Oh right, we need to find Mara and make sure that she lives long enough for Luke to win her heart.
 
[] Diversify Abyss Force user training -- train as scientists, diplomats, healers, spies, Force researchers, archaeologists? (Not just warriors...)

[] Outfit the Chu'unthor -- now we have the 'mobile' side down (and it's able to take us to different Force sects around the galaxy), we should work on the 'academy' side of things. Make it a training facility worthy of the name, with everything a Force User would need to learn anything -- fully-kitted barracks, simulation rooms, lightsaber parts, training manuals. (Reward: +1 Lore Action per turn for 'Incorporate Technique' into Abyss Agent training)

[] Incorporate Technique
-[] Disciples of Twilight: A flash of bright light, the ability to see in the dark, and the ability to bend light around one's self. All handy Force abilities for a secretive organization.
-[] Blackguard Assortment: Learn if our Blackguard advisors picked up anything interesting prior to meeting us?
 
Oh right, we need to find Mara and make sure that she lives long enough for Luke to win her heart.



No, we don't.

First, neither are even born yet.

Second, this is actually disturbing. Either intentionally or not you are implying that the only reason to ensure she doesn't die is so that Luke can have her.


Third, they'll be entirely different people. Unless we fail, Mara won't be raised in the early stages of an Empire, nor will she serve as Palpatine's hand.

Luke will not be raised by the Lars on Tattooine, nor will he be driven to a Rebellion by the loss of his family at the hands of an Empire. Nor will he rescue anyone from a Death Star.
 
First, neither are even born yet.
Mara not for another three years, give or take a few months. Assuming she hasn't been butterflied away. Who knows, Luke might have been too. After all, time travel is especially vulnerable to the observer effect--that is, the tendency of an observer to change a phenomenon.

Whether or not they're even the same people is another question (nature / nurture), but we imagine the seeds might be there.
 
So, end game is coming, better bargain down the hatches, a get a whole lot of guns, good will, and intrigue. In the end, we may pull a Naboo on the whole Galaxy.
 
Ruusan. So many things to be said about here. It's the place of the last battle of the New Sith Wars took place, it's a powerful force nexus. I'm also a little confused as to who currently controls it. Only reason for him to go here is to meditate at the Nexus. Maybe contemplate the destruction that Jedi and Sith are capable of when pushed.
Wasn't knowledge about Ruusan and the Nexus lost by this point in the timeline?
 
Wasn't knowledge about Ruusan and the Nexus lost by this point in the timeline?
As I recall, Ruusan's location is no longer known.

EDIT: Not quite true. All previously known hyperlanes were engulfed by nebulae. The Separatists had a spy post on one of the moons but it was quickly destroyed.
 
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-All Jedi would be accompanied by a representative of the Republic in any significant diplomatic or military endeavor. Said representative would have the right to override any decisions the Jedi in question would make.
"So, any missions we go on will be accompanied by someone who can override us? In that case, let's just cut out the middle man - if you've got someone qualified to run the mission, you don't need us on it."
Also people can we PLEASE focus on fucking up those damn biochips so we can cripple Order 66?
No, let's focus on fixing the aging problem (which, IIRC we haven't touched yet). We've gotten to work on removing the chips from a whole lot of them already, and a lot of the jedi have either left military service or never enlisted anyway. Why don't we just secure our influence over the clones we've already removed the chips from?

The main jedi faction aren't currently our allies, they're just our enemy's enemy. So we should focus on our own interests first.
Seconded. Expanding the SSS to monitor the Jedi would be advantageous to us because of our in with them, and because of their tendency to avoid immediately lethal maneuvers if I recall correctly.
So we turn our SSS from SS bodyguards for political figures to NKVD Commissars to 'oversee' military operations.
Oversight of Jedi on diplomatic missions or in the military should be in the hands of the diplomatic corps and the republic military respectively. As is reflected in the proposed write-ins, the SSS would best be tasked with just patrolling and monitoring the temple and other similar facilities.

[] Talk to Asajj -- make sure she's okay with us working with Dooku
Just as long as we make it clear that he's not our friend and we're not trusting him, she should understand. After all, he's less of a priority than his master for now, and she can still kill him later if he doesn't make himself a lot more useful than he already has.
 
A/N: The last one covers actions. Now for the bases...
A/N 2: Oof, this took a while. #sorrynotsorry for the big honking list...

Publicola's Write-In Megalist: Turn 28 Base Upgrades


New Bases:

[] Tython -- set up a training facility (for other Force sects) or embassy (for CNS) with annex for Abyss Watcher activity (archaeology teams!)

[] Yavin -- I'm not sure if we want a base on Yavin IV, or a space station facility elsewhere in the Yavin system since there's so much stuff to find

[] Thyferra -- we've established a smuggling channel to get bacta supplies to the CNS; now let's expand our operations.

[] Ithor -- the best ecologists in the galaxy are in our corner; perhaps we can set up a facility to work with them more closely

[] Tatooine -- yes, it's full of sand. But it also has a long history, krayt dragons (and their pearls) and Anakin Skywalker's family. Time to plant the flag.

[] Alderaan -- sure, we just had a vision about the planet exploding. But they just joined the CNS, and there is a lot of stuff here to occupy our attention.

[] Nimban -- the best bureaucrats in the galaxy just joined the CNS; maybe they'll let us set up a recruitment center on the planet. Also, Hoersch-Kessel Drive is headquartered here, and we'd love to buy it before it gets liquidated in bankruptcy court

[] Mustafar -- lava planet with lots of history, populated by a) the Blackguard Force sect that just joined us, and b) a mining facility operated by the same Techno Union that owes us a whole bunch of favors.

EDIT per @Andres110
[] Iego -- planet of (literal) angels, victimized by the CIS before joining the CNS. They would be prime targets to recruit for the Silver Cross charity. It's also at the center of a smuggling lane for the Ash Worlds, has a bunch of debris to salvage, a research-based Hero Unit to potentially recruit, and a big market for economic/infrastructure investment. See here.

[] Aliston Nor -- jungle planet with the legendary lost city of the Force Builders. Definitely worth checking out for the archaeology and Force knowledge (use the light side of the Force to build cities and monuments and starships, oh my!) See here.

EDIT per @Habstab
[] Prakith: 'hairless Wookies' to recruit, Mining Guild investments, and lots of archaeology to uncover.

[] Aargau: banking world ruled by IGBC (our ally), with plenty of friendly corporations to invest in and causes (war-crimes watchdog group among them) to co-opt.

[] Woostri: specialist-species tech researchers to recruit, massive research center to invest in/infiltrate, corporations and tourism centers to invest in.

[] Orma: a junkyard world with a reputation for amazing high-quality artifacts to salvage. This should be a pretty cheap base purchase, primarily focused on salvage operations.

[] Pantolomin: tourist/resort world with luxury starshipwrights to invest in, and a massive entertainment-based space station that used to belong to a Tarisian corporation.

[] Mrlsst: homeworld of scholar/scientist specialist species, center for major under-funded university and scientific organizations to invest in

[] Nubia: they made R2-D2, as well as the cruiser Padme used as queen of Naboo. There are many corporations to invest in, the headquarters of the Intergalactic Gravball Federation, and a lot of other worthwhile planets in the same system and sector.




Coruscant Base:
[] Undercity Portal: expand our facility's hangar so more ships can move in and out without attracting undue attention (Reward: smuggling income?)
[] Coruscant Media Group: expand our new media network and ramp up the anti-Palpatine messaging. Let our Taris media prop up support for the CNS; use this media outlet to undermine opinion of Palpatine.
[] Corporate Espionage: there are plenty of megacorporations that call Coruscant home. Target them for infiltration and surveillance, of the SIG INT and HUM INT varieties.
[] Coruscant Enquirer: set up a separate corporation to run our tabloids and gossip rags.
[] Droid Storage: increase the cap of our homegrown B1s

[] Karada Expansion
-[] Cybernetics Department - Jedi Healer Corps: sell our Force-sensitive cybernetics to the Jedi Order, to help their wounded heal from the war

[] Underworld Takeover (new options...)
-[] Extended Wiretaps: increase our Information income. Plus help clear out some of the corruption in the Undercity
-[] Aegis Security Expansion: increase our Military income, by offering legitimate protection and bodyguarding services (Perhaps this could also increase our Watcher cap?)
-[] Smugglers Den: I can't believe we don't have one of these already...
-[] Regional Strongholds: add new boltholes and depots in each area we take over
-[] Rolling Takeovers: costs 100 credits Upkeep (per turn), roll 1d3 (?) to takeover new areas of Coruscant Undercity each turn


Kaleesh Outpost:
[] Industrial Expansion
-[] Military Factories: produce better equipment (weapons, armor)
-[] Labor Droid Factories: less upkeep for buildings

[] Mercenary Recruitment Center
[] Warrior Academy: chance to increase the 'Tier' of our Kalee Warriors each turn
[] Gravball League: fund youth leagues and sponsor a professional franchise? (This could also work for Smashball or Shockboxing -- violent sports...).
[] Cantina Franchise: because even warriors enjoy a good stiff drink.



