Disagree with this one. Reducing the penalty by 5% would increase our income by 57 Credits per turn. Unfortunately, that's reduced by the 20 Credit/turn upkeep, so it only gains us 37 total (and with the 100 Cost, would take 3 turns to pay for itself). That's pretty meager.
I like the externalities (following the charitable lady path), which will help us with the Jedi and should open new options further down the road. Also, while it only raises income by 37c, it only takes 1 turn also.
I'd be much more inclined to use our Stewardship action for 'Benevolent Takeover' so we improve our Cybernetics research, possibly helping Cheriss build her new body, possibly helping learn about those Inhibitor Chips (they are biotech...), possibly helping us with Research generally.
I'd prefer to wait on responding to the virus outbreak until we finish (or are closer to finishing) the Virus Library. I'm not so confident about this, but I'd prefer to focus on efforts on searching for the Sith Lord, preferably by tracking Asajj Ventress (since we have a pre-existing relationship to play on).
(Frankly, given that the inhibitor chips are needed to warn the Jedi about the Sith Lord's endgame, I think we should get started on that task ASAP, even if there is a short-term issue with the zombie virus...)
I would greatly prefer the other two. We're at the heart of the CNS -- we'll need to defend against intrusion, but Mandalorian History gives us the option of recruit Mandalore warriors (!) while the Beskar mines allows us to outfit our current forces with basically indestructible armor.
Well, the Clone Wars officially ended in 19 BBY...but that was in the far-off land of Canon, a distant shore at this point. That will still probably (and let me stress the word probably) be where the war ends, assuming nothing too insane happens in between.
We'll see though. Ciaran has a gift for jumping the rails at every conceivable opportunity so who knows how that will play out.
Well, the Clone Wars officially ended in 19 BBY...but that was in the far-off land of Canon, a distant shore at this point. That will still probably (and let me stress the word probably) be where the war ends, assuming nothing too insane happens in between.
We'll see though. Ciaran has a gift for jumping the rails at every conceivable opportunity so who knows how that will play out.
@Publicola: In view of this, I think it is worth investigating the virus this turn. Still, tracking down the darksiders will likely allow us to be pro-active when dealing with their schemes.
Fourth, while this isn't a hard-and-fast rule I'm going to recommend that there be a 12-24 hour moratorium on plan creation and voting, mainly to have time for possible write-in actions to come in and be statted out.
[X] Black Ops: The CIS is doing far too well and considering its leadership's penchant for committing atrocities that is a bad thing as matters are right now. Send your men to covertly interfere with various battles across the galaxy to both damage their progress and cause confusion as they try to figure just who and how they were just wrecked. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged - Thrawn assigned
[X] A Mandalorian's Touch: Satine has been actively fearful of your growing influence and militarization in the CNS and is now unsubtly moving against you. Perhaps you could assuage her fears by having her become the head of diplomacy in the CNS? She's certainly capable and if she's too busy with negotiations she can't move against you. Plus it'd make the CNS look friendlier after you recruited the Kalee. Chance of Success: 60% Reward: Satine becomes head CNS diplomat, general PR boost for CNS - PR-1 assigned
It was either this or Grievous but we do need to get her out of the way.
