How much do you estimate our actions will cost? I want to put together some ideas on base upgrades and would like to know about how much I have to play with.
No idea yet. Usually what I do is go through each Action Category and decide on those first, then go through Bases and pick out the most important, then do a preliminary Balance Sheet to see where that leaves us. If we have spare credits, I add income-generating bases or others; if we have a deficit, I start cutting some of the bases out.

If you're looking for a really imprecise estimate, here's our Balance Sheet from last turn. We spent 950 credits on Actions; my impression from reading through the list this turn is that Actions seem to be a bit costlier, and more of the important ones costs money. Best guess, we'll probably be spending in the neighborhood of 1100-1200 credits via Actions.
 
Also, should there be a 'Chance of Success' indicator for this, or something to indicate how many Hero Units or Guardian squads or Abyss Walkers to assign to this? Do we even need to assign Hero Units -- if we don't, and put our Martial Heroes on other actions, will they be unavailable for this Raid?

No there isn't going to be normal chance of success, because it's not really a "normal" action.

And your conclusion about Hero Units is right.
 
Current Treasury: 694
Current Income: 6732
Current Upkeep: 1921
To Spend: 5505


Bonuses to Income
Coruscant +20%
Kalee +50%
Taris +100% Income
Muunilist +80%
Silver Cross 60%
Overall +5%

Discounts
5% Base purchases
20% Karada Upkeep
40% Kiln Upkeep
40% Military Upkeep

Penalties
Investment Income 30%

55.26% is non penalized general ROI for a Cost 100 Income 50 type upgrade

Assumption: 1000 for actions, leaves 4505 for base upgrades.

Suggested Base Upgrades:
To Be Added, Can some check to make sure I did not miss any bonuses, discounts or penalties, I think I have them all.

Coruscant Base: +20%(Non Investment)/-10% (Investment) Cost: 712.5 (713) Upkeep: 0 Income: 433.125 (433) Left: 4225
Karada Laboratories- Cost: 100 (95) Reward: +50 (63) Karada income
Karada Academy- Cost: 100 (95) Reward: +50 (63) Karada income
Corusca Intelligencer- Cost: 100 (95) Reward: +25 (23.625) Investment income, Abyss Watchers-owned media outlet set up on Coruscant
Undercity Healthcare- Cost: 150 (142.5) Reward: +75 (141.75) Silver Cross Income
Uscru Investments- Cost: 150 (142.5) Reward: +75 (70.875) investment income
All Planets Market- Cost: 150 (142.5) Reward: +75 (70.875) investment income

Kalee Military Base: +50%(Non Investment)/20% (Investment) Cost: 190 Upkeep: 0 Income: 126 Left: 4161
Tradeport- Cost: 100 (95) Reward: +50 (63) trade income
Benelex Expansion- Cost: 100 (95) Reward: +50 (63) Investment income

Nar Shadda Property: +30%(Non Investment)/0% (Investment) Cost: 665 Upkeep: 50 Income: 349.5 (349) Left: 3795
Undercity Investment- Cost: 150 (142.5) Upkeep: 50 Reward: 30% boost to Nar Shaddaa income (Current Income-25 Salvage, 50 Smuggling, 25 Military, 50 Information, 175 investment, Total: 325, additional Income 97.5)
Karada Medcenters- Cost: 100 (95) Reward: +50 (68.25) Karada income
Expanded Smugglers Den- Cost: 100 (95) Reward: +50 (52.5) Smuggling Income
Versuch Labs- Cost: 200 (190) Reward: +100 (105) Investment income
Serv-O-Droid Expansion- Cost: 50 (47.5) Reward: +25 (26.25) investment income
Boltholes- Cost: 100 (95) Reward: Boltholes set up across Nar Shaddaa

Muunilist Mansion: +80%(Non Investment)/50% (Investment) Cost: 237.5 (238) Upkeep: 0 Income: 157.5(157) Left: 3714
Muun Auditors- Cost: 150 (142.5) Reward: +75 (118.125) Investment income, increased information on financial matters across the galaxy
Invest in Phlut Design Systems- Cost: 100 (95) Reward: +25 (39.375) income, access to IG droid schematics, potential for future upgrades

Taris Property: +100%(Non Investment)/70% (Investment) Cost: 1187.5 (1188) Upkeep: 200 Income: 672 Left: 2998
Mercy Medcenter Expansion- Cost: 200 (190) Reward: +100 (210) Karada income, ability to operate from Taris
Svivreni Mines- Cost: 150 (142.5) Reward: +75 (133.875) Investment income, Taris gains on-site source of raw materials
Ojoster Intelligencer-Cost: 100 (95) Reward: +25 (44.625) Investement income, Abyss Watcher-controlled media set up on Taris
Aegis Security Expansion- Cost: 100 (95) Reward: +50 (105) Security income
Orbital Drydocks- Cost: 250 (237.5) Reward: +100 (178.5) Investment income, ability for Taris to handle ship repairs
Promised Land Skyway Lanes- Cost: 150 (142.5) Upkeep: 50 Reward: Mass transit to Promised Land possible, nekghouls able to be fully integrated into Taris...at least economically.
Planetary Shield- Cost: 200 (190) Upkeep: 100 Reward: Planetary shields set up for Taris
Bureau of Ships and Services- 100 (95) Upkeep: 50 Reward: Bureau relocated to Taris, increased ability to track ships registered to the Bureau

Oracle (Lucrehulk): Cost: 237.5 (238) Upkeep: 0 Income: 0 Left: 2760
'Grand Fleet' Initiative- Cost: 250 (237.5) Reward: Oracle Fleet upgraded to military-grade