Oracle (Lucrehulk):
[] Ithorian Renewal: invite the best ecologists in the galaxy to make our mobile base a more living, breathing ecosystem.
[] Vulture Droid Squadrons: ensure that the Oracle has fully autonomous droid starfighters to defend itself


Mandalorian Mansion:
[] Salvage Teams: Mandalore has a lot of history, despite the Jedi Excision.
[] Agricultural Revitalization: hire the Ithorians to fix the desolate landscape, so Mandalorians can eventually live outside their biocube cities.
[] Get'shuk Arenas: this rugby-like sport is native to Mandalore and wildly popular among most clans, wannabe warriors and pacifists alike. Build arenas and fund a competitive league, to spread the sport beyond the atmosphere of Mandalore proper. (Reward: increased popularity, small investment income, higher-quality Mandalorian Guardian recruits?)


Lordran, Kiln:
[] Farming Investment: now that Kiln has more workers, we should increase the quantity (and quality) of home-grown food
[] Mining Investment: now that there are more factories, we should ensure we have more raw materials to build with
[] Industrial Development: expand the size of the industrial district, so we can build more factories of the same type.

[] Vehicle and Droid factories -- we have the blueprints, so time to stock up on all our favorite droids
-[] IG droids (from 'Phlut Design' on Muunilist)
-[] CB-3 droids (from Techno Union on Metalorn)
-[] Hyena bombers
-[] Crab droids
-[] Droideka 'destroyer' droids

[] Personal Retreat: now that we have one, time to accessorize
-[] Mount Ciaran: because of course this should be a thing
-[] The Vault: bring our most valued possessions to our secret base...

[] Relocate Coruscant Base infrastructure: maybe move key personnel and equipment away from the center of Palpatine's power?
-[] Archive/Data Analysis droid fleet -- expand our droid personnel (to justify the default bonus...)
-[] Administrative droid fleet -- expand our droid personnel (to justify that default bonus as well)

[] Nature Preserve: Darth Plagueis (Hego Damask) had a private hunting/game/resort moon called 'Sojourn'. Why shouldn't Ciaran have the same?
-[] Rare Creatures -- we have a lot of fingers in a lot of pies, and between Grievous, the Arkanians, and everyone else, we know where a lot of rare animals can be found.
-[] Cloned Creatures -- when in doubt, or when a species is near-extinct, we can always make more...
-[] Hunting Lodge -- set up a place to rest in comfort between hunts
-[] Armory -- most people wouldn't expect a hunting lodge to be able to fight off entire battalions. Just in case Kiln is threatened... better safe than sorry.
-[] Landing Pad -- Kiln is private property, but we might want to invite some of our closest associates once in a while.


La'Sombra (Asteroid Base):
[] Deep Space Research Lab: for studying exotic and 'anomalous' materials in safety...


Nar Shaddaa Property:
[] Aegis Security Expansion: expand our security company to take over defense for Abyss Watcher holding on the planet
[] Casino Franchise: expand our cantina/nightclub and build a gambling enterprise on the infamous Smuggler's Moon.
[] Currency Exchange: at the heart of Hutt Space, there's plenty of need for a respected institution to swap Republic credits for Huttese peggats and other currencies. Hire our Muun bankers to get in on the action.


Castell Facility:
[] Salvage/Recycling Teams -- Castell is a bit of a run-down mess thanks to Shu Mai and the earlier planet-scale recession. Let's help clean up!
[] Smuggler's Den: besides making us a tidy profit, this should help increase our popularity on the planet, as we establish a reputation for supplying things regardless of taxes or questionable legality
[] Mining Guild investment: the Commerce Guild includes a number of suppliers of raw materials. No doubt they'd appreciate some direct funding.

[] Gossam Development Programs: set up a system of microloans and investments to boost native economy (ask our Muun employees to help)


Muunilist Mansion:
[] Salvage/Recycling Teams: Muunilist has plenty of history, and there was a recent battle...
[] Currency Exchange: the Republic credit is the primary currency for most of the galaxy... but not all. Set up a currency exchange to take advantage of the trade between lesser-used currencies like the Huttese peggat, aurodium ingots, nova crystals, mesarcs, and glow-pearls.

[] Phlut Factories
-[] IG Development Labs -- prototype and develop new variants of IG droid chassis (lancers, assassin droids, mass-produced battle droids, etc.)



Vectivus' Home:
N/A


Kashyyyk Facility:
[] Salvage/Recycling Teams: Kashyyyk is a fascinating ecosystem. Let's clean up the planet and keep things that way
[] Trade Ports: Kashyyyk has trouble attracting interstellar trade. We can help with that.
[] Wookie Infrastructure Programs: high upkeep, in exchange for a bonus to our planetary income
[] Creature Exporters: Kashyyyk is home to all manner of beast fierce in tooth and claw. There may be a market for exotic and dangerous animals elsewhere in the galaxy, to fill nature reserves for the eco-friendly and hunting grounds for those who are less so.

[] System Defenses: put sensors and quick-response squadrons in the area, to protect against Trandoshan raiders (this should relieve some of the pressure, so we can hire more Wookie Warriors...)
-[] Planetary Shield: if we need to go the extra mile...



Taris Property:
[] Mercy Medical Campus -- now that we have a new headquarters for Karada Corporation, time to expand
-[] Karada Laboratories: expand our pharmaceutical research, especially for reverse-engineering bacta...
-[] Karada Academy: collaborate with other major medcenters, and recruit/train more doctors, medics, and researchers
-[] Karada Genetics: set up a new center for our non-Arkanian researchers
-[] Karada Museum: dedicate a center with exhibits about the history of medical science in the galaxy
-[] Sentient Resources: recruiting center for medical-focused specialist species (Arkanians, Carosites, Lurrians, etc.)
-[] Karada Pharmaceuticals: duplicate/transplant our Karada operations from Coruscant to Taris
-[] Karada Manufacturing: duplicate/transplant our Karada operations from Coruscant to Taris
-[] Karada Medical Programs: duplicate/transplant our Karada operations from Coruscant to Taris
-[] Karada Cybernetics: duplicate/transplant our Karada operations from Coruscant to Taris

[] Promised Land: now that we have a skyway, time to bring the Nekghouls into the fold
-[] Political Integration -- ensure that Nekghouls can vote and participate in civic life on Taris
-[] Recruitment Center: Nekghouls are big, strong, and innately Force-sensitive. We want.
-[] Economic Investment: Nekghouls have lived in isolation for so long, their economy must be barely self-sufficient. Help them prosper
-[] Salvage Teams: the Promised Land is a big part of early Tarisian history. Perhaps we should establish more salvage teams to dig through the rubble?
-[] Force Academy: since the natives are Force-sensitive, perhaps they'd appreciate our insight into wielding the Force, and perhaps they'd be willing to teach our Agents some of the tricks they've picked up.

[] System Defenses: add sensors at the edge of the system for early-warning detection
-[] Rapid-Response Defense Forces: in case of attack, set up droid starfighters to sortie and defend the planet
-[] Planetary Shield Reinforcement: set up more generators or energy sources, so it will stand up to bombardment?

[] Silver Cross Headquarters: Taris is our capital. Let's transplant our philanthropic organization out of Palpatine's crosshairs (Reward: discount of Silver Cross upkeep?)

[] CNS Assembly building: the CNS isn't a formal government, but it'd be nice to have a place where representatives of each system or region can meet to discuss issues they have in common. (The fact that this would make it easy to convene a future 'Parliament' is purely coincidental)

[] 'Palace': Lady Ciaran is the galaxy's biggest celebrity. It'd be pretty easy for her to persuade Taris to elect her queen for life. Build a 'personal retreat' on the planet, that can attract tourists (and tourists' credits) when she's not in residence.

[] High-Society Matchmaking: we built Taris pretty much from scratch. Let's meddle with the upper crust, and make them pay us for the privilege.
[] Baobab Merchant Fleet Terminal: expand the trade ports to make the most of our collaboration with the Baobab family
[] Benelex House Facilities: invite the anti-kidnapping bounty hunter chapterhouse to expand to Taris proper
[] Corellian Merchant Guildhouse: now that Corellia is a CNS member, invite them to set up their own trade guild
[] CEC Facilities: invite Corellian Engineering Corporation to join Kuat, Incom, and Sienar in Taris's budding industrial district
[] Ojostor Media Group: expand our media operations to cover the local region, and ultimate the rest of the Rim. Use it as a bullhorn to unite public perception behind the CNS, increasing our unity and improving recruitment odds for first the northern Outer Rim, then the rest of the Outer Rim, then the Mid Rim and Expansion Region as well.
-[] Lellish Marketing: recruit Lellish from local space to run the marketing/advertising side of our media group -- they are the best PR specialists in the galaxy, after all.