[X] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%
[X] Lots of plans, lots of wrenches: The CIS is doing far too well and considering its leaderships penchant for committing atrocities that is a bad thing as matters are right now. Send your agents to do what they do best. Espionage, sabotage, causing information leaks, bribery, rabble rousing and all those fun things. Anything to ensure the Republic gets the chance to push back. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged - Silas Cata assigned
[X] I Have A Bad Feeling About This: Given that your burn scars from the assassination attempt a few years ago no longer exist, the fact that they're aching again is probably some kind of sign from the Force that something bad is about to happen. Well there's nothing stopping you from being more proactive in protecting yourself, right? Chance of Success: 60% Cost 100 Reward: Counterintelligence operations increased
[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 [Takes 6 Turns, Locks Actions for 4 Turns] - Cheriss Sair assigned
[X] Asteroid Base: Well, you did find that abandoned base during Operation RESI and it's not like anyone else has come to take it back. So why not move in yourself? It'd only take a little bit of investment to get it operational again. Cost: 50 Reward: Hidden Asteroid Base (name pending)
[X] Mandalorian History Initiative: The Mandalorians were once some of the greatest warriors the galaxy had ever seen, but in this day and age there really aren't any traditional warriors left. It might be worth looking for something to inspire a new generation of warriors...if only so you can recruit them. Cost: 100 Reward: Mandalorians become more receptive to the idea of a new generation of warriors
[X] System Defenses: Whether it might be some random scout or an entire battlefleet, but it would be reassuring to know that the system has some way to protect itself from intruders. Cost: 150 Upkeep: 50 (Takes 2 turns) Reward: S-840 protected against intrusion
[X] Field Training: Some of your subordinates have politely pointed out that while you may be a decent fighter you don't really have any advanced survival training in case things go really wrong. As unpleasant as the idea sounds, they might have a point... Chance of Success: 70% Reward: Martial Increase, Survivalist training - Silencer assigned.
[X] Thrawn: Learn Military Strategy. A war is going on, and knowing your way around large scale operations might be useful.
[] 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
Random question for @Dr. Snark: if we pick "accelerate research", so we only need to pick it once at the beginning of a research project, or would we need to pick it every turn the research project is active in order to halve the time it takes?
@Whumbly, I strongly suggest you remove the "10 Watchers" part of your Plan. We need to save up our Watchers for a 'rainy day' when we really really need them to let us succeed. Nothing this turn qualifies for that.
Random question for @Dr. Snark: if we pick "accelerate research", so we only need to pick it once at the beginning of a research project, or would we need to pick it every turn the research project is active in order to halve the time it takes?
Because:
a) Satine is "pacified" and we "confirm" CNS neutrality
b) Decrease CIS success
c) Stabilise our income to better our future influence
d) "Protect our shore"
Virus is a problem, AND Jaba want's Ciaran's assistance {he did say "faster next time! please"}
but CIS, and Cone chips takes some priority.....
...Okay, so people are already posting their Plans and voting. @Dr. Snark, I like the idea of a 12 hour (or 24 hour) moratorium before plans and voting, but I suggest if you want it to happen, you make it obvious that there is a restriction (use big bold letters, that sort of thing) rather than 'hiding' it in a normal font in a post-script.
But that's for next time. Given that quite a few votes have already taken place... well, Plan Publicola will be forthcoming shortly.
...Okay, so people are already posting their Plans and voting. @Dr. Snark, I like the idea of a 12 hour (or 24 hour) moratorium before plans and voting, but I suggest if you want it to happen, you make it obvious that there is a restriction (use big bold letters, that sort of thing) rather than 'hiding' it in a normal font in a post-script.
The Clones have to be the most under appreciated group in the entire Galaxy. It would be like all of use ignoring our Second World War Veterans.
They shall grow not old, as we that are left grow old:
Age shall not weary them, nor the years condemn.
At the going down of the sun and in the morning,
We will remember them.
(Reasoning: the key characteristic of this Plan is that it shifts our focus back to the big picture, and the root causes of this galactic war -- the Sith Lord that started the war, the Inhibitor Chips he provided for the Republic's clone army, the Nightsister-assassin who might know more about her master's Master. Another separate element was shoring up our income, which we desperately need to continue to operate on such a large scale. The rest should be fairly uncontroversial. Pay attention to the assigned Hero Support, though, since that may differ wildly from Plan to Plan, and (as we saw with Darra in the last go-round) matters a great deal more than you might think.)
(Reasoning: as much as we want to hamstring the CIS, and as much as we'd benefit from better relations with the Hutts, we should probably be taking care of our own backyard for the moment. We get a +10 default bonus (for being CNS related); combined with Thrawn's support, it has a 86% chance of success, and a 26% chance of a critical success. Here's hoping it turns into the sort of rout that Thrawn is known for...).
