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).
Thing is, we just have to pretend that we don't know they're Palpatine's friends. He can't exactly act pissy about it without looking like a massive dick for supporting slavery, which would shoot his chances of courting Anakin in the foot. I suggest we frame it as a way to bury the hatchet and collaborate with Sheev on dismantling the slave trade. An apology of sorts.
So now he winds up in a bind. If he says yes, his slaver friends will get mad at him. On the other hand, he'd be turning down our magnanimous peace offering and supporting slavery. And we don't look like we're maliciously attacking him.
Thing is, we just have to pretend that we don't know they're Palpatine's friends. He can't exactly act pissy about it without looking like a massive dick for supporting slavery, which would shoot his chances of courting Anakin in the foot. I suggest we frame it as a way to bury the hatchet and collaborate with Sheev on dismantling the slave trade. An apology of sorts.
Good idea, but I'm not sure how well that fits with it being a Martial Action -- I don't think there'd be much of a diplomatic side to the results. And "burying the hatchet" when we have a cold war going on seems unlikely at best. Even if we get away with it, he'll be that much more likely to take us seriously and/or seek revenge in other ways...
@Dr. Snark: would this be feasible, for the Senex-Juvex action to not be treated as an attack on Palpatine?
[] 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
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).
Were it not for Anakin, False Flag + CNS Defense Taskforce would've been my pick. But because of Anakin, I'm kinda hoping that the slaver action gives that synergy. Perhaps after we establish a link this turn we could somehow direct Anakin at them next turn... but I'm loathe to give up the potential combo here. I won't pretend that False Flag this turn then following it with CNS Defense Task Force and Militia Standardization next turn is anything but a good setup either.
Keep in mind that, if we don't raid Senex-Juvex, we should probably also switch off Pulling Strings and replace it with Sentinels, which has the added bonus of freeing up Hero Support to pile onto other actions.
I'm only a little worried about the reaction from Palpatine on this one, because this is only going slightly beyond his expectations. Beyond a "Shit oh shit I want my money back" reaction, a play in the Senate is also on his radar because that's also a natural reaction. His support in Senex-Juvex isn't that critical; we're not going after Sate Pestage. Crueyon is on the outer part of his inner circle, if that makes sense, and is largely replaceable. It tars COMPOR much more than it does Palpatine, which now that I think about is actually good because it hurts the competition on our future grassroots actions and was probably the initial idea. We flip a few senators such as Orn Free Ta for sure, because if the Twi-Leks don't get moved by slavery nobody will.
As Panory said, if we frame it right, we can pull it off in Palpatine's eyes as a mild attempt to use a new batch of PR to improve our footprint in the Senate without really managing to infringe upon his own. This isn't blowing away his expectations. Highlighting the slavery to Anakin would irk him more, but even then I have to imagine that Palpatine's planned on handling that conflict eventually if needed.
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.
Indeed, I propose a cushion between 400 and 500, just incase an absurd state of emergency ocurrs, such as another tax or mobilizing an entire army out of its respective bases and/or closets.
Scratch that, a simpler tactic would be to get close to zero whilst still being positive from our stable income and make the liquid (not sure on the apropriate term) income our reserves.
The 29 credits is our cushion. Besides the salvage rolls (there are now seven of them) and miscellaneous actions (I count four that might give us some loot), we also have the Wookie Maps, Fry Industries, and Baobab Merchant Fleet -- all of which are guaranteed or near-certain successes and all of which should give us bonus income (and/or investment penalty reduction). We'll probably end up with close to 400 credits when all is said and done.
I see how anti-slavery raids help us with Anakin, but I don't see how they synergize with our helping the 501st. Supporting his 'brothers in arms' seems like an entirely orthogonal sort of appeal to Anakin's emotions. I'd prefer to keep up a sustained appeal to improve the Force Bond, rather than pushing everything right away.
How's that? 'Pulling Strings' consolidates our support and the anti-Palpatine movement in the Senate. An anti-slavery raid much undercut some of Palpatine's inner circle, but Palpatine uses Crueyon less for political and more for popular support. If anything, we should wait on Senex-Juvex until we can push 'Grassroots' and can use it to undercut his popularity.
Also, I think that even with the salvage rolls, given what just happened, we should have a bit more of a cushion. Granted, not sure what you've selected so don't know what would be worth holding off on.
Does anyone else want to chip in to the discussion on whether Wookie Engineers should be a base discount or a default bonus? I should point out, that we're adding a lot of bases in the near future: my plan has us buying facilities on Arkania and Corellia, we're repairing the Arkanian Legacy and the Chu'unthor, and we're exploring The Foundry, so...
(If we're going to get a discount on base costs, now is the time to get one...)