Naboo Mansion:
[] Gungan Economic Development -- basically, treat the Gungan half of the planet like we did Kalee
-[] Aquaculture investments
-[] Industrial investments
-[] Amphibious Tradeports: there are many aquatic species that produce starships that can travel underwater. Set up a spaceport for them.
-[] Hydrostatic Bubble Corporation: make a company that 'grows' underwater bubble-cities for other species and planets

[] Asset Centralization: we own a lot of disparate businesses, tradeports, and other legitimate and criminal enterprises on the planet. Sort it out.
-[] Naboo Development Program: as on our other planets, upkeep in exchange for bonus to our income from this planet

[] Salvage Teams: we really should make this standard for all of our bases
[] Karada Medcenter: should also be standard-issue
[] Silver Cross Distribution Center: expand our charitable giving through the southern Mid Rim, and expand operations on Naboo to increase donations and let local volunteers take charge of administering the refugee cities (Reward: income from refugee cities, or lower Silver Cross upkeep)
[] High-Society Matchmaking: we started this when we were a local presence on Coruscant. Now that we control a big part of the galaxy, it's nice to get back to basics. Plus, it'd be hilarious to 'accidentally' pair Padme with Anakin...!
[] Water Export business: there are a lot of desert planets in the galaxy. Naboo is literally full of water, all the way to the planet core. Supply, meet demand.
-[] Bigger Fish Exporters: the oceans in the planet core are filled with sea monsters. Perhaps some people might be willing to buy them... (Reward: smuggling income?)



Cato Neimoidia Mansion
[] Salvage Teams: considering the cities are built on 'hammocks' between rocky pillars, there should be plenty to salvage from the surface


Dantooine Facility
[] Svivreni Crystal Mines: we employ the best geologists in the galaxy. Recruit them to explore those crystal caves some more...
[] Vianist House: Lorrd is the center of two religions known for sending pilgrims to Force-strong sites around the galaxy. Make them welcome on Dantooine.


Ord Mantell Compound
[] Fort Garnik Depot: now that we own it, let's make it bigger
-[] Arsenal: set up an arsenal, so CNS members can pay us to store and supply weapons in case they need help
-[] Drydock: set up a facility for starship repairs
-[] Barracks: set up a facility for CNS and/or Abyss Watcher troops

[] System Defenses: Ord Mantell is the first line of defense for the northern CNS. Make sure there's advanced warning in case of attack.
[] Expanded Smuggler's Den: that is what the planet is known for...
[] Tansarii Point Station investment: a major trade/smuggling in space above Ord Mantell, run by an up-and-coming smuggler named Jorj Car'das. Thrawn seems to recognize the name...


Corellia Property
[] Smuggler's Den: it's a planet filled with maverick pilots. You don't think there are more smugglers per capita than anywhere besides Nar Shaddaa?
[] Trade Port: lots of pilots, lots of ships. This should be a thing.
[] Corellia Intelligencer: incorporate a media group on Corellia, to promote the idea of neutrality to the Corellian people (and later to sympathetic systems and sectors in the Core and Colonies).
[] Silver Cross Distribution Center: expand operations in the southern Core, and open up operations on Corellia to increase local donations and work with local volunteers to run the refugee cities (Reward: increased income/lower Silver Cross upkeep)


NEW: Chu'unthor (Mobile Base)
[] Sienar Customization: invite Raith to renovate the ship's interior, to make it as useful as can be
[] Ithorian Biome: invite our Ithorian ecologists to make the Chu'unthor self-sustaining, and as friendly to the Living Force as possible in deep space
[] Abyss Agent Barracks: set up a space for our agents to train (increased odds of promotion? OR +1 Lore action for training/incorporate techniques)
[] Personal Quarters: set up private rooms for Ciaran's own use. Of course these should be located below the ship's bridge (because she's a troll...)
[] Abyss Archive: set up a museum/datalinks/library for our accumulated knowledge of the Force, its history, and any artifacts we've discovered
[] Force Materials Lab: set up a location to pursue organic (taozin, senflax, ysalamiri) or inorganic (cortosis, lightsaber crystals, Forcesaber) research. This should provide +1 Learning Action or shorter/cheaper research? (Perhaps the organic and inorganic research paths can be separated into different lab upgrades?)
[] Defensive emplacements: the Chu'unthor is a flying brick. Now that it's space-worthy, make sure it can't be shot down easily
[] Starfighter complement: there is a hangar with space for quite a few one-person starfighters. Fill it out, with vulture droids or Headhunters
[] Research Complex: the Chu'unthor was designed with space for various universities and research facilities to join the Jedi in studying the Force. We'd only extend invitations to groups we implicitly trust, such as: Adascorp (Arkanians), Lorrd University (CNS), Karada Corporation (we own it...), etc.
[] Vianist Quarters: make room for Lorrdian pilgrims on their way to/from Force-powerful sites and nexuses. They might also provide new insights and artifacts...


NEW: Sullust Facility
[] Aegis Security Facility: set up our security forces to defend the base and earn some income on the side
[] Trade Port: Sullust is one of the biggest economic capitals of the Outer Rim. Make sure it lives up to the name.
[] Salvage Teams: Sullust isn't a pleasant world to live on, but there's so much industry, it'll be easy to salvage things of value.
[] Large-scale Wiretaps: time for some corporate espionage.
[] Cantina Franchise
[] Labor Droid Factories: invest or build in labor droid factories (reward: cheaper base upgrades OR less upkeep per turn)

[] Sullustan Recruitment Center: Sullust has the best navigators in the galaxy. Hire them to fly our ships, and scout out new trade routes and hyperlanes.
[] SoroSuub investments: SoroSuub employs most of the population, and has a lot of branches with a lot of products. Invest in the biggest business on the planet.
[] Fulluusub Development: any Sullustan that is too free-thinking (and/or insane) is exiled to the city/asylum of Fulluusub. Set up a development program and/or recruitment center to see if we can hire anyone that is actually sane, for any of our work around the galaxy. (Roll dice each turn for random benefits?)


NEW: Arkania Facility
[] Aegis Security Facility: secure the perimeter and earn some credits.
[] Trade Port: Arkania is an ice planet with little industry, but medical tourism is a thing that we can use.
[] Large-scale Wiretaps
[] Salvage/Archaeology teams: Arkania has plenty of history, including Arca Jeth's Praxeum and what was once the biggest Sith Library in the galaxy. Time to explore! Don't forget to keep your eyes peeled for dragons, though...
[] Svivreni Diamond Mines: hire our geologists to expand diamond mining beneath the planet's surface.
[] Karada Research Complex: expand our medical corporation to the planet
[] Arkanian Recruitment Center: build a dedicated employment office to hire more geneticists (Reward: default bonus for all genetics research/actions)
[] Adascorp Investments: thanks to our recovering the Arkanian Legacy, they love us. Invest in their company and reap the rewards.
[] Museum of Arkania: build a center dedicated to Arkanian history and Arkanian science (Reward: better odds/income from 'Mass Genemodding'? OR slight upkeep for a small increase in planetary income, as Arkanian medicine becomes more palatable?)
[] Cloning Facilities: buy cloning chambers and vats (from Kamino and Spaarti Labs) to start systematically studying the science of cloning


NEW: Tibannopolis
[] Aegis Security Facility: secure the platform-city, and hire out as mercenaries for other groups in the area.
[] Large-scale Wiretaps: we own the entire platform-city. Of course we're going to plant bugs everywhere.
[] Benelex House Facility: invite our favorite bounty-hunter chapter to expand to the southern Outer Rim and protect against kidnapping and piracy
[] Tibanna Gas Refinery: tibanna gas is incredibly rare and incredibly useful, and Tibannopolis was built primarily to collect and refine it. Set it up.
-[] Weapons Factory: tibanna gas is particularly useful for making more powerful blasters. With a refinery on site, a factory here would be much easier to operate.
[] Shipyard: tibanna gas can also be used for turbolasers and cannons for starships. Build a shipyard to make the most of it (OR invite Sienar/Incom/Kuat/CEC to set up their own facilities on the platform...)
[] Trade Port: Bespin could be a major port of call for the southern Outer Rim, especially if Cloud City lives up to its promise as a resort destination. Set up a trade port to take advantage of ships coming and going.
-[] Javin Shipping: incorporate a merchant fleet to operate throughout the under-serviced southwestern Outer Rim
[] Shadowport: Bespin is also a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site.
[] Entertainment District: Cloud City is advertising itself as the premier resort destination of the Greater Javin region. Time they face some competition.
-[] Cantina Franchise
-[] Nightclub Expansion
-[] Casino Franchise: as a resort destination, Tibannopolis wouldn't be complete without a place for gamblers.
-[] Luxus Resort(s)
-[] Theme Park -- I'm imagining something like 'Hologram Fun World' from the Jedi Prince books, but hopefully less cringeworthy?
[] Jedi Enclave: Tibannopolis already has a docking bay for the Altisian Jedi (who fly a mobile praxeum ship also called the Chu'unthor, since the original was lost so long ago...). Invest some funds in making Tibannopolis more comfortable for them.
[] Salvage/Archaeology Teams: Tibannopolis was abandoned some years ago, but there are many other planets in the sector that could also use closer scrutiny. Hoth, for instance, was the battlefield for one of the major clashes of the Sith War a thousand years ago.