Mandalorian Mansion: Cost: 190 Upkeep: 0 Income: 78.75 (78) Left: 2648
Karada Facility- Cost: 125 (118.75) Reward: +50 (52.5) income from Karada sales, medical supplies for Clan Skirata
Aegis Security Facility- Cost: 75 (71.25) Reward: +25 (26.25) income, defenses established

Lordran, Kiln: Cost: 190 Upkeep: 60 Income: 0 Left: 2398
C-9979 Landing Craft Slipways- Cost: 200 (190) Upkeep: 100 (60) Reward: +1 C-9979 Landers per turn

La'Sombra (Asteroid Base): Cost: 190 Upkeep: 75 Income: 0 Left: 2133
Defense Grid- Cost: 50 (47.5) Reward: Defenses for base established
Svivreni Material Research Facilities- Cost: 150 (142.5) Upkeep: 75 Reward: Significantly Decreased research times for current/future anomalous/rare materials research

Castell Facility: Cost: 166.25 (167) Upkeep: 25 Income: 0 Left: 1941
Gossam Militia- Cost: 75 (71.25) Reward: Gossam Commandos more likely to support you, potential increase in Underworld Rumors
Castell Academy- Cost: 100 (95) 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

Vectivus' Home: Cost: 47.5 (48) Upkeep: 0 Income: 0 Left: 1893
Defense Grid- Cost: 50 (47.5) Reward: Defenses for base established

Kashyyyk Facility: Cost: 95 Upkeep: 0 Income: 36.75 (36) Left: 1834
Sienar Expansion- Cost: 50 (47.5) Reward: +25 (18.375) investment income
KDY Expansion- Cost: 50 (47.5) Reward: +25 (18.375) investment income

Naboo Mansion: Cost: 142.5 (143) Upkeep: 0 Income: 36.75 (36) Left: 1727
Naboo Moon Mining Guild Investments- Cost: 150 (142.5) Reward: +50 (36.75) income from Mining Guild investments, good PR against slavers

Cato Nemodia Mansion: Cost: 95 Upkeep: 0 Income: 52.5 (52) Left: 1684
Karada Medcenter-Cost: 100 (95) Reward: +50 (52.5) Karada income

Ord Mantell Compound:
Cost: 332.5 (333) Upkeep: 0 Income: 157.5 (157) Left: 1508
Smuggler's Den- Cost: 100 (95) Reward: +50 (52.5) smuggling income
Conference Center- Cost: 100 (95) Reward: +50 (52.5) smuggling income
Fort Garnik Depot- Cost: 150 (142.5) Reward: +50 (52.5) military income, Fort Garnik reactivated with potential to expand capabilites

Dantooine Facilities: Cost: 237.5 (238) Upkeep: 0 Income: 73.5 (73) Left: 1343
AgriCorps Outpost- Cost: 100 (95) Reward: +25 (18.375) investment income, potential to locate artifacts
Agriculture Investment- 150 (142.5) Reward: +75 (55.125) investment income

Corellia Property:
Cost: 593.75 (594) Upkeep: 75 Income: 168 Left: 842
Karada Medcenter- Cost: 100 (95) Reward: +50 (52.5) Karada income
Large-scale Wiretaps- Cost: 50 (47.5) Reward: +25 (26.25) Information income
Dedicated Salvage Teams- Cost: 100 (95) Reward: +25 (26.25) Salvage income, per turn roll for other benefits
Fund Garm Bel Iblis's Militia-Cost: 150 (142.5) Upkeep: 75 Reward: Bel Iblis' militia integrated into CNS fleet, increased security for Corellian space
Nerfworks- Cost: 150 (142.5) Reward: +50 (36.75) Investment income, access to Nerfworks designs
Aegis Security Facility- Cost: 75 (71.25) Reward: +25 (26.25) income, defenses established

New Bases: Cost: 665 Upkeep: 0 Income: 0 Left: 177 (This is the number that will be updated)
Lianna- Cost: 200 (190) Reward: Facility on Lianna
Fresia- Cost: 100 (95) Reward: Base on Fresia
Sullust- Cost: 200 (190) Reward: Facility on Sullust
Tibannopolis- Cost: 200 (190) Reward: Tibannopolis reoccupied

Income Change: 433+126+349+157+672+78+36+36+52+157+73+168= 2337
Upkeep Change: 50+200+60+75+25+75 = 485
Net Income Change: 1852

Leftover: 177 to spend-
Potential Upgrades:
Scipio- Cost: 150 (142.5) Reward: Property on Scipio -142/143
Arkania- Cost: 100 (95) Reward: Facility on Arkania -95
Pantora- Cost: 150 (142.5) Reward: Facility on Pantora -142/143
Kalee- Megafauna Museum- Cost: 200 (190) Reward: Megafauna museum opened, +50 (63) investment income, potential to study contained fauna in more detail -127
Mandalorian Mansion- Corellia-Mandalore Pilot Training Initiative- Cost: 100 (95) Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians -145
Castell- Commando Gear-if going after Shu Mai this turn Cost: 50 (47.5) Reward: Gossam Commandos more likely to survive, and more likely to support you -47/48
Kashyyyk- Incom Expansion- Cost: 50 (47.5) Reward: +25 (18.375) investment income -29/-30
Kashyyyk- CEC Expansion- Cost: 50 (47.5) Reward: +25 (18.375) investment income -29/-30
Kashyyyk- Serv-O-Droid Expansion- Cost: 50 (47.5) Reward: +25 (18.375) investment income -29/-30
Corellia- Corellian Recruitment Center- Cost: 100 (95) Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces -145
 
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Can some check to make sure I did not miss any bonuses, discounts or penalties, I think I have them all.
There is a potential 30% income bonus for Nar Shaddaa if we purchase a particular base upgrade, but it's not something we currently have. Besides that, looks good (though I notice you gave a bigger 'buffer' for Action expenses). I'm looking forward to your suggestions.
 
