My general take on bases is more a general set of priorities:
1. Things that will pay for themselves quickly
2. Things that give us brand-new extremely useful tools
3. Whatever else.
 
My general take on bases is more a general set of priorities:
1. Things that will pay for themselves quickly
2. Things that give us brand-new extremely useful tools
3. Whatever else.
Personally, I think we have two restrictions on what we can do: Monetary restrictions and action economy. Of the two, I think we would agree that we are currently far more restricted by action economy. Thus, I am more interested in extremely useful tools that can partially or completely substitute for standard actions. For example, access to Beskar Mines can at least partially substitute for clone commando armor and will immediately improve our elites. Some of the spying options can potentially weaken Palpatine or increase our reach and should be done ASAP.
 
Personally, I think we have two restrictions on what we can do: Monetary restrictions and action economy. Of the two, I think we would agree that we are currently far more restricted by action economy. Thus, I am more interested in extremely useful tools that can partially or completely substitute for standard actions. For example, access to Beskar Mines can at least partially substitute for clone commando armor and will immediately improve our elites. Some of the spying options can potentially weaken Palpatine or increase our reach and should be done ASAP.
Base options though are restricted by money not actions, so getting a large income let's us take more base options
 
Having legions of super droids waiting for if things go hot sounds like a good idea, especially if they can support the CNS' own reformed military.

Admittedly we'd need an excuse for having a private military, especially if it's relevant on a Galactic scale.

Which is one of the biggest advantages droids have over clones: we can literally stick them in a warehouse somewhere until they're needed. We could literally just build up a big automated military somewhere away from prying eyes, like Kiln or other uncharted systems, and just leave them there until a crisis we need them for pops up.
 
Also (and perhaps more importantly) you missed a big one. The Cortosis droid attack on the Jedi Temple is happening soon. If we want to participate in that (save the Jedi, salvage a couple droids...) we need to pick the Techno Union action this turn.

According to my current plan, I'm spending:
1 action on Thyferra
1 action on Maul
1 action on cortosis droids
1 action on Clan Skirata

Okay yeah, did not realize that. But painfully enough I kinda have to concur that this is what we have to do.

So far I think this is looking like the plan:

Martial:
[ ] Anti-Slaver Actions
-[ ] Senex-Juvex Slavers
[ ] Heroes With No Fear - Hero Support

Diplomacy:
[ ] CNS Recruitment
-[ ] Northern Outer Rim
[ ] Pull At The Strings - Hero Support

Stewardship:
[ ] Sienar Custom Vessel
-[ ] Chu'unthor Repairs
[ ] Contact the Baobab Merchant Fleet
[ ] Buy Out Fry Industries

Intrigue:
[ ] The Thyferra Dilemma - Hero Support
[ ] "Helping" Old "Friends"
[ ] Watchers of the Dark - Hero Support
[ ] Jailbreak Ovolot Qail Uthan (Free Action)

Lore:
[ ] Archaeological Expeditions
-[ ] Yavin? Rakata? Not my area of expertise.
[ ] A More Elegant Weapon, for a More Civilized Age (I think this is what we want?)

Learning:
[ ] Ysalamiri Investigation - Hero Support/Accelerate Research
[ ] ?

Personal Actions:
[ ] Create a Lightsaber
[ ] ?
[ ] Annoy Padme
[ ] Annoy Anakin
[ ] Annoy Obi-Wan

Hero Actions
[ ] Doubling Up - Jango
[ ] Sair Upgrade Package - PR-1
[ ] ?

With one Thyferra action, I'd rather go with Dilemma over Bacta. Safer bet. If Jailbreak is more time-sensitive than Tipoca City, then makes sense to go for it. I think that we hold Cortosis off until we get the Mineral Research Upgrade for La'Sombra, so no reason not to start Ysalamiri now and then add something to cut down on that research time.

Heroes we have available still:
Silencer (Martial +17, Intrigue +10),
Silas (Diplomacy +12, Intrigue +12),
Cheriss (Learning +13),
Thrawn (Martial +19, Diplomacy +15, Intrigue +13, Learning +12),
Grievous (Martial +19, Intrigue +11),
Ventress (Martial +16, Intrigue +13)
HK-47 (Martial +19, Intrigue +13)
Ciaran (Martial +41, Diplomacy +40, Intrigue +46, Learning +28)
Watcher Teams (18, so we have 8)

Matching Up With Actions That Need Support:
Heroes With No Fear - Current Odds 80% - Not Ventress
Pull At Strings - Current Odds: 75% - Silas and Thrawn, or Ciaran
The Thyferra Dilemma - 85% - Anybody Really. Send 2 or Ciaran.
Watchers of The Dark - 85% - HK-47 or Ventress Only
Ysalamiri Investigations - 90% - Cheriss

The good news is we can easily distribute out bonuses and can still get that third Hero Action. We also don't need Personal Attention but we may want it to crit the hell out of something, such as on Anakin (again). Accelerate Research may be a bit more reasonable to really bang out Ysalamiri quick, though Soresu is also on the table. I maintain that, as undiplomatic as it is, HK-47 on Heroes With No Fear would be hilarious. Obviously, aside from the one that we throw at the Hero Action Pile, we can throw the rest as extra on these actions or any other.