NEW: Lorrd Property
[] Aegis Security Facility: secure the premises and earn some cash. Easy peasy.

[] Salvage/Archaeology teams: there's plenty of history to be found in the system, and plenty of treasure as well.
[] Trade Port: Lorrd isn't tied to a major hyperlane, but it's well situated to benefit from trade and travel across much of the far northern Outer Rim.
[] Vianist Pilgrimages: Lorrd is the center of two religions that encourage pilgrims to visit Force-strong sites and nexuses around the galaxy. Fund those expeditions, and reap the rewards (Reward: 2 archaeology rolls like Dantooine, but covering any number of minor archaeology sites around the galaxy that don't deserve a Lore Action of their own. Perhaps critical successes could be treated as a free action for one of the archaeology expeditions that are listed?)
[] Vianist Safehouses: encourage the Vianist pilgrims to set up monastic houses and hostels, for pilgrims and for charity. Work with the Silver Cross to care for the homeless and widows and orphans wherever they visit. If this means that there is less suffering on such worlds, that makes it less likely for Force-sensitives born on those worlds to fall to the dark side.
[] Svivreni Gem Mines: Lorrdian gems are powerful lightsaber crystals known to enhance the body-language reading of Jedi who wield them. Invite our geologists to expand mining operations.
[] Lorrd City University: invest in the local institute that studies language and culture, and set up a scholarship fund for any Abyss Agent or Watcher who wants to improve their skills at threat detection, cold reading and communication.
[] Lorrdian Recruitment Center: Lorrdians are the best diplomats in the galaxy, bar none. Hire them to help us out. They'll probably figure out what we're up to, but they have a long cultural memory of disliking slavers and the Sith, so we should be fine. (Reward: +5 Diplomacy default bonus)
[] Karada Medcenter: invest in making the population healthier.
[] Kanz Intelligencer: our Coruscant media is geared toward fighting Palpatine, our Taris and Corellia media is focused on uniting the CNS. From Lorrd, we can set up a separate media organization dedicated to fighting slavers and pirates around the galaxy. Lorrd's history of fighting against slavery should give it credibility, and the Lorrdian mastery of communication should make this especially effective.
 
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@Publicola, here's a bunch of suggestions I've given.
- Journalists. We have news organisations, but as far as I can tell the most they do is just report on stories. Let's get them some proper journalists. Juicier stories means increased viewership of Corusca Intelligencer, meaning more influence and money. It also gives us more information and rumour mill stuff from our journalists' investigations, giving us potential for blackmail and stuff. Because of that latter thing, I think this can go under Information instead of Investment.
- Build and sell lightsabers. We have a force organisation that can make lightsabers, we have kyber crystal mines, and we have distribution channels. Let's make us some lightsabers and sell them. Lightsabers are valuable items, made even more valuable by their rarity, and we'd have what is essentially a monopoly on the lightsaber trade. We would make a fortune off of this. Plus, since we're already paying for materials and wages, it wouldn't cost us any startup or upkeep. It'd be pure profit and make a crap-ton of money, made available thanks to our previous actions, current expenses, and years of setup. Smuggling.
- Private investigators. Let's set up a PI company. It'll make us money and give us more information. Information.
- Sell tips. Cops give money to people who give tips which lets them catch criminals. Let's give them some tips. It'll only make a little bit of money, but it's free and doesn't cost upkeep since it's just selling what information we already happen to have. Information.
- Spies. This should've been tremendously, disgustingly obvious, but setting up spy rings on planets is something we've had the theoretical capacity to do for a very long time. There is so much potential for the idea of "get spies" that it's not worth listing them all. Information.
- Tabloid. Like Corusca Intelligencer, but increased profits, increased ability to slander enemies, and with 95% less dignity. Investment.
- Police corruption. Subvert the law enforcement organisations on various planets to give the Abyss Watchers additional influence and profit. Not sure whether this would be Information, Military, or Smuggling.
@Publicola, unless I'm mistaken, you at one point said that we make enough money that it doesn't really matter anymore. In that case, can we commission the creation of a palace made of solid gold along with a giant statue of us also made of gold? It wouldn't serve any practical purpose (except maybe as a tourist attraction) but it would be a pretty neat vanity purchase all around.
@Publicola

"Are you an angel?" - Anakin Skywalker

A stupid line from the Phantom Menace, but a canon one. Specifically, it's referring to a species called Angels that we actually see in The Clone Wars.
They live on the moons of a planet called Iego. It's a well-known planet, seeing as how even some slave kid in the ass-end of the galaxy has heard of them. Their planet was even taken over by Separatists at some point.

I think we should set up a base on their home. Their beauty, kindness auras (not sure if literal or not), and love of peace would make them excellent employees of the Silver Cross. We should expect a boost to all Silver Cross income just by having these people in our organisation. They'd make a great face for the organisation and could much more easily pry credits from the cold, merciless hearts of the wealthy than most others. They're fascinated by spacecraft so we can probably make some money there and we can also probably take advantage of their hypnotic abilities. Were we to ever get non-human genemods, Angel genes would be very useful to us.

There's more to Iego than the Angels, however. It was a smuggling route back in the days of the Old Republic, it's home to a ship graveyard, and it has built-in defences from the time when the Seperatists tried to make it a holdout. There's also a potential hero unit we can recruit: Jaybo Hood, a ten year old prodigy. He created a "macro protocol" to wipe the programming of all the Seperatists droids on the planet and reprogrammed them to be his servants. (He had Battle Droids and Vulture Droids at least. Not sure about other types.) Granted, we have Cheriss who has the same specialty and is better, but the kid has potential and would make a good apprentice.

Iego and its moons have suffered from war so we could probably make Silver Cross income if we were to help and rebuild.
What you call junk is a treasure for others!: Due to how much salvaging is being done on the planet everyone here knows at least a bit on how to keep even the most damaged things running through lots and lots of improvisation. Boni on rolls for loot, due to being able to make use even of what appears to be too trashed to use.
@Publicola, this is interesting. A base on Tatooine might be worth it for this alone.
@Publicola, with the Muuns under our thumb, the bankers and taxmen of the galaxies are ours. The next step is to subordinate the lawyers and bureaucrats of the galaxy to our power. Owning the lawyers will make us lots of money and be both sword and shield when it comes to legal matters. This would be most useful on Coruscant. Meanwhile, getting a bribery ring of bureaucrats won't make us any money directly, but it'll allow us to impede our opponents with bureaucracy as well as reduce the costs of base upgrades by cutting through red tape and generally making it easier for us to purchase things. Were we to own both the lawyers and the bureaucrats, the only way we can be meaningfully challenged through legal means is through the politicians.
- Weapons factory. High demand. Military.
- Armour factory. High demand. Military.
- War vehicle factory. High demand. Military.
- Civilian droid factory. High demand due to Kaleesh desire for war - something which conflicts with a spacefaring civilisation's need for infrastructure. Droids should reduce the needed number of Kaleesh civilians and in turn drive up the number of warriors (and thus the profits of our factories). Investment.
- Abyss Watchers mercenary base. Kaleesh culture means that the Kaleesh will seek out battles and glory. Security jobs and pirate hunting is good, but straight up mercenary work is right up their alley as well. Funnel some Kaleesh into our mercenary group. The increased skill and quantity of our mercenaries will mean greater profits for us. Military.
- Sports centres. I dunno, maybe they'd be into it? Investment, or Military if we call them "cadet/warrior training areas" for tax purposes.
- Cantina franchise. Because Kaleesh probably drink too. Investment, or Military if we call them "warrior recreation halls" for tax purposes.
@Publicola, for base upgrades, I'd like to recommend some gambling-related establishments like casinos. They make a ludicrous amount of money and so would make us lots of profit. Some celebrities and politicians like to gamble, so if we can get them into a sufficient amount of gambling debt (possibly aided through the use of intoxicants) we would gain additional influence through debt and blackmail.
@Publicola, with the amount of ship-builders we're in contact with, do you think we can simply buy a medical battlefleet from them? It'll get us the battlefleet without costing us an action, though presumably it would cost more than building it ourselves.
So, previously I had lamented that while the Jedi were supposed to be about constructive endeavours and the Sith were about destructive endeavours, it was the Sith who built superstructures (superweapons, specifically) while the Jedi never built any super anything. The most they ever did was make some temples and the closest thing they had to Force-incorporating technology was lightsabers.

