Yeeeeessss!
All right, reaction time!
For Martial:
[] Foundry Raid Night II: While Grievous' assault was successful beyond all expectations, there are still more decks to take over before you can secure the Foundry. Time for Round Two then. (Starts Foundry Assault mini-turn)
[] Capture Devastation: Now that you know that the Separatists have a full-on planet-killer there's only one logical thing to do - steal it. Well okay, it would have been a stupid idea if it weren't for Thrawn's idea to hand over the ship to the Chiss Ascendancy as a very, very large "gift" to help foster relations with them. All you have to do is steal a one-of-a-kind planet-killing starship that is no doubt swarming with droid security forces and is likely being guarded by a significant Separatist fleet. How hard could it be? Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
I'm pretty sure these are going to be our two Martial picks for this turn. I mean,
Devastation is just too big a threat and too big a prize, and it's one of the major obstacles keeping us from closer collaboration with Dooku. #DewIt And of course we're going to keep working on the Foundry.
[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted
[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets
[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset
[] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted
On the other hand, any of these (especially the Blazing Chain fleet and the 501st action) are seriously tempting, and strong contenders for our Free Action this round...
For Diplomacy:
[] Negotiating With "The Negotiator:" With Obi-Wan's decision to stay on Mandalore for the near future, you have an unprecedented opportunity to get one of the best Jedi Masters on your side - and more importantly a Master you know very well and who would actually be willing to listen to you. It's an opportunity that cannot be ignored. Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy
[] Seeking A Lost Soul: Admittedly you don't know much about Quinlan Vos, but since Dooku's marked him as a target of interest he's now worth looking into more thoroughly than other Jedi. You really have no reason to kill him (yet) so why not try and get someone to meet with him, feel him out, maybe even get him to focus his efforts elsewhere? Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication
...
[] To Bind The Jedi: The fact of the matter is that the Jedi Order has almost completely lost the trust of the general public after the Temple Massacre, and even now the Senate is debating just how the Order is going to be restricted to ensure that something like that can't happen again - and more importantly, threaten Republic interests. Even lessening the severity of some of the Senate's ideas is going to be a massive uphill battle, but it would be worth fighting against if only to keep Palpatine from getting more control over the Jedi before Order 66. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
I
really want to deal with the anti-Jedi laws, but the chance of success makes that iffy (on the other hand, we have two rerolls now and a bunch of heroes that might help, so...). We only have 1 normal Diplomacy action though, and recruiting either Obi-Wan or Quinlan Vos would be a major win for us.
[] Shards Encased In Iron (CNS): You know that Cheriss is a Shard these days, but according to her there are others like her who are skilled engineers and filled with wanderlust. It might be worth using the CNS to get in contact with the Shard worlds to see if you can get the chance to recruit some of them for yourself...oh and get them to apply to the CNS of course. Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers
As for our CNS action, as tempted as I am by the 'Techno Union' worlds, I
really want to recruit those Shard engineers to work with Cheriss and help out our research.
As for Stewardship:
[] Sienar Custom Vessel: Now that you've partnered with Sienar you can request customized ships from them for a price. You can either send them a plan of your own, or give their engineers a base concept and let them work out the details. Chance of Success: 90%
-[] "Archaeology" Ships: Given how important/profitable archaeology has become for you in recent days, this ship would assist with your efforts with on-board research labs and excavation gear so that your teams could quickly scour a site. Why does it have a stealth system and high-grade weapons? Because there are thieves and scoundrels who could try to steal valuable relics from you! Also never mind that the excavation lasers could also double as powerful armor-piercing weapons. Cost: 150 Reward: Archaeological Cruiser designed/produced
Diplomatic ships would be nice (+5 Diplomacy default bonus perhaps?) and the Hospital Ship would be cool (no idea what bonus we'd get from that), but I
really like the Archaeology write-in, especially if we end up working with Jerec in the near future. Willing to be persuaded, though.
