[X] Plan One For The Money
Theme Song!

Martial
[X] Onderon Flashpoint: Based on recent intelligence you know that the Separatists are about to launch an all-out offensive on Onderon to end the quagmire there once and for all. But since you know this and you already have assisted the rebels there you might be able to turn this into an opportunity if you play your cards right... Chance of Success: 60% (96%) Cost: 50 Reward: Assault on Onderon negated, ???
-[X] Grievous (+16%)
-Omake bonuses (+20%)
We started this, we might as well finish it. The fact that it once again will stall the CIS (still winning) is the primary reason. Grevious because he's already known to the rebels.

[X] Hunter of Mandalorians: According to recent reports the feared bounty hunter Durge has gone on the warpath, killing Mandalorian mercenaries and clones in equal measure. It's clear that he's probably going to target Jango at some point, so instead you should beat him to the punch and either deal with him or at least stall him. Chance of Success: 50% (94%) Reward: Durge stalled/possibly eliminated
-[X] The Silencer (+16%)
-[X] 8x Watcher Support (+8%)
-Omake bonuses (+20%)
This guy is a right bastard and will be tough to take down. The earlier we deal with him the better. The Silencer because when dealing with a monstrosity the likes we've seen only from Wesker, overkill is best kill.

Diplomacy
[X] Mission to Qiilura (CNS): Apparently there's been a bit of a diplomatic issue with the Gurlanin of Qiilura as they have requested that the Republic deport human colonists infringing on their territory, even sending two agents to try and scare the Senate into line. While the motion has stalled in the Senate, it wouldn't be too hard to get the CNS to step in and support the Gurlanin, earning you the respect of some very valuable allies. Not to mention that according to Kal there's apparently a Jedi currently stationed on the planet that he was oddly cagey about. Interesting... Chance of Success: 70% (90%) Reward: Qiilura and nearby planets brought into CNS and negotiations initiated, ???
-Omake bonuses (+20%)
The possibility for the best doppelgangers ever at our side? Yes, please.

[X] 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% (105%) Reward: Anti-Palpatine faction's major members meet with you and Seti
-Omake bonuses (+20%)
-Oracle Interior (+5%)
We need to start the ball rolling against Palpatine as soon as possible.

Stewardship
[X] Cord of Three Strands: With the recruitment of Muunilist into the CNS and the successes you've had everywhere in revitalizing economies, you've considered the idea of creating an economic partnership between it and Kalee; the Kaleesh could provide warriors to protect the Muun and the Muun could finance economic development of Kalee. All they need is money. Chance of Success: 60% (90%) Cost: 100 Reward: Increased economic development for Kalee, increased stability for Muunilist and surrounding area
-Omake bonuses (+20%)
-Stewardship (Droid) (+5%)
-Stewardship (Convenient transports) (+5%)
This stabilizes the sector while also possibly increasing our income. It will also aid our efforts of wooing the IGBC. It also shows the Kaleesh that they have the absolutely best benefactor.

[X] Bank of Ciaran: You've already invested in banks on Muunilist but why not take the next step and encourage the IGBC to become more integrated into the CNS economy? It would strengthen them and push more money through areas you control... Chance of Success: 60% (90%) Reward: Increased economic strength in CNS
-Omake bonuses (+20%)
-Stewardship (Droid) (+5%)
-Stewardship (Convenient transports) (+5%)
The CNS needs to be stronger due to who we are dealing with. The IGBC could also be useful in stabilizing the galaxy once Palpatine is done with.

Intrigue
[X] Fry's Fried Codebreaker: You've gotten word that one Talesan Fry has suddenly put a very powerful codebreaking machine up for sale, and according to Gulan and Var Zheen it's the real deal and they are very excited about it. Not only that, but apparently your friends Obi-Wan, Anakin, Padme, and Siri are all going to be there due to its value. Now how could you say no to that!? Chance of Success: 60% (107%) Cost 100 Reward: Bid made for codebreaker, ???
-[X] Thrawn (+12%)
-Omake bonuses (+20%)
-Intrigue (Convenient transports) (+5%)
-Intrigue (Droid) (+5%)
-Intrigue (Wiretaps) (+5%)
Discussed already but let me make it clear. We pride ourselves on being the best intelligence organization out there. This will ensure that we are and will continue to be so. It will also serve as an early warning system. Thrawn because it is quite likely he will be able to outmaneuver the other bidders, work under the guise of the CNS, as well as deal with any unseen events.

[X] The Enigma Of Scipio: Even after your successes in the region, the planet of Scipio has been stubborn in not wanting to join the CNS for reasons beyond your understanding...is what you would say if you weren't aware of Palpatine's true identity. It's clear that the man leading the counter-CNS movement, one Rush Clovis, is probably on Palpatine's payroll. Launch an investigation into him and the planet and figure out what they're trying to keep away from you. Chance of Success: 50% (97%) Reward: Information about Scipio and Rush Clovis gained
-[X] Silas Cata (+12%)
-Omake bonuses (+20%)
-Intrigue (Convenient transports) (+5%)
-Intrigue (Droid) (+5%)
-Intrigue (Wiretaps) (+5%)
Assuming that the Clone Wars cartoon is canon, Rush has under his control a droid factory. We might be able to eventually take that from him while also serving to get rid of a traitor to the Republic who isn't on our side. Who knows? We might be able to influence him to our side assuming Palpatine doesn't actually control him. Silas Cata since he's a intrigue Hero and is unknown enough not to be a detriment to the mission.

Lore
[X] 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% (100%) Reward: Luka Sene abilities taught to all Agents
-Omake bonuses (+20%)
This will help in combat precognition or detailed "engineering." *cough* splicing / unlocking locks *cough*

[X] 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 *) (124%) Cost: 50 Reward: Expedition to chosen location launched
-[X] Dathomir*: A very odd planet covered with strange ruins, who knows just what you're going to find there if you look hard enough?
-[X] Asajj Ventress (+19%)
--Omake bonuses (+20%)
--Lore (Dantooine Academy Dig) (+5%)
See Publicola's wants and needs with the Chu'unthor. Sending Ventriss will also likely help out a lot.

Learning
[X] 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% (90%) Cost: 100 Reward: Cybernetics developed for Force users (1 Turn Remaining)
Let's finish this.

[X] Have You Tried Turning It Off And On Again?: As incredible as it was to recover HK-47 he's currently deactivated and may or may not go on another rampage if you just reactivate him again. Have Var Zheen take a look at him and make sure that he doesn't kill everyone if you try to wake him up. Chance of Success: 60% (90%) Reward: HK-47 reactivated safely
-Omake bonuses (+20%)
-Learning (R&D) (+5%)
-Learning (Secret Lab) (+5%)
This has already been discussed but HK-47, if we convince him, has knowledge on anti-jedi/sith techniques as well as might cut down research time of personal shields since he's able to make them and other weapons from scrap.