Or so I thought.

Thanks to Freemaker Adventures, I found out about the Force Builders - a Jedi offshoot who built stuff using and incorporating the Force. They didn't just build buildings, they built cities. More pertinently, they also built starships. Powerful starships, if the Arrowhead is anything to by. (I for one am very glad Light Side technology exists as it made no sense that only the Dark Side had tech. Nothing but EU stupidity, that was.)

Aliston Nor is a ruined city built by the Force Builders. Both it and the planet it can be found on are public domain knowledge. It's apparently a popular place for artists to go to in order to get inspiration. The first Force-sensitive to go there since forever ended up getting a vision that gave him complete instructions for how to build a starship. I think it'll be worth sending in an archeology team to Aliston Nor. The architecture isn't something we can really make use of but the means to construct Force-incorporating starships would be a great boon to our organisation.

EDIT: Actually, I think we can make use of the architecture. Going back to my previous idea of recruiting non-commando Force users, we can set up an organisation/company that recruits Force-sensitives and trains them to build stuff. It'll make us money and reduce the costs of future base upgrades.
 
A few random notes before I call it a night:
Third, is there supposed to be a Learning Action or Hero Action to start working on the problem of getting Vectivus his body? (Perhaps we could gain information on cloning from the Tipoca City action, or Cheriss's frame research might lead to building an android body for our friendly neighborhood Darth. Or would it need to be some sort of separate write-in Learning Action?
Dammit I knew I forgot something...thing is that there's really not that much to go on all things considered. The problem is basically "how in the fuck do we stuff a Sith Phantom back into a body?" That's not exactly something that comes up often for obvious reasons. If someone can conceive of an action that would cover that it would be great, but aside from that it goes as far as "where do we even start?"
The ways to start getting back V's body i can come up with are
A) as Andre101 said get a droid body for him to inhabit/possess
B) She how easy it is to get him to take over a clone body from a random person that has no experiences and thus little if any sense of self.
-1) see if he can do B to a cloned force sensitive.
-2) See if we could try B with a clone of V (Don't know if we have any genetic samples we could try this with)
-3) See if we can rip out the mind of a force sensitive we don't like and stuff V inside it without an inhabitant to contest it. It is one way to get rid of Maul or an Acolyte we don't like.
C) Try to make him a custom body with Sith alchemy.
@Dr. Snark, do any of @wakshazi's suggestion qualify as a write-in, or inspire you to add an option to help Vectivus?

High society matchmaking (Taris, Naboo, etc.) - Replicate our success in this area in planets besides Coruscant. Coruscant does not have a monopoly on lonely rich people.
...
Advertising - In real life, companies buy information about people and use that information to target ads to them, making a ludicrous amount of money for all people involved. Get in on the action, both by selling information to companies and by being those information-exploiting companies.
...
Corporate espionage - You know what we have a lot of? Idle Seekers. You know what we don't have a lot of? Seekers who are performing corporate espionage and sabotage against our clients' competitors and our own competitors.
I don't think you mentioned these write-ins above -- I like these three especially, though I'm not sure how many Dr. Snark will allow.



I'd like to recommend some gambling-related establishments like casinos. They make a ludicrous amount of money and so would make us lots of profit. Some celebrities and politicians like to gamble, so if we can get them into a sufficient amount of gambling debt (possibly aided through the use of intoxicants) we would gain additional influence through debt and blackmail.
I added casinos to Tibannopolis, but I could probably add them to Nar Shaddaa as well (I'm trying to keep base upgrades at least somewhat topical for each planet -- casinos wouldn't work on Dantooine or Kalee, for instance.)

The next step is to subordinate the lawyers and bureaucrats of the galaxy to our power. Owning the lawyers will make us lots of money and be both sword and shield when it comes to legal matters. This would be most useful on Coruscant. Meanwhile, getting a bribery ring of bureaucrats won't make us any money directly, but it'll allow us to impede our opponents with bureaucracy as well as reduce the costs of base upgrades by cutting through red tape and generally making it easier for us to purchase things. Were we to own both the lawyers and the bureaucrats, the only way we can be meaningfully challenged through legal means is through the politicians.
If we're allowed to buy a base on Nimban, that'd take care of the bureaucrats, which covers most of what lawyers do. I don't think there's a law-oriented specialist species in the galaxy, though there are a few celebrity lawyers we might try to recruit.


Aliston Nor is a ruined city built by the Force Builders. Both it and the planet it can be found on are public domain knowledge. It's apparently a popular place for artists to go to in order to get inspiration. The first Force-sensitive to go there since forever ended up getting a vision that gave him complete instructions for how to build a starship. I think it'll be worth sending in an archeology team to Aliston Nor. The architecture isn't something we can really make use of but the means to construct Force-incorporating starships would be a great boon to our organisation.
@Dr. Snark, I don't think you ever responded to this post. Would we be allowed to buy a base of Aliston Nor, legendary city of the 'Force Builders' (it's from the Lego Star Wars series...)


They live on the moons of a planet called Iego. It's a well-known planet, seeing as how even some slave kid in the ass-end of the galaxy has heard of them. Their planet was even taken over by Separatists at some point.

I think we should set up a base on their home. Their beauty, kindness auras (not sure if literal or not), and love of peace would make them excellent employees of the Silver Cross. We should expect a boost to all Silver Cross income just by having these people in our organisation. They'd make a great face for the organisation and could much more easily pry credits from the cold, merciless hearts of the wealthy than most others. They're fascinated by spacecraft so we can probably make some money there and we can also probably take advantage of their hypnotic abilities. Were we to ever get non-human genemods, Angel genes would be very useful to us.

There's more to Iego than the Angels, however. It was a smuggling route back in the days of the Old Republic, it's home to a ship graveyard, and it has built-in defences from the time when the Seperatists tried to make it a holdout. There's also a potential hero unit we can recruit: Jaybo Hood, a ten year old prodigy. He created a "macro protocol" to wipe the programming of all the Seperatists droids on the planet and reprogrammed them to be his servants. (He had Battle Droids and Vulture Droids at least. Not sure about other types.) Granted, we have Cheriss who has the same specialty and is better, but the kid has potential and would make a good apprentice.

Iego and its moons have suffered from war so we could probably make Silver Cross income if we were to help and rebuild.
You've persuaded me; I'll add it to the list of proposed Base Purchases. Hopefully you persuaded @Dr. Snark as well....


@Publicola, unless I'm mistaken, you at one point said that we make enough money that it doesn't really matter anymore. In that case, can we commission the creation of a palace made of solid gold along with a giant statue of us also made of gold?
I did add a Palace building on Taris, though not made of gold...


- Journalists. We have news organisations, but as far as I can tell the most they do is just report on stories. Let's get them some proper journalists. Juicier stories means increased viewership of Corusca Intelligencer, meaning more influence and money. It also gives us more information and rumour mill stuff from our journalists' investigations, giving us potential for blackmail and stuff. Because of that latter thing, I think this can go under Information instead of Investment.
Good idea. This turn I'd like to focus on extending our media companies' outreach to new audiences; I think it'd be better for the story to wait until next turn before we turn each media company to investigate the corruption in the galaxy.


- Build and sell lightsabers. We have a force organisation that can make lightsabers, we have kyber crystal mines, and we have distribution channels. Let's make us some lightsabers and sell them. Lightsabers are valuable items, made even more valuable by their rarity, and we'd have what is essentially a monopoly on the lightsaber trade. We would make a fortune off of this. Plus, since we're already paying for materials and wages, it wouldn't cost us any startup or upkeep. It'd be pure profit and make a crap-ton of money, made available thanks to our previous actions, current expenses, and years of setup. Smuggling.
The problem is
a) lightsabers are notoriously unwieldy for non-Force Users. As in, it's ridiculously easy to slice off a limb.
b) lightsabers are notoriously finicky for Force Users. As in, they need to be personally constructed and bonded to have best effect.

Certainly there are Force sects and users who don't know how to build a lightsaber, but they're pretty few and far between. I'm not sure there's much of a market for this, as much as I'd like there to be.


- Spies. This should've been tremendously, disgustingly obvious, but setting up spy rings on planets is something we've had the theoretical capacity to do for a very long time. There is so much potential for the idea of "get spies" that it's not worth listing them all. Information.
Pretty sure that's covered by our 'large-scale wiretaps' and our teams of Seekers and Watchers. It might be possible to write-in a base upgrade to extend our circle of informants (HUMINT, or perhaps 'SEN INT'), but that depends on the GM. @Dr. Snark, your thoughts?


