they would choose to return to the status-quo. Now, tell me, what benefit would the CNS gain by joining the victorious party, rather than merely continuing with business as usual?
 
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