[X] The Mysteries of Myrkr: According to some of the Miraluka that have been on CNS trips there is an odd planet on the fringe of CNS space that has displayed oddities with the Force, with "spots" of some kind covering the planet. Given the things that have caused your Force vision to go haywire in the past that's definitely worth looking into further. Chance of Success: 60% (90%) Reward: Myrkr investigated\
-Omake bonuses (+20%)
-Learning (R&D) (+5%)
-Learning (Secret Lab) (+5%)
We need to get the Ysalamiri as soon as possible.

Personal
[X] Force Training: Palpatine is going to be incredibly strong in the Force. You're going to need to get much stronger yourself if you want to take him on. Chance of Success: 70%
-[X] Blazing Chains: 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 (90%)
--Omake bonuses (+20%)
-[X] Shatterpoint: You've learned that you have the power to affect shatterpoints, which can let you break anything by applying the Force to 'cracks' in the material. It's an exceptionally powerful ability if you could master it, and thankfully Kreia's help has given you a point to start from. Reward: Lore Increase, Shatterpoint Learned (90%)
--Omake bonuses (+20%)

Personal attention isn't actually needed for this turn's rolls due to the bonuses we have. Increasing our repertoire of force techniques means we will have that many more aces up our sleeves when facing Palpatine. Also because Panory might have a seizure if we don't get the Blazing Chains technique.

Hero Actions
[X] Cheriss Sair: Continued Frame Development: Cheriss is happy to have a newer body that is more effective than her Togruta 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. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 50% (95%) Cost: 50 Reward: Cheriss continues R&D on her frame, ???
-[X] Cheriss Sair (+10%)
-Omake bonuses (+20%)
-Learning (R&D) (+5%)
-Learning (Secret Lab) (+5%)
-Learning (Cybernetics) (+5%)
If successful this might go well with the force-friendly cybernetics up above.

[X] 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% (108%) Cost 50 Reward: Upgrades for PR-1, ???
-[X] PR-1 (+8%)
-Omake bonuses (+20%)
-Stewardship (Droid) (+5%)
-Stewardship (Convenient transports) (+5%)
Let's be honest, PR-1 is our worst hero and weakest link. We should fix that.

Free Action:

[X] 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% (110%) Reward: Contact with SoroSuub gained
-Omake bonuses (+20%)
-Stewardship (Droid) (+5%)
-Stewardship (Convenient transports) (+5%)
As has been mentioned, the SoroSuub Corporation is a member of the Commerce Guild. Working to get them as an ally could mean getting rid of a CIS enemy, get our fingers into the Commerce Guild, as well as more supplies if we should ever need them.

Bases

Coruscant:

[X] Undercity Charities: Come one come all, the venerable Lady Ciaran is putting aside some of her hard-earned money to help the Undercity! The fact that you would also be improving the local economy and entrenching your presence on the planet is purely coincidental... Cost: 150 Upkeep: 50 Reward: 20% boost to Coruscant income
As Publicola said, this will see an income increase of 84 credits including the upkeep.

[X] Skirata Safehouse: Where would be a better place to hide for a clone deserter than right under the Republic's nose? From there you could easily get them off-planet. Cost: 50 Reward: Safehouse and (small) local network for clone deserters established
Throw the dogs a bone. The fact that if order 66 comes around that we'll have at least a few deserters to help us or the Jedi out? Well … who would have known?

Muunilist:

[X] Loan Programs: Encourage the Muuns to accelerate their reconstruction efforts by lending out loans for reconstruction...and ensure that they're paid back in full. Cost: 150 Reward: +50 Investment income, increased economic recovery for Muunilist
Further stabilizes the Muun systems while increasing our own income. Win-Win.

[X] Muun Banker Programs: The Muun are known to be incredibly effective bankers and accountants. Getting some of them into the Abyss Watchers could go a long way. Cost: 100 Upkeep: 100 Reward: Income increases by 5%
Dammmnnnn.

Taris:

[X] Hidden Defenses: Better safe than etc, etc. Cost: 50 Reward: Defense grid established
If we actually are voted in as Prime Minister, we should have security systems already set up.

[X] Economic Planning Office: The planet is already becoming rich again. Keep it going. Cost: 100 Reward: +50 Investment income
It pays for itself.

[X] Incom Branch: Encourage Incom to branch out to Taris, not only giving you a share of their profits but allowing them to supply the CNS with ships. Cost: 100 Reward: +50 Incom investment income, support for CNS with ships
This will help Incom and Seti out while also likely increasing our chances for being voted PM due to the jobs seen. With our bonuses it actually pays for itself.

[X] Sienar Branch: The same goes with Sienar, call up Raith and have him branch out to the planet as well. Cost 100 Reward: +50 Sienar investment income, support for CNS with advanced ships
Ingratiate ourselves with Sienar and allow us better ships. With our bonuses it actually pays for itself.

[X] Kelp Farms: The planet was once famous for the kelp that it produced; rebuilding the farms could earn you a very nice sum of credits. Cost: 150 Reward: +75 Kelp trade income
Better chances to become Prime Minister. Primarily though, this also pays for Castell's wiretaps which then pays for wiretaps on Nar-Shaddaa due to the permanent income increase from all of them.

La'Sombra (Asteroid Base):

[X] 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
This will allow us to contain any Ysalamiri we might find on the Myrkr mission. Helpful against Palpatine.

Nar Shaddaa:

[X] Large-Scale Wiretaps: Take the next step and get information from everywhere. You do have that alliance with the Hutts but there's always something happening on Nar Shaddaa. Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors
Paid for by Ciaran's Tarisian Kelp Goods. Mmmm… yummy. Used by Ciaran to spy on the hutts or their clients! Mmm- wait, what?

[X] Smuggler's Den: You're on the Smuggler's Moon. It's self-explanatory. Cost: 100 Reward: +50 Smuggling income
More income.

Castell:

[X] Large-Scale Wiretaps: Given how unpopular Shu Mai is here, it might be worthwhile to get a finger on the pulse of Castell's people...and make some money on the side. Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors
Paid for by Ciaran's Tarisian Kelp Goods. Mmmm… yummy. Used by Ciaran to spy on Shu Mai and her CIS clients! Mmm- wait, what?

[X] Expanded Tradeport: You already have the facility here, but given Shu Mai's monopolization of the planet any expansion would be guaranteed to make you quite a bit of money. Cost: 150 Reward: +75 Trade income
More income.