Diplomacy: Pick 1 + 1 FREE ACTION:
[X] A Grievous Introduction: Chance of Success: 90% Reward: Gain Hero Unit General Grievous
[X] A Mandalorian's Touch: Chance of Success: 60% Reward: Satine becomes head CNS diplomat, general PR boost for CNS
-[X] PR-1
-[X] Omake by Whumbly
(Reasoning: The 'Grievous Introduction' is obvious -- he's an awesome fighter, and Hero Units make the world go 'round. I chose 'Mandalorian's Touch' for our free action -- see my reasoning for that near the bottom. We get a +5 default bonus, pushing 'Grievous' to 95%. With PR-1's support as well as Whumby's omake bonus, our recruitment of Satine will have a 84% chance of success.)
(Reasoning: as much as we need more money, the benefit to cybernetic research is a huge draw, not to mention that tantalizing "?" that Dr. Snark leaves us with. This has a number of possible benefits for us -- whether generally with our Research, or specifically when we build Cheriss a new body, or perhaps when we research those Inhibitor Chips (those are biotech, after all). Lots of potential here, despite the lack of additional income. Thanks to our default bonuses, this option has a 80% chance of success).
Intrigue: Pick 2:
[X] Hunt for a Nightsister: Chance of Success: 40% Cost: 50 Reward: Asajj Ventress located and tracked
-[X] Personal Attention
[X] I Have A Bad Feeling About This: Chance of Success: 60% Cost 100 Reward: Counterintelligence operations increased
-[X] Silas Cata
-[X] The Silencer
-[X] Omake by NexysDhyArchen
(Reasoning: The 'Bad Feeling' is the obvious choice, for obvious reasons. As for the second option, I'd really really like to 'Hunt for a Nightsister', both to give a lead on our Sidious investigation, as well as get a 'mole' in the CIS, as well as possibly start our recruitment of Asajj by swaying her to become more Gray-aligned than Dark. We already 'stole' Thrawn from under Palpatine's thumb; why not steal Asajj as well? As for the 'Unsettling Rumors'... well, a zombie apocalypse is always disturbing. On the other hand, those rumors are still unsubstantiated (we don't know how bad they'll be), and don't really affect our position or the course of the War at the moment. Dealing with it would be almost purely humanitarian -- great for our reputation, maybe, but we have other bigger priorities, some of which are existential priorities. I may be persuaded to switch, but I'm feeling pretty confident in my two choices at the moment. As for the odds, with default bonuses & Personal Attention, the odds for 'Nightsister' is bumped up to 88% (with 48% of critical success), while Silas & Silencer's support for our 'Bad Feeling' plus NexysDhyArchen's omake gives us >100% chances for that to succeed, with a 41% chance of a Crit.)
Lore: Pick None (Tyro is busy):
[X] Refine the 'Buried Presence' trick: Chance of Success: 50% Reward: Agents become even better (Completes This Turn)
(Reasoning: locked. I didn't add Hero Support because we have other higher-priority actions that have a heftier cost if we fail them.)
Learning: Pick 1 (Research Only):
[X] Research Genemods: Chance of Success: 70% Cost: 120 Reward: Genemod research (2 Turns Remaining, One Turn Lock Remaining)
[X] Research Inhibitor Chips: Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips [Takes 6 Turns, Locks Actions for 4 Turns]
-[X] Accelerate Research
-[X] Cheriss Sair
(Reasoning: this one was tough. Analyzing the recovered data would help us deal with any future synth-viruses, as would developing our own Virus Library. Alternately, we could even double-up our genemod research to complete it this turn. However, I decided that, as important as the rest is, those Inhibitor Chips are absolutely a priority -- it will take at least three turns (assuming we successfully accelerate that research) to complete, and then we'll have to find some way to alert the Jedi that there's a problem without them spilling the beans to Palpatine that might cause him to trigger Order 66 early... yeah, it's going to be complicated, and we really should start working on that ASAP. We get +10 bonus by default, pushing the odds for 'Genemods' up to 80%; Cheriss' support for the 'Chips' pushes its chance of success up to 69%).