Also, I think that even with the salvage rolls, given what just happened, we should have a bit more of a cushion. Granted, not sure what you've selected so don't know what would be worth holding off on.
There are a number of income-generating upgrades I could ditch, as well as a commando-droid facility on Kiln I was hoping to add. I really want to keep the beskar mines this turn, but that'd be another 200+ credits we could recoup if we cut. So yes, there's room in the budget, though there were plenty of other upgrades we couldn't get this turn.
M
[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets
[] Heroes With No Fear: Anakin Skywalker has become something of a galactic celebrity due to his remarkable conduct in the war. Yet for all the attention he gets, he is constantly supported by the equally heroic clone soldiers of the 501st. Contact Anakin to offer the Abyss Watchers' support for the boys of the 501st, possibly including intelligence, logistics, and definitely including medical care.... Chance of Success: 50% Cost: 100 Upkeep: 50 Reward: 501st treated as potential Anti-Palpatine asset. Inhibitor chips gradually removed from 501st. Slight upgrade to Force Bond between Anakin and Ciaran.
D
[] CNS Recruitment:
-[] Northern Outer Rim: Barring a few systems such as Agamar and JanFathal, the majority of the Northern Rim has joined the CNS. Encourage these last few holdouts to join and effectively end the war in the Northern Rim for good, which will get both Republic and Separatist fleets away from your more valuable holdings...
[] Pull At The Strings: Fact of the matter is that as effective as the Anti-Palpatine Senators are, there are simply far more under Palpatine's sway right now, not to mention his ring of confidants. Use your more legitimate connections to sway some Senators away from Palpatine's influence so that his opponents can gain ground in the Senate. Chance of Success: 50% Reward: Increased influence for Anti-Palpatine Senators
[] Can I See Your Maps, Sir? (Free Action): One of the most notable aspects about Kashyyyk to the galactic community is the Claatuvac Guild, a group of navigators that have access to archives of hyperlanes kept secret from the rest of the galaxy. The value in that is self-explanatory; just explain that you need them for the Silver Cross and for nothing else. Thankfully Chewbacca will be making the case on your behalf so no major action on your part is needed. Chance of Success: 70% Reward: Claatuvac Guild maps accessed
S
-[] "Diplomatic" Ships: The CNS could stand to have more official diplomatic vessels to help them get to negotiations faster. The fact that they would be heavily armed, armored, fast, and contain a shroud to negate tractor beams is because sometimes negotiations can get...aggressive. Cost: 150 Reward: "Diplomatic" Cruiser designed/produced
[] Buy Out Fry Industries: Talesan Fry is perhaps the best security specialist in the galaxy, but between his paranoia and his now shaky relations with the CIS and Republic after the fiasco with his codebreaker his company is not able to grow to its full potential. Buy out his company, resettle him on a nice, secure planet like Taris or possibly even Kalee and bring him into your fold. Chance of Success: 70% Reward: Fry Industries bought out and relocated to secure location
I
[] The Thyferra Dilemma: Out of the blue, the government of Thyferra has quietly sent word that they wish to join the CNS. Given that it's not only the source of bacta in the galaxy and is home to an entire CIS fleet...the problems are kind of obvious. Investigate the planet in more detail and figure out what they're playing at, and hopefully figure out a way to not turn this into a full-blown political and military crisis. Chance of Success: 50% Reward: Learn more about Thyferra's CNS application
[] Watchers of the Dark: After some discussion, your Force experts in the high council have agreed on what to do with Maul. The plan is to watch him much more carefully until he can be led to your Jedi friends...but to do that you're going to need to track him at all times. Bug his ship, track his movements, make sure he goes nowhere without you knowing about it first. Chance of Success: 50% Reward: Maul tracked at all times
[] Jailbreak Ovolot Qail Uthan: Kal's called in another medical-related issue; apparently there's a scientist being held on Coruscant by the name of Ovolot Qail Uthan, a "mad scientist" in Kal's own words. He's requested that you help break her out as according to him while she is insane she's one of the most knowledgeable people on the clone genome, namely how to possibly stop the rapid aging process. Chance of Success: 60% Reward: Ovolot freed to work for Clan Skirata
lore
[] 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
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
[] An Elegant Weapon, for a More Civilized Age: Arming your Agents and Walkers with proper lightsabers has been an idea for ages now but with everything happening it's just kept slipping your mind. No more. Chance of Success: 80% Reward: Lightsabers available for Force users
Learning Actions] Learning: Var Zheen has been throwing himself into his research with reckless abandon, hoping to develop something that can help you fight off a Sith Lord.