I would really like to finally let Grievous go on his hunt, especially because I imagine that we're dumping a whole lot of money into the New Kalee this turn. Synergizes with the Megafauna Museum.
 
Someone has already mentioned it but I agree that we need to lay off on overtly taking on Palpatine's assets. We need to act predictable in regards to Palpatine for a while so that he goes back to thinking he has a hold over us. We're simply not ready to escalate because once we start there's no brakes until he or us are dead.

Maul is a priority.
Thyferra is a priority.
Attacking Palpatine's assets needs to be forgotten for a while.
Finding Palpatine's assets is okay.

What we really need though is to build up our own assets: CNS stability, Personal and Hero Training, helping Kal Skirata, External force orders and paramilitary organizations.

All the while we need to act as if we're scrambling to get back more credits from the tax which means taking one or a few of those actions.
 
Personally, I think we have two restrictions on what we can do: Monetary restrictions and action economy. Of the two, I think we would agree that we are currently far more restricted by action economy. Thus, I am more interested in extremely useful tools that can partially or completely substitute for standard actions. For example, access to Beskar Mines can at least partially substitute for clone commando armor and will immediately improve our elites. Some of the spying options can potentially weaken Palpatine or increase our reach and should be done ASAP.
Base options though are restricted by money not actions, so getting a large income let's us take more base options

Priority 1 is increased income. Bases are where you do that easiest (by spending out of that income you're increasing) and any option that pays for itself in 2 turns is a little ding now for more profit down the road. This helps us pay for priority 2.
Priority 2 is things like the Beskar mines that provide "extremely useful tools". It helps with our action economy.

I've gone this far, I might as well plunk down thoughts on bases. Again, this is without thought to interaction or budget concerns.

Scipio: looks like a great money-making opportunity.
Corellia: Some days I wonder if the fate of the galaxy depends on which side has more significant Corellians on it. This would give us a shot at that, as well as their economy, with a chance to reach out to the Corellian Jedi.
Bothawui: A base on memetic spy planet is an opportunity to do more with memetic spies.

Coruscant
[] Droid Marketing Office: get money for a resource we're producing without spending. Yes.
[] Senate Security Systems Training Compound: Creating pawns to negate Palpatine's pawns.
[] Fund 'Senatorial Accounts Presidium': A move in our game with Palpatine.
[] Uscru Investments: $
[] All Planets Market: $

Kalee
[] Farming Complex: $->$$ DO THIS YESTERDAY
[] Industrial Complex: $->$$$ DO THIS YESTERDAY

[] Karada Facilities: $
[] Kaleesh Security Agency: $

Mandalore:
[] Beskar Iron Mine Lease: Handy tool
[] Karada Facility: $, +Skirata

La'Sombra:
[] Svivreni Material Research Facilities: Research action economy for materials science. If we want to do materials science, we want to do this.

Nar Shaddaa
[] Expanded Smugglers Den: $
[] Undercity Investment: $->$$

Castell
[] Gossam Commando Investments/Subversion:
-[] Commando Gear:
-[] Gossam Militia:
-[] Castell Academy:
All of this plays into an anti-Shu Mai play.

Muunilist
[] Invest in Phlut Design Systems: $
Also, IG-series droids are pretty nice tools.

Kashyyyk
[] Tarisian Ale Plant: $
[] Engineer Recruitment Center: Default Bonus
[] Ithorian Botanical Garden and Nursery: $
[] Incom Expansion: $
[] Sienar Expansion: $
[] KDY Expansion: $

Taris:
[] Incom Orbital Shipyards: $, +Incom
[] Aquaculture Investment: $
[] Ecological Renewal: $, Jewel of the Outer Rim program
[] Expanded Trade Port: $
[] Eastgate District: $
[] Mercy Hospital: $
[] Jedi Tower Museum: $, Jedi Artifacts
[] Promised Land Skyway Lanes: Nekghoul Integration
[] Tarisian Sports Development Program: $, Jewel of the Outer Rim program
[] Space Curling "Arenas": $, +Tactics. I certainly have no prejudice about the origin of Space Curling. I especially have no prejudice about getting this done.
[] Cantina Franchise: $