- Tabloid. Like Corusca Intelligencer, but increased profits, increased ability to slander enemies, and with 95% less dignity. Investment.
Another good idea; I'll add it to the list.
 
@Dr. Snark, I don't think you ever responded to this post. Would we be allowed to buy a base of Aliston Nor, legendary city of the 'Force Builders' (it's from the Lego Star Wars series...)
He did respond to it.
Honestly I'm with Publicola on this one. The origin makes sense in terms of the canon, it's an interesting variant of Force abilities, and I really have no reason to say "no, this can't be in my thing."


a) lightsabers are notoriously unwieldy for non-Force Users. As in, it's ridiculously easy to slice off a limb.
b) lightsabers are notoriously finicky for Force Users. As in, they need to be personally constructed and bonded to have best effect.
a) The only evidence we have of non-Force users using lightsabers are Pre Vizla and Sabine Wren. They could both use lightsabers effectively. You need training to use them properly but non-Force users have been shown to have the capability to train skills. Also, we'd still have a market for collectors and the sufficiently dumb. EDIT: There was also that woman who stole Ahsoka's lightsaber. She found quite a bit of utility with it.
b) The key words there are "best effect". Lightsabers are still plenty useful for unbonded Force users. We've seen Force users in canon wield lightsabers that weren't their own and they worked fairly well. Certainly an improvement over having no lightsabers at all.
 
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Also you lot have earned the right to access the Big Red Button. Try not to press it too quickly, okay?
:evil:

[X] Press the BUTTON!!!
I would like to submit the traditional Pester Padme option.
I actually prefer the idea of a Padme interrupt when she realises that there won't be one.
A/N: The last one covers actions. Now for the bases...
A/N 2: Oof, this took a while. #sorrynotsorry for the big honking list...

Publicola's Write-In Megalist: Turn 28 Base Upgrades


New Bases:

[] Tython -- set up a training facility (for other Force sects) or embassy (for CNS) with annex for Abyss Watcher activity (archaeology teams!)

[] Yavin -- I'm not sure if we want a base on Yavin IV, or a space station facility elsewhere in the Yavin system since there's so much stuff to find

[] Thyferra -- we've established a smuggling channel to get bacta supplies to the CNS; now let's expand our operations.

[] Ithor -- the best ecologists in the galaxy are in our corner; perhaps we can set up a facility to work with them more closely

[] Tatooine -- yes, it's full of sand. But it also has a long history, krayt dragons (and their pearls) and Anakin Skywalker's family. Time to plant the flag.

[] Alderaan -- sure, we just had a vision about the planet exploding. But they just joined the CNS, and there is a lot of stuff here to occupy our attention.

[] Nimban -- the best bureaucrats in the galaxy just joined the CNS; maybe they'll let us set up a recruitment center on the planet. Also, Hoersch-Kessel Drive is headquartered here, and we'd love to buy it before it gets liquidated in bankruptcy court

[] Mustafar -- lava planet with lots of history, populated by a) the Blackguard Force sect that just joined us, and b) a mining facility operated by the same Techno Union that owes us a whole bunch of favors.

[] Iego -- planet of (literal) angels, victimized by the CIS before joining the CNS. They would be prime targets to recruit for the Silver Cross charity. It's also at the center of a smuggling lane for the Ash Worlds, has a bunch of debris to salvage, a research-based Hero Unit to potentially recruit, and a big market for economic/infrastructure investment. See here.




Coruscant Base:
[] Undercity Portal: expand our facility's hangar so more ships can move in and out without attracting undue attention (Reward: smuggling income? I can't believe we don't have a 'Smugglers Den' on Coruscant...)
[] Coruscant Media Group: expand our new media network and ramp up the anti-Palpatine messaging. Let our Taris media prop up support for the CNS; use this media outlet to undermine opinion of Palpatine.
[] Corporate Espionage: there are plenty of megacorporations that call Coruscant home. Target them for infiltration and surveillance, of the SIG INT and HUM INT varieties.
[] Coruscant Enquirer: set up a separate corporation to run our tabloids and gossip rags.

[] Karada Expansion
-[] Cybernetics Department - Jedi Healer Corps: sell our Force-sensitive cybernetics to the Jedi Order, to help their wounded heal from the war

[] Underworld Takeover (new options...)
-[] Extended Wiretaps: increase our Information income. Plus help clear out some of the corruption in the Undercity
-[] Aegis Security Expansion: increase our Military income. Plus increase cap on Watchers, perhaps?
-[] Regional Strongholds: add new boltholes and depots in each area we take over
-[] Rolling Takeovers: costs 100 credits Upkeep (per turn), roll 1d3 (?) to takeover new areas of Coruscant Undercity each turn


Kaleesh Outpost:
[] Industrial Expansion
-[] Military Factories: produce better equipment (weapons, armor)
-[] Labor Droid Factories: less upkeep for buildings

[] Mercenary Recruitment Center
[] Warrior Academy: chance to increase the 'Tier' of our Kalee Warriors each turn
[] Shockboxing League: fund youth leagues and sponsor a professional franchise? (This could also work for Smashball or Gravball, other violent sports...).
[] Cantina Franchise: because even warriors enjoy a good stiff drink.



Oracle (Lucrehulk):
[] Ithorian Renewal: invite the best ecologists in the galaxy to make our mobile base a more living, breathing ecosystem.
[] Vulture Droid Squadrons: ensure that the Oracle has fully autonomous droid starfighters to defend itself


Mandalorian Mansion:
[] Salvage Teams: Mandalore has a lot of history, despite the Jedi Excision.
[] Agricultural Revitalization: hire the Ithorians to fix the desolate landscape, so Mandalorians can eventually live outside their biocube cities.


Lordran, Kiln:
[] Farming Investment: now that Kiln has more workers, we should increase the quantity (and quality) of home-grown food
[] Mining Investment: now that there are more factories, we should ensure we have more raw materials to build with
[] Industrial Development: expand the size of the industrial district, so we can build more factories of the same type.

[] Vehicle and Droid factories -- we have the blueprints, so time to stock up on all our favorite droids
-[] IG droids (from 'Phlut Design' on Muunilist)
-[] CB-3 droids (from Techno Union on Metalorn)
-[] Hyena bombers
-[] Crab droids
-[] Droideka 'destroyer' droids

[] Personal Retreat: now that we have one, time to accessorize
-[] Mount Ciaran: because of course this should be a thing
-[] The Vault: bring our most valued possessions to our secret base...

[] Relocate Coruscant Base infrastructure: maybe move key personnel and equipment away from the center of Palpatine's power?
-[] Archive/Data Analysis droid fleet -- expand our droid personnel (to justify the default bonus...)
-[] Administrative droid fleet -- expand our droid personnel (to justify that default bonus as well)

[] Nature Preserve: Darth Plagueis (Hego Damask) had a private hunting/game/resort moon called 'Sojourn'. Why shouldn't Ciaran have the same?
-[] Rare Creatures -- we have a lot of fingers in a lot of pies, and between Grievous, the Arkanians, and everyone else, we know where a lot of rare animals can be found.
-[] Cloned Creatures -- when in doubt, or when a species is near-extinct, we can always make more...
-[] Hunting Lodge -- set up a place to rest in comfort between hunts
-[] Armory -- most people wouldn't expect a hunting lodge to be able to fight off entire battalions. Just in case Kiln is threatened... better safe than sorry.
-[] Landing Pad -- Kiln is private property, but we might want to invite some of our closest associates once in a while.


La'Sombra (Asteroid Base):
[] Deep Space Research Lab: for studying exotic and 'anomalous' materials in safety...


Nar Shaddaa Property:
[] Aegis Security Expansion: expand our security company to take over defense for Abyss Watcher holding on the planet
[] Casino Franchise: expand our cantina/nightclub and build a gambling enterprise on the infamous Smuggler's Moon.
[] Currency Exchange: at the heart of Hutt Space, there's plenty of need for a respected institution to swap Republic credits for Huttese peggats and other currencies. Hire our Muun bankers to get in on the action.


Castell Facility:
[] Salvage/Recycling Teams -- Castell is a bit of a run-down mess thanks to Shu Mai and the earlier planet-scale recession. Let's help clean up!
[] Smuggler's Den: besides making us a tidy profit, this should help increase our popularity on the planet, as we establish a reputation for supplying things regardless of taxes or questionable legality
[] Mining Guild investment: the Commerce Guild includes a number of suppliers of raw materials. No doubt they'd appreciate some direct funding.

[] Gossam Development Programs: set up a system of microloans and investments to boost native economy (ask our Muun employees to help)


Muunilist Mansion:
[] Salvage/Recycling Teams: Muunilist has plenty of history, and there was a recent battle...
[] Currency Exchange: the Republic credit is the primary currency for most of the galaxy... but not all. Set up a currency exchange to take advantage of the trade between lesser-used currencies like the Huttese peggat, aurodium ingots, nova crystals, mesarcs, and glow-pearls.