Pick 2, or pick only one Research action and halve its time:
[] Ysalamiri Investigation: The records from Obroa-Skai have helped you realized what's so special about Myrkr: the ysalamiri, a species that is somehow capable of naturally repelling the Force in a bubble around them. The applications for them are blindingly obvious and are far easier to act on than anything else you know of right now. The only catch is that from what you can tell it's been impossible to get them off of Myrkr otherwise you would have crates filled with the things right this second. Send your biologists, material researchers, hell, anyone available to figure out how to get these things off-planet. Chance of Success: 50% Cost: 200 Reward: Determine method to transport ysalamiri off of Myrkr [Takes 4 turns, locks actions for 3 turns]
[] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Takes 2 Turns]
Personal Actions Personal: You have to get stronger.
Pick 2:
-[] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Takes 2 Turns)
[] Create A Lightsaber: Your lightfoil is still a fine weapon itself, but Asajj and Vectivus have pointed out that there is no comparision to creating a lightsaber of your own. Maybe they're on to something... Chance of Success: 90% Reward: Lightsaber created for Ciaran
-[] Integrate Lava Crystal: If you wanted to you could work in the Lava Crystal you've been keeping for a while now.
[] Annoy Padme (Free Action, no bonuses): Given recent events? Yeah, no way are you leaving her alone right now. Chance of Success: Yes. Reward: Entertainment
Hero Actions
[] Jango Fett - Fett's House Of Killers: If you don't have the time to set up a chapter of bounty hunters with your own resources, Jango has pointed out that by sheer reputation alone he could easily get one set up - so long as he had the credits to do so. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 90% Cost: 150 Reward: Jango sets up bounty hunter chapter for you, ???
Bases] 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
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
Coruscant Base:
[] 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
[] 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
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
Oracle (Lucrehulk):
[] '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
Mandalorian Mansion:
[] 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
[] 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
Nar Shaddaa Property:
[] 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
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
Naboo Mansion:
[] 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
Ord Mantell Compound:
[] 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
This is us right now.
On the bright side: all of our actions have 95% or greater chance of success. Unfortunately, we did have to let somemany things slip through the cracks -- including Jedi Sentinels, Operation Ultra, personal shields, Grievous's Hunt, and a whole bunch of base upgrades
Martial: Pick 2:
[X] False-Flag Piracy: Chance of Success: 60% Reward: Justification for increased military expansion in CNS space
-[X] 1 Watcher
[X] Heroes With No Fear: Chance of Success: 50% Cost: 100 Upkeep: 50 Reward: 501st treated as potential Anti-Palpatine asset. Inhibitor chips gradually removed from 501st. Slight upgrade to Force Bond between Anakin and Ciaran.
-[X] Grievous
'Heroes With No Fear' continues the ongoing plot line with Anakin, and adds the 501st as a asset for dealing with Palpatine (most likely, dealing with the aftermath), so that's locked in. 'False-Flag Piracy is basically a pre-req to 'CNS Defense Taskforce' and upgrading CNS military, which I consider a major priority.
OTOH, @Stealthy made a good point that raiding Senex-Juvex would give Palpatine a black eye and boost our bond with Anakin even further (since we'd be attacking slavers), though @Bones made an equally good point that we should lay off on Palpatine for a bit and focus on consolidating instead. I'm willing to be persuaded either way.
False-Flag: 60% + 15 (default) + 20 (omakes) + 1 (Watchers) = 96% odds, with 36% chance of crit
Ciaran's Fist: 50% + 10 (default) + 20 (omakes) + 19 (Grievous) = 99% odds, with 49% chance of crit
Diplomacy: Pick 1 Regular Action, 1 CNS Action:
[X] CNS Recruitment: Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[X] Northern Outer Rim
[X] Pull At The Strings: Chance of Success: 50% Reward: Increased influence for Anti-Palpatine Senators
-[X] Thrawn
-[X] Silas Cata
[X] Can I See Your Maps, Sir? (Free Action): Chance of Success: 70% Reward: Claatuvac Guild maps accessed
Claatuvac maps are a freebie (thank heaven). 'Pull At The Strings' is essential for dealing with Palpatine's machinations within the Senate (and fixing the darn investment penalty). Unfortunately (pt. 1), the odds were terrible, so I doubled up hero support with both Thrawn and PR-1. Now the odds are terrific! Unfortunately (pt. 2), using our Diplomacy against Palpatine means we won't be getting back in contact with the Sentinels, at a time when we need to reconnect with the Sentinels in order to deal with Maul (we might need to spend our Free Action here...).
Finally, as much as I want to recruit the Shards, Dr. Snark has hinted that we need to recruit the rest of the Northern Outer Rim to ensure our current holdings are secured, so that's the priority for now.
