Martial
[] Contact/Recruit Wullf Yularen and Ahsoka Tano: make sure the 501st in on our side...
[] Seize the Desolator -- remove planet-killer from the board, use to make alliance with Chiss
[] Deal with Maul (Martial) -- take him out, directly
[] Supply/Subvert 412th Regiment -- this is the group of clones with sabotaged inhibitor chips. They're fighting out in Southern Rim -- not sure what battles they've fought or what Jedi they're working with, but that might be promising. This one might also be a Intrigue action, to figure out what's going on with them
All of these except for Maul are legit. Maul falls under intrigue.
Diplomacy
[] Recruit Obi-Wan Kenobi -- a celibate monk in a love triangle? Now I've seen everything.
[] Recruit Ahsoka Tano -- we saved her bacon during the Temple bombing incident, so she knows we can be trusted.
[] Recruit Quinlan Vos -- Dooku wants him 'taken care of', but surely we can find a use for an almost-fallen Jedi with psychometry
(Any of the above might also be considered 'Lore' actions...)
[] Respond to Jedi Reforms law -- some good, most bad, all orchestrated by Palpatine to scapegoat the Jedi. Try to amend the proposed reforms to work at cross-purposes to Palpatine: less executive authority, more distance between Jedi and Senate, less scapegoating, less risk of Order 66. Maybe get the SSS to take charge of monitoring the Jedi Temple district? (Not sure if the SSS component should be a separate Martial action or Base upgrade).
[] CNS Recruitment (CNS):
-[] Hutt Space: the Hutts are ruthless amoral gangsters who own most of the galactic east. However, they're on fairly good terms with the CNS, and have officially declared their neutrality in the Clone Wars. Perhaps Ciaran can persuade them to tie themselves more closely with the CNS?
-[] Southern Rim: the CNS has a lot of territory in the Southern Rim, but there's quite a bit of bordergore. Perhaps Satine can make a targeted appeal to the systems in between, to unify the Outer Rim firmly behind the CNS?
-[] Techno Union: besides their headquarters on Skako (in the Core), the Techno Union also has considerable influence on Geonosis, Mustafar, Hypori, Metalorn, Balmorra, Foerost, Mechis III, Charros IV, Saleucami, Utapau, and Vulpter -- in other words, pretty much every foundry world worthy of the name. Now that the leadership is more friendly to Ciaran, perhaps the CNS can draw some of those systems into its orbit?
[] Between the Light and Dark
-[] Almas Academy / Tarasin Adepts -- this isn't quite the same as the Cularin archaeology action, as it involves getting in contact with the 'experimental' Jedi academy in the system (known for accepting adult padawans, teaching non-Force skills, exploring the galaxy on 'Jedi quests', which sounds right up our alley), as well as the Force-sensitive native population on the planet surface who specialize in Force Stealth and Sense Force techniques. (Frankly, it could probably replace the archaeology action, since this would also involve exploring the system and opening it up for a future base purchase).
-[] Baran Do Sages -- they specialize in nature (and weather) manipulation, and know a form of light-side Force lightning. #DewIt
Legit, though I think the Baran Do are already on there...
Stewardship
[] Recruit Mungo Baobab -- pretty please?
[] Contact Incom to develop a new advanced Headhunter/X-Wing -- probably not a Learning action, since we wouldn't be taking the lead on this one
[] Contact Papanoida Media -- Baron Papanoida already likes us after we ended the Trade Federation blockade of his home planet. Perhaps he'd let us work with his media network, to start countering Palpatine's propaganda machine, and start setting up a non-HoloNet communications network of our own.
Sure.
Intrigue
[] Find X1 and X2, the Force-sensitive clones -- besides helping them out and adding new assets to our organization, this might give us a bit leg up in cloning a full Force-sensitive body, which is the Holy Grail of Star Wars medical tech.
[] Follow up on Centax II cloning facilities -- discovered thanks to 'Operation Ultra' last turn
[] Anti-Palpatine Operations: target the Chancellor's inner circle
-[] Sano Sauro -- the anti-Jedi Deputy Chancellor who directly supported (sponsored) Granta Omega's terrorist acts against the Senate.
Very vulnerable.