For our two regular Stewardship actions:
[] Bring The Games To Taris: Taris is a neutral ecumenopolis that is a symbol of rebirth and now home to a number of sporting arenas. If ever there was a planet to host the Galactic Games at a time like now, Taris would be it. All you need is enough marketing and bribery and you're off to the races as it were. Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris
[] Scion of the Baobabs: You're not going to lie; you can tell that Mungo Baobab, heir to the Baobab Merchant Fleet, is going to be going places. A bright, intelligent, and charismatic young man like him would be a considerable benefit to your financial efforts...er...your legitimate financial efforts. ...Hopefully he'll stay still long enough for you to meet with him again. Chance of Success: 60% Reward: Mungo Baobab formally brought on as a "financial consultant"
Bringing the Galactic Games to Taris would be a
major coup for the CNS, and we're running out of time to make that work, so that's probably a lock. Also, I want more Stewardship-centric heroes, and Mungo Baobab is awesome, so let's recruit him!
[] The Revolution Will Be Televised: Helping with the Pantoran blockade has given you a unique opportunity as the planet is home to a massive information network under the control of one Baron Notluwiski Papanoida, and also boasts considerable success as a media mogul. Given that you're going to need a solid propaganda machine going if you're going to counter Palpatine in any meaningful way, surely there's a deal that could be made here... Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[] Tales of the Old Republic: 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, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming
On the other hand, both of the above are amazing. Papanoida's media network (aka spynet) is the second biggest after the Bothans', and would be a major help with our propaganda side.
[] Contact Ship-builders: If your efforts with Sienar are any indication you might have a bright future available to you in the starship industry; but you're going to need to get in contact with the producers first. Chance of Success: 70% Reward: Contact with chosen corporation gained
-[] Hoersch-Kessel Drive: This company helped produce Lucrehulks like the Oracle, but has been suffering from considerable mismanagement and financial losses. Surely they would appreciate an investor like yourself.
-[] SubPro: Despite the fact that they have produced high-quality products like the NovaSword fighter you acquired from Durge, they have been dealing with an unfounded reputation for shoddy workmanship. Sounds like they could use a popular investor.
I'm also (somewhat) tempted by these, but as useful as they'd be (rescuing a major shipwright from bankruptcy or decline and making it a mainstay of our corporate empire) I'm not sure they deserve an entire
action at this point, given how many other useful things we can do and how much money we're making through out bases...
[] Real Bad Moon Over Coruscant: There is an unlisted cloning facility on one of Courscant's moons, no doubt filled with clones waiting for an order from Palpatine to kill anything that tries to get in his way. You can't afford to worry about that kind of liability while you're tying to assassinate Palpatine - that facility must be destroyed.
@Dr. Snark, this action doesn't have any 'Cost' or 'Chance of Success' listed.
As for our Intrigue:
[] Rumblings Of A Giant: According to recent reports out of the Senate a major project has been authorized involving a "supercapital ship" of some variety, and it's about to be launched to deal with the Malevolence. While the project is apparently going to take a considerable amount of time to complete, that definitely sounds like it's at least worth looking into. Maybe Raith knows more about it given his position? Chance of Success: 90% Reward: Information on Republic secret project gained
This seems like a moderately high-priority option (though that applies to most of the Intrigue actions listed, frankly). Still, it's always a good idea to keep superweapons
out of the megalomaniac Sith Lord's hands.
[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Saro Sanuo: The Deputy Chancellor who seems to be connected to the Granta Omega fisaco a few years ago. While he's not that important in the grand scheme of things by comparison, having a different individual in the Deputy Chancellor's seat could make the inevitable transition of power easier to handle...
-[] Sate Pestage: Effectively Palpatine's No. 2 according to the reports. Dealing with him would mean that Palpatine would no longer be able to direct suspicion onto him or have a spokesperson to draw attention, among other benefits.
-[] Terrinald Screed: Normally one admiral alone wouldn't be enough of an issue, but since Screed is the leader of the Home Fleet and since all of Courscant's defense ships report to him...that makes him a far more important target.
-[] Wilhuff Tarkin: He's got considerable political power despite his station, he's already made his stances clear, and Thrawn has quite the bone to pick with him. It might just be enough to point out how badly he screwed up the Temple bombing investigation to get him out of the way.
-[] Armand Isard: You know his name from Seti's exile, and as the head of Republic Intelligence he's also the man behind the Covert Ops troopers killing deserting clones - and that is just off the top of your head. While Palpatine can always get a replacement, Armand is admittedly a quite talented intelligence officer, and it would be quite difficult to find a fitting replacement in a time like this...
