New Bases:
Scipio: With the IGBC safely purged of Palpatine's influence it's now much easier to get property on Scipio. Which is good, because it might be worthwhile to keep an eye on the banks. For their own safety of course... Cost: 150 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
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
Sullust: Bribbs has helped you find a facility on the planet that you can purchase on behalf of Karada should you wish to invest in SoroSuub or Sullust itself. Cost: 200 Reward: Facility on Sullust
Arkania: The Arkanians have been overjoyed at your ability to recover the Arkanian Legacy and have mentioned that they could provide a "discount" on a Karada facility on the planet. Now seems like a good a time as any to move in. Cost: 100 Reward: Facility on Arkania
Corellia: With Corellia joining the CNS in full, there's now an opportunity to expand to one of the most prosperous Core Worlds. To say nothing of being able to have closer contact with its pilots, or the ability to examine the archaeological sites in the region...there's a lot of good reasons to move there. Cost: 200 Reward: Property on Corellia
Bothawui: The Spynet has "created an opening" on the planet for you to move into so long as you can pay some "administrative fees" for it. ...So this is what being on the other side of that feels like. Cost: 200 Reward: Base on Bothawui
Pantora: Since you (or more accurately Silas) helped alleviate the worst of the blockade over Pantora, the people there are more than willing to let you set up a Karada facility there...on a planet with a wide-spanning media and intel network... Cost: 150 Reward: Facility on Pantora
Kuat: The Kuat Drive Yards have mentioned that they're willing to help finance a Karada facility on Kuat itself if you're interested in deepening ties with them. Cost: 200 Reward: Facility on Kuat
Outland Transit Station: Once Jango Fett's home of sorts, the station in question has been badly damaged in the process of one of Jango's contracts. Still, he's pointed out that it would hardly be difficult to properly occupy the station if you wanted to...though it is a bit of a fixer-upper. Cost: 200 Reward: Outland Transit Station repaired and occupied
[] 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:
[] Droid Marketing Office: You've been stockpiling B1 droids for ages now and its not like you really need them as much anymore given that your teams are more effective in every conceivable way. Instead why not sell off the surplus units...to people who aren't going to use them to contribute to the war. Cost: 50 Reward: +25 income so long as droid production goes over cap
[] Karada Expansion: Setting up more specialized branches of Karada would help you get more credits out of the company.
-[] Karada Laboratories: set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use. Cost: 100 Reward: +50 Karada income
-[] Karada Academy: expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species. Cost: 100 Reward: +50 Karada income
[] Coruscant History Museum: Since you're already diving into the lowest levels of Coruscant, why not put some of the artifacts you've found down there on display at a museum of some persuasion? Tickets of course would be quite expensive. Cost: 50 Reward: +25 "Salavge" income
[] Senate Security Systems Training Compound: Putting together a proper compound to train your SSS members will not only help them market themselves better, but make them more viable assets against Palpatine's men. Reward: Increase in SSS profits, SSS teams better trained in general Cost: 150 Reward: +50 SSS income, increase in SSS capabilites
[] Fund 'Senatorial Accounts Presidium': A government watchdog group based in Coruscant's financial district that could use a quick infusion of cash and would be very grateful for Ciaran's support... Cost: 100 Upkeep: 50 Reward: Increased information on Palpatine activities
[] Uscru Investments: The Uscru Entertainment District is the entertainment center of Coruscant, and it could certainly use an infusion of Outer Rim culture. Invest in a playhouse or venue, and organize regular performances showcasing the culture of various CNS members. Cost: 150 Reward: +75 investment income
[] All Planets Market: This massive marketplace showcasing the products of the galaxy would be an ideal venue for promoting the CNS. Purchase enough space and rent it out to member-systems of the CNS to give them a place to sell some of their more unique goods. Cost: 150 Reward: +75 trade income
[] 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
Kalee Military Base:
[] Farming Complex: Kalee has been decimated by war, but now that it's getting a proper economy going you could work with the Ithorians to set up modern farming complexes to help provide more food and make the planet look green again. Cost: 100 Reward: +25 investment income, increases over time