[] Phlut Factories
-[] IG Development Labs -- prototype and develop new variants of IG droid chassis (lancers, assassin droids, mass-produced battle droids, etc.)



Vectivus' Home:
N/A


Kashyyyk Facility:
[] Salvage/Recycling Teams: Kashyyyk is a fascinating ecosystem. Let's clean up the planet and keep things that way
[] Trade Ports: Kashyyyk has trouble attracting interstellar trade. We can help with that.
[] Wookie Infrastructure Programs: high upkeep, in exchange for a bonus to our planetary income

[] System Defenses: put sensors and quick-response squadrons in the area, to protect against Trandoshan raiders (this should relieve some of the pressure, so we can hire more Wookie Warriors...)
-[] Planetary Shield: if we need to go the extra mile...



Taris Property:
[] Mercy Medical Campus -- now that we have a new headquarters for Karada Corporation, time to expand
-[] Karada Laboratories: expand our pharmaceutical research, especially for reverse-engineering bacta...
-[] Karada Academy: collaborate with other major medcenters, and recruit/train more doctors, medics, and researchers
-[] Karada Genetics: set up a new center for our non-Arkanian researchers
-[] Karada Museum: dedicate a center with exhibits about the history of medical science in the galaxy
-[] Sentient Resources: recruiting center for medical-focused specialist species (Arkanians, Carosites, Lurrians, etc.)
-[] Karada Pharmaceuticals: duplicate/transplant our Karada operations from Coruscant to Taris
-[] Karada Manufacturing: duplicate/transplant our Karada operations from Coruscant to Taris
-[] Karada Medical Programs: duplicate/transplant our Karada operations from Coruscant to Taris
-[] Karada Cybernetics: duplicate/transplant our Karada operations from Coruscant to Taris

[] Promised Land: now that we have a skyway, time to bring the Nekghouls into the fold
-[] Political Integration -- ensure that Nekghouls can vote and participate in civic life on Taris
-[] Recruitment Center: Nekghouls are big, strong, and innately Force-sensitive. We want.
-[] Economic Investment: Nekghouls have lived in isolation for so long, their economy must be barely self-sufficient. Help them prosper
-[] Salvage Teams: the Promised Land is a big part of early Tarisian history. Perhaps we should establish more salvage teams to dig through the rubble?
-[] Force Academy: since the natives are Force-sensitive, perhaps they'd appreciate our insight into wielding the Force, and perhaps they'd be willing to teach our Agents some of the tricks they've picked up.

[] System Defenses: add sensors at the edge of the system for early-warning detection
-[] Rapid-Response Defense Forces: in case of attack, set up droid starfighters to sortie and defend the planet
-[] Planetary Shield Reinforcement: set up more generators or energy sources, so it will stand up to bombardment?

[] Silver Cross Headquarters: Taris is our capital. Let's transplant our philanthropic organization out of Palpatine's crosshairs

[] CNS Assembly building: the CNS isn't a formal government, but it'd be nice to have a place where representatives of each system or region can meet to discuss issues they have in common. (The fact that this would make it easy to convene a future 'Parliament' is purely coincidental)

[] 'Palace': Lady Ciaran is the galaxy's biggest celebrity. It'd be pretty easy for her to persuade Taris to elect her queen for life. Build a 'personal retreat' on the planet, that can attract tourists (and tourists' credits) when she's not in residence.

[] High-Society Matchmaking: we built Taris pretty much from scratch. Let's meddle with the upper crust, and make them pay us for the privilege.
[] Baobab Merchant Fleet Terminal: expand the trade ports to make the most of our collaboration with the Baobab family
[] Benelex House Facilities: invite the anti-kidnapping bounty hunter chapterhouse to expand to Taris proper
[] Corellian Merchant Guildhouse: now that Corellia is a CNS member, invite them to set up their own trade guild
[] CEC Facilities: invite Corellian Engineering Corporation to join Kuat, Incom, and Sienar in Taris's budding industrial district
[] Ojostor Media Group: expand our media operations to cover the local region, and ultimate the rest of the Rim. Use it as a bullhorn to unite public perception behind the CNS, increasing our unity and improving recruitment odds for first the northern Outer Rim, then the rest of the Outer Rim, then the Mid Rim and Expansion Region as well.



Naboo Mansion:
[] Gungan Economic Development -- basically, treat the Gungan half of the planet like we did Kalee
-[] Aquaculture investments
-[] Industrial investments
-[] Amphibious Tradeports: there are many aquatic species that produce starships that can travel underwater. Set up a spaceport for them.
-[] Hydrostatic Bubble Corporation: make a company that 'grows' underwater bubble-cities for other species and planets

[] Water Export business: there are a lot of desert planets in the galaxy. Naboo is literally full of water, all the way to the planet core. Supply, meet demand.

[] Asset Centralization: we own a lot of disparate businesses, tradeports, and other legitimate and criminal enterprises on the planet. Sort it out.
-[] Naboo Development Program: as on our other planets, upkeep in exchange for bonus to our income from this planet
[] Salvage Teams: we really should make this standard for all of our bases
[] High-Society Matchmaking: we started this when we were a local presence on Coruscant. Now that we control a big part of the galaxy, it's nice to get back to basics. Plus, it'd be hilarious to 'accidentally' pair Padme with Anakin...!


Cato Neimoidia Mansion
[] Salvage Teams: considering the cities are built on 'hammocks' between rocky pillars, there should be plenty to salvage from the surface


Dantooine Facility
[] Svivreni Crystal Mines: we employ the best geologists in the galaxy. Recruit them to explore those crystal caves some more...
[] Vianist House: Lorrd is the center of two religions known for sending pilgrims to Force-strong sites around the galaxy. Make them welcome on Dantooine.


Ord Mantell Compound
[] Fort Garnik Depot: now that we own it, let's make it bigger
-[] Arsenal: set up an arsenal, so CNS members can pay us to store and supply weapons in case they need help
-[] Drydock: set up a facility for starship repairs
[] System Defenses: Ord Mantell is the first line of defense for the northern CNS. Make sure there's advanced warning in case of attack.
[] Expanded Smuggler's Den: that is what the planet is known for...


Corellia Property
[] Smuggler's Den: it's a planet filled with maverick pilots. You don't think there are more smugglers per capita than anywhere besides Nar Shaddaa?
[] Trade Port: lots of pilots, lots of ships. This should be a thing.
[] Corellia Intelligencer: incorporate a media group on Corellia, to promote the idea of neutrality to the Corellian people (and later to sympathetic systems and sectors in the Core and Colonies).


NEW: Chu'unthor (Mobile Base)
[] Sienar Customization: invite Raith to renovate the ship's interior, to make it as useful as can be
[] Ithorian Biome: invite our Ithorian ecologists to make the Chu'unthor self-sustaining, and as friendly to the Living Force as possible in deep space
[] Abyss Agent Barracks: set up a space for our agents to train (increased odds of promotion? OR +1 Lore action for training/incorporate techniques)
[] Personal Quarters: set up private rooms for Ciaran's own use. Of course these should be located below the ship's bridge (because she's a troll...)
[] Abyss Archive: set up a museum/datalinks/library for our accumulated knowledge of the Force, its history, and any artifacts we've discovered
[] Force Materials Lab: set up a location to pursue organic (taozin, senflax, ysalamiri) or inorganic (cortosis, lightsaber crystals, Forcesaber) research. This should provide +1 Learning Action or shorter/cheaper research? (Perhaps the organic and inorganic research paths can be separated into different lab upgrades?)
[] Defensive emplacements: the Chu'unthor is a flying brick. Now that it's space-worthy, make sure it can't be shot down easily
[] Starfighter complement: there is a hangar with space for quite a few one-person starfighters. Fill it out, with vulture droids or Headhunters
[] Research Complex: the Chu'unthor was designed with space for various universities and research facilities to join the Jedi in studying the Force. We'd only extend invitations to groups we implicitly trust, such as: Adascorp (Arkanians), Lorrd University (CNS), Karada Corporation (we own it...), etc.
[] Vianist Quarters: make room for Lorrdian pilgrims on their way to/from Force-powerful sites and nexuses. They might also provide new insights and artifacts...