-[] Sate Pestage -- responsible for Palpatine's wetwork (espionage & assassination), currently serving as Palpatine's advisor and public spokesman
-[] Kinman Doriana -- Palpatine's aide and advisor, involved in Outbound Flight mess, responsible for Palpatine-clone facilities on Centax II, Wayland, & Byss
-[] Janus Greejatus -- Force-sensitive aide (also from Naboo), Dark Jedi Adept, responsible for Imperial 'redesign' (Nazi-style genocide of non-Humans)
-[] Sim Aloo -- a Force sensitive aide and senior political advisor, Dark Jedi Adept
-[] Sly Moore -- a Force-sensitive aide and Umbaran telepath who is a) creepy and b) Palpatine's mistress.
-[] Armand Isard -- Director of Republic Intelligence, planted false evidence to discredit Palpatine's opponents in Supreme Chancellor election (!)
-[] Wilhuff Tarkin -- the senator from Eriadu, responsible for bungling the Temple bombing investigation. Definitely vulnerable this turn, maybe not in the future (the public has a pretty short attention span -- now's our chance to pin the blame on him).
-[] Crueya Vandron -- leader of COMPNOR (the human-centric movement) and the lord of House Vandron, a slave-trading org out of Senex-Juvex.
-[] Yupe Tashu -- Sith historian/cultist; in the new Disney!canon, he constructed the
Jakku Observatory (Sith library/doomsday machine).
-[] Gallius Rex -- in the new Disney!canon, he's the primary security guard for the Jakku project. Possibly Force-sensitive, formerly of Jakku 'Anchorite' sect.
-[] Sa Cuis -- Dark Jedi trained to serve as the Emperor's Hand (a la Mara Jade)
-[] Sheyvan -- Dark Jedi and 'Hand of the Emperor', back-up to Sa Cuis
-[] Garth Exxar -- informally trained Dark Jedi recruited directly by Palpatine, operates a spynet in Coruscant undercity
-[] Terrinald Screed -- vice-admiral in charge of the Coruscant Home Fleet, and one of Palpatine's earliest allies.
Hmm...these are all legit, but given the sheer number of people and their varying levels of relevance to the birth of the Empire I might end up doing combined actions for some of the less relevant members.
Isard, Tarkin, Pestage, Sauro, and Screed would probably be their own actions since they're major players (and in Tarkin's case, there's enough personal reasons to go after him directly). COMPNOR would fall under a single action in general.
Lore
[] Revisit Yavin IV to deal with Exar Kun's Force Ghost -- OR turn this into a Personal action?
[] 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)
---- OR this might just be a (very expensive) base upgrade...
[] Invite Friendly Force-Sects to Tython -- with the low-level schism in the Jedi Order, perhaps we can influence the Tython sect to be more receptive to non-Jedi Force sects?
EDIT per
@Barondoctor:
[] 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?
Ciaran has no reason to assume Exar Kun is a Force ghost yet. Like, that hasn't been established at all. Don't get ahead of yourself.
I think we talked about the whole diversification thing too and once again my question is "what exactly would that
do?"
Aside from that the rest are legit, and again I think the Disciples are already on the list.
Learning
[] Recruit Galen Erso
[] Reverse-engineer bacta (use smuggling supply to grow our own...)
[] Force-Sensitive Genemods: the Arkanians have already developed a number of Near-Human genemods, and have offered to work on non-Human genemods. But a far greater challenge would be, to develop specialty genemods that work with the many species that are naturally Force sensitive -- species like the Massassi (naturally attuned to the dark side) or the Voss (gifted with Force Visions) or the Kiffar (gifted with psychometry) or the Epicanthix (naturally immune to mind tricks and telepathy).
Galen's recruitment is going to be Intrigue. Remember that Krennic is watching him like a hawk, waiting for him to break and come back into the fold...
Reverse-engineering bacta might piss off your new "friends" on Thyferra. Just a warning.
The last one is possible, but it will be blindingly expensive.
Yes I know I'm not talking about the Vectivus body thing again. I
will however point out that there is now a
much more viable route than borderline pseudo-science for you people to take on it given recent events.
Personal
[] Talk to Asajj -- make sure she's okay with us working with Dooku
Duh.
Hero Units
Thrawn:
[] Recruit Gilad Pellaeon -- because Thrawn finds him fascinating and that's good enough for me.