[] Industrial District: Granted there isn't much of an industrial district yet, but getting on the ground early would not only let you assist in its construction but also would give you increasingly large amounts of income over time. Cost: 200 Reward: +25 investment income, significantly increases over time
[] Tradeport: Now that Kalee is coming into its own with the help of the Muuns, it's definitely worth building up a proper tradeport to capitalize on that. Cost: 100 Reward: +50 trade income
[] Karada Facilities: Your assistance to the Kaleesh thus far has been more martial than medical, but given that the planet is changing quite a bit it would help to get with the times as it were by providing proper medical care. Cost: 100 Reward: +50 Karada income
[] Kaleesh Security Agency: Given how successful the Kaleesh have been at being security on Muunilist itself, odds are good that with enough marketing and people in the right places they could be hired by even more planets in need of security. Cost: 100 Reward: +50 security income
[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail
[] 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
[] 'Grand Fleet' Initiative: A bold initiative suggested by Thrawn: leveraging your connections with Sienar, Incom, and KDY, give them enough credits to convert your support fleet for the Oracle into a legitimate battlefleet with military-grade hardware across the board. It will be incredibly expensive, but the results will speak for themselves. Cost: 250 Reward: Oracle Fleet upgraded to military-grade
[] 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 have been purged from Concordia the Beskar mines could still use new 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
[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened
[] Karada Facility: Setting up a Karada facility on Mandalore would certainly get you some money, but more importantly it would help you funnel scientists and medical gear to Kyriemout more easily. Cost: 100 Reward: +25 income from Karada sales, medical supplies for Clan Skirata
[] 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
[] 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 Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid 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
[] Svivreni Material Research Facilities: The isolated nature of the facility and the already present research equipment make La'Sombra a prime location for setting up facilities dedicated to researching anomalous or rare materials in the galaxy. With the addtion of the Svivreni to the CNS, the facilty would now be even more effective with some of the galaxy's greatest material experts on staff. Cost: 150 Upkeep: 75 Reward: Significantly Decreased research times for current/future anomalous/rare materials research
[] 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. In comparison to the proposed megafauna facility on Kalee, these would contain (relatively) small predators. Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed
[] Write in: Stay Reasonable
Nar Shaddaa Property:
[] Blacksite: Much like Kalee, you could build up a facility that would allow you to train up more men. Given that this is Nar Shaddaa, no one would bat an eye at the place anyway. Cost: 150 Upkeep: 75 Reward: Increased recruitment rates for all units
[] Expanded Smugglers Den: Nar Shaddaa is a 'Smugglers Moon', so it shouldn't be too difficult to invest more heavily in the black market. Cost: 100 Reward: +50 Smuggling Income
[] Undercity Investment: Right beneath your property are factories, shipyards, and who knows what else that could be exploited for the sake of amplifying your profits on the planet. That and investing in actually paying your workers could make you a popular woman on the planet... Cost: 150 Upkeep: 50 Reward: 30% boost to Nar Shaddaa income
[] Write in: Stay Reasonable
Castell Facility:
[] Gossam Commando Investments/Subversion: Castell has its own military, which Shu Mai has used as her own personal shock-troops. Still, she isn't very popular at the moment, and you are. Perhaps you could work with them to ensure they support you should you decide to oust Shu Mai?
-[] Commando Gear: Offer to provide them with better gear. Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
-[] Gossam Militia: establish and recruit a local militia-cum-paramilitary force, who can help out the Commandos with logistics and transport in various operations, and more easily replace Commandos who have died. Of course, it doesn't hurt that the milita would be filled with people loyal to you.... Cost: 75 Reward: Gossam Commandos more likely to support you, potential increase in Underworld Rumors
-[] Castell Academy: Set up a military academy, officially for the Abyss Watchers, but with an open invitation to the Gossam Commandos to provide them with advanced traiing. Cost: 100 Upkeep: 25 Reward: increased promotion rates for all Abyss Watcher military squads barring Force users, Gossam Commandos more likely to survive and more likely to support you