-[] COMPNOR: A pro-Palpatine, pro-human, anti-pretty much everything else organization headed by Palpatine's most fanatically loyal followers. Not only would dealing with them be a significant blow to Palpatine's ability to rally people, but given that you're 75% non-human (ish) there's definitely some poetic justice to be meted out here.
-[] Supreme Chancellor's Aides: Given that there's approximately a 99% chance that there's at least some Sith acolytes among them? They may not seem important enough at first glance but that's kind of the issue right there.
This is higher risk than most other actions (40% base chance + 20% default bonus + 20% omakes = 80% odds before hero support) but any of these would be a major coup for us. In order:
- Wilhuff Tarkin should be our main target right now -- he botched the Temple Investigation (which means targeting him might synergize with a Diplomacy action against the Jedi 'Reform' laws) and went out his way to hurt Ahsoka (which means discrediting him might help us recruit Ahsoka or Anakin in the near future)
- COMPNOR and Isard are our next step -- cripple Palpatine's ability to rally public support (!) and hamstring his covert actions against us.
- Saro Sanuo and Sate Pestage are closer to the last step -- set up an easier transition period before we launch our primary attack.
I'm strongly inclined to go with Tarkin this turn.
Also:
[] Mote of Stardust: Cheriss has found the guy for your research division. Not a guy, as she pointed out repeatedly in her report, the guy. Galen Erso, one of the galaxy's most highly respected geniuses is currently stuck on Courscant in a dead-end job, and according to some cursory investigating he's being treated like dirt by his superiors. He's in a prime position to be recruited...if it weren't for the fact that you know better, and also that it seems like there's a lot of people just "randomly" sticking around his home. Extracting one of the galaxy's finest minds from Coruscant itself while he's under active surveillance would be unquestionably difficult, but the prize of Erso could be well worth it. Chance of Success: 50% Reward: Galen Erso extracted from Coruscant
Recruit another Learning-centric Hero? Yes please!
As for Lore:
[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
-[] Korriban: The origin world of the Sith, this planet would contain plenty of artifacts for those that can withstand the wildlife and the immense influence of the Dark Side.
-[] Outer Rim (Dxun, Telos (IV))*: A pair of worlds closely associated with the Jedi Civil War era, they are home to Sith and Jedi ruins respectively.
-[] Hutt Space (Manda, Tatooine)*: These worlds contain various libraries and such that would make for interesting material to steal examine closely.
-[] Duro*: The Valley of Royalty is listed as another Wonder of the Galaxy, and contains an incredible (if varied) collection of data & historical artifacts. Sounds like a good place for "research."
-[] Centerpoint Station*: Something about the station caused your Shatterpoint abilities to react to it...maybe you should look into why that is more specifically.
-[] Sith Worlds: A generalization of worlds in the Northern Rim that are dotted with Sith ruins, artifacts, and who knows what else. Could be dangerous. Would definitely be profitable.
-[] Cularin*: A system that recently joined the CNS, not only is it home to a Sith fortress but it also dropped out of existence for a decade. Poke it and see what comes out of it.
-[] Kathol Outback: An isolated area of the Outer Rim, the region is rumored to be home to a powerful Force sect, but you don't have much more to go on besides that.
-[] Aliston Nor: A planet said to be the home of the "Jedi Builders," a sect that uses techniques similar to mechu-deru to design ships and buildings. While the planet's existence and history is well-documented, you'd like to be sure that there's something worth stealing studying before you commit to the planet.
-[] Prakith: According to Vectivus this planet is home to the tomb of Darth Andeddu, but the catch is that it's also home to a fanatical cult bent on protecting the tomb of their "god-king." Still, maybe there's something worth finding there...
Aliston Nor sounds interesting, as do many others, but I
really want to explore Cularin in order to set up our base there next turn. So much
stuff!
[] A "Blind" Explorer (Archaeology): After five years of no contact, you've finally managed to reunite with Jerec in the middle of his expedition into the Unknown Regions. While it would be difficult to maintain contact with him, he's mentioned that he'd be more than willing to renew the old agreement the two of you had given the chance, and it would be nice to better understand the mysteries of the Unknown Regions. What he needs from you is the ability to analyze data from his expeditions that he can't do on his own within the cramped quarters of his shuttle. Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions
This is another big one -- fortunately, while it is 'Archaeology', we can spend one of our regular actions on it instead. OTOH, that means we wouldn't be able to use it on studying another Force school...