Kashyyyk:

[X] Business Investments: You already have the support of the Wookiees from investing in Alaris Prime and the Devastator project, surely you could wring out more money from the area. Cost: 100 Reward: +50 Investment income
More income.

Heroes:

[X] PR-1: Upgrades Required

[X] The Silencer: Hunter of Mandalorians

[X] Silas Cata: The Enigma Of Scipio

[X] Cheriss Sair: Continued Frame Development

[X] Thrawn: Fry's Fried Codebreaker

[X] Grievous: Onderon Flashpoint

[X] Asajj Ventress: Dathomir

[X] Watcher Support: 8x Fry's Fried Codebreaker


Balance Sheet:
Current Treasury: 627
Current Income:
2395
Current Upkeep: 1513

Additional Upkeep: 50+100+50 = 150
Additional Income: 50+50+50+134*+75+25+25+50+175(Taris Bonus)+160**+75+50+50+105+??? >= 1074***

One-Off Costs: (50+100+100+50+100+50+50)+150+150+100+50+100+100+150+50+50+150+100+50+100+100+100 = 1900
One-Off Rewards: ???

Total Income: 2395 + ?969? >= 3469
Total Costs: 1513 + 150 + 1800= 3563

End Treasury: >= 383
End Income:
2395+969 = 3469
End Upkeep: 1513+150 = 1713

*The '134' is the 20% income increase for our Coruscant income.
** This comes from the 5% bonus from Muun Bankers.
***There's Potential for our stewardship actions to actually give us greater income.
 
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Looks like @Killerflood may have jumped the gun a bit Huh. Dr. Snark actually opened the vote almost an hour ago in an edit. Sneaky...

Anyway, here's my plan:


[X] Plan For The Love Of Money
Balance Sheet

This is our theme song for at least the turn, if not for the quest as a whole. Our base upgrades this turn are going to kick in with some massive ROI next turn -- our treasury will lose a couple hundred, but we'll be increasing our net income by at least 1000 credits per turn if my calculations are right. :whistle: I even decided to buy the Naboo base, just to double-down on the economic boom next turn.

That said, for every Action I chose, there were a lot of almost-as-good options that I left on the table, so I expect a lot of debate this round. So, for the record: I am willing to reconsider some of the 'Stewardship' and 'Intrigue' choices for this turn,and the choice of which Force school to study under 'Lore', as well as how we use our 'Free Action' this turn.

That said, I'm pretty comfortable with how most things worked out. It's also worth mentioning that we don't have a single action this turn with less than 95% chance of success...:D Check it out!


Martial: Pick 2:
[X] Onderon Flashpoint: Chance of Success: 60% Cost: 50 Reward: Assault on Onderon negated, ???
-[X] Thrawn
[X] Hunter of Mandalorians: Chance of Success: 50% Reward: Durge stalled/possibly eliminated
-[X] The Silencer
-[X] 4 Watcher teams
Despite my desire to save the Wookies and/or to sabotage Murkhana, this was actually a pretty easy decision. Save Onderon (thwart Palpatine, humiliate Sev'rance Tann) and protect Jango (deal with Durge as best we can). The Silencer and Watcher teams push the Durge odds up to 95%. I added Thrawn as Hero support for Onderon, if only to make it more likely that this omake becomes canon. I love the idea of stealing Tann's flagship and adding a super-sized Separatist dreadnought to our fleet....

Onderon: 60% +5 (default) +20 (omakes) + 18 (Thrawn) = 100+% odds, with 43% chance of crit
Durge: 50% +5 (default) +20 (omakes) +16 (Silencer) +4 (Watchers) = 95% odds, with 45% chance of crit


Diplomacy: Pick 1 Regular Action, 1 CNS Action:
[X] Shadow Meeting: Chance of Success: 80% Reward: Anti-Palpatine faction's major members meet with you and Seti
[X] Mission to Qiilura (CNS): Chance of Success: 70% Reward: Qiilura and nearby planets brought into CNS and negotiations initiated, ???
Given just how useful those Gurlanin agents could be, I'm pretty sure Qiilura is an absolute lock. The second action is much tougher, but I think it'd be a good idea to reach out to the anti-Palpatine faction in the Senate and start building bridges to stall the Sith's political maneuvering.

Senate: 80% +5 (default) +20 (omakes) = 100+% odds, with 25% chance of crit
Qiilura: 70% +10 (default) +20 (omakes) = 100% odds, with 30% chance of crit


Stewardship: Pick 2:
[X] Meetings with SoroSuub: Chance of Success: 80% Reward: Contact with SoroSuub gained
[X] Exploiting the Eclipse: Chance of Success: 70% Cost: 50 Reward: Former Black Sun assets consolidated
To my surprise, this one was really tough. 'Meetings with SoroSuub' put us in contact with another major corporate partner, and also starts the chain of events to replace Shu Mai as head of the Commerce Guild -- a huge win for both our income and for the CNS's economic & political stability. 'Cord of Three Strands' would rebuild Kalee and remove the cap on our Kaleesh Warrior recruitment. 'Bank of Ciaran' and 'Galactic Sushi' would improve the CNS economy and boost our income generally, while 'Exploiting the Eclipse' would boost our income more directly, by giving the Abyss Watchers access to former Black Sun bases, especially on Ord Mantell and/or Af'El. I have (tentatively) decided to go for SoroSuub and Eclipse -- taking over the Commerce Guild will require multiple actions, so we should get started on that now. And while 'Eclipse' is good for our bottom line, the more important benefit is that Ord Mantell would give us a nearby location for recruiting Gurlanin agents....

SoroSuub: 80% +10 (default) +20 (omakes) = 100+% odds, 30% chance of crit
Eclipse: 70% +10 (default) + 20 (omakes) = 100% odds, 30% chance of crit.


Intrigue: Pick 2, 1 Free Action:
[X] Resignation Programs: Chance of Success: 50% Reward: Clone army deserters protected and moved to Kal's safehouses
-[X] Asajj Ventress
[X] Fry's Fried Codebreaker: Chance of Success: 60% Cost 100 Reward: Bid made for codebreaker, ???
-[X] 5 Watcher teams
[X] The Enigma Of Scipio: Chance of Success: 50% Reward: Information about Scipio and Rush Clovis gained
-[X] Grievous
Talesan Fry is absolutely locked in. Awesome code-breaker device, extra income, a chance to turning Fry Industries (security & surveillance) into a CNS ally, a chance to troll Obi-Wan and Anakin, a chance to save Siri's life (!), not to mention the possibility of turning Taly into a Learning advisor or Hero unit... yeah, this one is definitely worth it. (I added 5 Watchers to guarantee success, and boost our odds of a crit). For our second action, I'm convinced that thwarting Palpatine's plans for Scipio is absolutely mission-critical -- Palpatine wants to get his hands on those insanely lucrative IGBC vaults, and ousting Rush Clovis is the best way to ensure he doesn't succeed. Finally, I did ultimately decide to use our Free Action here to assist Kal Skirata with the safehouses -- solidifying our alliance, gaining a steady supply of clone commandos, and especially unlocking new options for future cooperation.