[] Write in: Stay Reasonable
Muunilist Mansion:
[] Invest in Phlut Design Systems: once a thriving weapons developer, Phlut borrowed a massive amount from the IGBC to get in on the 'battle droid builder' game. Their first and major product (the IG lancer droids) performed decently in the Battle of Muunilist, but with the IGBC defeat, Phlut has had trouble staying solvent. A prime opportunity for investment, especially since they have quite a few droid models that might prove useful to us. Cost: 100 Reward: +25 income, access to IG droid schematics, potential for future upgrades
[] 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
[] Write in: Stay Reasonable
Kashyyyk Facility:
[] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale
[] Engineer Recruitment Center: Though they may not look the type at first glance, Wookiees have been some of the best engineers in the galaxy and you could certainly use their help in your endeavors. Cost: 150 Upkeep: 75 Reward: 5% discount to bases and upgrades
[] Ithorian Botanical Garden and Nursery: The Ithorians are the best ecologists and agriculturalists in the galaxy, especially known for their 'herdships' with lush biomes. Kashyyyk is a forest planet covered in highly-adaptable wroshyr trees that can grow thousands of meters tall. Invite the Ithorians to cultivate native plants, especially wroshyr trees, for off-world export, both for their own use and for sale across the galaxy. Cost: 100 Reward: +50 investment income
[] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income
[] Sienar Expansion: Raith has admitted that the cleverness and the artistry of the Wookiee engineers has always suprised him, and that he'd love to get the chance to deepen his ties with them with your help. Cost: 50 Reward: +25 investment income
[] KDY Expansion: Some KDY execs have told you that if you want to help them expand here, they would certainly appreciate the aid of the Wookiees for their larger-scale projects. Cost: 50 Reward: +25 investment income
[] Write in: Stay Reasonable
Taris Property:
[] Incom Orbital Shipyards: Undoubtely one of your most ambitious moves yet; this would set aside a considerable amount of funds for Incom to build privatized shipyards over Taris. Not only would this provide a massive economic boom and effectively make Taris a major Incom facility, but it would also give Incom the chance to really start giving you the support Seti said they could... Cost: 250 Reward: +100 investment income, massive Incom support for CNS
[] Aquaculture Investment: With the Sustained Revitalization program in play, the economy is stable enough for the Ithorians to potentially initate a serious ecological campaign to help restore Taris' waters...meaning more kelp, and more credits. Cost: 150 Reward: +75 investment income
[] Ecological Renewal: Why stop at the water? The Ithorians are more than willing to help run a renewal program across the entire planet. All they need are the credits...and any junk that gets moved out of the way can go right through your salvage teams. Cost: 200 Reward: +50 "recycling" income, general increase of quality of life on Taris.
[] Expanded Trade Port: Since you're already making credits hand over fist here, it only makes sense to expand your tradeport here even further. Cost: 200 Reward: +100 trade income
[] Eastgate District: This district was once a major commercial hub, but that was before the planet was bombed. Now that there's an effectively constant need for economic expansion you could easily reopen the district and make a killing off of it. Cost: 200 Reward: +100 investment income
[] Mercy Hospital: Once this hospital helped to combat the rakghoul plagues that swept through the lower levels, but it was destroyed by the Sith bombing the planet millenia ago. Still, the ruins are there, and you could easily rebuild it as a Karada facilty. Cost: 100 Reward: +50 Karada income
[] Jedi Tower Museum: Probably the most striking ruined building on Taris is the old Jedi Tower, once a noted academy in the Outer Rim before the bombing. Given the history of it and Taris, maybe you could convert it into a museum? Cost: 150 Reward: +50 investment income, potential to discover artifacts as building is reconstructed
[] Promised Land Skyway Lanes: The rediscovery of the Promised Land was not too surprising, but what was surprising was the local nekghoul population located there. Thankfully there haven't been any major incidents since then, but at the same time the nekghouls haven't really had an incentive or ability to leave their current location easily. Setting up skylanes for communication, transport, and maybe tourism if the nekghouls are willing to allow people in would greatly benefit Taris. Cost: 150 Upkeep: 50 Reward: Mass transit to Promised Land possible, nekghouls able to be fully integrated into Taris...at least economically.