New Bases:
Asteroid Base: Cost: 50 Reward: Hidden Asteroid Base (name pending)
(Reasoning: dirt cheap, pretty well hidden, with lots of possible uses as a 'blacksite' for smuggling or mercenary work or research or... yeah. Another possibility would be Naboo, which might let us build more commercial sites (resorts, casinos, etc.) for income. Still, that's a bit too expensive at the moment, while the asteroid base is charitably a 'fixer-upper').
Base upgrades:
Coruscant Base:
[X] Large-Scale Wiretaps: Cost: 100 Reward: +5 Intrigue, +50 Income (Information)
(Reasoning: MONEY! Absolutely obvious choice -- pays for itself in two turns, gives us a bonus to Intrigue rolls... yeah.)
(Reasoning: also MONEY. We actually have a pretty decently-sized security force, considering we're a private individual & a private company and can call on the joint military of multiple systems to back us up as needed. We don't need more security forces. We do, however, need more money, and this is as good a deal as we'll get).
Oracle (Lucrehulk):
[X] Support Fleet: Cost: 150 Upkeep: 75 Reward: Support fleet for Oracle, Additional Martial Actions
(Reasoning: really expensive, but that extra Martial Action is nothing to sneeze at, and it gives us a mobile security force for our mobile HQ. Worth it).
Mandalorian Mansion:
[X] Mandalorian History Initiative: Cost: 100 Reward: Mandalorians become more receptive to the idea of a new generation of warriors
(Reasoning: per Dr Snark, the beskar mines are not time-sensitive, so the smartest course is to set ourselves up to recruit Mandalorian warriors in the future. The sooner we do, the more of them will fight for us when it matters. We can always outfit them with indestructible armor later...)
(Reasoning: as much as we do need to protect ourselves from intrusion, and as nice as it would be to see Mandlorian warriors fight for our cause, I'm pretty sure the Beskar Iron Mines are time-sensitive -- the government is seeking new investors because we just cleared Death Watch out of the area. Wait another three months, and they may not need investors, and we'd lose our chance of upgrading our troops with nigh-indestructible armor).
(Planet, S-840):
[X] No Upgrade
(Reasoning: well, money. We really can't afford it. I'm not entirely sure we can afford the other upgrades above -- I'll calculate this turn's Balance Sheet once I finish here...)
Rename Planet:
-[ ] Delaven
(Reasoning: "Delaven" is the Slovenian word for 'industrious'. This continues our in-quest tradition of borrowing real words from foreign languages to name things in a Star Wars-y way (hence 'Karada' and 'Versuch'). This also fits our industry-heavy work on that planet, what with the automated farms and chemical labs and vehicle factories. I am willing to reconsider if someone else has a good suggestion -- I do like @Sinsystem's suggestion of La'Sombra (Spanish for 'shadow), though I'd prefer to use that for the new asteroid base instead.
Personal: Pick 2:
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] Hunt for a Nightsister
[X] Accelerate research: Chance of Success: 70% Cost: 50 Reward: Research time halved, action lock time halved
-[X] Research Inhibitor Chips
-[X] Omake by Walkin' Man
(Reasoning: 'Personal Attention' is basically a default pick, to shore up poor odds for other actions. I chose 'Nightsister' because Intrigue is our best stat and it's the lowest-probability action. 'Bad Feeling' is probably more important, but assigning our Attention to that would give us a >100% chance of success ed with the other actions at a abysmal odds. As for our second Action, I chose to 'accelerate our research' on the Inhibitor Chips, since those are a big long-term priority. This does mean delaying Cheriss' new body until next turn, when we own that cybernetic company. Field & Force training are, unfortunately, fairly low priorities at the moment, though the 'Martial' and 'Lore' increases are pretty tantalizing. But priorities!)
(EDIT: with Walkin' Man's omake bonus, 'Accelerate Research' now has an 80% chance of success).