CNS Outer Rim: 80% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Anti-Palpatine: 50% + 5 (default) + 20 (omakes) +15 (Thrawn) + 12 (Silas) = 100+% odds, with 52% chance of crit
Wookie Maps: 70% + 5 (default) + 20 (omakes) = 95% odds, with 25% chance of crit
Stewardship: Pick 2 Regular Actions, Up to 1 Sienar Action:
[X] Sienar Custom Vessel: Chance of Success: 90%
-[X] Chu'unthor Repairs: Cost: 250 Reward: Chu'unthor repairs started
[X] Contact the Baobab Merchant Fleet: Chance of Success: 70% Cost: 150 Reward: CNS Investment penalty reduced, contact made, future collaboration possible
[X] Buy Out Fry Industries: Chance of Success: 70% Reward: Fry Industries bought out and relocated to secure location
Chu'unthor is absolutely locked-in. The Baobab family is awesome, and 'future collaboration' is definitely worthwhile, even if there weren't a investment penalty reduction as the cherry on top. Finally, we should continue pressing our recruitment of Talesan Fry; the potential income is nice, but the potential Hero Unit is infinitely more so.
Chu'unthor: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Baobab Fleet: 70% + 10 (default) + 20 (omakes) = 100% odds, with 30% chance of crit
Fry Buy-Out: 70% + 10 (default) + 20 (omakes) = 100% odds, with 30% chance of crit
Intrigue: Pick 3, 1 Free Action:
[X] The Thyferra Dilemma: Chance of Success: 50% Reward: Learn more about Thyferra's CNS application
-[X] The Silencer
-[X] 1 Watcher
[X] "Helping" Old "Friends": Chance of Success: 60% Cost: 100 Reward: Techno Union project discovered
-[X] 1 Watcher
[X] Watchers of the Dark: Chance of Success: 50% Reward: Maul tracked at all times
-[X] Asajj Venress
[X] Jailbreak Ovolot Qail Uthan: Chance of Success: 60% Reward: Ovolot freed to work for Clan Skirata
This was ridiculous. My most threadbare plan had five absolutely necessary actions. Unfortunately, we only have 3, plus 1 Free Action that could also be used for other actions/categories...
To take them one at a time: 'Thyferra Dilemma' basically passes the buck to next turn, but gives us intel and a better idea of how to address the issue, and a crit might resolve it altogether. 'Watchers of the Dark' gives us eyes on Maul -- absolutely essential, no question. 'Helping Old Friends' lets us keep tabs on the Techno Union 'cortosis droids invade the Jedi Temple' plan -- that's happening now. If we want to rescue the Jedi, steal a fewall the cortosis droids, and be publicly acknowledged as the savior of the galaxy (again), this should be locked-in.
Unfortunately, that leaves two others: 'Jailbreak' would give us the gratitude of Kal Skirata, and put his resources (cough those Treasury records!) at our disposal. On the other hand, 'Operation Ultra' would let us gather similar intel directly, which seems equally awesome and insanely important. I really don't know which is a priority for this turn; I'd really like to get in Skirata's good graces, even if that means waiting on the codebreaker for a turn.
EDIT: also, once I looked at the odds, I found that we'd run out of hero support. Unless we're willing to use our codebreaker on 85% odds (15% chance of failure, possibly catastrophic failure given we'd be pointing it at Palpatine...), I'd stick with the mad scientist.
Thyferra: 50% + 15 (default) + 20 (omakes) + 10 (The Silencer) + 1 (Watchers) = 96% odds, with 46% chance of crit
Cortosis Droids: 60% + 15 (default) + 20 (omakes) + 1 (Watchers) = 96% odds, with 35% chance of crit
Maul Trackers: 50% + 15 (default) + 20 (omakes) + 13 (Asajj Ventress) = 98% odds, with 48% chance of crit
Coruscant Mad Scientist: 60% + 15 (default) + 20 (omakes) = 95% odds, with 35% chance of crit
Lore: Pick 1 Regular Action, 1 Archaeological Action:
[X] Archaeological Expeditions: Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[X] Lehon/Rakata Prime
[X] An Elegant Weapon, for a More Civilized Age: Chance of Success: 80% Reward: Lightsabers available for Force users
By popular demand, building a lightsaber is basically locked-in; we'll get those customized blasters later (especially since it'd unlock building a lava crystal blaster for Ciaran's personal use...).
As for Archaeology, as much as I want want want Yavin IV, I think we should bow to the will of the QM and explore Lehon -- especially since learning about Rakatan tech would synergize nicely with HK-47 exploring The Foundry...
Rakata Prime: 70% + 15 (default) + 20 (omakes) = 100+% odds, with 35% chance of crit
Lightsabers: 80% + 15 (default) + 20 (omakes) = 100+% odds, with 35% chance of crit
Learning: Pick 2, or pick only one Research action and halve its time:
[X] Ysalamiri Investigation: Chance of Success: 50% Cost: 200 Reward: Determine method to transport ysalamiri off of Myrkr [Takes 4 turns, locks actions for 3 turns]
-[X] Cheriss Sair
We could spend a Personal Action to 'accelerate research' (to give us a second Learning Action here), but I think most of us would prefer to reserve that for training instead. That means doubling-up our Ysalamiri research ('halve its time" now saves us 2 Learning actions later, especially if the 'action lock' expires this turn).
On the other hand, there are a lot of high-priority actions here -- researching cortosis would be a big help for the Palpatine boss fight, Personal Shields are awesome, and 'Sair Frames' would synergize really well with HK-47 accessing the Foundry this turn.... Still, I'm inclined to stick with just the one, though I'm willing to be persuaded.
Ysalamiri: 50% + 20 (default) + 20 (omakes) + 13 (Cheriss) = 100+% odds, with 53% chance of crit
Personal: Pick 2:
[X] Force Training:
-[X] Matukai Techniques: Chance of Success: 70% Reward: Matukai techniques learned
[X] Create A Lightsaber: Chance of Success: 90% Reward: Lightsaber created for Ciaran
[X] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
Too many options. 'Annoy Padme' is free, so that helps. 'Create a Lightsaber' is definitely a lock, per popular demand -- though I decided against integrating the lava crystal, because splash damage on a melee weapon is officially dumb. (Plus, using that crystal for a custom blaster would be awesome -- like building a grenade launcher, in the form of a rapid-fire curving-bullet quick-draw pistol...).
As for the last pick... yikes. We could spend a 'Personal Attention' to auto-crit a roll of our choice, but we have pretty decent odds across the board, so I don't think that's necessary. We could also 'Accelerate Research' to ensure we get ysalamiri soon (and to free up future Learning Actions from the 'lock').
However, I'm inclined to keep pushing our training. 'Blazing Chain' would be really helpful, once we finish those custom blasters (so not yet). That "???" reward for 'Holocron' strikes me as interesting. Quite a few folks seem to favor 'Soresu' training, a.k.a. 'Annoy Obi-Wan (Not Free Action)". Admittedly, Obi-Wan is awesome, but I'm not sure learning a new lightsaber form is as important as the alternative.
'Matukai' is my preference: both for giving Ciaran the tools to enhance herself with the Force (!), and for its focus on melee combat (future synergy with lightsaber training...). I'm willing to be persuaded, but I'd really like to take care of Matukai this turn.
Matukai: 70% + 15 (default) + 20 (omakes) = 100+% odds, with 35% chance of crit
Lightsaber: 90% + 15 (default) + 20 (omakes) = 100+% odds, with 35% chance of crit
Annoy Padme: Yes.
Hero Units: Optional, Pick Up To 3, Uses Hero Unit's Full Stats:
[X] PR-1 - Sair Upgrade Package: (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 80% Cost: 100 Reward: PR-1 massively upgraded
[X] HK-47 - Revan's Final Legacy: (Uses Learning Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 40% Reward: Foundry accessed, ???
-[X] 2 Watchers
[X] Jango Fett - Doubling Up: (Uses Intrigue Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 70% Reward: Zam trained as your body double, ???
So many options. I really want to send HK-47 off to The Foundry, but the odds aren't very goodare absurdly good. I originally considered waiting until after we'd sent him to Nar Shaddaa (to boost his Learning stat), but that's unnecessary. So that's one option locked-in.
As for my Jango pick... yeah, the possibility of gaining a body double (for personal security, and more importantly for the potential +1 Personal Action, for training or Personal Attention) was definitely too tempting a target. As much as I want to reunite the Cuy'val Dar, that can wait another turn.
For the third action, I was torn between PR-1's "Sair Upgrade Package" (making him the bestest protocol droid ever) and sending Asajj after Bec Lawise to mess with the CIS's political sphere. I'm willing to be persuaded, but I'm inclined to go with Asajj if only to put more pressure on Palpatine and Dooku from a political angle, which has been rather underexploited in this quest (and in canon...)
EDIT: swapped Asajj with PR-1 per @Stealthy -- messing with the CIS isn't especially timely, and upgrading PR-1's stewardship is a necessity...
PR-1 Upgrade: 80% + 20 (default) + 12 (PR-1) + 20 (omakes) = 100+% odds, with 52% chance of crit
Foundry: 40% + 20 (default) + 18 (HK-47) + 20 (omakes) + 2 (Watchers) = 100% odds, with 60% chance of crit
Body Double: 70% + 15 (default) + 21 (Jango) + 20 (omakes) = 100+% odds, with 56% chance of crit
New Bases:
Corellia: Cost: 200 Reward: Property on Corellia
Best geneticists are go. It's cheap, the people love us, and there's a lot of potential (including ice dragons. Because of course that's a thing). As for Corellia, it's almost inconceivable that we wouldn't pick up a base there this turn; it's our first chance to do so, and there's so much potential -- Garm Bel Iblis's private fleet, Green Jedi, so much history. It's expensive, but should be well worth it.
EDIT: removed Arkania base in order to afford the PR-1 upgrades
Base Upgrades:
Coruscant Base:
[X] Coruscant History Museum: Cost: 50 Reward: +25 "Salvage" income
[X] Senate Security Systems Training Compound: Cost: 150 Reward: +50 SSS income, increase in SSS capabilites
[X] Fund 'Senatorial Accounts Presidium': Cost: 100 Upkeep: 50 Reward: Increased information on Palpatine activities
I'm sorely tempted by the SSS Training Compound, but it doesn't give as much ROI as some of the other options. On the other hand, I could pretty easily swap it out for some of the other income-generating upgrades (here or elsewhere) if people consider it a priority.
EDIT: I swapped them.
EDIT 2: added 'Presidium' in exchange for several upgrades elsewhere
Kalee Military Base:
[X] Farming Complex: Cost: 100 Reward: +25 investment income, increases over time
[X] Industrial District: Cost: 200 Reward: +25 investment income, significantly increases over time
[X] Karada Facilities: Cost: 100 Reward: +50 Karada income
[X] Kaleesh Security Agency: Cost: 100 Reward: +50 security income
Farming and Industry don't pay for themselves quickly, but the power of compound interest means we should jump on these upgrades ASAP. The other two options give us non-investment income with a planetary bonus, so that's a gimme. I held off the the Megafauna Museum until we send Grievous on his 'Great Hunt' (and/or until we have 'fauna' to contain, such as ysalamiri...)
Oracle (Lucrehulk):
[X] Sienar Ship Customization: Cost: 75 Reward: Increased general performance of Oracle
Subtle hints are subtle. Let's give Raith the go-ahead to give our flagship a once-over. Should be fun to see what he comes up with.
Mandalorian Mansion:
[X] Beskar Iron Mine Lease: Cost: 100 Upkeep: 50 Reward: Access to Beskar iron, increase in elite troop armor quailty
Let's see if we can't afford those beskar mines this turn, even if we have to forgo the defense grid...
Lordran, Kiln:
[X] Droid Factory:
-[X] Commando Droid Factory: Cost: 75 Upkeep: 35 Reward: +1 group of BX Commando droids per turn
No 'Personal Retreat' this turn <sighs heavily> but I decided to spring for those commando droids, which (between the Kiln discount and military production discount) cost less than 100 credits with minimal per-turn upkeep
La'Sombra (Asteroid Base):
[X] None
Breaks my heart to miss out on Svivreni researchers, but between ysalamiri, personal shields, and Sair Frames, I can't see us researching cortosis next turn. Probably the turn after next, but that means we should save on the upkeep costs and leave this upgrade for later.
Nar Shaddaa Property:
[X] None
Smuggling den would generate income, but Nar Shaddaa doesn't (yet) give a planetary bonus, and I chose to prioritize our other newer planets in order to diversify our holdings.
Castell Facility:
[X] None
As useful as the Gossam Commandos would be -- the more we invest, the better our odds for actions against Shu Mai -- that doesn't strike me as urgent, so these can probably wait a turn or two.
Muunilist Mansion:
[X] None
As much as I'd like those IG droids, it gives minimal income, and even that is subject to the investment penalty. Perhaps a future turn
Vectivus' Home:
[X] None
Security through obscurity. It may not last much longer -- especially once our Force sect starts getting bigger -- but it should survive another turn or two.
Kashyyyk Facility:
[X] Engineer Recruitment Center: Cost: 150 Upkeep: 75 Reward: 5% discount to bases and upgrades
Wookie Engineers pay for themselves, and will be incredibly helpful for our base upgrades in the future.
Taris Property:
[X] Incom Orbital Shipyards: Cost: 250 Reward: +100 investment income, massive Incom support for CNS
[X] Aquaculture Investment: Cost: 150 Reward: +75 investment income
[X] Ecological Renewal: Cost: 200 Reward: +50 "recycling" income, general increase of quality of life on Taris.
[X] Expanded Trade Port: Cost: 200 Reward: +100 trade income
[X] Eastgate District: Cost: 200 Reward: +100 investment income
[X] Mercy Hospital: Cost: 100 Reward: +50 Karada income
[X] Jedi Tower Museum: Cost: 150 Reward: +50 investment income, potential to discover artifacts as building is reconstructed
[X] Lhosan Industries Expansion: Cost: 150 Reward: +50 investment income
[X] Tarisian Sports Development Program: Cost: 200 Reward: +50 investment income, ability for Taris to host Galactic Games
[X] Space Curling "Arenas": Cost: 50 Reward: +25 Investment income, "Space Curling" becomes a Thing on Taris
[X] Karada Shipyards: Cost: 250 Reward: +100 Karada income, ability to legitimately produce Karada ships at Taris
[X] Cantina Franchise: Cost: 150 Reward: +75 Investment income
All of these pay for themselves in <2 turns, except for 'Sports Development', and that paves the way for a future Stewardship Action. I decided against the Promised Land Skyway (aka nekghoul recruitment) due to cost. Maybe next turn.
Also: Space Curling!
Naboo Mansion:
[X] Large-Scale Wiretaps: Cost: 50 Reward: +25 information income, possible Rumor Mill info
Most of these upgrades would pay for themselves in 2 turns. However, Naboo doesn't get a planetary bonus, and I'd prefer to spend our upgrades on planets that do.
Cato Nemodia Mansion:
[X] Defense Grid: Cost: 50 Reward: Hidden defenses set up
[X] Large-scale Wiretaps: Cost: 50 Reward: +25 information income, possible Rumor Mill info
As much as I'd love to grab the Clovis Factory this turn, we can't really afford it. Nor can we afford to get the Baktoid production lines working, which means the Shipping Center can wait for another turn. (Next turn!)
EDIT: swapped out the Medcenter in exchange the Coruscant 'Presidium'.
Ord Mantell Compound:
[X] Gurlanin Recruitment Center: Cost: 100 Upkeep: 50 Reward: Gurlanin agents recruited
[X] Salvage Teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
Gurlanin are absolutely unequivocally locked in. Salvage teams are always useful, especially given the planet's history. I'm really tempted by the Fort Garnik Depot, but I'm inclined to wait on that until we start actively consolidating the CNS military. On the other hand, I could pretty easily swap out the two smuggling upgrades to grab the Depot instead.
EDIT: swapped out the 'Smuggling' upgrades in exchange for the Coruscant 'Presidium'
Dantooine Facilities:
[X] Defense Grid: Cost: 50 Reward: Defenses set up
[X] Dedicated Archaeology Teams: Cost: 100 Reward: Dedicated archaeology teams activated on planet, two per turn rolls for potential artifacts
Lots of investment opportunities left on the table, but at least we picked up the archaeology teams (which should be awesome).
Free Action: +1 Intrigue Actions
On the one hand, we started with 3 Intrigue actions. On the other... yeah, I'd say we were spoiled for choice, except all of them were important and most of them were urgent. Oddly enough, given just how many possible actions we were dealing with, this was actually an easy call to make. Even though I sorely regret not being able to spend an action to reconnect with the Jedi Sentinels....
Hero Support (applies half the stats to a chosen action):
PR-1: [X] Sair Upgrade Package
The Silencer: [X] The Thyferra Dilemma
Silas Cata: [X] Pull At The Strings
Cheriss Sair: [X] Ysalamiri Investigations
Thrawn: [X] Pull At The Strings
Grievous: [X] Heroes With No Fear
Asajj Ventress: [X] Watchers of the Dark
HK-47: [X] Revan's Final Legacy
Jango Fett: [X] Doubling Up
Watcher Support (18 teams available, 1 Point per assigned team):
[X] 2 teams assigned
-[X] HK-47 - Revan's Final Legacy
[X] 1 team assigned
-[X] False-Flag Piracy
[X] 1 team assigned
-[X] The Thyferra Dilemma
[X] 1 team assigned
-[X] "Helping" Old "Friends"
Changelog
Replaced two Karada upgrades (on Coruscant) with SSS Training Compound (also on Coruscant)
Added Wookie Engineers (on Kashyyyk) and Senatorial Accounts Presidium (on Coruscant) in exchange for two 'smuggling' upgrades (on Ord Mantell) and the Karada Medcenter (on Cato Neimoidia)
Replaced Asajj's Hero action (messing with Separatist Senate) with PR-1's (upgrades), shuffled hero support, and removed Arkania base to pay for it.
Added 3 Watchers, to 'False-Flag Piracy' + 'Thyferra Dilemma' + 'Helping Old Friends'
On the other hand, I could pretty easily swap it out for some of the other income-generating upgrades (here or elsewhere) if people consider it a priority.
I do. Palpatine is more likely to start offing senators if we make them an actual threat. Trying to metagame his political moves when we are actively changing the political game is a bad idea. I actually support assigning an Abyss watcher force agent to her personal security if I can manage it. Does that fall under the "Annoy Padme" free action?
I do. Palpatine is more likely to start offing senators if we make them an actual threat. Trying to metagame his political moves when we are actively changing the political game is a bad idea. I actually support assigning an Abyss watcher force agent to her personal security if I can manage it. Does that fall under the "Annoy Padme" free action?