[] Lhosan Industries Expansion: It's great that Lhosan's back online, but it's clear that at the moment swoop bikes aren't that popular so they haven't been selling that well. As such it might be worthwhile to expand it and have it build other speeders in general. Cost: 150 Reward: +50 investment income
[] Tarisian Sports Development Program: Taris' soaring popularity has made it a viable candidate for the new Galactic Games, but there's currently a pressing lack of proper sports arenas. Fix that and you might be able to host one of the biggest galactic events on Taris. Cost: 200 Reward: +50 investment income, ability for Taris to host Galactic Games
[] Space Curling "Arenas": So. Apparently there's this thing going around the holonet recently that involves throwing asteroids at a target and making sure that they land close to the center. Apparently it was either created by a presumably very bored Anakin as a creative way of destroying a Separatist space station or a Hapan pirate 300 years ago as part of his strategy to trap ships depending on who you ask. And apparently it's something that people might want to participate in as a sport. ...Okay, as long as it makes you credits, fine, whatever. All you need to do is set up a few bouys anyway... Cost: 50 Reward: +25 Investment income, "Space Curling" becomes a Thing on Taris
[] Karada Shipyards: Go the extra mile and get entire shipyards under the Karada name, producing Karada ships. And of course offering repairs for some of your other vessels should they need it. Cost: 250 Reward: +100 Karada income, ability to legitimately produce Karada ships at Taris
[] Cantina Franchise: WIth the amount of refugees here, even after everything drowing sorrows is still a popular pastime as it were. Why not make sure that they're drowning said sorrows in your cantinas? Cost: 150 Reward: +75 Investment income
[] Recruitment Center: The people here love you and would be more than willing to sign on with you full time if you let them. Cost: 100 Upkeep: 50 Reward: Increased Guardian/Seeker recruitment rate
[] Write in: Stay Reasonable
Naboo Mansion:
[] Tradeport Expansion: You've already got a lot of money from this planet but it never hurts to consolidate. Cost: 100 Reward: +50 trade income
[] Porso Hill Base Reclamation: Once upon a time Borvo had a base here that not only was able to produce N1 starfighters but served as a base of operations on the planet...before one Lieutenant Sykes came in and wrecked the place. Still, the past is the past, and it would be a very useful location to get a hold of. Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site
[] Naboo Moon Mining Guild Investments: The Naboo Moon Mining Guild is an organization that legitimately sells spices on the market, not to mention that they are in competition with a slaver organization of some kind. It certainly sounds like a useful investment. Cost: 150 Reward: +50 income from Mining Guild investments, good PR against slavers
[] Buy Out Borvo's Black Market (Naboo): Borvo and his Nal Raka Criminal Empire have a much broader reach now than they did when he was still operating in a single sector. Borvo has neither the time nor the inclination to deal with Naboo, not when they still remember him for his actions during the Naboo invasion. Suggest to him that the Abyss Watchers should take over the local black market; your reputation is spotless, and now that you have a base on the planet, it should be easy to coordinate things. Cost: 100 Reward: +50 smuggling income
[] Invest in Borvo's Black Market (Rori): Orbiting Naboo is the swamp moon Rori, best known for its kassoti spice mines -- a very mild narcotic with less severe addictive effects, which is why it's legal to trade and distribute. Borvo owns a trade port on the planet, to help facilitate transportation throughout the system. More importantly, Borvo's operation utilizes a private hyperlane, the Old Trade Federation Route, to transport goods on and off world. Invest in the tradeport, and in the black market surrounding it, to gain full access to those smuggling lanes. Cost: 100 Reward: +50 smuggling income
[] Large-Scale Wiretaps: Sure you already have the planet bugged from your past visits, but you could stand to get some proper wiretapping going here. Cost: 50 Reward: +25 information income, possible Rumor Mill info
[] Write in: Stay Reasonable
Cato Nemodia Mansion:
[] Defense Grid: Blah blah blah safety and stuff. Cost: 50 Reward: Hidden defenses set up
[] Invest in Trade Federation businesses: Since your good "friend" Nute Gunray has declared you a noted friend of the organization (for keeping him out of jail), you have an opportunity to invest in some of the businesses on the planet. Cost: 100 Reward: +50 investment income
[] Expand Baktoid Production Lines: Sure the production lines are producing some vehicles, but you really need them to enter mass production.
-[] Single-Trooper Aerial Platform: A speeder you can stand on with guns on the front...that's about it. This will give the B1s a lot more mobility at least. Cost: 50 Upkeep: 25 Reward: +2 groups of STAPs per turn
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Multi-Troop Transport: Extremely tough transports capable of carrying and storing many droids. Cost: 150 Upkeep: 75 Reward: +1 group of MTTs per turn
-[] Platoon Attack Craft: Less heavily-armored but far more mobile transports in comparison to MTTs. Cost: 100 Upkeep: 50 Reward: +1 group of PACs per turn
-[] Vulture-class droid starfighter: The fighter of choice for the CIS, this fighter has a droid brain in the place of a pilot, though its combat abilities slightly suffer for it. Maybe have Cheriss look into that at some point. Cost: 150 Upkeep: 75 Reward: +1 group of Vulture Droids per turn
[] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet
[] Trade Port: The Trade Federation is based off of this planet. Getting in on the trade here is only logical. Cost: 100 Reward: +50 trade income
[] Karada Medcenter: While the Nemodians aren't in particular need for medical care, they'd hardly stop you from opening up a Karada branch here. Cost: 100 Reward: +50 Karada income
[] Large-scale Wiretaps: The TF are your "friends," but they're also a major CIS member. There's definitely information to be found here. Cost: 50 Reward: +25 information income, possible Rumor Mill info
[] Purchase Rush Clovis's Factory: Funny thing; while Rush Clovis had been arrested for helping build a droid-production factory here, the factory itself is still partly completed, only needing a proper investor to finsh it. Well, it is there and you aren't going to say no to the opportunity you created... Cost: 100 Upkeep: 100 Reward: Clovis' factory taken over and reactivated
[] Write in: Stay Reasonable
Ord Mantell Compound:
[] Defense Grid: Thankfully the defense grid here is still active. It pays to be able to move into a proper criminal compund...