There is a potential 30% income bonus for Nar Shaddaa if we purchase a particular base upgrade, but it's not something we currently have. Besides that, looks good (though I notice you gave a bigger 'buffer' for Action expenses). I'm looking forward to your suggestions.
Yeah I noticed the Nar Shaddaa and have it included in my per planet notes as I think it would be worth it this turn, but above I wanted to only include what we have active now. As it is we are likely to do one of the actions to reduce the investment penalty which will help our income even more. And I gave a bigger buffer in case actions ended up costing more then estimate and if they cost less then we can just add more base upgrades.
 
*Looks at Taris Shinnies*

I want all the things.

*Crunches numbers while doing plan*

Huh, I think we could afford 1600 credits... though Vectivus might yell at us.... but I can't control myself.

*Shakes self*

Back into serious mode, there's only three things I want. To finally build our secret fortress of DOOM!!!! on Kiln, doing Operation Ultra to know who Palpatine's inner circle is and take the -[] "Humanitarian" Transports option. I know many of you will be disappointed because I'm not taking the flying Jedi academy. However, I'd argue that being able to stealthily transport our forces around the galaxy is more important than the far off goal of The Force Convenant headquarters.
 
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For our 'Diplomacy' category: the 'Younglings' action is basically locked in for our CNS slot. However, for our regular actions, does anyone have strong feelings? There are a number of actions I'm considering:
[] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order:
-[] Ysanna:
-[] Blackguard:

[] Calling In A Favor: Chance of Success: 80% Reward: Ferrus Olin contacted

[] The Roaming Jedi: Chance of Success: 70% Reward: Jedi outside of the Order contacted

[] Watching The Watchmen: Chance of Success: 80% Reward: Formal contact with Jedi Sentinels restored
With our new Corellia base, cooperation with the Corellian Jedi would be a big deal. Contact with the Ysanna would unlock an archaeological expedition to Ossus, where the Great Library of the Jedi and their original center lies in wait. Finally: the Blackguard are awesome, and would be a perfect fit for our organization. On the other hand, we could send Asajj after the Blackguard, and we have so many possible archaeology expeditions that I'm not sure Ossus is a priority. So, of the three 'Between Light and Dark', Corellian Jedi is probably the best pick.

However, look at the other actions! We could reach out to (recruit?) Ferrus Olin, or make contact with powerful 'roaming Jedi' like Fay or Thracia Cho Leem, or finally re-set our intelligence exchange with the Sentinels.

...I'm stuck. Too many goodies, too little time. Any thoughts?
 
Our focus should continue to be on Palpatine. Our credit situation is fine for right now although additional base choices are good. My thoughts on a plan with explanations:

[] Militia Standardization: The fact of the matter is that the CNS military is more of a patchwork of the various members' militaries. Help create a standardized system for equipment and it would help make them more cohesive...and a much stronger fighting force should it become necessary. Chance of Success: 80% Reward: CNS militia forces increase in quality.

Reasoning- This builds on CNS defense taskforce and continues to shore up the CNS against any potential assault.

[] CNS Defense Taskforce: The Council of Neutral System already has a Joint Forces Command that you basically controls. Now that the CNS spans the galaxy, expand the JFC's role and integrate the new members' armies and fleets, to secure all CNS territory and ensure local stability and security. Chance of Success: 70% Cost: 150 Reward: improved odds for CNS recruitment, small decrease in CNS investment penalty (anti-piracy), better military preparedness

Reasoning- This takes care of piracy which increases our income and also increase CNS defense. I like it.

REASSURANCE: Foundry action I consider to use up a FREE action.

WHY NOT THE OTHERS: I don't care for the piracy actions. All it will do is create more potential issues down the road and we don't need the extra credits. The same reasons why I don't care for mercenary work. Anti-Slavery will net us good publicity sure, but I'm wanting to shore up the CNS more than I want better publicity. Paramilitary and Preying Mantis' look good but the CNS comes first and the chosen options will pretty much cover those two.

[] But What About The Younglings!? (CNS): If your Shatterpoint abilities are telling you that the mounting protests around the Jedi Temple are going to lead to something big, it maaaay be worth listening to it and doing some preemptive preparations for whatever is about to happen. The Jedi Council might not be willing to cooperate with you, but encouraging Satine to help them move younglings and non-essential personnel offsite for the immediate future might not be the worst idea. Chance of Success: 80% Cost: 100 Reward: Non-essential personnel temporarily evacuated from Jedi Temple for the duration of the protests

Reasoning- Whatever's coming it's better to be safe than sorry ...

[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted

Reasoning- This should open up more contacts with other Ex-Jedi and if we band them together we could use them to better our contacts with the Jedi Order itself in the future. I would also think it might cover the "Roaming Jedi" slightly as well.

WHY NOT THE OTHERS: Like with @Publicola, the Thyferra is more easily done with an Intrigue action. I personally don't give a crap about creating a Grey Council so contacting other orders with no special abilities to use isn't has no real reward for me and only wastes time. Bounty Hunting or CNS recruitment isn't needed at this time. We have enough Income and the CNS is already big enough and any more threatens to make the CNS "Too" powerful.