@Publicola you forgot about 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 for a base option on Coruscant
I do. Palpatine is more likely to start offing senators if we make them an actual threat. Trying to metagame his political moves when we are actively changing the political game is a bad idea. I actually support assigning an Abyss watcher force agent to her personal security if I can manage it. Does that fall under the "Annoy Padme" free action?
OTOH, the point of the Training Compound would be to elevate "the best the SSS can offer," so it would boost her security as well. Though the reassurance that Padme will be fine is very appreciated.
@Publicola you forgot about 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 for a base option on Coruscant
Didn't forget it; just wasn't sure if it was a priority, given the expense.
Training Compound costs ~100 credits this turn (cost - income), while Presidium would cost 150 credits. I can swap out the two Karada upgrades for the Training Compound, but the Presidium would take a bit more finessing.
If we went for the Presidium, I'd probably cut the two 'Smuggling' upgrades from Ord Mantell, plus the Karada Medcenter on Cato Neimoidia (100 cost - 50 income = 50 credit savings apiece) to keep things relatively balanced. That would eliminate 150 income, in exchange for a 50 upkeep.
The question is: do we need that information now, or can we wait a turn before it becomes useful? (That's the same question I asked for the Svivreni researchers -- we'll probably pick up cortosis research the turn after next, so we'll pick it up next turn to save upkeep this turn).
You're assuming that the reason we're hiring a bunch of massive thugs from Space Russia to complement her already considerable security is for her safety and not Ciaran's entertainment.
"Thog, please put down Senator Binks, he's not a threat... Ivan, no one is going to hide a bomb in the silverware draw- Thog that's Senator Binks again, we just went over this."
Thing is, we just have to pretend that we don't know they're Palpatine's friends. He can't exactly act pissy about it without looking like a massive dick for supporting slavery, which would shoot his chances of courting Anakin in the foot. I suggest we frame it as a way to bury the hatchet and collaborate with Sheev on dismantling the slave trade. An apology of sorts.
So now he winds up in a bind. If he says yes, his slaver friends will get mad at him. On the other hand, he'd be turning down our magnanimous peace offering and supporting slavery. And we don't look like we're maliciously attacking him.
Were it not for Anakin, False Flag + CNS Defense Taskforce would've been my pick. But because of Anakin, I'm kinda hoping that the slaver action gives that synergy. Perhaps after we establish a link this turn we could somehow direct Anakin at them next turn... but I'm loathe to give up the potential combo here. I won't pretend that False Flag this turn then following it with CNS Defense Task Force and Militia Standardization next turn is anything but a good setup either.
Keep in mind that, if we don't raid Senex-Juvex, we should probably also switch off Pulling Strings and replace it with Sentinels, which has the added bonus of freeing up Hero Support to pile onto other actions.
I'm only a little worried about the reaction from Palpatine on this one, because this is only going slightly beyond his expectations. Beyond a "Shit oh shit I want my money back" reaction, a play in the Senate is also on his radar because that's also a natural reaction. His support in Senex-Juvex isn't that critical; we're not going after Sate Pestage. Crueyon is on the outer part of his inner circle, if that makes sense, and is largely replaceable. It tars COMPOR much more than it does Palpatine, which now that I think about is actually good because it hurts the competition on our future grassroots actions and was probably the initial idea. We flip a few senators such as Orn Free Ta for sure, because if the Twi-Leks don't get moved by slavery nobody will.
As Panory said, if we frame it right, we can pull it off in Palpatine's eyes as a mild attempt to use a new batch of PR to improve our footprint in the Senate without really managing to infringe upon his own. This isn't blowing away his expectations. Highlighting the slavery to Anakin would irk him more, but even then I have to imagine that Palpatine's planned on handling that conflict eventually if needed.
No. We need the income in the short term more, and need to avoid stepping on Palpatine's toes in any way. We can fund the watchdogs next turn. For now we should make it look like Palps managed to really hurt us.
This seems fine to me, it even has the Matukai training which is what I am most excited to see. It amuses me to imagine the petite Ciaran tossing around boulders and heavy objects
@Publicola, I have one question: why not use more watchers? I know that under your plan we would have at least a 95% chancce of success on all proyects, however, would you consider including some more? My choice would be for the cortosis droids; considering how timesensitive and dramatic it would be, I believe that a +5% chance of a critical would be worth it, so that the Jedi can be better prepared for the attack or go on the offensive. It should make contact with the Sentinels easier at the least.
I would also argue for Soresu to be learned first, so that we could synergize that with Anakin, help inicially survive with an impeccable defense, keep Makutai hidden from the Jedi and an easier communication for when an attack takes place. Also I think they look qyuut together.
Other than that, it seems ideal! [X] Plan Whack-a-Mole