Free Action:
[X] A Mandalorian's Touch
(Reasoning: again, tough. I was torn between any number of Actions -- two from Diplomacy (dealing with Satine or the Jedi), two from Stewardship (income from Trade Federation or refugee camps), and one from Intrigue (that virus...). I eventually landed on dealing with Satine: to get us out of hot water (kinda), to boost the CNS' reputation (it is our baby...), and finally because it doesn't cost us anything. We are an intergalactic information broker on a budget, after all. However, I am entirely willing to change my mind if someone gives me a good reason).
Hero Support (applies half the stats to a chosen action):
PR-1: [X] A Mandalorian's Touch
The Silencer: [X] I Have A Bad Feeling About This
Silas Cata: [X] I Have A Bad Feeling About This
Cheriss Sair: [X] Cheriss Sair
Thrawn: [X] Pirate Hunting
(Reasoning: the hardest one to assign was Thrawn, because he could go anywhere. I decided finally on 'Pirate Hunting' because (1) I hadn't assigned anyone else to support it, and (2) I really want to read an omake showing him utterly crushing the pirate fleet...)
Watcher Support (1 Point per assigned team):
[X] 0 assigned.
(Reasoning: as in past turns, we need to save these for a rainy day. This isn't).
Changelog: (for any future edits I make to this Plan)
Removed 'Rename Planet' action from Base Upgrades -- we'll be renaming our private planet after this Turn's Results.
Changed Mandalore Base Upgrade to 'History Initiative' - the beskar mines aren't time-sensitive, so we should prioritize recruitment.
Quick questions: @Dr. Snark -- could we wait on naming the Private Planet until after this turn's Results? That way people can vote solely based on the merits of each Plan, without being swayed by the desire to see a particular name. It would also give us something to do between the results from this turn and the initial post for the next turn.
Does this "Cost: 120" apply for every turn we do this action, or just the first turn when we start the research? If the latter, then the cost for this action this turn would be 0 since we already paid to start it last turn.
@Whumbly, @NexysDhyArchen, @Walkin' Man -- can you let the rest of us know how you plan to use your +10 omake bonuses? I'd like to calculate the actual probability for each Action on here, at least for my Plan, and your decisions will probably affect how I allot Hero Support....
(Reasoning: as much as we do need to protect ourselves from intrusion, and as nice as it would be to see Mandlorian warriors fight for our cause, I'm pretty sure the Beskar Iron Mines are time-sensitive -- the government is seeking new investors because we just cleared Death Watch out of the area. Wait another three months, and they may not need investors, and we'd lose our chance of upgrading our troops with nigh-indestructible armor).
History might be time-sensitive too, at least if we want results before the war is over. Worst case the Emperor wins and has a chance to undo a lot of our work then. But even if not these things will be far more difficult to push in times of peace.
The sooner we begin, the more the warrior-mentality will stick when things change away from the current situation.
Quick questions: @Dr. Snark -- could we wait on naming the Private Planet until after this turn's Results? That way people can vote solely based on the merits of each Plan, without being swayed by the desire to see a particular name. It would also give us something to do between the results from this turn and the initial post for the next turn.
Also:
Does this "Cost: 120" apply for every turn we do this action, or just the first turn when we start the research? If the latter, then the cost for this action this turn would be 0 since we already paid to start it last turn.
OK, this plan has some of the (IMHO) critically important actions taken care of, Yes, some others like 'War-Ravaged Recovery' or 'Mercenary Work' or even 'Droid Factory = BX' are tantalising, PRIORITIES.
We can help Cheriss with better equipment {best for our employees, but takes time}
We pacify Satine (and gaining a public"diplomat" is always a plus)
Wiretap Coruscant and if we're lucky: Sidious = Palpatine => PROOF!!
Defend our borders {aka worm up for future}
Decode 'Chips' and find a "loophole" or weakness 2-fold advantage: • Additional proof and direction to find that Sith; • Find a way to help the clones and get rid of that "poison" { in time additional PR for Ciaran and humanitarian/mercenary organisation }
Oh and since Abyss Watchers serve "Information Broker" here's a short 'dossier' video about Kaminoans: