I remember the previous QM said, he will restore our actions count a few turns into the war.
Is that still happening? If so when?

I checked and I'm not sure where you heard that; as far as I was aware back then the plan was that the regular action count would be restored when the war ended, and honestly I can't really justify suddenly adding back those extra actions given that concept.
 
[] Ship Customization: The Oracle is a fine ship, but it could be better; having customized systems, weapons, fighters, and so on would make it a far more fearsome ship than would be expected. Cost: 100 Upkeep: 25 Reward: Increased combat performance of Oracle
[:V] Write in: Add beskar armor to the hull.
 
Plan: let's not blow up
Cost total: 450

Matrial: 2 Cost 50
[X] Black Ops: While the CIS advance has been at least temporarily halted it might be a good idea to make sure that they can't recover their initial momentum any time soon. Chance of Success: 75% Cost: 50 Reward: CIS war effort damaged

[X] Walking the Beat: While the worst of the pirate attacks on the CNS have been dealt with by Thrawn there are always more who will try to prey on the outer trade lanes. Destroying a few groups should send clear messages to them and the CNS that such actions will not be tolerated...and you might be able to loot pirate hideouts. Chance of Success: 70% Reward: Loot, Increased confidence in the CNS

Diplomacy: 1 Cost 50
[X] It's Party Time!: With the current lull in the war now would be a good a time as any to host a "diplomatic gathering" with the Republic to "foster good relations" and "discuss potential diplomatic ties."
Read: You are going to go to Coruscant for a bit and persuade everyone you know to enjoy themselves. If there is any actual diplomacy done while you're there it will be an added bonus. Chance of Success: 90% Cost: 50 Reward: Enjoy a vacation, closer ties with Padme, Anakin, Obi-Wan, ???

Stewardship: 1 Cost 100
[X] Hey, Trade Federation! Do what you do best!: With that you don't mean trying to ruin themselves or being someones pawn but to let some of your partner companies trade with them or at least let their traders join their trade convoys. After all, trading is what the Federation does... official. Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current amount (Takes 2 turns)

Intrigue: 2 Cost 50
[X] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means credits)

[X] Eclipsing the Black Sun (Silent Option): Alternatively you could take the more subtle action when dealing with the Black Sun and use your information network to assassinate rising leaders and drain funds to choke them out by the roots. Chance of Success: 50% Reward: Black Sun scattered, loot

Lore: 1
[X] 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
-[X] Luka Sene: They are Miraluka such as yourself who are more academics than anything else. They are skilled at Force vision, not only able to use it for combat and scrying but they apparently can sense energy fields as well.

Lerning: 1open
[X] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed

Personal: 2
[X] Physical Training: While you are hardly incapable in combat the fact of the matter is that your subordinates are way better than you are at fighting...it might be worthwhile to learn from them in that case. Chance of Success: 70%
-[X] Survival Training: Some of your subordinates have politely pointed out that while you may be a decent fighter you don't really have any advanced survival training in case things go really wrong. As unpleasant as the idea sounds, they might have a point, and Grievous would be more than willing to help you with it. Reward: Martial Increase, Survivalist training

[X] Force Training: At this point from what you can tell your own personal training isn't going to be enough if you really want to get better at Force manipulation. You're either going to need outside help or in-depth recordings to really get anywhere new. Chance of Success: 70%
-[X] Blazing Chains (Basic): Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Reward: Lore Increase, Blazing Chains Style Learned

Hero Action: 2
[X] PR-1: Upgrades Required: PR-1 has been a valuable asset to you for a long time but the fact of the matter is that he's simply falling behind your more talented members in many fields. At this point it's probably worth it to search for upgrades to him to enhance his capabilities. (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???

[X] Asajj Ventress: The Wisdom of Vectivus: While Asajj has joined up with you of her own will not only has she been very standoffish towards everyone but she has been loathe to do anything else besides constantly train, apparently so she can beat Sev'rance and Dooku one day. That being the case, she hasn't seen the Vectivus holcron yet, and you're fairly confident a woman like her could learn a lot from it (read: stop acting like a stereotypical Sith). All you have to do is find a way to get her to do that. (Uses Lore Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj begins studying the Vectivus holocron, ???

Bases: Cost 200
Coruscant Base:
[X] Lower Level Salvage Teams: Coruscant is an old, old planet and even though it has been occupied for ages there are still valuable secrets in the depths. Aside from all of the garbage. Cost: 100 Reward: 25 Income (Salvage), per-turn salvage roll for other benefits

Lordran, Kiln:
[X] Labor Droid Factory: Having labor droids around would not only make construction go faster but would certainly make maintaining all of the facilities on the planet considerably easier. Cost 100 Reward: Kiln upkeep decreased

Hero Support (applies half the stats to a chosen action):
PR-1: [Hero action above] Write in
The Silencer: [] Write in
Silas Cata: [] Write in
Cheriss Sair: [] Write in
Thrawn: [] Write in
Ventress: [Hero action above]
Not sure how best to use the other hero support points. Suggestions?
 
Martial: I'm feeling pirates and the Black Sun here. Toss some heroes on for an easy crit on the Black Sun. We've got Martial bonuses for days.

Diplomacy: If nobody has any good write-ins, may as well go for the party.

Stewardship: Hey Trade Federation gives the most bang for buck for income. Twice the income benefit, no upkeep, and same up front investment. War-Ravaged Recovery is second best for having no wait time and also PR reasons. Deals with Sienar is appealing but it can wait.

Intrigue: Okay so, people seem to wanna help out Jabba, but we shouldn't miss out on stomping down our big rivals in the Black Sun. Guy's gonna appreciate that as well. Also, fucking RESI Plague. But... would be nice to have Jabba not get in a bitchfight with the Jedi. Prolly gonna want to throw Ciaran's Intrigue bonus on one of these. Free action could go here.

Lore: Research a Force School. Don't care which. Jensaarai is less appealing to me than the others.

Learning: Jango. Really not worth considering anything else.

Ciaran: Personal Attention on one of the Intrigue options. Hell, maybe two. Put that giant Intrigue bonus to work.

PR-1: Yeah. Upgrade him.

Silas: Tough. I like his recruiting option. Could lead somewhere good. Something to consider when deciding how we're applying Intrigue Bonuses.

Silencer: We may want his Intrigue Bonus more than the training upgrade.

Cheriss: I mean, we could throw her on the Jango favor if we really wanna be sure, but fuck it, give her a new body.

Thrawn: Appealing, given that this would basically give Thrawn huge insight on understanding the Mandalorian culture. Which is one of his big MOs. But I don't think the success chance is worth giving up his bonuses. Plus, that chance may go up after we earn some good will with Jango by checking up on his kid. I think we forgo his Hero-Action this round to get a Bonus.

Grievous: Man. Can only imagine what crazy shenanigans Grievous hunting down monsters would result in. Would we get an actual monster pit from this? Dunno, but his Martial and Intrigue bonuses will be useful this turn.

Asajj: Man. So this is really important IC, but we only get a 2/3 chance at success after Lore bonus. And she has the highest Intrigue Stat besides us, and the highest Martial besides Thrawn (though Silencer and Grievous are more or less right there).

Overall: For Heroes, I think we use Thrawn, Silencer's, and Grievous's as action bonuses for sure. From there, we can assess what the odds on the Black Sun, RESI, and Jabba actions are and decide what we wanna do about Asajj and Silas.

Bases: We burn a lot of money. But Salvage is a good investment. Iffy on anything else. The Labor factory for Upkeep reduction is the most appealing, but I wanna tally up the whole balance sheet before making that decision.

If we're like the idea of what I'm getting at, then we can then make a plan for where we want Hero bonuses and who we can spare. And finalize the Balance Sheet (complete with loot estimates) for Base Building.
 
https://forums.sufficientvelocity.c...rganisation-quest.29259/page-181#post-6723670

On the bottom of turn 16 it says
(1. Sorry about the terrible turn. I need to get into things again before it gets better. 2. Everything that takes longer than 1 turn is going to lock the action for the time. 'Except for the research actions which specifiy something else' 3. You will regain your usuall ammount of actions as the war progresses. 4. As for the write ins... I'll take a look at what is suggested, evaluate the chance and rewards and thats it.)

edit: If you want to restore them at the end of the war, that's fine too.
I was mostly ask for clarification
 
Last edited:
I assumed that we'd get actions back as the war winded down/we get better at circumventing the war's impact.
 
A few questions for @Dr. Snark!
Base upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.
Are we limited to 1 upgrade per base?

Hero Support (applies half the stats to a chosen action):
Are we permitted to use Grevious and Ventress for 'Hero Support'? Otherwise, assigning them to 'Hero Actions' is a shoe-in...

[] 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
Are we allowed to 'double-up' on Personal Attention, or do we need to pick some other action in this category?

-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Ventress is, and while she has been willing to train you could have sworn you heard her laughing evilly later. Reward: Martial Increase, pilot training
Can you clarify what 'command training' does for us mechanically? It makes us better leaders in battle, but I can't help but think we'd be better served letting Thrawn take strategic command with Grievous as special forces team leader (if only because both of them are quite literally the best in the galaxy at it...).
 
Thoughts for our Plan this turn:

2 Martial Actions: 'Walking the Beat' is a shoe-in for shoring up the CNS. I'm torn for our second choice -- openly assisting the Hutts or fighting the Black Sun could cause further problems with the Jedi. On the other hand, the Hutts pay well, and the Black Sun is a major rival that could be used as Palpatine's catspaw in the future (if not already...)

1 Diplomatic Action: if we have hero support to spare, 'Bigger Problems' could get the Jedi off our back. On the other hand, the 90% chance of success for 'Party Time' (before bonuses) tells me that Dr. Snark really wants to write an interlude of us hosting/trolling a diplomatic gathering of the high-and-mighty. (OTOH, it's entirely possible we might meet Palpatine face-to-face... how good is our 'Force Cloak' trick?)

1 Stewardship action: I'm usually in favor of using our action to boost our income, either 'alternate routes' or 'Hey Trade Federation'. However, I am very curious to see what 'Deals with Sienar' leads to -- "one-of-a-kind high performance starships" sounds more than a little awesome....

2 Intrigue actions: 'Hunt for Rotta' is a shoe-in -- it was the major event that let the Republic use Hutt trade lanes, and gave them the economic boost to come out on top. If we solve the mystery, the CNS may well gain the Hutts as an ally, or at least as a trading partner (with the corresponding income gains). That's before we account for reputation bonuses with the Hutts (for finding Rotta in the first place) and the Jedi (for clearing their name of this crime). For our second action, I'm pretty much sold on 'Operation RESI II' (though we'd need plenty of hero support and/or personal attention to make it feasible).

1 Lore Action: I'm very tempted by 'research > Matukai' for the Martial stat boost (use the Force to drastically enhance our body: sweet). However, that 'Homecoming Trip' to Vectivus' personal mansion/lair is probably more worth our while. OTOH, we'd probably want Ventress' help (hero support), which means we should probably share the holocron with her first. OTOH, that's only a 50% chance of success, so it might be a few turns before she's ready. So I'll probably do 'research' this turn (+ more as needed), and 'homecoming' as soon as Ventress or one of our other heroes is free to ensure its success. (We might consider spending a Personal Attention on it in a later turn...).

1 Learning Action: 'genemods' and 'inhibitor chips' are locked in (thank heavens), and 'Favor for Jango' is basically a shoe-in. Surprisingly easy choice here.

2 Personal Actions: besides 'personal attention', I'm inclined to go the 'disaster planning' route of Survival Training. I'm curious to see what 'command' training would actually do for us (likewise 'pilot training'), though 'lore'/Force training might better prepare us for future confrontations with Dooku and/or Palpatine. Or the Jedi, for that matter. Not to mention help us train our own 'Grey Jedi'...

Hero Actions: four of these actions interest me. Silas Cata would recruit new 'employees' ("the best scoundrels"), and that "???" intrigues me greatly. I'm wondering if that's a lead-in to us recruiting a Clone-War-era equivalent of Han Solo as a Hero unit.... Building Cheriss Sair a new body would give her bonuses and might lead-in to future biotech applications. We should share that Vectivus holocron with Ventress ASAP to move her away from stereotypical Sith-ness. Probably the most 'shoe-in' option, however, is Thrawn. On the surface: combat training for Thrawn (as though he needs it). In context: either Thrawn will gain a bunch of information about Jango and/or Mandalorian culture, or Thrawn will draw Jango further into our orbit and potentially make him available as a Hero unit... or both. That's a pretty solid option, imho.
 
Are we limited to 1 upgrade per base?

Nope.

Are we permitted to use Grevious and Ventress for 'Hero Support'? Otherwise, assigning them to 'Hero Actions' is a shoe-in...

Durr. Forgot to add them in when copying over the majority of the thing. Will edit.

Are we allowed to 'double-up' on Personal Attention, or do we need to pick some other action in this category?

Oooh, that's an interesting one. Hm...I'm going to say yes, mainly because I can understand the need for it. I'll at least recommend against it though given all of the omake bonuses floating around right now.

Can you clarify what 'command training' does for us mechanically? It makes us better leaders in battle, but I can't help but think we'd be better served letting Thrawn take strategic command with Grievous as special forces team leader (if only because both of them are quite literally the best in the galaxy at it...).

It's mostly flavor for the Martial stat boost that you'd get; it would result in a new trait basically.
 
@Dr. Snark We get options to sabotage the CIS, but no options to sabotage the Republic?

Do you want to?

I'm serious here, right now the CIS is still has the advantage in the war even though they've been bloodied by Kamino. I mean, if you sabotaged them right now they'd probably be on course to losing the war completely.
 
If the Black Sun rebuilds they'll become a major threat. During the Empire era, the leader of the Black Sun was one of the most powerful people in the galaxy barring Vader and Palpatine. These guys are actually a big deal, and it's very much in our interests to kill 'em dead.
 
If the Black Sun rebuilds they'll become a major threat. During the Empire era, the leader of the Black Sun was one of the most powerful people in the galaxy barring Vader and Palpatine. These guys are actually a big deal, and it's very much in our interests to kill 'em dead.
In the Galaxy there's room only for ONE super-(semi)criminal organisation, and thats ABYSS WATCHERS! Down with BS !!

That + they're slavers, druggies, etc. not by upbringing (like Hutts), but by choice. HATE those things
 
Martial: You'd think that having Thrawn and Grievous around would reassure your military advisors, except now they're worried that you're going to be doing even more audacious things to profit from the war.

Pick 2:

[] More droids!: You need to buy more. Now more than ever before! Chance of Success: 80% Cost: 60 Reward: 4-6 new groups of Battle droids

[] Black Ops: While the CIS advance has been at least temporarily halted it might be a good idea to make sure that they can't recover their initial momentum any time soon. Chance of Success: 75% Cost: 50 Reward: CIS war effort damaged

[] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space. After recent events, you made sure that said work would be under the radar so you don't have a repeat of the incident with Darra. Chance of Success: 60% Reward: 100 Credits, Increased Hutt Relations

[] Walking the Beat: While the worst of the pirate attacks on the CNS have been dealt with by Thrawn there are always more who will try to prey on the outer trade lanes. Destroying a few groups should send clear messages to them and the CNS that such actions will not be tolerated...and you might be able to loot pirate hideouts. Chance of Success: 70% Reward: Loot, Increased confidence in the CNS

[] Eclipsing the Black Sun (Go Loud): The Black Sun has been a constant rival of yours in the underworld and given the chance to recover they would certainly be willing to rekindle old hostilities. Send out some of your mercenary corps and make sure that they never get the chance. Chance of Success: 70% Reward: Black Sun scattered, loot

[] Write in
So I'm thinking 'Walking the Beat' and either 'Black Ops' or 'Mercenary Work'.
Diplomacy: The war is here, the diplomatic landscape looks particularly ragged and everything is going downhill fast.

Pick 1:

[] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economically as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything useful, BUT its likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ?

[] Don't You Have Bigger Problems?: As entertaining as it was to have Obi-Wan and Anakin around their presence was symptomatic of an increase in Jedi paranoia when they clearly have bigger problems to worry about. Perhaps you should find a way to make sure that they stay off of your back so they can focus on more important matters. Again. Chance of Success: 40% Reward: The Jedi will leave you alone for the time being...again

[] It's Party Time!: With the current lull in the war now would be a good a time as any to host a "diplomatic gathering" with the Republic to "foster good relations" and "discuss potential diplomatic ties."
Read: You are going to go to Coruscant for a bit and persuade everyone you know to enjoy themselves. If there is any actual diplomacy done while you're there it will be an added bonus. Chance of Success: 90% Cost: 50 Reward: Enjoy a vacation, closer ties with Padme, Anakin, Obi-Wan, ???

[] Write in
'It's Party Time!' or 'Don't You Have Bigger Problems?'. Definately.
Stewardship: Borvo is as always busy keeping an eye on your finances, although the sudden drop in profits is making him VERY nervous. And hungry... his food bills have skyrocketed.

Pick 1:

[] Alternate routes?: The trade is going terribly due to most hyperspace routes crawling with military fleets, companies standing on different sides of the war and various other issues. You have to find alternative routes to at least get some of the trade you are involved in moving again. Chance of Success: 60% Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 3 turns)

[] You expect me to smuggle what?: Exactly what it says on the tin. Hire smugglers to bypass the blockades and get the trade flowing again. Not exactly cheap and quite unusual since most of the cargo is legal, but still. Chance of Success: 70% Cost: 100 Upkeep: 20 Reward: Trade/Investment Income penalty reduced by 5% from its current amount (Takes 2 turns)

[] Hey, Trade Federation! Do what you do best!: With that you don't mean trying to ruin themselves or being someones pawn but to let some of your partner companies trade with them or at least let their traders join their trade convoys. After all, trading is what the Federation does... official. Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current amount (Takes 2 turns)

[] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%

[] Deals with Sienar: You know full well that Sienar Fleet Systems produces some very effective products; after all the Scimitar was designed by them. Given that you would certainly be interested in customized, one-of-a-kind high performance starships it might be worth it to get in touch with Raith himself and see if you can negotiate a contract of some kind. Chance of Success: 60% Reward: Formal relations with Sienar Fleet Systems opened, potential for starship contracts, ???

[] Write in
Hmm. I'm thinking either 'Hey, Trade Federation! Do what you do best!' or 'War-Ravaged Recovery'. the former because it is the best overall option and the latter because it is the fastest option with loads of PR goodness.
Intrigue: Gulan still can't believe that Operation Skyfall actually worked, though he's been particularly paranoid that someone is going to find out Ventress is still alive somehow.

Pick 2:

[] Lots of plans, lots of wrenches: Between the CIS war effort temporarily slowing down and all of the new information you've gained from Ventress, now might be a good time to stir up some trouble behind the scenes. Chance of Success: 60% Cost: 50 Reward: CIS war effort damaged

[] Sev'rance Package: Sev'rance Tann has actually reappeared again as one of the key leaders of the CIS military. Since she is Dooku's apprentice, it might be worth keeping an eye on her to see if she leads you to any useful information. Chance of Success: 60% Cost: 50 Reward: Sev'rance Tann tracked

[] The Count of Sereno: You know Dooku is a Dark Sider. You know that he's working for Sidious, the man behind this war. So the best way to find Sidious is to get as much information from his actions as possible. Given how thorough he was with your blackmail though...it probably won't be easy. Chance of Success: 40% Cost: 100 Reward: Count Dooku's actions tracked

[] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means credits)

[] Operation RESI II: The synthetic plague is back and is now more dangerous than ever. You're going to need to get out there and find out as much about who is causing this as you can if you want to end this threat once and for all. Chance of Success: 40% Cost 100 Reward: New synthetic plague ended, information about plague creators gained

[] Eclipsing the Black Sun (Silent Option): Alternatively you could take the more subtle action when dealing with the Black Sun and use your information network to assassinate rising leaders and drain funds to choke them out by the roots. Chance of Success: 50% Reward: Black Sun scattered, loot

[] Write in
Damn it. Were it not for more important options I would so do 'Sev'rance Package' and 'The Count of Sereno'. Unfortunately, we do have more important options that need done. So, 'The Hunt For Rotta' and either 'Operation RESI II' or 'Eclipsing the Black Sun (Silent Option)'.
Lore: While Tyro has appreciates that Ventress is a very talented Force user, he's less happy about the fact that she keeps slamming his trainees into walls...even if her methods have proven to make their training more effective.

Pick 1:

[] Tomb Raider: The starmap you got from your archeological expedition with Jerec has several planets or in other cases only systems marked on it with possible locations of other ruins, tombs or similar which MIGHT hold additional treasure or knowledge to be looted. Chance of Success: 60% Reward: ?
(Takes 2 turns)

[] Force research: The Force is interesting and despite claims to the contrary (especially those of the Jedi) it has not been fully understood, most likely not even sufficiently, and there are still tricks to be discovered here and there. Chance of Success: 70% Reward: Progress in researching new Tricks and Techniques (Takes 2 turns)

[] 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
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Luka Sene: They are Miraluka such as yourself who are more academics than anything else. They are skilled at Force vision, not only able to use it for combat and scrying but they apparently can sense energy fields as well.
-[] Matukai: A nomadic group, the Matukai have been able to use the Force to massively augment their bodies and push them to their limits.
-[] Write-in (Subject to Veto)

[] Homecoming Trip: Vectivus' holocron mentioned that his journey into Sith teachings began when he discovered that one of his asteroid holdings was suffused with the Dark Side, and that he later came back and converted it into a personal mansion to continue his research. Given how much your Force studies have benefited from his knowledge it might be worth trying to locate it and see if there is anything still there. Chance of Success: 50% Cost 50 Reward: ???

[] Write in
I am very interested in 'Homecoming Trip'. Unfortunately I really want to begin work on Ventress, so I think we should hold off on it for now. I am interested in learn from the Matukai or doing 'Tomb Raider'.
Learning: Var Zheen is busy, busy, buuuussssyyyyyy! Too much havoc happening in the galaxy, too much to do as result! At least Cheriss is asking for replacement parts now...

Pick 1:

[] Investigate Anomalies: The maps gained from the Expedition into the Unknown Regions you funded noted several unusuall anomalies nobody could make any sense off. Perhaps your researchers can figure something out. Chance of Success: 60% Cost: 60 Reward?

[] Develop improved Medical Gear: The Karada Corporation needs equipment distinct from that of the competition, as few as there might be. Both for personal use and modified to personal preferences and to sell. Chance of Success: 70% Cost: 60 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality gear [Takes 4 turns, locks actions for 2 turns]

[] Develop improved Medicine: The Karada Corporation needs to develop new types of medicine instead of just producing legal knock-offs of what allready exists. Either by providing variants speficialy designed for specific species, improving on allready existing types of Medicine or similiar. Chance of Success: 70% Cost: 80 Reward: Bonus on any action to increase Karada profits, officialy produce high-quality medicine and medpacs [Takes 4 turns, locks actions for 2 turns]

[] Analyze recovered research data and samples: The space station you and your teams raided and have now occupied actually had been properly cleared of anything useful and most data wiped beyond saving, but fortunately your researchers are quite capable of using the dead mutants as samples for research and its also not impossible to restore some of the damaged data. Time to bring everything to the Oracle. Chance of Success: 65% Reward: More information on the mutants, slight chance to get additional information on the conducted research

[] Develop Virus Library: With the galaxy being as big as it is and its population being as varied as it is there are bound to exist countless diseases, viruses and other even more unpleasant things. Develop a library holding various samples for further research. Chance of Success: 70% Cost: 100 Reward: Virus research for vaccines or bioweapons [Takes 2 turns, locks actions for 1 turn]

[X] Research Genemods: Some of your researchers are Arkanians. A species infamous for their love of genemodding, having created countless variations of their own species or often also genetically altering their own bodies. It might be of interest to conduct research into this since outside of specific species the knowledge is more theoretical than anything else or only usable on organism that haven't actually been born yet. Chance of Success: 70% Cost: 120 Reward: Genemod research (1 Turn Remaining)

[X] Research Inhibitor Chips: Highly encrypted, extremely advanced, and definitely dangerous, the inhibitor chips you recovered from Kamino are one of the biggest mysteries in the entire war. It's an important project, but it will take a considerable amount of time and effort to break through engineering like this. Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (3 Turns Remaining, 2 Turn Locks Remaining)

[] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed

[] Write in
Hmm. 'Favor For Jango' it is then.
Personal: Well, what to do with your free time?

Pick 2:

[] Physical Training: While you are hardly incapable in combat the fact of the matter is that your subordinates are way better than you are at fighting...it might be worthwhile to learn from them in that case. Chance of Success: 70%
-[] Survival Training: Some of your subordinates have politely pointed out that while you may be a decent fighter you don't really have any advanced survival training in case things go really wrong. As unpleasant as the idea sounds, they might have a point, and Grievous would be more than willing to help you with it. Reward: Martial Increase, Survivalist training
-[] Strategy Lessons: Between Grievous and Thrawn you have some very skilled leaders under your employ, and you could hardly ask for better instructors if you want to learn more about how to properly command troops on the field. Reward: Martial Increase, command training
-[] Piloting 101: Sure you can fly a ship from Point A to Point B, but you aren't really prepared for a real dogfight if the situation calls for it. Ventress is, and while she has been willing to train you could have sworn you heard her laughing evilly later. Reward: Martial Increase, pilot training

[] Force Training: At this point from what you can tell your own personal training isn't going to be enough if you really want to get better at Force manipulation. You're either going to need outside help or in-depth recordings to really get anywhere new. Chance of Success: 70%
-[] General Training: Ventress is admittedly a far better Force user than you and you could stand to learn from her. When you asked she was willing to help but she has also stated that said training will be "excruciatingly painful." Surely she's exaggerating. Surely. Reward: Lore Increase
-[] Blazing Chains (Basic): Tyro's been around for what seems like ages now but you've never actually learned the Blazing Chains techniques from him. It might be about time to fix that. Reward: Lore Increase, Blazing Chains Style Learned

[] 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

[] Accelerate research: The research at Karada is going way too slowly. Dedicate your free time and some additional resources to speed it all up. Chance of Success: 70% Cost: 50 Reward: Research time halved, action lock time halve

[] Write in
So a 'Personal Attention' and one other, most likely. I'm thinking either 'Survival Training' or 'General Training'.
Hero Units: You've been gathering a lot of talented individuals under your command, and many of them have ambitions of their own that they may need your help with to succeed.

Pick 2:

[] PR-1: Upgrades Required: PR-1 has been a valuable asset to you for a long time but the fact of the matter is that he's simply falling behind your more talented members in many fields. At this point it's probably worth it to search for upgrades to him to enhance his capabilities. (Uses Stewardship Bonuses, PR-1 must be assigned to this action if chosen) Chance of Success: 70% Cost 50 Reward: Upgrades for PR-1, ???

[] Silas Cata: Mind of a Scoundrel: While Silas has known quite a few other scoundrels throughout his life and your organization has many ties within the underworld, Silas has suggested that you visit a few seedy bars and do some talent hunting. As he put it you would never hear of the best scoundrels and there's no better way of finding them than the old-fashioned ways. (Uses Intrigue Bonuses, Silas Cata must be assigned to this action if chosen) Chance of Success: 60% Reward: Potential new employees located, ???

[] The Silencer: Legacy of the Sun: While the revelation of the Silencer's heritage hasn't affected the man that much, Grievous is convinced that if he were to learn from his people he would become an even fiercer fighter. You're not entirely sure if that's the case but having him train with the Thrysians might be worthwhile given their martial prowess. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 70% Reward: The Silencer trains with the Thrysians, ???

[] Cheriss Sair: A New Body: Now that Cheriss' actual identity has been revealed and no one seems to be too concerned about the robotic Torguta running around Cheriss has floated the idea of constructing a more efficient, reliable, and less "squishy" body (in her own words). As an added benefit, she's also planning on experimenting with some other technologies that might have applications elsewhere. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 60% Cost: 50 Reward: Cheriss gains a new body, ???

[] Thrawn: The Art of the Mandalorian: Thrawn has come to you with a rather unusual request: he's asked for some time to locate Jango Fett and attempt to get the bounty hunter to train him in combat. While you've expressed your doubts Thrawn is confident that he can successfully approach the reclusive hunter, though the light in his eyes when he made his request suggests there's more to this than becoming a better fighter... (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 50% Reward: Thrawn trains with Jango, ???

[] Grievous: Let the Hunt Begin: While he is certainly happy to work with you Grievous has requested the chance for him and a group of Kaleesh warriors chosen by him to go on a hunt. His destination: Vendaxa, a planet home to some of the fiercest predators in the galaxy. Well, if he thinks it's a good idea... (Uses Martial Bonuses, Grievous must be assigned to this action if chosen) Chance of Success: 60% Reward: Grievous hones his skills through his hunts, ???

[] Asajj Ventress: The Wisdom of Vectivus: While Asajj has joined up with you of her own will not only has she been very standoffish towards everyone but she has been loathe to do anything else besides constantly train, apparently so she can beat Sev'rance and Dooku one day. That being the case, she hasn't seen the Vectivus holcron yet, and you're fairly confident a woman like her could learn a lot from it (read: stop acting like a stereotypical Sith). All you have to do is find a way to get her to do that. (Uses Lore Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj begins studying the Vectivus holocron, ???
So 'The Wisdom of Vectivus' is a near definite for me with either 'Upgrades Required', cause he's been with us for so long, or 'The Art of the Mandalorian', cause it will likely further improve his martial, reduce the negative of 'Strategist' and maybe bring Jango closer to our little bubble.
New Bases:

Naboo: Surprisingly the one spot that was offered to you to build a mansion is still unoccupied with your men bluntly confirming that it was made sure that the area is kept free for at least a few more years just in case you decide to buy the place. Its not far from Theed and in a particularly beautiful area. Cost: 200 Reward: Mansion on Naboo

Nemodia: While you might be playing the role of a neutral faction in the war the Trade Federation is still grateful enough to you for your past aid to mark a nice mansion on Nemodia for you to buy to "foster better relations." Fact of the matter is that said mansion would be on a planet where the TF has many droid factories... Cost: 200 Reward: Base on Nemodia

[] Write-in (Flat 200 Cost, Idea Subject to GM Veto)

Base upgrades: With how many credits you own it might be an idea to upgrade your bases a bit.

Coruscant Base:

[] Lower Level Salvage Teams: Coruscant is an old, old planet and even though it has been occupied for ages there are still valuable secrets in the depths. Aside from all of the garbage. Cost: 100 Reward: 25 Income (Salvage), per-turn salvage roll for other benefits

[] Write in: Stay reasonable

Kaleesh Outpost:

[] Blacksite: You have the absolute trust of the Kalee people and a large patch of land. Maybe you could build an out of the way location to build a small outpost for your troops on the planet... Cost: 100 Upkeep: 50 Reward: Increase in recruitment rate for all units

[] Write in: Stay reasonable

Oracle (Lucrehulk):

[] Ship Customization: The Oracle is a fine ship, but it could be better; having customized systems, weapons, fighters, and so on would make it a far more fearsome ship than would be expected. Cost: 100 Upkeep: 25 Reward: Increased combat performance of Oracle

[] Write in: Stay reasonable

Mandalorian Mansion:

[] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks

[] Beskar Iron Mine Lease: While the Death Watch are still being purged from Concordia there have been a number of iron mines already freed from them and the Mandalorian government is looking for 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

[] Mandalorian Guardian Corps: Getting Mandalorian warriors would certainly be a massive gain for you but you'll have to play it carefully since Satine will try to block any more aggressive propaganda. The plan is to start by sponsoring the formation of an organization rooted in Mandalorian warrior traditions but dedicated towards protecting Mandalore itself. Cost: 75 Reward: Guardian Corps formed, Mandalorian warriors begin to be reorganized

[] Write in: Stay Reasonable

Lordran, Kiln:

[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: 200 (Takes 2 turns)

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] Basic Droid Factory: Cost: 50 (Takes 1 turn) Upkeep: 20 Reward: +2 groups of basic battle droids per turn
-[] OOM Droid Factory: Cost: 60 (Takes 1 turn) Upkeep: 25 Reward: +2 groups of OOM battle droids per turn
-[] Super Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of Super Battle Droids per turn
-[] Commando Droid Factory: Cost: 75 (Takes 1 turn) Upkeep: 35 Reward: +1 group of BX Commando droids per turn
-[] Spider Droid Factory: Cost: 100 (Takes 1 turn) Upkeep: 50 Reward: +1 Spiderdroid group per turn

[] Labor Droid Factory: Having labor droids around would not only make construction go faster but would certainly make maintaining all of the facilities on the planet considerably easier. Cost 100 Reward: Kiln upkeep decreased

[] System Defenses: Whether it might be some random scout or an entire battlefleet, but it would be reassuring to know that the system has some way to protect itself from intruders. Cost: 150 Upkeep: 50 (Takes 2 turns) Reward: S-840 protected against intrusion

[] Write in: Stay reasonable

Asteroid Base:

[] Defense Grid: The new base might be hard to find but it pays to be sure that it's guarded. Cost: 50 Upkeep: 25 Reward: Defenses for base established

[] Bio-Research Facilities: When it was last active this base was used for horrific biological experiments; while you have no interest in continuing them it would certainly be worthwhile to have your own research going on there given that most of the machinery you would need is already present. Cost: 50 Upkeep: 50 Reward: Biology research benefits, specialized facilities possible

[] Write in: Stay Reasonable
It's been sitting there for so long, I think it's time to get the Naboo mansion. 'Ship Customization' cause we all know, someday, it will be attacked. 'Hidden Defenses' is a maybe. Kinda want both 'Defense Grid' and 'Bio-Research Facilities'. 'Labor Droid Factory' ...... what exactly is our Upkeep for Kiln? It doesn't say on the sheet.
Free Action:

[] Select any action from list above
I can't remember, is this just for an action with no cost or a completely free, additional action for one category?

E: On that note, gonna make a preliminary plan;

[] Plan: 'Insert witty title here'
-[] Walking the Beat
-[] Black Ops
-[] It's Party Time!
--[] PR-1
-[] Hey, Trade Federation! Do what you do best! (FREE)
-[] War-Ravaged Recovery
-[] The Hunt For Rotta
--[] The Silencer
-[] Eclipsing the Black Sun (Silent Option)
--[] Silas Cata
--[] Personal Attention
-[] Research Alternative Force Schools
--[] Matukai
-[] Favor For Jango
--[] Cheriss Sair
-[] Physical Training
--[] Survival Training
---[] Grievous
-[] Thrawn: The Art of the Mandalorian
--[] Thrawn
-[] Asajj Ventress: The Wisdom of Vectivus
--[] Asajj Ventress
-[] Naboo
--[] Buy
-[] Oracle (Lucrehulk)
--[] Ship Customization
-[] Mandalorian Mansion
--[] Hidden Defenses
-[] Asteroid Base
--[] Defense Grid
--[] Bio-Research Facilities
 
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Clearly, we are going to choose party time so that way Ciaran has a perfectly legit alibi when everything goes to hell.

"I was in bed with Padme!"

"She lies! She got too drunk and I had to carry her to bed!"

"Your honor, how do you expect me to remember where I was or what I was doing at the time with perfect accuracy when clearly I have a witness that just stated that I was completely sloshed? So ergo, there isn't anything wrong with my alibi!"
 
[] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means credits)

Could this be modified a little? What we need right now isn't just a one off bonus. We need more income so what I was thinking was modifying the deal so that it explicitly says that if we succeed Jabba would negotiate for us with the other Hutts to allow us to use Hutt Space lanes for our trade. Potential stat bonus would be: 5-10% decrease in trade/investment penalty during the war, and if it goes really well (>= 90) 50-100+ credit income once the war is over.

What do you think @Dr. Snark?
 
I really want to learn Blazing Chain techniques. I know we're busy but we're always busy and it's kinda ridiculous how were not talking advantage of a teacher :|
 
I can't remember, is this just for an action with no cost or a completely free, additional action for one category?

The latter.

It's been sitting there for so long, I think it's time to get the Naboo mansion. 'Ship Customization' cause we all know, someday, it will be attacked. 'Hidden Defenses' is a maybe. Kinda want both 'Defense Grid' and 'Bio-Research Facilities'. 'Labor Droid Factory' ...... what exactly is our Upkeep for Kiln? It doesn't say on the sheet.

Sorry for not noticing that question sooner; currently the Upkeep on Kiln is only the Devastator production facility.

Could this be modified a little? What we need right now isn't just a one off bonus. We need more income so what I was thinking was modifying the deal so that it explicitly says that if we succeed Jabba would negotiate for us with the other Hutts to allow us to use Hutt Space lanes for our trade. Potential stat bonus would be: 5-10% decrease in trade/investment penalty during the war, and if it goes really well (>= 90) 50-100+ credit income once the war is over.

What do you think @Dr. Snark?

That does make much more sense TBH, I'll edit the description so that it's clear you'd be getting Hutt trade lane access.
 
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[x] Walking the Beat: While the worst of the pirate attacks on the CNS have been dealt with by Thrawn there are always more who will try to prey on the outer trade lanes. Destroying a few groups should send clear messages to them and the CNS that such actions will not be tolerated...and you might be able to loot pirate hideouts. Chance of Success: 70% Reward: Loot, Increased confidence in the CNS
[x] Eclipsing the Black Sun (Go Loud): The Black Sun has been a constant rival of yours in the underworld and given the chance to recover they would certainly be willing to rekindle old hostilities. Send out some of your mercenary corps and make sure that they never get the chance. Chance of Success: 70% Reward: Black Sun scattered, loot

[x] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economically as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything useful, BUT its likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ?(not super convinced on this one)

[x] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%

[x] The Hunt For Rotta: Rotta the Hutt, son of Jabba has been kidnapped, and apparently the evidence remaining at the scene indicates that the Jedi of all organizations are behind it. It sounds suspicious enough that Jabba has contacted you in the hopes of finding Rotta without directly accusing the Jedi. Chance of Success: 60% Cost: 50 Reward: Jabba's gratitude (by which he means trade lane access)
[x] Operation RESI II: The synthetic plague is back and is now more dangerous than ever. You're going to need to get out there and find out as much about who is causing this as you can if you want to end this threat once and for all. Chance of Success: 40% Cost 100 Reward: New synthetic plague ended, information about plague creators gained

[x] Homecoming Trip: Vectivus' holocron mentioned that his journey into Sith teachings began when he discovered that one of his asteroid holdings was suffused with the Dark Side, and that he later came back and converted it into a personal mansion to continue his research. Given how much your Force studies have benefited from his knowledge it might be worth trying to locate it and see if there is anything still there. Chance of Success: 50% Cost 50 Reward: ???

[x] Favor For Jango: Perfectly Normal Checkup: Jango has called in the first of his favors and has requested that his son Boba should go through a thorough checkup at a Karada facility. While he didn't say it outright, it's clear that he wants to know if he has one of the inhibitor chips in him as well. Chance of Success 80% Reward: Favor for Jango completed(mite as well get this out of the way)

[x] Asajj Ventress: The Wisdom of Vectivus: While Asajj has joined up with you of her own will not only has she been very standoffish towards everyone but she has been loathe to do anything else besides constantly train, apparently so she can beat Sev'rance and Dooku one day. That being the case, she hasn't seen the Vectivus holcron yet, and you're fairly confident a woman like her could learn a lot from it (read: stop acting like a stereotypical Sith). All you have to do is find a way to get her to do that. (Uses Lore Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 50% Reward: Asajj begins studying the Vectivus holocron, ???
[x] Cheriss Sair: A New Body: Now that Cheriss' actual identity has been revealed and no one seems to be too concerned about the robotic Torguta running around Cheriss has floated the idea of constructing a more efficient, reliable, and less "squishy" body (in her own words). As an added benefit, she's also planning on experimenting with some other technologies that might have applications elsewhere. (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 60% Cost: 50 Reward: Cheriss gains a new body, ???
 
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