As for Hero Support: I decided to add Grievous to the Scipio mission (I love the thought of having Grievous hunt down IGBC records, especially if he manages to find out that San Hill's group was responsible for planting the bomb on his ship from when we first encountered him!) I also added Ventress to help with the safehouses -- Kal Skirata and his group know she's working for us, so no danger there, and this would be a good 'learning opportunity' for Asajj to work alongside people she'd previously battled. There's also marvelous parallelism -- Asajj was a loyal servant, betrayed by the very people she fought for, and barely escaped with her life thanks to Ciaran's timely intervention... and now she acts as Ciaran's agent for others in the same situation, helping clone commandos escape with their lives lest they be betrayed by the Republic they serve.

Plus, I really love the idea of what Kal and the commandos must think, comparing Asajj then vs. Asajj now, after spending less than a year with us... :rofl:

Safehouses: 50% + 15 (default) +20 (omakes) + 13 (Asajj) = 98% odds, and 48% chance of crit
Talesan Fry: 60% +15 (default) +20 (omakes) +5 (Watchers) = 100% odds, with 40% chance of crit
Scipio: 50% +15 (default) +20 (omakes) + 11 (Grievous) = 96% odds, with 46% chance of crit


Lore: Pick 1 Regular Action, 1 Archaeological Action:
[X] Research Alternative Force Schools: Chance of Success: 70% Reward: Learn techniques from other Force users
-[X] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
[X] Archaeological Expeditions: Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[X] Dathomir*: A very odd planet covered with strange ruins, who knows just what you're going to find there if you look hard enough?
The expedition to Dathomir is basically locked in, for the sake of nabbing that Chu'unthor. (Dr. Snark has promised that it we add something to our vault this turn, it will result in 'Briefing the Boss Pt. 2' becoming canon, which would give us a clear in-character idea of what to look for while planetside). As for the other slot, I'm convinced we should spend at last 1 Lore action per turn learning new Force techniques, so Ciaran can spend a Personal action during the following turn to gain those techniques. Fortunately, there are a lot of good options to choose from: Matukai for body-augmentation, Fallanasi for illusions, Tyia for healing, with a bunch of other 'schools' waiting for us to contact them (Zeison Sha for super-telekinesis!) I'm going to stick with Matukai, to make our Agents more physically powerful & resilient, and to boost Ciaran's Lore and Martial stats. However, I'm willing to be persuaded otherwise

Matukai: 70% +5 (default) +20 (omakes) = 95% odds, with 25% chance of crit
Dathomir: 80% +5 (default) +20 (omakes) = 100+% odds, with 25% chance of crit


Learning: Pick 2, or pick only one Research action and halve its time:
[X] Develop Virus Library: Chance of Success: 80% Cost: 50 Reward: More effective research for vaccines or bioweapons
[X] Force-Friendly Cybernetics: Chance of Success: 70% Cost: 100 Reward: Cybernetics developed for Force users (1 Turn Remaining)
[X] Have You Tried Turning It Off And On Again?: Chance of Success: 60% Reward: HK-47 reactivated safely
-[X] Cheriss Sair
'Cybernetics' is finishing up from last turn, so that's free. Activating HK-47 was a given -- an extra Intrigue Hero is always helpful, but more importantly HK-47 opens the door to regaining a bunch of Old Republic combat tech, including cheap personal shields. (I added Cheriss's support to make it a guaranteed success). For our second action, I wanted to follow up on the Wesker mission rewards, though I was seriously torn between 'Analyze' and 'Virus Library'. I decided on the Library because it seemed to be more generally applicable in boosting research, than the 'defend against bioweapons' reward that 'Analyze' gives us.

Virus Library: 80% +20 (default) +20 (omake) = 100+% odds, with a 40% chance of crit
Turning It On: 60% +15 (default) +20 (omake) +10 (Cheriss) = 100+% odds, with 45% chance of crit


Personal: Pick 2:
[X] Force Training: Chance of Success: 70%
-[X] Blazing Chains: Reward: Lore Increase, Blazing Chains Style Learned
-[X] Shatterpoint: Reward: Lore Increase, Shatterpoint Learned
Telepathic guns, and the same ability that let Mace Windu KO a flippin' battle tank? Sounds good to me.

Blazing Chains: 70% +5 (default) +20 (omakes) = 95% odds, with 25% chance of crit
Shatterpoint: 70% +5 (default) +20 (omakes) =95% odds, with 25% chance of crit


Hero Units: Optional, Pick Up To 2, Uses Hero Unit's Full Stats:

[X] PR-1: Upgrades Required: (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???
[X] Silas Cata: The Pantoran Blockade: (Uses Diplomacy Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Blockade of Pantora mitigated, Chora met, ???
This turned out to be surprisingly tough. Cheriss's upgrade might have amazing synergy with our 'Force-Friendly Cybernetics' research that's wrapping up this turn. On the other hand, PR-1 absolutely deserves those upgrades he's been promised, and Silas's action would free another stat-boosting grandkid, and free a planet at the same time -- increasing our galactic reputation and enriching our pocketbook. Sadly for Cheriss, she'll just have to wait another turn.

PR-1 Upgrades: 70% +10 (default) +20 (omakes) +16 (Stewardship stat) = 100+% odds, with a 46% chance of crit
Silas at Pantora: 60% +5 (default) +20 (omakes) +22 (Diplomacy stat) = 100+% odds, with a 47% chance of crit.


New Bases:

[X] Naboo: Cost: 100 Reward: Mansion on Naboo
Our other bases are going to kick in with massive ROI next turn, and we have plenty of local assets to make a Naboo base worthwhile. Plus, it's Padme's home, so a mansion would be a good excuse to spend more time with her.


Base Upgrades:

Coruscant Base:

[X] Undercity Charities: Cost: 150 Upkeep: 50 Reward: 20% boost to Coruscant income
'Charities' is expensive, but would pay for itself in 2 turns. 'Takeover' is as expensive, but doesn't give us much in return, though we should be able to afford it soon-ish on the income kicks in.

Kaleesh Outpost: None
'Economic Development' is redundant with the (no upkeep) 'Cord of Three Strands' Stewardship action. I didn't include 'Cord' this turn, but it should be a lock for next turn

Oracle (Lucrehulk): None
'Sienar Customization' is a bit too expensive for the time being, though we'll probably be able to afford it soon

Mandalorian Mansion: None
'Beskar Mines' wuld be amazing, but my goal this turn is to purchase as many income-earning base upgrades as possible, so we'll wait on the mines until next turn. The 'Safehouse' is redundant with our 'Resignation Program' Intrigue action

Lordran, Kiln: None
That 'Personal Retreat' is a bit too expensive for the time being, though we'll probably be able to afford it soon

La'Sombra (Asteroid Base): None
Still not sure what we'd use the 'Carnivore Containment Facilities' for, though perhaps that'll be answered if we ever send Grievous on that hunting Hero action. Also if we manage to unearth a still-living taozin in our Force research. Still, let's focus on income for now.

Nar Shaddaa Property:
[X] Large-Scale Wiretaps: Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors
[X] Lower-level Salvage Teams: Cost: 100 Reward: +25 Salvage income, per-turn roll for other benefits
[X] Smuggler's Den: Cost: 100 Reward: +50 Smuggling income
'Wiretaps' and 'Smugglers Den' pay for themselves in two turns. The only question here is the 'Salvage Teams', which would take four turns. Still might be worth it for the unknown goodies, though.

Castell Facility:
[X] Large-Scale Wiretaps: Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors
[X] Expanded Tradeport: Cost: 150 Reward: +75 Trade income
'Wiretaps' and 'Tradeport' pay for themselves in two turns. 'Entertainment District' would be a major boost to our efforts to take over the Commerce Guild, but it isn't as urgent or time-sensitive.

Muunilist Mansion:
[X] Hidden Defenses: Cost: 50 Reward: Hidden defenses established
[X] Economic Planning Office: Cost: 100 Reward: +50 Investment income
[X] Loan Programs: Cost: 150 Reward: +50 Investment income, increased economic recovery for Muunilist
[X] Muun Banker Programs: Cost: 100 Upkeep: 100 Reward: Income increases by 5%
With the recovery bonus (+30%) both investments give 65 credits per turn, which makes them even more valuable. Of course, expanding our Muunilist facility does mean it'll be necessary to defend it as well, but not too surprising. Finally, I also picked up the 'Muun Bankers Program', which (despite its high cost) should give us +70 or so net income.

Vectivus' Home: None
The 'Archaeological Facility' is a bit too expensive for the time being, and our omake surplus is taking care of us. Also, if we do recover the Chu'unthor, I'd prefer to store our Discovery Corps. archaeological finds there instead, as part of a broader Force research effort.

Kashyyyk Facility:
[X] Local Defenses: Cost: 50 Reward: Defense grid established
[X] Business Investments: Cost: 100 Reward: +50 Investment income
[X] Warrior Recruitment Center: Cost: 100 Upkeep: 50 Reward: Wookiee warrior recruitment
'Investments' pay for itself in two turns. Given the need for income, I gave real consideration to delaying the 'Recruitment Center' until next turn (I know, I could barely believe it myself). Fortunately, having finished the Balance Sheet, we should be able to afford it, and Wookie warriors are just too enticing.

Taris Property:
[X] Hidden Defenses: Cost: 50 Reward: Defense grid established
[X] Economic Planning Office: Cost: 100 Reward: +50 Investment income
[X] Incom Branch: Cost: 100 Reward: +50 Incom investment income, support for CNS with ships
[X] Sienar Branch: Cost 100 Reward: +50 Sienar investment income, support for CNS with advanced ships
[X] Kelp Farms: Cost: 150 Reward: +75 Kelp trade income
[X] Salvage Teams: Cost: 100 Reward: +25 Salvage income, per turn salvage roll
ALL THE THINGS. With our 'refugee resettlement'/revitalization bonus, all Taris income is doubled, so these upgrades pay for themselves in a single turn. And will make us absurdly popular with the locals. Which means we'll probably be elected President (Empress? Governor-General? Queen? Premier? Princess? Viceroy? Grand Duchess?) in the next turn or two. Yeah. Of all the things we've done this quest, I'm especially glad we're turning this part of @Whumbly's 'future factions' omake into reality, that Taris is well on its way to becoming our capital.


Free Action:
+1 Intrigue Action
This was tough. There were so many deserving options that we won't be able to get to this turn. I was torn between saving the Wookies (Martial), recruiting the Shard engineers or the ex-Jedi Ferrus Olin (Diplomacy), tying the IGBC closer to Neutral Space or tying Muunilist closer to Kalee (Stewardship), hunting for the rogue Kaminoan geneticist (Intrigue), or learning about Ysalamiri (Learning). I eventually decided to help set up the 'underground railroad' for Kal Skirata's clone commandos -- most importantly because it lets us recruit those clone commandos and sets up Clan Skirata as a long-term partner -- but this is one area where I expect considerable debate.


Hero Support (applies half the stats to a chosen action):
PR-1: [X] Upgrades Required
The Silencer: [X] Hunter of Mandalorians
Silas Cata: [X] The Pantoran Blockade
Cheriss Sair: [X] Have You Tried Turning It Off And On Again?
Thrawn: [X] Onderon Flashpoint
Grievous: [X] The Enigma Of Scipio
Asajj Ventress: [X] Resignation Programs


Watcher Support (19 teams available, 1 Point per assigned team):
[X] 4 teams assigned
-[X] Hunter of Mandalorians
[X] 5 teams assigned
-[X] Fry's Fried Codebreaker
 
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@Dr. Snark Has nothing come out of the Lava Crystal for our lightfoil? I thought it seemed like a huge deal, both from Lore and from rolls.

The current plan is to get it integrated into a proper lightsaber! Eventually. When there's time for the action because I doubt I could convince anyone to forego Shatterpoint/Blazing Chains.

Are our Agents (and Grievous) still using super cheap lightsaber knockoffs? Certainly we got someone taught on how to build quality ones by now?

They're not cheap, but they could be better.

Learning
[X] 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% (90%) Cost: 100 Reward: Cybernetics developed for Force users (1 Turn Remaining)

This is already happening and will finish this turn, you don't need to reselect this as an action.
 
This is already happening and will finish this turn, you don't need to reselect this as an action.

I should have known I would have screwed up somehow ... I added Mission To Myrkr as well as the L'Sombra Carnivore Cages. Final Treasury is now 378.