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 40% Reward: Locate potential dirt on Palpatine or find leads on other projects

Reasoning- We might, might be able to take on Palpatine as an individual but we still are too far away from being able to deal with the backlash. We need to be taking steps and we need to do it now. Palpatine has to be leaving clues of nefarious deeds somewhere and ensuring he isn't ready to bankrupt the galaxy when he croaks is something we need to handle.

[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] Chu'unthor Phase 2 Repairs: Raith's made himself clear: unless the Chu'unthor gets a stealth drive it's not going anywhere lest it get picked up by the Jedi. Not to mention that the training rooms and such need repairs in and of themselves. Cost: 200 Reward: Chu'unthor repairs continued

Reasoning- Because @Publicola would kill us if we didn.t Being more serious though it is a potentially great asset.

[] One Fried Paranoiac, Extra Crispy: Fry is a paranoid man who is now of the belief that both the Republic and CIS are out to get him...the thing is while his reasoning is wrong his conclusions are entirely correct in a sense. Why not point this out to him and get one of the most talented inventors in the galaxy fully on your side? Chance of Success: 60% Reward: Taelsan Fry formally recruited

Reasoning- Like Publicola said, we need a stewardship hero and if he's on our side he's no longer able to be on anyone elses.

WHY NOT THE OTHERS:
No other Sienar option is really as potentially rewarding as the Chu'unthor. We already have enough income. We need to be focusing on insuring that Palpatine can be taken care of.

[] Hell, Thyferra, What's The Difference?: There hasn't been enough to go on given the draconian security measures on the planet, but it's an unspoken truth that the average bacta worker suffers under conditions that are effectively slavery. Get enough evidence, stir up some scandals, and you'll have all the justification you need to deny them entry to the CNS. Chance of Success: 70% Reward: Scandal created to justify not allowing Thyferra into the CNS

Reasoning- We need to deal with them. This intrigue action has better chance than Stewardship, fucks of the Thyferran Corporations (a plus, definitely), and safely shuts them out of the CNS.

[] Operation Ultra: With Fry's codebreaker you have a major opportunity to crack into some of the most classified transmissions on Coruscant. Going over transmissions to and from Palpatine on the planet could give you some vital intel on his stooges in the Republic. Chance of Success: 60% Reward: Gather information on Palpatine and his inner circle in the Republic

Reasoning- Continuing on my paranoid focus on getting more dirt to fuck Palpatine over with.

[] Delicious Bacta: Thyferra has been a very rich planet thanks to keeping a stranglehold on bacta and any product that could potentially compete with it. While the potential profit from a heist would be nice, it might be worthwhile to try and break their stranglehold over bacta given the recent political issues with the planet. Chance of Success: 70% Reward: Data on bacta products stolen from Thyferra

Reasoning- Because fuck the Thyferran Corporations. Also leads to potential increases in income as well as healing of troops.

WHY NOT THE OTHERS: There were way too many options. I focus more on Palpatine than Shu Mai and this turn we needed to deal with Thyferra. I decided to do as much as possible to screw them over just for shits and giggles mainly. The war can continue on it's current pace and should until we are ready.

[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth, founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.

Reasoning- Should actually be useful for intrigue. Just think of the trolling!! We could bring more of those biscuit hallucinations to Palpatine!! HAHAHAHAHA- *cough* ...Right.

[] 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
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.

Reasoning- Surely the most entertaining?

WHY NOT THE OTHERS: With Matukai we're good in physical strength. We need to shore up our force abilities. We're already practically undetectable (personally) so not Fallanasi and none of the others scream they will be useful. Jerec is ehhh and a force blaster is neat and all but illusions can be more useful in the right hands.

[] 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 [1 Turn Remaining]

Reasoning- Locked in.

[] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered [Takes 2 Turns]

Reasoning- The Foundry could take care of the droids. The meatbags will need to be equalized.

WHY NOT THE OTHERS: Materials and Genemodding is okay but it doesn't scream useful as much as commando gear does. Anti-Force stuff can be built off of the Ysalamiri .

[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice [STEWARDSHIP: Treasury Auditing]

Reasoning- Treasury auditing will need the help.

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned

Reasoning- Primarily because it has a better chance than Organic Shatterpoint which might need personal attention.

[] Miss Ciaran, I Expect You To Dine: After all of the assassins Dooku has been sending after you, the last thing you expected to get from him was an invitation to a formal dinner on Serenno. It's obvious Dooku has some ulterior motive, but you won't really know what it is unless you decide to go... Chance of Success: ??? Reward: ???

Reasoning- Fuuuckkk, it's the mystery box. Is he chafing under Palpatine and wants us as an apprentice or is this jsut a huge and obvious trap? Damn, damn, damn...

[] Annoy Padme (Free Action, no bonuses): The honeymoon suite prank went even better than expected. You have to see how the rest of this plays out. Chance of Success: Yes. Reward: Entertainment

Reasoning- Because traditions should be upheld.

[] PR-1 - From The Ground Up: "The 3P0 frame just isn't going to cut it anymore," is what Cheriss told you after you brought up how she didn't physically modify him any further to suit your needs. She's told you in no small words that if he's going to be able to fulfill the functionality you really need right now, he's going to need an android body, which would provide greater familiarity for diplomacy and enhanced mobility for combat. (Uses Learning Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 60% Cost: 200 Reward: PR-1 transferred to android frame, ???

Reasoning- He's lagging behind the other heroes badly. He needs an update or he's fairly useless.

[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
-[] Blackguard: An organization of Force users based out of Mustafar; they are similar to the Watchers in that they absorb techniques from other Force sects into their own. Given what little you have to go on, Asajj believes that they could easily be made allies and possibly even integrated into the Watchers since they already seem to embrace a similar mentality.