Naboo:
[] Tradeport Expansion: $
[] Naboo Moon Mining Guild Investments: $, Anti-slavery
[] Buy Out Borvo's Black Market (Naboo): $
[] Invest in Borvo's Black Market (Rori): $
[] Large-Scale Wiretaps: $, +Rumors

Cato Neimoidia:
[] Trade Port: $
[] Karada Medcenter: $
[] Large-scale Wiretaps: $, +Rumors

Ord Mantell:
[] Smuggler's Den: $
[] Ord Mantell Banking: $
[] Conference Center: $
[] Cantina Franchise: $
[] Gurlanin Recruitment Center: Yes please
[] Salvage Teams: $, +Salvage

Dantooine:
[] AgriCorps Outpost: $, +Salvage
[] Agriculture Investment: $, +Reputation
[] Expand Luxus Resort: $
[] Asteroid Mining: $
[] Dedicated Archaeology Teams: +Salvage

Aaaand if you're with me here at the bottom...
Personal Actions:
[ ] Create a Lightsaber
[ ] ?
[ ] Annoy Padme
[ ] Annoy Anakin
[ ] Annoy Obi-Wan

You think Learn Soresu isn't "Annoy Obi-Wan Until He Teaches You Soresu"?
 
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Actually, is there any particular reason why building a lightsaber has priority over any other personal action?
 
Thanks!

Two more questions for @Dr. Snark:
[] 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 investment income, ability to legitimately produce Karada ships at Taris
Can these shipyards be reclassified as 'Karada' income (instead of 'Investment')?

[] 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 bonus to engineering actions (Learning)
Can I suggest a very different sort of reward for this? When I initially imagined recruiting Wookie Engineers, I thought of it as somehow parallel to our Muun Bankers program, as providing an organization bonus to income rather than a 'default' bonus to our rolls.

Specifically: my idea for Wookie Engineers is that we hire them for all base purchases and upgrades, and because they're so darn strong (and ridiculously good engineers), they're able to do it more efficiently than others. That is:

[] Wookie Engineer Programs: Wookies are mainly known for their incredible strength, but they're also some of the finest engineers in the galaxy. Getting some of them into the Abyss Watchers could go a long way. Cost: 100 Upkeep: 100 Reward: Base construction costs (purchases & upgrades) reduced by 5%

 
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Can these shipyards be reclassified as 'Karada' income (instead of 'Investment')?

Seems legit, sure.

Specifically: my idea for Wookie Engineers is that we hire them for all base purchases and upgrades, and because they're so darn strong (and ridiculously good engineers), they're able to do it more efficiently than others. That is:

[] Wookie Engineer Programs: Wookies are mainly known for their incredible strength, but they're also some of the finest engineers in the galaxy. Getting some of them into the Abyss Watchers could go a long way. Cost: 100 Upkeep: 100 Reward: Base construction costs (purchases & upgrades) reduced by 5%

Hmm...the thing is I'm honestly not sure how to balance that. The current 5% discount to costs is way too small to really impact things, but I feel like those bigger investments like shipyards should still be very expensive for both narrative and gameplay purposes. If that makes sense.
 
Hmm...the thing is I'm honestly not sure how to balance that. The current 5% discount to costs is way too small to really impact things, but I feel like those bigger investments like shipyards should still be very expensive for both narrative and gameplay purposes. If that makes sense.
How do you mean? Going solely by last turn's balance sheet, we spent 3625 credits on base purchases/upgrades. 5% of that would give us a discount of 181 credits -- roughly comparable with the income we get from Muun Bankers.

As for bigger investments: with this discount, a "Cost: 200" upgrade would instead cost 190 credits (this discount wouldn't affect upkeep). That still seems like a "very expensive" base cost.

Unrelated:
[] Surveillance Infrastructure
-[] 500 Republica: the biggest apartment building in the galaxy, this thousand-story skyscraper is home to roughly half the Senate, including Padme, Orn Free Taa, and Palpatine himself. Infiltrate it.
This Coruscant base upgrade seems to be missing from the list. Is it still accepted as a write-in?
 
As for the rest of the discussion: lots of good feedback, but this in particular caught my eye:
I concur. Not only are all these time sensistive, but it's for the best if we lay off Palpatine a bit. He threw that curveball at us because we were starting to meddle in his plans a bit too much to be ignored. We keep pushing, he will hit a whole lot harder. Instead, let's play along to his game, act like this threw us for a loop and are in full damage control mode. Make him think we're not as grand a player as we really are and that he has a handle on us. Meanwhile we double down on what we have and consolidate, only expanding in less public ventures that can't as easily be traced back to us.
And:
Someone has already mentioned it but I agree that we need to lay off on overtly taking on Palpatine's assets. We need to act predictable in regards to Palpatine for a while so that he goes back to thinking he has a hold over us. We're simply not ready to escalate because once we start there's no brakes until he or us are dead.
Which makes me think that we should spend our Martial Action on consolidating CNS (via False-Flag Piracy, as a prereq to the Defense Taskforce) rather than attacking Senex-Juvex Slavers (aka Palpatine's friends/allies/inner circle).