EDIT: In my defense @Stroth , this is the first time even hearing of the band. In my offence I wasn't even trying to connect the two. I just chose to follow Publicola like a sheep. :p
 
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Also, @Killerflood, looks like you're not accounting for default bonuses.
Available Bonuses:
+5 Learning (R&D)
+5 Learning (Secret Lab)
+5 Learning (Cybernetics) (Cybernetics Division)
+5 Learning (Biotech) (Asteroid Base Biotech Facilities)
+5 vs. Mutant enemies
+5 Medical (Anatomical Database)
+5 Stewardship (Droid)
+5 Stewardship (Convenient transports)
+5 Intrigue (Convenient transports)
+5 Intrigue (Droid)
+5 Intrigue (Wiretaps)
+5 Lore (Dantooine Academy Dig)
+5 Diplomacy (Oracle Interior)
+5 Diplomacy (CNS) (Satine Kyrze)
+5 Martial (CNS) (Kalee Military Academy)
+5 Martial (CNS Militia)
That will change your odds considerably...


Differences Between the Two Plans
Martial: no difference
Diplomacy: no difference

Stewardship: Killerflood picked "Cord" and "Bank" and "SoroSuub" (free action); Publicola picked "SoroSuub" and "Eclipse"

Intrigue: both picked "Fry" and "Scipio"; Publicola also picked "Safehouses" (free action)

Lore: both picked "Dathomir"; Killerflood picked "Luka Sene" while Publicola picked "Matukai"

Learning:
both picked "HK-47"; Killerflood picked "Myrkr" while Publicola picked "Virus Library"

Personal:
no difference

Hero: both picked "PR-1"; Killerflood picked "Cheriss" while Publicola picked "Silas Cata"

Bases: too many differences. Key points:

Publicola purchased the Naboo mansion.
Killerflood picked up the individual safehouses, while Publicola did the Intrigue action that creates a galaxy-spanning network.
Killerflood did not recruit Wookies :o
Publicola (me!) doubled-down and got all the income-generating base upgrades.​

Hero Support: all over the board. Besides the PR-1 Hero action, I don't think there are any other overlaps in how heroes were assigned.


Anyway, my plan's Balance Sheet to follow.
 
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I will accept that only if the ultimate plan to defeat Palpatine is named Everybody Wants to Rule the Galaxy and uses that as a theme song.
Done.:D

Remind me when the time arrives, and you'll have your theme song. (Anyone want to reserve the theme song for the penultimate plan? :p)


Back to business:

Balance Sheet for: Plan For The Love Of Money
Current Treasury: 627 Credits

One-Off Costs (Actions): 50+50+100+50+50+50 =350
One-Off Costs (Bases): 100+150+50+100+100+50+150+50+100+150+50+100+100+50+100+100+100+150+100+100 = 1950
One-Off Rewards: (?)*

Current Upkeep: 1513
Additional Upkeep: 50+50+100 = 200

Current Income: 2395
Additional Income: (?)**+(?)***+134****+25+25+50+25+75+50+50+30*****+50+25+50+50+50+75+25+275****** =1064 (+ unknowns)
Income Bonuses: +5% =173*******

Total Expenses: 4013
Total Revenue: 3632 (+ other income, loot, & salvage)
Difference: -381 credits

Next Turn's Balance: 246 Credits

* Unknown loot from 'Exploiting Eclipse' assets, 'Dathomir' expedition, Coruscant salvage, Nar Shaddaa salvage, and Taris salvage
** Possible income from SoroSuub contact, from Fry Industries, from IGBC investigation, and from Muunilist recovery
*** Unknown income from 'Exploiting Eclipse' assets and Pantora blockade
**** 670 Coruscant income * 20% Charity bonus = extra 134 credits per turn
***** +100 Muunilist income *30% Recover bonus = extra 30 credits per turn
****** 275 Taris income * 100% Refugee bonus = extra 275 credits per turn
******* 3459 Total income * 5% Muun Banker bonus = extra 173 credits per turn --this does not factor in any "(?)" income sources...


So end-of-turn balance looks pretty dire. But there's the rub: it only looks dire. Think about it in terms of 'cash on hand', how much money we have to work with in a given turn:

This turn, we had 2395 (income) - 1513 (upkeep) + 627 (treasury) = 1509 credits to spend.

Next turn, we'll have 3632 (income) - 1713 (upkeep) +246 (treasury) = 2165 credits to spend

The massive expenses this turn are one-offs costs, rather than upkeep, which means our economic engine will be churning out a lot more credits than those upgrades would cost. We will be gaining at least +1037 credits per turn in net income. That's why our 'cash on hand' actually increases, and by a lot -- the gain in net income more than covers for the decline in our treasury.

It's also worth pointing out that the listed Balance doesn't account for other sources of income or loot from Actions, or for our three salvage rolls.

After clawing our way past the 'Clone Wars' income penalty, pinching every penny to take us from 315 to 882 net income over two years (eight turns between Turn 16 and Turn 23), this turn is going to more than double that net income over a three month span. :rofl: Likewise, we needed two years to go from 1050 to 2395 in 'gross' income (pre-upkeep), and the next three months is going to grow our gross income by almost the same amount, bringing us us to at least 3632 credits per turn.

As I said at the beginning: this is the Plan For The Love Of Money.
 
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@Dr. Snark Could you price such an action:
[] Up to Standards: Thrawn worked with Sienar Comp to project the ideal composition for the Oracle Fleet, it's about time you replaced your lowest-bidder orbital assets with vessels befitting the Watcher's standards of quality. All your need is to throw money at it.
 
Nope. Default bonuses apply to every action in their category, or at least every action they're relevant to (the 'biotech' bonus won't help us analyze cortosis or phrik, for instance, despite both being classified as 'Learning').

If that's the case I've updated my plan.

Ventress has been moved to Myrkr.
Watchers have been sent to aid against Durge.
 
Current Treasury: 627
Current Income: 2395
Current Upkeep: 1513

[x] Plan Shit I Didn't Beat KillerCola To The Punch

[] Onderon Flashpoint: Based on recent intelligence you know that the Separatists are about to launch an all-out offensive on Onderon to end the quagmire there once and for all. But since you know this and you already have assisted the rebels there you might be able to turn this into an opportunity if you play your cards right... Chance of Success: 60% Cost: 50 Reward: Assault on Onderon negated, ???

[] Hunter of Mandalorians: According to recent reports the feared bounty hunter Durge has gone on the warpath, killing Mandalorian mercenaries and clones in equal measure. It's clear that he's probably going to target Jango at some point, so instead you should beat him to the punch and either deal with him or at least stall him. Chance of Success: 50% Reward: Durge stalled/possibly eliminated

Been discussed before but using Onderon to keep Dooku occupied is pretty important for us. The more CIS forces tied up in other places the better. As for Durge, I think the reasoning is obvious. Cannot tolerate Durge knocking off our assets. I don't think there's much to debate here.
Cost: 50

[] 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

[] Mission to Qiilura (CNS): Apparently there's been a bit of a diplomatic issue with the Gurlanin of Qiilura as they have requested that the Republic deport human colonists infringing on their territory, even sending two agents to try and scare the Senate into line. While the motion has stalled in the Senate, it wouldn't be too hard to get the CNS to step in and support the Gurlanin, earning you the respect of some very valuable allies. Not to mention that according to Kal there's apparently a Jedi currently stationed on the planet that he was oddly cagey about. Interesting... Chance of Success: 70% Reward: Qiilura and nearby planets brought into CNS and negotiations initiated, ???