Reasoning- This will prove useful in a fight just as much as illusions will.

[] HK-47 - Write the Book: No one has more experience in fighting, defeating, and killing Force Users - Jedi and Sith - than HK-47. While getting him to write an actual manual might convince him to turn on you out of sheer frustration, having him program some scenarios against Force users for your sim centers on Kalee would be an amazing aid to your troops. Hopefully HK won't get too carried away... (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???

Reasoning- Just in case ...

[] Jango Fett - Those Who Do Not Exist: When the clone army was in development Jango gathered what he referred to as the Cuy'val Dar - "Those Who Do Not Exist." The majority of them barring a few such as Skirata have returned to their lives as mercenaries. Given enough time and resources, Jango firmly believes that he could rally them again as their Mand'alor, giving you an extremely potent force to work with. (Uses Diplomacy Bonuses, Jango Fett must be assigned to this action if chosen) Chance of Success: 60% Cost: 100 Reward: Cuy'val Dar reunited, ???

Reasoning- These guys would turn out to be a potent asset more so than simple bounty hunters and we're already covering potential Force abilities.

FREE ACTION: Foundry Raid Night
Reasoning- Because the CNS needs to be built up or else it's just a paper tiger but the Foundry is too potentially useful.

Watcher Teams to "Miss Ciaran, I Expect You To Dine": These guys would be sacrificed to aid Ciaran in any potential blow up when talking with Dooku.

Removed by actions:
Asajj Ventress: [] Journeys Of An Exile (Blackguard)
HK-47: [] Write the Book
Jango Fett: [] Those Who Do Not Exist
PR-1: [] From The Ground Up

Free for Others:
Silas Cata: [] Hell, Thyferra, What's The Difference?
Thrawn: [] Operation Ultra

Cheriss Sair: [] Treasury Auditing
Reasoning- Just because how potentially damaging not succeeding could be. Cheriss is best in Lore or Learning but those decisions are higher chance and lower priority.

The Silencer: [] Foundry Raid Night
Grievous: [] Foundry Raid Night
 
[] Miss Ciaran, I Expect You To Dine: After all of the assassins Dooku has been sending after you, the last thing you expected to get from him was an invitation to a formal dinner on Serenno. It's obvious Dooku has some ulterior motive, but you won't really know what it is unless you decide to go... Chance of Success: ??? Reward: ???
@Dr. Snark: I know this is the 'mystery box' Action, but can you at least tell us what action category would apply here? I'm wondering what default bonuses would apply, and how much hero support we'd need to shore up to ensure a success.

Alternately, can you tell us if it is time-sensitive? If we don't take him up on his invitation this turn, will the invitation be rescinded next turn?

Back into serious mode, there's only three things I want. To finally build our secret fortress of DOOM!!!! on Kiln
It's on my list, and has been for a while. Thanks to our higher income level, we should be able to afford it this turn. Though I have been saying the exact same thing for a few turns in a row now...

doing Operation Ultra to know who Palpatine's inner circle is
Agreed, which is why I'm pretty sure we'll be using our Free Action this turn on Intrigue (again). One to take care of the Techno Union, two to take care of Thyferra (I figure sabotage + stealing bacta would really ensure they'd hate our guts), and one for Operation Ultra. On the other hand, this means we wouldn't be able to take care of Tipoca City (with Kal Skirata's clone commandos), nor any of the dozen other Actions that we desperately want to do.

take the -[] "Humanitarian" Transports option.
<record scratch> WHAT?

I know many of you will be disappointed because I'm not taking the flying Jedi academy. However, I'd argue that being able to stealthily transport our forces around the galaxy is more important than the far off goal of The Force Convenant headquarters.
...We're one turn away from making the Chu'unthor ready for use, and now you want us to chase some other shiny? Let's at least get our mobile academy set up, since we've spent so many turns getting the thing up and running.

Besides, we already have the ability to 'stealthily transport our forces' -- we have those 'convenient transports' that have given us +5 Stewardship/+5 Intrigue from the beginning of the quest, plus our new partnership with the Baobab Merchant Fleet, plus our new maps from the Wookies, plus our expanded Oracle fleet and the Invisible Hand and personal couriers for our Hero Units...

Convenient transports are something we are decidedly not lacking in.
 
Worth noting that you do not have any action locks on Learning right now.

@Dr. Snark: I know this is the 'mystery box' Action, but can you at least tell us what action category would apply here? I'm wondering what default bonuses would apply, and how much hero support we'd need to shore up to ensure a success.

Alternately, can you tell us if it is time-sensitive? If we don't take him up on his invitation this turn, will the invitation be rescinded next turn?

Category would probably be...Diplomacy. Closest thing I can think of.

As for time sensitivity who knows what could happen between this quarter and the next? Or what the effects of waiting might be?
 
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*Looks at Taris Shinnies*

I want all the things.

*Crunches numbers while doing plan*

Huh, I think we could afford 1600 credits... though Vectivus might yell at us.... but I can't control myself.

*Shakes self*

Back into serious mode, there's only three things I want. To finally build our secret fortress of DOOM!!!! on Kiln, doing Operation Ultra to know who Palpatine's inner circle is and take the -[] "Humanitarian" Transports option. I know many of you will be disappointed because I'm not taking the flying Jedi academy. However, I'd argue that being able to stealthily transport our forces around the galaxy is more important than the far off goal of The Force Convenant headquarters.
Right now I have 5 income upgrades on Taris (Mercy Medcenter Expansion- Cost: 200 (190) Reward: +100 (210) Karada income, ability to operate from Taris), 4 on Coruscant (including Undercity Healthcare- Cost: 150 (142.5) Reward: +75 (141.75!!!) Silver Cross Income), 5 on Nar Shadda, 2 on Kalee, 1 on Muunilist and 1 on Cato Nemodia, Taris is providing an income increase of 656 which is the largest, but Nar Shadda and Coruscant provide more combined, so diversification is happening if slow.