[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] Nightsisters: You've already got an in with them through Talzin...even if she's been proven to be unreliable lately, and they have very unusual abilities that you might be able to use yourself.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
So many awesome choices...
- Fallannasi are the best at illusions in the galaxy, which would be especially useful for an Intrigue-heavy organization like ours.
- OTOH, 'Disciples of Twilight' have illusion techniques that directly affect light and shadow, which is useful when dealing with electronic surveillance and such. So they're also awesome.
- Jal Shey use Force Imbuement, which means they craft magic items. Who doesn't want that?
- Voss Mystics have the best/most accurate Force Visions of any Force sect in the galaxy. If we want to upgrade our Shatterpoint or Force Sight, or just have a better idea of what's around the corner, this is the sect we want.
All that to say... I don't know! Too many promising options here!
As for Learning:
[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized
Just like Sair Frames for our droids, Mass Genemodding has the potential to upgrade
all of our organic soldiers.
Of course, let's not forget:
[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[] Phirk: A malleable metal that is surprisingly extremely durable despite being very light. It's also incredibly expensive for those reasons but you can deal with that after the research is done.
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
-[] Agrocite: A material used to boost turbolaser fire, but you've heard rumors that the Wookiees have used it in their bowcasters to make them even more powerful weapons.
-[] Ionite: As expected by the name this material can be used to neutralize energy fields. Surely there's more that can be done with the material.
-[] Beskar: The material that makes up the famed armor of the Mandalorians. That's useful on its own but maybe there's more you can do with it?
-[] Hiridu: A crystal that can significantly boost communications signals by proximity alone. Maybe there's other aspects of it that haven't been discovered yet.
-[] Hibridium: A material that apparently can act as an alternative to stygium for cloaking, though it also has a bad habit of exploding when ships go into hyperspace. Maybe there's something else that could work?
Materials research, for dirt cheap and only one turn apiece. Definitely worth investing a few actions into! At this point I'm mainly tempted by Cortosis (anti-lightsaber) and
maybe agrocite (powerful blasters...). Still undecided.
As for our Personal actions:
-[X] Form III (Soresu) Training: While Form II has proven to be a useful tool at times, you would certainly appreciate the chance to expand your abilities in lightsaber combat just in case. And wouldn't you know it, you happen to know one of the best users of Form III in the galaxy-one Obi-Wan Kenobi. Annoy him enough like you did Dooku and you might have the chance to pick up some pointers from him. Reward: Martial Increase, Form III training (Finishes this turn)
@Dr. Snark, I'm pretty sure this action is 'locked', but does it occupy one of our 3 Personal Action slots this turn?
[] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???
[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???
We definitely need to talk to Asajj, that's a given. I'm not sure we should follow Anakin at this point -- he's a big boy, and we should be okay leaving him be for a turn before checking in (as a sign of trust, at least).
For our Hero actions:
[] Under The Knife: With the facilities of the Arkanian Legacy at their disposal, the Arkanians can easily genemod anyone you want to go through the process. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Silencer: No response as usual.
--[] Thrawn: Ambivalent to the idea, but if you want him to go through with it he will.
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] Choose 1 Genemod:
--[] Balosar: A species that has incredible intuition, allowing them to read emotions or detect incoming threats. (Diplomacy, Intrigue)
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)
--[] Echani: The progenitors of the Silencer's Thyrsian species, they are fierce fighters who believe in the concept of communication through combat. (Martial, Lore)
--[] Firrerreo: A gold-skinned species that boasts considerable regenerative abilities. (Martial, enhanced lifespan)
--[] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span by about 20 years as opposed to regular genemods. (Intrigue, enhanced lifespan)
--[] Miraluka: Your own species, able to see through the Force despite a lack of eyes. The Arkanians have admitted that they're not entirely sure what will happen if that mod is used due to the species' natural connection with the Force - sure it worked on Asajj, but "reliable results" and "the Force" don't tend to go together very well. (Lore, ???)