NEW: Sullust Facility
[] Aegis Security Facility: set up our security forces to defend the base and earn some income on the side
[] Trade Port: Sullust is one of the biggest economic capitals of the Outer Rim. Make sure it lives up to the name.
[] Salvage Teams: Sullust isn't a pleasant world to live on, but there's so much industry, it'll be easy to salvage things of value.
[] Large-scale Wiretaps: time for some corporate espionage.
[] Cantina Franchise
[] Labor Droid Factories: invest or build in labor droid factories (reward: cheaper base upgrades OR less upkeep per turn)

[] Sullustan Recruitment Center: Sullust has the best navigators in the galaxy. Hire them to fly our ships, and scout out new trade routes and hyperlanes.
[] SoroSuub investments: SoroSuub employs most of the population, and has a lot of branches with a lot of products. Invest in the biggest business on the planet.
[] Fulluusub Development: any Sullustan that is too free-thinking (and/or insane) is exiled to the city/asylum of Fulluusub. Set up a development program and/or recruitment center to see if we can hire anyone that is actually sane, for any of our work around the galaxy. (Roll dice each turn for random benefits?)


NEW: Arkania Facility
[] Aegis Security Facility: secure the perimeter and earn some credits.
[] Trade Port: Arkania is an ice planet with little industry, but medical tourism is a thing that we can use.
[] Large-scale Wiretaps
[] Salvage/Archaeology teams: Arkania has plenty of history, including Arca Jeth's Praxeum and what was once the biggest Sith Library in the galaxy. Time to explore! Don't forget to keep your eyes peeled for dragons, though...
[] Svivreni Diamond Mines: hire our geologists to expand diamond mining beneath the planet's surface.
[] Karada Research Complex: expand our medical corporation to the planet
[] Arkanian Recruitment Center: build a dedicated employment office to hire more geneticists (Reward: default bonus for all genetics research/actions)
[] Adascorp Investments: thanks to our recovering the Arkanian Legacy, they love us. Invest in their company and reap the rewards.
[] Museum of Arkania: build a center dedicated to Arkanian history and Arkanian science (Reward: better odds/income from 'Mass Genemodding'? OR slight upkeep for a small increase in planetary income, as Arkanian medicine becomes more palatable?)
[] Cloning Facilities: buy cloning chambers and vats (from Kamino and Spaarti Labs) to start systematically studying the science of cloning


NEW: Tibannopolis
[] Aegis Security Facility: secure the platform-city, and hire out as mercenaries for other groups in the area.
[] Large-scale Wiretaps: we own the entire platform-city. Of course we're going to plant bugs everywhere.
[] Benelex House Facility: invite our favorite bounty-hunter chapter to expand to the southern Outer Rim and protect against kidnapping and piracy
[] Tibanna Gas Refinery: tibanna gas is incredibly rare and incredibly useful, and Tibannopolis was built primarily to collect and refine it. Set it up.
-[] Weapons Factory: tibanna gas is particularly useful for making more powerful blasters. With a refinery on site, a factory here would be much easier to operate.
[] Shipyard: tibanna gas can also be used for turbolasers and cannons for starships. Build a shipyard to make the most of it (OR invite Sienar/Incom/Kuat/CEC to set up their own facilities on the platform...)
[] Trade Port: Bespin could be a major port of call for the southern Outer Rim, especially if Cloud City lives up to its promise as a resort destination. Set up a trade port to take advantage of ships coming and going.
-[] Javin Shipping: incorporate a merchant fleet to operate throughout the under-serviced southwestern Outer Rim
[] Shadowport: Bespin is also a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site.
[] Entertainment District: Cloud City is advertising itself as the premier resort destination of the Greater Javin region. Time they face some competition.
-[] Cantina Franchise
-[] Nightclub Expansion
-[] Casino Franchise: as a resort destination, Tibannopolis wouldn't be complete without a place for gamblers.
-[] Luxus Resort(s)
-[] Theme Park -- I'm imagining something like 'Hologram Fun World' from the Jedi Prince books, but hopefully less cringeworthy?
[] Jedi Enclave: Tibannopolis already has a docking bay for the Altisian Jedi (who fly a mobile praxeum ship also called the Chu'unthor, since the original was lost so long ago...). Invest some funds in making Tibannopolis more comfortable for them.
[] Salvage/Archaeology Teams: Tibannopolis was abandoned some years ago, but there are many other planets in the sector that could also use closer scrutiny. Hoth, for instance, was the battlefield for one of the major clashes of the Sith War a thousand years ago.


NEW: Lorrd Property
[] Aegis Security Facility: secure the premises and earn some cash. Easy peasy.

[] Salvage/Archaeology teams: there's plenty of history to be found in the system, and plenty of treasure as well.
[] Trade Port: Lorrd isn't tied to a major hyperlane, but it's well situated to benefit from trade and travel across much of the far northern Outer Rim.
[] Vianist Pilgrimages: Lorrd is the center of two religions that encourage pilgrims to visit Force-strong sites and nexuses around the galaxy. Fund those expeditions, and reap the rewards (Reward: 2 archaeology rolls like Dantooine, but covering any number of minor archaeology sites around the galaxy that don't deserve a Lore Action of their own. Perhaps critical successes could be treated as a free action for one of the archaeology expeditions that are listed?)
[] Vianist Safehouses: encourage the Vianist pilgrims to set up monastic houses and hostels, for pilgrims and for charity. Work with the Silver Cross to care for the homeless and widows and orphans wherever they visit. If this means that there is less suffering on such worlds, that makes it less likely for Force-sensitives born on those worlds to fall to the dark side.
[] Svivreni Gem Mines: Lorrdian gems are powerful lightsaber crystals known to enhance the body-language reading of Jedi who wield them. Invite our geologists to expand mining operations.
[] Lorrd City University: invest in the local institute that studies language and culture, and set up a scholarship fund for any Abyss Agent or Watcher who wants to improve their skills at threat detection, cold reading and communication.
[] Lorrdian Recruitment Center: Lorrdians are the best diplomats in the galaxy, bar none. Hire them to help us out. They'll probably figure out what we're up to, but they have a long cultural memory of disliking slavers and the Sith, so we should be fine. (Reward: +5 Diplomacy default bonus)
[] Karada Medcenter: invest in making the population healthier.
[] Kanz Intelligencer: our Coruscant media is geared toward fighting Palpatine, our Taris and Corellia media is focused on uniting the CNS. From Lorrd, we can set up a separate media organization dedicated to fighting slavers and pirates around the galaxy. Lorrd's history of fighting against slavery should give it credibility, and the Lorrdian mastery of communication should make this especially effective.
You Lunatic.
Please continue.
 
He did respond to it.
Sweet!

...Except I just realized that there's no IC way for us to justify putting a base there, since we probably having heard of it. I imagine we'd probably need an archaeological expedition to make it work. I'll add it to the Base Purchase list, but I'm pretty sure it'll have to wait, just like Cularin and Ossus and some of the other interesting planets.
 
@Publicola, based on how you got the water exportation business I think you looked at this already, but if not, here's some suggestions I missed.
-Smuggling exotic and dangerous animals. Not sure about the specifics, but it should go firmly into Smuggling income without dealing with spice.
-Expand Aegis Security on Coruscant. The current Aegis Security we have on the planet is just a formalisation of our protection rackets. Set up an actual centre for them to do actual protecting like we have them do on other planets.
-Extortion on Nar Shaddaa. Let's set up a protection racket like the one on Coruscant.
-Aegis Security on Nar Shaddaa. Let's also set up a legitimate branch of Aegis Security.
-Coruscant black market. We have a share in Naboo's black market but not Coruscant's. That is bananas. Coruscant, due to being a much bigger market, should cost several times what Naboo's black market costs but in turn should make several times what it makes. Also it should provide a proportionally greater income compared to its purchase cost due to the fact that it's Coruscant.
-Coruscant smuggling. We have smuggling operations on other planets, but not on Coruscant.
-Karada on Naboo.
-Silver Cross planetary offices. Delegate like an actual organisation. Set up offices on rich planets and have them handle the local advertising and donation collection and stuff. Should increase Silver Cross income and improve the power of the Advertising Blitz action.
-Sell water to desert planets. Moisture farming is a thing. It's a canon thing. More than that, it's noted to be a vital industry. Water is the third cheapest thing after dirt and air. Collect water from one planet, sell it to the desert planets. Should make massive returns on investments and all it'll cost is the livelihoods of some unimportant peasants who we can then exploit. The water trade itself would be Investment, but the profit margins would be so insane it doesn't matter. The peasant exploitation would probably be Silver Cross.
-Not really a suggestion, just something you should note for balance calculation purposes. Once the Oracle becomes military-grade, it should count as Military for the purposes of the Military Production Facilities, lowering its upkeep by 40%.
-I want you to look at something.
We have all Techno Union designs. Build civilian starships and vehicles on Kiln to sell to the galaxy. This is Investment income I think but I thought it was worth mentioning anyway. (Also, since Kiln is secret, this could count as Smuggling instead.)
 
So quickly question, do you guys think it might be a good idea to contact the Ghostling Nest Aka the giant space spider with a potentially galaxy wide info network of insects that the Bounty Hunter's guild uses?
 
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