@Publicola income is generated the same turn the base upgrade is built correct?
 
My thoughts on a plan with explanations:
Outstanding! Responses to follow.

REASSURANCE: Foundry action I consider to use up a FREE action.
...I really disagree with this. The Foundry is a major priority, but we have 2 Martial Actions, and there are far bigger priorities this turn than Militia Standardization. I'm strongly inclined to spend the free Action on Intrigue (see below).

Reasoning- This should open up more contacts with other Ex-Jedi and if we band them together we could use them to better our contacts with the Jedi Order itself in the future. I would also think it might cover the "Roaming Jedi" slightly as well.
I don't know if Ferrus Olin has contacts with other ex-Jedi -- my impression was, he was basically living off on his own. On the other hand, he is a very strong Force user, thinks well of us thanks to our saving Darra Thel-Tanis, and has an ongoing rivalry with Anakin Skywalker that has a lot of narrative potential.

[] Treasury Auditing:
...
Reasoning- We might, might be able to take on Palpatine as an individual but we still are too far away from being able to deal with the backlash. We need to be taking steps and we need to do it now. Palpatine has to be leaving clues of nefarious deeds somewhere and ensuring he isn't ready to bankrupt the galaxy when he croaks is something we need to handle.
I really like this action, but with 'Operation Ultra' I'm not sure it's a high priority. I'm much more inclined to double-down on the Baobabs, to see if we can't get another Hero Unit from them.

I focus more on Palpatine than Shu Mai and this turn we needed to deal with Thyferra.
...nothing for the Techno Union?
The Techno Union can wait and there are other options that I feel are more useful now. Why are you so focused on dealing with them?
1) They're building an army of cortosis droids and will be targeting the Jedi Temple -- that attack might be this turn (given Dr. Snark's rumblings over the Temple protests), which makes it a high priority. 2) We know where Wat Tambor can be found, and capturing him might let us sink our hooks into him, giving us influence over a fourth major CIS corporation. 3) We spent an action last turn dealing with the Techno Union, and letting it slide this turn would undo the rewards we received.

[] Archaeological Expeditions:
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.

Reasoning- Surely the most entertaining?
...You'd think so, but right now I'm very much inclined to pick the expedition to Yavin. As cool as Cularin is, Yavin is packed with goodies -- just check out the galaxy survey or Index to find out. Cularin can wait another turn; I've been wanting Yavin for a long time.

[] Miss Ciaran, I Expect You To Dine: After all of the assassins Dooku has been sending after you, the last thing you expected to get from him was an invitation to a formal dinner on Serenno. It's obvious Dooku has some ulterior motive, but you won't really know what it is unless you decide to go... Chance of Success: ??? Reward: ???

Reasoning- Fuuuckkk, it's the mystery box. Is he chafing under Palpatine and wants us as an apprentice or is this jsut a huge and obvious trap? Damn, damn, damn...
...IF we pick the mystery box, we're going to assign Personal Attention to it, because we don't know the odds and a failure might be catastrophic. We have three Personal Actions, so spending two on this would still leave us one for training or other things.

I am sorely tempted, but I could go either way at this point.

@Publicola income is generated the same turn the base upgrade is built correct?
Yes. (And thanks for running some of those numbers!)
 
An insight into my mind:

[] Plan Just Crazy Enough to Work

[] CNS Defense Taskforce
[] Foundry Raid Night
-[] Silencer
-[] Grievous

Improving the CNS' defences is needed and multiple other bonuses. As for the Foundry I think Grievous and The Silencer need to a guys night out to relax and settle who has the better shot.

[] Calling In A Favor
[] But What About The Younglings!? (CNS)

Getting Ferrus on our side means we have a front for contacting the Jedi and I don't know what's going on at the Temple, but getting away all the people who fight be in danger is a good idea.

[] Sienar Custom Vessel
-[] "Humanitarian" Transports
[] Bring The Games To Taris
[] One Fried Paranoiac, Extra Crispy

As much as you may want to complain, I want to be able to move our army (organic and Droid) to Coruscant to fight Palpatine the moment things kick off and that means not drawing attention to the large scale troop movements. As for the others, the Galactic Games legitimates the CNS and gives us the chance to act as a quasi-head of state. Oh and you'd all murder me if I didn't pick this guy.

[] Operation Ultra
[] Giving Thyferra A Subtle Nudge
[] Rust And Metalorn
-[] HK-47

Getting an insight into Palpatine's secret working is vital to gathering the evidence to prove this wasn't just a coup by a secret cabal of Ciaran followers. Subtle Thyferra action means we can publicly retain good standings with the Bacta Cartel. And we need to stop Wat Tambor's threat to anyone with a lightsaber, get rid of a member of the Separatist Council and maybe get those anti-lightsaber Droids for ourselves.

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

Improve our force users is a must and as for Korriban... we need an insight into defeating a Sith Lord, so the people who know best are probably the Sith Lords themselves.

[] Sair Frame Integration
[] Mass Genemodding Program

This is expensive, but if this goes through we'll be able to massively increase the effectiveness of our forces.