--[] Sephi: A pointed-eared species that is not only long-lived but also have a natural affinity for working with machinery. (Learning, enhanced lifespan)
--[] Zabrak: A tough species that is extremely resistant to physical pain. (Martial)
--[] Zeltron: An incredibly attractive species that uses pheromones to gain an edge in social conversations. (Diplomacy, Intrigue)
Recall that 'Miraluka' genemod gave Force sensitivity, and Dr. Snark has hinted that would be the case for any of our heroes (Asajj got the bonus Force Sight trait because she already had Force sensitivity...). This could be a major boost for one of our warriors, or someone like Thrawn...
[] Thrawn - Understanding A Warrior's Heart: While he doesn't like admitting it, Thrawn has been baffled at the results of Greivous' assault on the Foundry. He's requested some time to analyze the results of the battle in earnest and determine exactly where he went wrong in his estimations - and potentially bettering them in the future. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 60% Reward: Foundry assault data analyzed by Thrawn, ???
...Synergy with Foundry Assault? Yes please.
[] Talesan Fry - You Killed My Father, Prepare To Die: The current leader of the Corporate Alliance, Passel Argente, was the man responsible for the deaths of Fry's parents. While he has so far largely kept his mouth shut about the matter, he's quietly admitted that he wants the chance for revenge. He doesn't want Argente dead (likely due to Obi-Wan and Siri's influence), but he does want to see him brought to ruin. Dooku's idly mentioned that he just doesn't care about Argente anyway, so maybe there's a chance for some payback. (Uses Intrigue Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 60% Reward: Talesan gets his revenge on Argente, ???
[] Talesan Fry - That Boy Needs Some Therapy: To put it bluntly, Fry is not in a good headspace right now, having sealed himself in his Box and effectively isolating himself from society. While his newfound paranoia is entirely warranted to a degree, it's gotten to the point where it's going to be a headache to deal with. Maybe you should get some therapists over to the Box. Or get him to at least say hi to Obi-Wan or Siri. Or something. (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
Both of these are tempting,
very tempting. The Corporate Alliance is the one CIS megacorp we
don't have our claws in, so that first one could be a big help for us (though it might handicap the Separatist cause a bit too much). Helping out Talesan Fry on a personal level is somewhat more subtle, but will remove a major negative trait and probably make him more useful all around. Not sure, but it's promising. Plus, it reinforces his impression of us as someone who actually cares for the people who she works with.
The bases are
way too many to do justice in a first reaction post, but:
Lordran, Kiln:
[] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: 200
@Dr. Snark, we already bought this base upgrade last turn.
[] Relocate/Expand Droid Infrastructure: It's not like the droids you have on Courscant are bad, it's just that you don't want them on Courscant itself.
-[] Archive/Data Analysis Droid Fleet: Set up archival and data analysis droids on Kiln to make sure that your organization isn't brought down by its continued expansion. Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[] Administrative Droid Fleet: You're never going to stop expanding your ventures. So you're going to need droids to help keep everything in line. Admisitrative droid fleet relocated to Lordran
These ones should definitely be locked in, to justify the default bonus we got in turns 1-2.
Castell Facility:
[] Gossam Development Programs: Castell's economy is not exactly in the best of places right now. Get the Muuns to help you set up programs to help get it back into shape. Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
I'll have to check the math on 'Gossam Development Programs', but that one should be worth our while.
[] Mining Guild Production Investments: Go a step further with your deals with the Mining Guild and buy out some of their production facilities on Castell and across the galaxy in general to ensure you have a constant supply of raw materials. Cost: 200 Rewards: +50 investment income, discount on base upgrades
@Dr. Snark, depending on the 'discount' you offer (5% perhaps) I really don't think this upgrade should provide any investment income separately. I intended the write-in more as a 'use existing investments to bring Mining Guild companies to table to negotiate long-term contracts for access to raw materials' -- it would be an upfront cost + upkeep in exchange for that discount.
OTOH, if you want to give us a discount
and income, feel free.
[] Mercy Medical Campus Expansion: You have an entire medical campus to expand and the people would be more than willing to help build said expansions.