A vital part of taking out Palpatine is setting the stage not just for combat, but politically. The Shadow Meeting is the first step along that path. We need a framework to give us legitimacy in our operation, intel on what his contingencies are, and a ready-to-go post-Palps government. Qiilura gives us shapeshifters with a bone to pick with the Republic, and of all the CNS actions it is the most valuable. We're at the point with the CNS where we really don't need to expand for the sake of amassing more systems. It's unnecessary and we have a recruitment bureau for that. Instead any recruitment we attempt has to be for a specific asset as part of a different plan such as our designs on the Commerce Guild and the IGBC. Qiilura also gives us access to a Jedi on the outs with the Order because she had a kid. We're trending against dropping a note on Yoda's door saying "Palpatine's Evil" because they'll prolly fuck it up like they did in canon, so other Force User Assets would be great to have.

The Resurgent is tempting, but it should resolve itself soon anyway (same with President Ciaran), and so we shouldn't put an action slot on it. Our prior actions went a long way towards getting Jango off probation.
[] 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

[] Bank of Ciaran: You've already invested in banks on Muunilist but why not take the next step and encourage the IGBC to become more integrated into the CNS economy? It would strengthen them and push more money through areas you control... Chance of Success: 60% Reward: Increased economic strength in CNS

Alright so we cleaved off a lot here, but it basically comes down to the 2 running corporate plots we have. The first is sinking our claws into the IGBC, and the second is Littlefingering our way to the top of the Commerce Guild. The Commerce Guild plot requires us to oust Shu Mai and replace her with ourselves. SoroSuub, aside from being a neat asset, are relevant because they are a major player in the Commerce Guild and, as loathe as I am to make others our Kingmaker, their support would go a long way towards our efforts. This is what elevates it over the other vanilla Stewardship options.

As for the Bank of Ciaran, I'm hoping that we can seal up the IGBC plan this turn. We'll deal with the Scipio holdout as well, but this is the coup de grace. Success here will formally bring the IGBC into Ciaran's fold, and out of Palpatine's. In canon, towards the end of the war Palpatine absorbed the banks under his Chancellorship/eventual Empire using a complex scheme to increase his personal power. However, we called dibs.

Consolidating our Black Sun assets, Galactic Sushi, and the Muunilist/Kalee plans are all good options for their own obvious reasons. However, they're not plot-relevant. After we (probably) seal up the IGBC efforts we should have at least 1 action free to continue building up one of our pet planets next turn.


[] Resignation Programs: While Kal has planned on giving clones the chance to safely desert the army there's currently the twin issues of kill teams that terminate deserters and the difficulties in creating a secure network for them. Help him set that up, and Kal could reach more deserters that can support your efforts. Chance of Success: 50% Reward: Clone army deserters protected and moved to Kal's safehouses

[] Fry's Fried Codebreaker: You've gotten word that one Talesan Fry has suddenly put a very powerful codebreaking machine up for sale, and according to Gulan and Var Zheen it's the real deal and they are very excited about it. Not only that, but apparently your friends Obi-Wan, Anakin, Padme, and Siri are all going to be there due to its value. Now how could you say no to that!? Chance of Success: 60% Cost 100 Reward: Bid made for codebreaker, ???

[] The Enigma Of Scipio: Even after your successes in the region, the planet of Scipio has been stubborn in not wanting to join the CNS for reasons beyond your understanding...is what you would say if you weren't aware of Palpatine's true identity. It's clear that the man leading the counter-CNS movement, one Rush Clovis, is probably on Palpatine's payroll. Launch an investigation into him and the planet and figure out what they're trying to keep away from you. Chance of Success: 50% Reward: Information about Scipio and Rush Clovis gained

So this category is filled with so many good options, that it's obviously where our Free Action comes into play, but I'm imagining a lot of debate on what that third one should be. In one basket, there's Kal Skirata and the Clone Underground Railroad/Life Expectancy Solving path (and, again, friendship with Kal can give us access to that treasury data). There's three options for investigating Palpatine, one of which has Hego Damask shinies, and the other may be the Death Star. We've got a political resistance option, to build up an important theater that we are lagging badly in. And then there are the two most important actions here: The Codebreaker and The Clovis.

Omake-ordained action aside, the codebreaker is just really damn useful, and it's time sensitive. Like, it's pretty intuitive how useful a codebreaker that powerful will be in hunting Intel. This was an excellent find. As for Clovis, well, as said above this is the turn where I'd like to seal up the IGBC, and so bringing the last planet into the fold is an obvious part of that, but the other issue is Rush Clovis himself. Clovis was the lynchpin of Palpatine's plot to gain the banks. This cannot stand, and so taking Clovis off the board is a must.

As for the third action, I think there's a lot to go off of here. Kal Skirata provides eh immediate benefits but, in the long run, gaining access to those records will be huge. There's also the factor of the once-ludicrous-but-now-we-may-do-it plot to get the clones declared Mandalorian Citizens and Naboo Palpatine's army. The long term benefits to investing in Skirata are exceptional. As much as spying on Palpatine's operations and starting Grassroots Movements are obviously useful and imperative, Skirata holds major keys for us.

So unless somebody knows that the plot on the Moon is super important to find out, I'm putting forward the Clone Underground Railroad as our Free Action.
Cost: 100

[] 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

[] 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
-[] 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.

Alright so because teaching our Agents new tricks is a two step process, we may as well follow through and teach them Luka Sene. Researching new schools will be the topic for next turn (will say right now that the Fallanasi should be next). As for the Archeological Expedition, I went with Obrai-Skai. Why Obrai Skai? Is it just because I wanna give Publicola a heart attack? Maybe! But while the Chu'unthor is valuable, I think that in order for it to reach its full potential I expect it will require a lot of investment in other actions that we'd have to take from our other efforts, at least if we want to use it against Palpatine. And Palpatine's not the only target the Chu'unthor is good for. My initial vision was to use it as a balance against the Jedi in a post-Palpatine world. Dilute their influence by elevating alternate Force sects. We could try and use that idea against Palpatine, but it would be at the expense of plots. Ever heard the rule where you list your top ten goals out, then ignore the bottom 8? The Chu'unthor is maybe number 7. I'm seriously considering dumping the Commerce Guild plot for the exact same reason.