[] Physical Training
-[] Form III (Soresu)
[] Force Training
-[] Shatterpoint (Organic(?) (Free Action)
[] Personal attention/Increased Focus
[] Miss Ciaran, I Expect You To Dine
-[] Personal attention/Increased Focus
-[] PR-1
-[] Thrawn
-[] Silas
[] Annoy Padme (Free Action, no bonuses)

Right training with Kenobi should complement our fighting style of waiting for an opening and then striking hard. Shatterpoint on Organics should massively increase our combat effectiveness if we only have to poke someone to kill them. As for dinner with Dooku... there's no hiding that I'm trying to go for an insane crit, not sure if it's diplomacy or intrigue, so I'm covering all of our bases. Also no way are we leaving Padme alone, she might have a boring end of the year.

[] Jango Fett - Remains Of A Past Hunt
[] Cheriss Sair - Experimental Frame Development
[] Asajj Ventress - Wayward Subject

From what I remember from the games the Dark Side cult was trying to create a mind control substance that would make people more suggestible. I won't deny it's unethical... but, considering the future applications of keeping the galaxy together, when was Ciaran a moral person. Cheriss needs an upgrade to avoid falling behind. Meanwhile Ventress can get us an in with the CIS.

[] No New Bases

I'll say this only one.... we have enough bases. Now is not the time to spread ourselves thin.

[] Corusca Intelligencer

Anti-Palpatine propaganda... I mean honest, integral journalism and reporting... totally not fake news.

[] 'Grand Fleet' Initiative

Getting ready for the endgame.

[] Build personal Retreat
[] C-9979 Landing Craft Slipways

I want the fortress of DOOOMMMM!!!!! and secret place to hide should the Galaxy fall apart. Also super transports to deploy droids.

[] Gossam Commando Investments/Subversion
-[] Commando Gear
-[] Gossam Militia
-[] Castell Academy

Setting up for removal.

[] Defense Grid (Vectivus Home)

I'm paranoid, what can I say?

[] Promised Land Skyway Lanes
[] Recruitment Center
[] Orbital Drydocks
[] Mercy Medcenter Expansion
[] Planetary Shield
[] Bureau of Ships and Services
[] Beautification
[] Svivreni Mines
[] Black Market
[] Ojoster Intelligencer
[] Aegis Security Expansion

Don't judge me. You were all thinking the same thing.

[] Invest in Trade Federation businesses
[] Purchase Rush Clovis's Factory

Getting friendly with the TF and a factory to churn out droids.

[] Dedicated Salvage Teams
[] Large-scale Wiretaps
[] Fund Garm Bel Iblis's Militia
[] Treasure Ship Row
[] Karada Medcenter
[] Corellian Engineering Corporation
[] Nerfworks

Special rolls, usual, more security, money, money, money, information.

Total Cost: 4675

Remember this is just a draft. I can add more stuff to make money.
 
Yes. (And thanks for running some of those numbers!)
Excellent, that really helps. I went and updated my post with some of the options and I still have almost 3k left to play with, though at this point it was mainly taking income producers. And I enjoy the number crunching. Right now I am rounding up costs per planet and rounding down income per planet to the nearest whole just to err on the side of caution.
 
I don't know if Ferrus Olin has contacts with other ex-Jedi -- my impression was, he was basically living off on his own. On the other hand, he is a very strong Force user, thinks well of us thanks to our saving Darra Thel-Tanis, and has an ongoing rivalry with Anakin Skywalker that has a lot of narrative potential.

Huh. Okay, if that's the case I would suggest recontacting the Sentinels. They'll be more useful than any Jedi diaspora would be.

I really like this action, but with 'Operation Ultra' I'm not sure it's a high priority. I'm much more inclined to double-down on the Baobabs, to see if we can't get another Hero Unit from them.

Hmm ... Fair enough and getting the Baobabs on side would help due to their Merchant fleet.

1) They're building an army of cortosis droids and will be targeting the Jedi Temple -- that attack might be this turn (given Dr. Snark's rumblings over the Temple protests), which makes it a high priority. 2) We know where Wat Tambor can be found, and capturing him might let us sink our hooks into him, giving us influence over a fourth major CIS corporation. 3) We spent an action last turn dealing with the Techno Union, and letting it slide this turn would undo the rewards we received.

Fair enough. Removing Militia Standardization and replacing it with the Foundry would free up the free action to use it on Rust and Metalorn.

...You'd think so, but right now I'm very much inclined to pick the expedition to Yavin. As cool as Cularin is, Yavin is packed with goodies -- just check out the galaxy survey or Index to find out. Cularin can wait another turn; I've been wanting Yavin for a long time.

Okay.

...IF we pick the mystery box, we're going to assign Personal Attention to it, because we don't know the odds and a failure might be catastrophic. We have three Personal Actions, so spending two on this would still leave us one for training or other things.

Without the Auditing action, this would free up the personal action to use it on this.
 
Personally I think the Janissari should be done this tirn. Their abilities are useful, Ventress wants to visit them, and they're very new right now, so any chance to outright absorb them is probably going down by the turn.
 
Personally I think the Janissari should be done this tirn. Their abilities are useful, Ventress wants to visit them, and they're very new right now, so any chance to outright absorb them is probably going down by the turn.

Which is why Ventriss should be sent and not have an entire action used up. We can double down on potential force learning.
 
Well to amuse myself from the stress of figuring out a well-rounded plan. Here are some bits from Dark Rendezvous.

In which is Dooku invites Yoda to a backroom peace talk under the pretence he wants to return to the light. Yoda knows it's a trap, but goes anyway in the hope that he can turn his former apprentice as he thinks Dooku is also lying to himself and sort of does regret becoming a Sith Lord. Dooku also knows that Yoda knows it's a trap and is only coming to try and turn him, which is why he's planning to turn Yoda to the Dark Side... and sort of justify himself to his old master as he secretly-sort-of-knows he wants to turn himself back to the light.