-[] Karada Sentient Resources: With all of the various species out there in the galaxy, having a centralized branch dedicated to ensuring specific treatments for a species would certainly be welcomed. Cost: 100 Reward: +50 Karada income
Also for
@Dr. Snark: I originally intended 'Sentient Resources' to be a sci-fi spin on 'Human Resources' (HR). On the other hand, I like your concept better. I'd just suggest that it be renamed 'Karada
Xenomedicine' instead.
[] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income
Right now we have 690 in Smuggling income, so 10% gives us 69 credits per turn. -50 makes this not yet worth our while, though there are some smuggling upgrades available that might make it more important.
[] Arkanian Recruitment Center: Sure you've had Arkanian scientists on staff for years now, but they're not a major component of your research teams. Setting up proper recruitment could get some of the most brilliant and "morally liberated" minds you could possibly ask for. Cost: 150 Upkeep: 50 Reward: Arkanians recruited more thoroughtly, bonus to Learning actions
I'm always game for default bonuses!
[] Jedi Enclave: Trying to force Jedi - even if they aren't a part of the mainline Order - off of Tibannopolis is practically suicide. Instead, you could help fund an enclave for them, giving them a place to stay, making it easier to keep an eye on them, and maybe even seeing if they have some unique techniques worth "borrowing..." Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
This is basically "Spend 100 credits to get a free 'study techniques' action".
Definitely worth it, especially since the Altisian Jedi are a Jedi splinter group who specialize in psychometry -- a ridiculously useful skill for an Intrigue organization like ours.
[] Lorrd City University "Donations": Lorrd is home to a university renowned for being one of the finest learning institutions in the galaxy, and its students have access to some of the most comprehensive academic archives. Get some investments in the university and use the opportunity to get first dibs on its most talented graduates. Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions
[] Lorrdian Recruitment Center: Lorrdians are famed for being able to read people like a book by observing their body language to an incredible degree. That level of insight could prove invaluable to you in both the diplomatic field. Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
As I said, I'm
always game for default bonuses, and this planet offers
two of them!
Oh, sweet super-ship, how I love thee. Let me count the ways...
[] Sienar Interior Renovations: Fact of the matter is that this ship is still kind of a mess - Raith had to focus on functionality over style when he was rebuilding the ship. He has pointed out that he did have plans for interior renovations anyway, and you could always have them finished yourself. Cost: 100 Reward: Chu'unthor interior fully renovated
[] Ithorian Biome: While integrating a "living ecosystem" or whatever onto the ship might seem like it's only for vanity/comfort purposes, the fact of the matter is that there's a non-zero chance that it could have some unexpected effects on Force training on board the ship. Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits
[] Abyss Agent Barracks: The Chu'unthor was designed to help train hundreds of potential Padawans. While said facilities are currently non-functional due to the ship's crash in the past, if you rebuilt them you'd be able to expand your training regimen considerably. Cost: 200 Reward: +1 Force study action
[] Personal Quarters: Because with a ship like this you deserve something fancy. Said quarters are also going to be under the bridge - and you wonder how many people are actually going to get that joke. Cost: 50 Reward: Personal quarters set up
[] Abyss Archive: Tyro once commented that the Agent/Walker programs are basically a bastardization of training regimens from a dozen different Force orders, and he's not wrong about that. Still, it would help if you could put together a more coherent database about said training regimen so that it could not only be more coherently taught, but more easily be improved and expanded upon. Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions
[] Force-Based Research Labs: This ship was designed to study the Force - and while its original owners probably didn't consider the idea of setting up proper research labs for studying anti-Force weaponry you're not as picky about it. Cost: 200 Reward: Decreased time for anti-Force research actions
[] Defensive Emplacements: Right now the Chu'unthor has sparse defenses, but nothing that would let it withstand a concentrated attack. Getting some proper guns, shield generators, and armor plating would ensure that it would be far more resilient should it be attacked. Cost: 150 Reward: Heavier defenses set up for Chu'unthor
[] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense
...I want it. All of it. Every single one. I'm willing to wait on a few, but honestly, the barracks would give us +1 Lore action, and the Archives/Labs give better odds/faster research speed for Lore and Learning.
Worth it.
I didn't cover the 'Base Purchases', mainly because that was a big list, but I will say right now I am
committed to adding new bases on Yavin and Mustafar next turn. There are others I'd like to see, but those two are
way too important.