[] Smuggler's Den: Ord Mantell is a major commercial center on the Celanon Run, but it was also controlled by the Black Sun and has a reputation as one of the largest shadowports in the galaxy. Get in on that action. Cost: 100 Reward: +50 smuggling income
[] Fort Garnik Depot: Ord Mantell is an 'ORD', after all -- built by the old Republic as an 'Ordnance/Regional Depot'. Reclaim the abandoned Republic citadel on Mount Avilatan, and offer to store weapons and vehicles for CNS systems in the galactic north, just in case war breaks out with the Republic or the CIS. The CNS planets would of course pay you for the privilege... Cost: 150 Reward: +50 military income, Fort Garnik reactivated with potential to expand capabilites
[] Ord Mantell Banking: Ord Mantell commands a central position both physically and economically in the Northern Rim. Setting up some banks in the area would greatly help expand both the planetary and local economy. Cost: 150 Reward: +75 investment income
[] Conference Center: Given the not quite legal goings-on on the planet, it might help if you were willing to help build a facility to help facilitate meetings for more sensitive dealings. Cost: 100 Reward: +50 smuggling income
[] Cantina Franchise: Where there are shadowports, there is a demand for cantinas. Where there is a demand for cantinas, you'll be there to profit off of it. Cost: 150 Reward: +75 Investment income
[] Gurlanin Recruitment Center: Force-sensitive, shapeshifting infiltrators that live right next to Ord Mantell!? Yes please. And given that you resolved the whole colonist issue a while back they're not going to object if you want to bring some of them on full-time. Cost: 100 Upkeep: 50 Reward: Gurlanin agents recruited
[] Salvage Teams: Ord Mantell is many things, but 'junkyard' is definitely a major part of it. Send teams digging through the junk and see if they can find anything useful. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[] Write in: Stay Reasonable
Dantooine Facilities:
[] Defense Grid: Given the artifacts you might find here? Yeah, you're not letting anyone come anywhere near your facilites. Cost: 50 Reward: Defenses set up
[] AgriCorps Outpost: While the Jedi AgirCorps outpost here has long since been abandoned, it might be worth getting the Ithorians to help you rebuild the outpost and surrounding farmlands. Who knows, maybe there's something left there. Cost: 100 Reward: +25 investment income, potential to locate artifacts
[] Agriculture Investment: Dantooine is basically grassland, grassland, and more grassland. And if there's one thing grasslands are good for, it's farming on a massive scale. Get the Ithorians to help you set up some large-scale farming and make a killing off of it...and help starving people. That too. Cost: 150 Reward: +75 investment income
[] Expand Luxus Resort: The old Cata mansion is nice and all but it could certainly stand to be expanded upon. Add on more rooms, entertainment areas, restaurants, and turn this place into a proper resort. Cost: 100 Reward: +50 Tourism income
[] Asteroid Mining: Dantooine is surrounded by several major mineral-rich asteroid fields, including the 'Wall of Dantooine' that is notably rich in obsidian deposits. Mining these rocks would make you quite a bit of credits. Cost: 150 Reward: +75 mining income
[] Dedicated Archaeology Teams: Dantooine has been home to the Jedi for many many years; after all you've been digging up the old academy here for quite a while! But given the records from Phateem you know that there are far more valuable artifacts that can be discovered here given enough time and effort. That being said you really can't afford to treat this as salvage in any sense given what you could find here... Cost: 100 Reward: Dedicated archaeology teams activated on planet, two per turn rolls for potential artifacts
[] Write in: Stay Reasonable