This complex web of 'I know, you know and so do I' is untangled by Palpatine using Obi-Wan and Anakin as the players to topple this Jenga tower of complex thinking so they can all go back to the important stuff, hitting each other with lightsabers.

Dooku's view on The Grand Plan:

Dooku thinks Palpatine suffers from this [Complexity Addiction], musing that it would be simpler to just have the Separatists' droid army win the Clone Wars rather than go through so many covert manipulations.

Ventress Armor Piercing Question:

Fine, fine, take your shots. You're just buying time now, because I'm right. Ask yourself one question—ask it from the dark side, look at it clear-eyed, Count. Your master uses you now because he is beset by dangers. What happens when you are the most dangerous being left standing?

And on a lighter note, Yoda being Troll!Yoda:

Yoda, fed up with how long the Padawans are taking to get lunch, uses a Jedi Mind Trick to swipe a soft drink from a kid (it's okay, 'cause the guy's kind of a jerk). However, he refuses to do the same while haggling over the cost of a used starship, a far more important task, saying it would disrespect the Force and his opponent. The Padawans suspect that the real reason is that Yoda thinks haggling is fun, and doesn't want to ruin the experience by cheating.
 
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Anyone have strong feelings about what Genemod we should pick this turn?
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Ventress: Leery of the Arkanians, it might be a bit difficult to get her to go through with it.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force. (Lore, ???)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery (Learning, enhanced lifespan)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)
We have four human or near-human Heroes, so I'm going to go over each one in turn:

Silencer has very strong Martial and fairly strong Intrigue, but is useless at everything else. Chiss would help him with both categories, Zabrak would make him even more specialized in Martial, while Firrerreo and Pau'an would increase his health while boosting one or the other skill. I'd be inclined to upgrade his Intrigue stat, since his Martial is already so high.

Thrawn has exceptional Martial and Diplomacy stats, as well as fairly strong Stewardship, Intrigue, and Learning. Frankly, we could give him just about any Genemod between one of the Lore ones, and it'd help him out. On the other hand, even Lore might work, given the 'mystery box' with the Miraluka genemod -- could we make him Force sensitive? I'm tempted to wait on his genemod until we can test it on...

Ventress has phenomenal Martial and Lore stats, with very strong Intrigue and decent Diplomacy skills. Either Echani or Miraluka genemods would fit her specialty, though I'm very much inclined to check out the Miraluka mystery box.

Jango has a very strong Martial stat, and fairly strong Intrigue and Diplomacy skills. Most of these genemods would work for him (again, except for the Lore or Learning ones). We could specialize him further with a Martial-heavy build, or make him more useful for Intrigue and Diplomacy hero support...


All told, I'm inclined to give Ventress the Miraluka genemod this turn, but I'm willing to be persuaded. Thoughts?
 
Plan Makers:

Are we doing the Swoop Racing or Galactic Games action? Right now I have Beautification in but if we are not doing at least one that will be dropped and free up 142 credits for other base buying.
 
Are we doing the Swoop Racing or Galactic Games action? Right now I have Beautification in but if we are not doing at least one that will be dropped and free up 142 credits for other base buying.
At least for myself, I won't be including either in my Plan this turn. I'd prefer to focus on Talesan Fry and the Baobabs, and pick up one or both of those Taris actions once we have more leads on our Stewardship Hero(es). Plus the Baobabs will probably help with the investment penalty, and other types of awesomeness; and the 142 credits saving is nothing to sneeze at. :cool:
 
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Jango has a very strong Martial stat, and fairly strong Intrigue and Diplomacy skills. Most of these genemods would work for him (again, except for the Lore or Learning ones). We could specialize him further with a Martial-heavy build, or make him more useful for Intrigue and Diplomacy hero support...

What about giving Jango the Miraluka genemod?

Who wants to see Mandalor using blazing chains?

fasquardon
 
Ventress has phenomenal Martial and Lore stats, with very strong Intrigue and decent Diplomacy skills. Either Echani or Miraluka genemods would fit her specialty, though I'm ver

All told, I'm inclined to give Ventress the Miraluka genemod this turn, but I'm willing to be persuaded. Thoughts?

I'd be up for it but I'd first be interested in how she feels about the prospect. Both generally about gene modding and if she'd have a preference.
 
For Martial: I'm torn between CNS Defense Taskforce and Preying Mantises. Mantises seem so very nice to have for the boosted income and piracy security, but Taskforce helps with the "tax" . Foundry is an obvious choice.
I would say Younglings and Jedi Sentinels for Diplomacy, because I think getting in touch with the Sentinels would allow us to help more with the situation at the temple when it happens.
For Stewardship: Fry, Chu'unthor, and Baobab.
Intrigue: So many things, so little time. Hell, Thyferra for getting that mess dealt with, Operation Ultra because Palpatine, Rust and Metalorn to crush the TU. Free Action so we can get Bacta too.
Lore: No clue about Archeology action, but for our normal action here I would like either contacting Jerec or giving our Agents Luka Sene tricks.
Learning: Commando Gear and Non-Human Genemods. Genemod upgrade because that means when we get Mass Genemods, our Kaleesh forces will benefit too.
Personal: Miss Ciaran, I Expect You To Dine. Other actions I'm not sure if I want Personal Attention or Force Training.
Ventress gets genemod, not sure what Hero Actions we should go for. PR-1 maybe, he needs buffs.
 
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