Talesan Fry:
[] You Killed My Father. Prepare to Die: The Corporate Alliance hired mercenaries to kill his parents. Now 'Taly' has the allies and the resources to make them pay. Passel Argente will pay.
[] Therapy: Talesan Fry isn't the healthiest individual, psychologically speaking. Perhaps it'd be good to encourage him to step out of his box (no pun intended) and get to know the rest of the Abyss Council? Perhaps we could invite his old friends Obi-Wan and Siri as well...
Yep.
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.
Kind of iffy on Nimban, Prakith, Woostri, and Orma (it doesn't seem like there's that much to be done base-wise, though Prakith is
definitely going on the archaeology list). I'll have to think about whether Aliston Nor will need an action first.
Worth noting that the Yavin base (however that's flavored, it
might be the station) would automatically come with archaeology teams. Because that's basically the main reason you'd go out there anyway.
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
These are fine, though once again the Watcher cap is staying static.
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.
Legit.
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
The Ithorian Renewal would just be for vanity, FYI. And you've already got Vulture Droids as it is.
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?)
These are fine. The latter two are pretty interesting, too.
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.
These are all fine, though the Nature Preserve would have all of the sub-upgrades folded into it as it is.
La'Sombra (Asteroid Base):
[] Deep Space Research Lab: for studying exotic and 'anomalous' materials in safety...
You've already got the Svivreni labs, so I don't know how this would be that different.
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.
Legit.
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)
Legit, though there wouldn't be any rolls for Fun things from the salvage teams there, FYI.
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.)
Sure.
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...
Legit, though the first option would be more akin to the ecological program on Taris.
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.
All these are fine,
except for the "palace." Zinnerman could easily tell what it's really for (and more importantly it'd probably be built by leveling a few neighborhoods from the sound of it).
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?)
Naboo's already been pretty thoroughly "salvaged." By, uh, Ciaran.
Aside from that these are fine, though I'd love to see the faces of people who see "Water Exporting."
Cato Neimoidia Mansion
[] Salvage Teams: considering the cities are built on 'hammocks' between rocky pillars, there should be plenty to salvage from the surface
Ehhhhh...I'm not sure there's enough to make a profit off of salvage, honestly...
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.
Sure.
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...
Yep.
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)
Uh huh.
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...
Hm...yeah, it makes sense that the Chu'unthor is treated like a base given its nature. These would be fine though I'll have to consider the benefits for each.
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?)
I have the same objections to the salvage teams as before. Aside from that, legit.
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
Yep.
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.
Hmm...name some of these "other planets" for archaeology purposes and I'll consider that one. Aside from that, legit.
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.
Sure.
[] Fund General Kota's militia: Rahm Kota is an oddity among the Jedi generals, since he uses a militia of volunteers instead of clones. Why not fund and help train his militia?
[] Assist the
212th Attack Battalion: We've already done the same to Anakin's 501rst, why not go onto Obi-Wan's 212th?
[] Assist the WolfPack: A clone battalion led by Jedi Plo Koon, the Jedi who found Ahsoka and one of the Jedi Masters she was close to. Helping them out and making sure Plo doesnt die should be a good idea.
[] Recruit the Maladi assassins: A very powerful group of assassins. Perhaps we should get into contact with them and see if we can't get their help?
Hmm...these are okay, sure.
[] Tales of the Old Republic: Revan. Diversification is the key to success, and the Entertainment Industry is one of the most important pillars of the Galactic economy. You will enter this world with a Saga that will always be remembered, The Saga of Revan, you will spare not expense to take this wonder to life. The fact that with the excuse of getting extra documentation, or filming in real landscapes you gives you the justification of entering many places absolutely forbidden to the General Public is a nice Extra.
Legit. We'll see how we deal with said forbidden areas later.
...Pity though, Garik "Face" Loran hasn't been born yet. And to think, it would be the
perfect setup for a cameo of some kind...ah well, this would still be so fun to write up.
[] Archeological Ship. Archeology has become one of your most profitable activities profitable enough to justify this investment, this new design creates a long-range explorer ship with one of the best sensor and communication networks in the galaxy, large enough to fit both the machinery and vehicles needed in the excavations and the laboratories to analyze the samples. The fact that is also Heavily armored and with a Stealth dispositive is merely the insurance policy.
Overt purpose, ever-so-slightly sinister undertones. It's perfect.
I think that covers everything.