And the Obrai-Skai archive is absurdly valuable. You wanna talk about the ancient library on the Chu'unthor? Try the galactic encyclopedia. The sheer volume of knowledge we would find here is unparalleled. It'll probably do crazy good things for us in the Learning Category, which is quickly becoming a very important one.

Perhaps we can hit up Dathomir next turn. For now, gimme that database.
Cost: 50

[] Analyze recovered research data and samples: While you've dealt with the mutant threat once and for all, looking into Wesker's records on them could give you invaluable insights on how to counteract direct bioweapon attacks in general. Chance of Success: 75% Reward: Increased ability to protect against biological weapons used in the field

[] Have You Tried Turning It Off And On Again?: As incredible as it was to recover HK-47 he's currently deactivated and may or may not go on another rampage if you just reactivate him again. Have Var Zheen take a look at him and make sure that he doesn't kill everyone if you try to wake him up. Chance of Success: 60% Reward: HK-47 reactivated safely

Alright so there's a lot to cleave away here. HK-47 is the obvious option. It's a goddamn assassin droid designed to hunt Force users.

So the other options were tougher to narrow down. The Ysalamiri need to be really considered in conjunction with our attack strategy, because they nullify Palpatine's Force, but also knock out Ciaran's, Tyro's, and Ventress'. It helps out our non-Force user combatants, but is a danger to others. The idea on Personal Shields is that HK-47 would be able to help out with those once he's woken up and integrated. The Taozin are a really enticing anti-Force option as well. But the Wesker Data is coming off a Crit, and apparently the best idea we have on the Inhibitor Chips is to engineer a virus that's also a virus. Fuck it, it's Star Wars. We can make it work. And Wesker Data is all about bioweapons so hey. Who knows. After this I think we look at Personal Shields and the Taozin and whatnot.

[] Force Training: Palpatine is going to be incredibly strong in the Force. You're going to need to get much stronger yourself if you want to take him on. Chance of Success: 70%
-[] Blazing Chains: 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: Resignation Programs

If I can't make Publicola happy, I may as well give Panory something to cheer about. Then Personal Attention is something we should really be looking at every turn because we're not just guaranteed a success but we're more or less giving every Intrigue Option a 50/50 chance to Crit that way. I went with Resignation Programs because a crit there can get us the Audit records.
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: The Pantoran Blockade: Turns out that another one of your cousins by the name of Chora Cata has become relevant with the Trade Federation's blockade of Pantora; a planet that you honestly would have probably overlooked were it not for Silas pointing it out. While he's confident that Chora can handle herself, he'd appreciate the chance to help mitigate the blockade and meet with her again. (Uses Diplomacy Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Blockade of Pantora mitigated, Chora met, ???
Base Upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.

Coruscant Base:

[] Undercity Charities: Come one come all, the venerable Lady Ciaran is putting aside some of her hard-earned money to help the Undercity! The fact that you would also be improving the local economy and entrenching your presence on the planet is purely coincidental... Cost: 150 Upkeep: 50 Reward: 20% boost to Coruscant income

[] Skirata Safehouse: Where would be a better place to hide for a clone deserter than right under the Republic's nose? From there you could easily get them off-planet. Cost: 50 Reward: Safehouse and (small) local network for clone deserters established

Mandalorian Mansion:

[] Skirata Safehouse: Sure, Kal already has centered his refugee efforts on the planet, but having a safe location at Sundari itself could certainly come in handy. Cost: 50 Reward: Safehouse and local network for clone deserters established

Castell Facility:

[] Large-Scale Wiretaps: Given how unpopular Shu Mai is here, it might be worthwhile to get a finger on the pulse of Castell's people...and make some money on the side. Cost: 50 Reward: +25 Information income, potential increase to Underworld Rumors

Will rip off Publicola's plan for the most part here when I'm less tired (and by rip off I mean copy then spend less because we do need cash reserves. Palpatine will target them). But for now this is like, minimum.

Free Action:

[] Resignation Programs

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

PR-1: Upgrades Required

The Silencer: [X] Hunter of Mandalorians

Silas Cata: [x] The Pantoran Blockade

Cheriss Sair: [X] Have You Tried Turning It Off And On Again?

Thrawn: [x] Onderon Flashpoint

Grievous: [X] Enigma of Scipio

Asajj Ventress: [x] Enigma of Scipio

Watcher Support (19 teams available, 1 Point per assigned team):
[X] 4 teams assigned
-[X] Hunter of Mandalorians
[X] 5 teams assigned
-[X] Fry's Fried Codebreaker

Publicola, take Ventress off Resignation Programs. Do it right now. I don't care if they're deserting, we are not letting that cat out of the bag to members of the Republic army. Remember Darra. That was not just because of a disaster roll.
 
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I actually have another potential write-in -- I held on to it because, frankly, I figured it'd be best to not throw a spanner in the works for this turn -- related to Kashyyyk.

@Dr. Snark, would it be possible for us to hire Wookie engineers? I'm envisioning something like the Muun Bankers thing -- hiring them to help out our operations generally, perhaps reducing construction costs (base purchase/upgrade) or reducing upkeep. Or something else entirely -- I just really like the idea of using Wookies for something other than raw physical strength.

I'm perfectly comfortable waiting another turn if you'd prefer.
 
@Dr. Snark Could you price such an action:
[] Up to Standards: Thrawn worked with Sienar Comp to project the ideal composition for the Oracle Fleet, it's about time you replaced your lowest-bidder orbital assets with vessels befitting the Watcher's standards of quality. All your need is to throw money at it.

Hmm...I could do that but it'd be expensive for obvious reasons. Somewhere in the 150-200 Credit range.

@Dr. Snark, would it be possible for us to hire Wookie engineers? I'm envisioning something like the Muun Bankers thing -- hiring them to help out our operations generally, perhaps reducing construction costs (base purchase/upgrade) or reducing upkeep. Or something else entirely -- I just really like the idea of using Wookies for something other than raw physical strength.

That seems legit. I think they'd be for decreasing base costs for things but I'd have to work out the details.
 
@Dr. Snark Could you price such an action:
[] Up to Standards: Thrawn worked with Sienar Comp to project the ideal composition for the Oracle Fleet, it's about time you replaced your lowest-bidder orbital assets with vessels befitting the Watcher's standards of quality. All your need is to throw money at it.

We upgraded the Fleet last turn.

So we are not planning on becoming the leader of Taris?

Love this quest by the way props to Teron and Dr. Snark.

Broad assumption that it's gonna happen on its own anyway.
 
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