@Stealthy, your thoughts?


Also:
Corellia: Some days I wonder if the fate of the galaxy depends on which side has more significant Corellians on it. This would give us a shot at that, as well as their economy, with a chance to reach out to the Corellian Jedi.
Sounds as good a reason as any to buy a base on Corellia.
 
[] Plan Ruling Triad

[] False-Flag Piracy
[] Heroes With No Fear
-[] Thrawn

Establishing a reason to expand the CNS military and lulling Palpatine into a false sense of security. Meanwhile securing an elite battalion of Clones and the Chosen One's gratitude is paramount, adding Thrawn ensures it passing.

[] Between the Light and Dark
-[] Followers of Palawa
[] CNS Recruitment
-[] Northern Outer Rim
[] Can I See Your Maps, Sir? (Free Action)

FOP has anti-force techniques and securing the CNS allows for us to concentrate ships along one front. Plus free actions.

[] Sienar Custom Vessel
-[] "Humanitarian" Transports
[] Contact the Baobab Merchant Fleet
[] "Tax" Loopholes
-[] PR-1
-[] Silas Cata

The transports allow us to move the Abyss Watchers unseen, while the other two allow us to defy the 'Neutrality Tax'.

[] Grassroots Movements
[] Rumblings Of A Giant (Extra Action)
[] The Thyferra Dilemma
-[] Grievous
-[] The Silencer
[] Watchers of the Dark
-[] Personal Attention

Delaying Palpatine is a must, along with understanding Thyferra and keeping an eye on Maul. I choose 'Rumblings Of A Giant' because it looks like Palpatine is investing in a Republic Superweapon to turn the tide in the war. Denying him that allows us to continue to force a stalemate.

[] Archaeological Expeditions
-[] Yavin IV
[] No Match for a Good Blaster At Your Side

Yavin is interesting if we want to learn more about the Sith without risking serious Dark Side exposure. Meanwhile the blasters suit out Agents.

[] Ysalamiri Investigation
-[] Cheriss Sair

I need not explain.

[] Personal attention
[] Create A Lightsaber
-[] Integrate Lava Crystal
[] Annoy Padme (Free Action, no bonuses)

Let's face it, Ciaran needs the right tools. The lava lightsaber allows her to attack while defending. We also need to continue the Legacy of the friendly kidnapping of Best Friend Padme.

[] Asajj Ventress - Homecoming Trip
[] HK-47 - Revan's Final Legacy
[] Jango Fett - Doubling Up

Ventress' action allows us to establish another secret base and help her lay some ghosts to rest. The Foundry is too good an opportunity, not to pass up. Meanwhile Fett's action could give Ciaran both more personal actions and an extra layer of defence against assassinations.

Total Cost: 650

You'll note I haven't put any base upgrades here. That's because on one hand I'm too lazy to do so and want you lot to decide and on the other hand I want us to save our credits to purchase only things that would either benefit our credit account or increase our chances against Palpatine. Think carefully, we may need them to bail, if he succeeds.
 
How do you mean? Going solely by last turn's balance sheet, we spent 3625 credits on base purchases/upgrades. 5% of that would give us a discount of 181 credits -- roughly comparable with the income we get from Muun Bankers.

Well at the end of the day the question is this: would you rather have more credits or the flat bonus? Because I'm honestly uncertain that the discount can compare to that.

This Coruscant base upgrade seems to be missing from the list. Is it still accepted as a write-in?

I'm folding that under Operation Ultra. Seemed redundant.
 
Well at the end of the day the question is this: would you rather have more credits or the flat bonus? Because I'm honestly uncertain that the discount can compare to that.
Considering just how many base upgrades we have this turn (and for the indefinite future), I know which one I would prefer, but I'm not sure others would share that opinion. I will say that a +5 Learning (Engineering) default bonus would be useful, but given our odds on most research, I don't think it's necessary. And if we need the bonus, Cheriss would give us +5 or +10 on top of her hero support stats.

Anyone else want to weigh in?
 
Here's the revised balance sheet:
Total Expenses: 6871
Total Revenue: 6458 (+ unknown loot, salvage, and Action income)
Difference: -413

Next Turn's Balance: 29
Looks like we have a winner. Though there are a lot of variables, so it'd be easy to start swapping upgrades in & out. I'd love feedback and suggestions once plans get posted.
 
I think I'd prefer not to run so close to the line, budget wise, I'd take the recent Vectivus event as a warning of sorts and I can only support having a financial safety cushion, just in case the salvage ops don't go as planned.
 
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