I just want X-Wings :V


( *points at username* )


Though if we could find more Revan goodies I wouldn't complain.
 
So, plans!
Martial: Foundry Raid II : "ONE STEP FORWARD! NOT ONE STEP BACK!" How many floors are left, again?
Capture Devastation : (60%) We'll probably want the Silencer or Asajj on this, since I'm going to assume we're sending Grievous and HK to the foundry.

Diplomacy:
To Bind The Jedi (CNS) : (50%). Yeah, no way we're not going to step in here. If we didn't have those tempting Hero Actions for Thrawn, I would definitely put him on this. Might be worth Personal Attention.
The Roaming Jedi : (90%) as our Force Order action. Not sure about this one, but I honestly have no clue which of the groups we can contact will be useful.
Negotiating With "The Negotiator:" (80%) Obi-Wan directly helping us? Yes please.

Stewardship:
"Humanitarian" Transports : Stealth transports. Archaeology ships are nice, sure, but Stealth. Transports.
Scion of the Baobabs : (80%) More Heroes is always good.
The Revolution Will Be Televised : Guaranteed to succeed, and will help us against Palpatine. And it will work even better once we start striking at his own popular support in COMPNOR.

Intrigue:
Putting Down Monsters: (60%) We do not want Maul to interfere with our work.
Mote of Stardust : (70%) Same as Baobab: More Heroes.
Strike Palpatine's Inner Circle : (60%) Tarkin is going down.

Lore:
A "Blind" Explorer (Archaeology) : (80%) Might give us a start on getting Jerec as a Hero.
Incorporate Luka Sene Techniques : Why not make sure our Agents can use the tricks we have found before we start looking at even more obscure groups?

Learning:
Mass Genemodding Program : (90%) Upgrades our troops, even better if we combine it with
Non-Human Genemods : (90%) If we get this, we can genemod Grievous and our Kaleesh troops.

Personal :
The Conversation No One Wants To Have : We can't avoid this.
Either do 2 Personal Attention ( Probably on To Bind the Jedi and either Devastation or Tarkin) or just one PA and one Force Training. Telekinetic Lightsabers?

Hero Actions:
Gene-mod: Silencer - Chiss?
Thrawn - Understanding A Warrior's Heart: Foundry assault!
Talesan Fry - That Boy Needs Some Therapy : (60%) He really does need it.
Cheriss Sair - The Art Of The Droid : Mechu-deru for everyone!
 
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Martial: Foundry Raid II : "ONE STEP FORWARD! NOT ONE STEP BACK!" How many floors are left, again?
Five or six.

Talk about prescient. Now that the final version of the plan is congealing, I'm finding that this is exactly what happened: we needed our heroes to make low-odd actions feasible, so we're only using 2 of our 3 Hero Action slots.
Odd. The plan I've come up with let's us take three hero actions and leaves us with high to guaranteed chances of success on everything thanks to all the bonuses. Granted, my plan doesn't include Strike Palpatine's Inner Circle, but even if it did, that's an 80% chance of success thanks to Omakes and bonuses if I'm understanding how bonuses work correctly, and I'd throw Silas on it to push it over 90% since right now I've just thrown him on Bad Moon in absence of anywhere else to assign him.

HK-47 can kill Savage, Obi-Wan can put down Maul.
HK would be better used on another Foundry Raid. That said, Jango can do this just as well since this is an Intrigue action.
 
...You make a very good point, that there's a potential synergy between recruiting Obi-Wan and 'putting down' Maul and Savage. I'm pretty much 50-50 on the fence, so I'd really appreciate people chipping in with their thoughts on this.

As I've already voiced, supper critting the Maul action may do the Obi-Wan diplo action as well. Plus, Vos is probably time sensitive and there's a very low chance of gaining Obi-Wan as a hero unit.

Obi-Wan directly helping us? Yes please

Unless we crit it, there's very, very little chance of him becoming a hero unit. He'll probably be a anti-palpatine assets unless order 66 is called.
 
As I've already voiced, supper critting the Maul action may do the Obi-Wan diplo action as well. Plus, Vos is probably time sensitive and there's a very low chance of gaining Obi-Wan as a hero unit.
Unless we crit it, there's very, very little chance of him becoming a hero unit. He'll probably be a anti-palpatine assets unless order 66 is called.

I don´t think that we will get him as a hero Unit even if we crit here, Obi Wan is simply too loyal to the Jedi to join what is basically a crime syndicate.

What I can see happening if we get a crit is gaining not only Obi Wan as a asset, but also gaining more Jedi to the cause (Siri, Adi Galia, etc)...
 
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[] 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

[] 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
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are a separate group from the main Order that are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.
[] To Bind The Jedi (CNS): 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. The good news is that it's basically guaranteed that Satine and many other CNS members won't stay quiet about this. Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced

-[] MandalMotors: A company based out of Mandalore itself that specializes in heavy-duty warships like the Keldabe battleship. All they're really lacking in is proper funding.
[] Giving Causality A Migraine: While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] Putting Down Monsters: You've tolerated their existences up to this point, but with Maul and Savage gearing up for an attack on Mandalore it's clear that they have to go. Do whatever it takes to take these psychopaths off the board and prevent them from interfering any longer. Chance of Success: 40% Reward: Maul and Savage terminated
[] 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

-[] 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.

[] 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

[] Incorporate Luka Sene Techniques: The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents
[] Force-Sensitive Genemods: The Arkanians aren't even entirely sure it would work, but given that the Miraluka mod went over well they've floated the idea of getting more genemods from species that are Force-sensitive by nature in the hopes that something would happen when a subject is genemodded. Naturally even getting some of the mods would be incredibly expensive so you'd need to help fund the project. Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered
[] Analyze Commando Gear: Despite his grumbling Skirata was willing to part with a few sets of clone commando armor and weaponry. Have your research teams look into them and see what they can reverse-engineer from them. Chance of Success: 60% Cost: 150 Reward: Commando Gear reverse-engineered [Takes 2 Turns]

[] 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: ???


[] 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 SuccessL 60% Reward: Foundry assault data analyzed by Thrawn, ???
[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
-[] 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. Asajj never said it outright but she has taken quite the interest in that particular ability, and she's noted that their Sith heritage would mean they wouldn't reject her.

I still kept the free action free if someone wants something real badly. Interested in comments.
 
Sorry if this is against forum rules or something, but I've already had to retype my plan once, so I'm posting it now so that I don't have to do it again.

This does not include bases or upgrades to them, because there are just too many for me to do all the relevant calculations.
Martial: Pick 3, 1 Free Action:
[] Foundry Raid Night II: (Starts Foundry Assault mini-turn)
-[] HK-47
-[] Grievous
-[] Asajj Ventress
[] Capture Devastation: Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[] The Silencer
[] Heroes of the Clone Wars: Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted

Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:
[] Negotiating With "The Negotiator:" Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy
-[] PR-1
[] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order
[] To Bind The Jedi (CNS): Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
-[] Personal Attention

Stewardship: Pick 2 Regular Actions, Up to 1 Sienar Action:
[] Sienar Custom Vessel: Chance of Success: 90%
-[] "Diplomatic" Ships
[] Bring The Games To Taris: Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris
[] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida

Intrigue: Pick 3:
[] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
-[] Silas Cata
[] Putting Down Monsters: Chance of Success: 40% Reward: Maul and Savage terminated
-[] Jango Fett
[] Mote of Stardust: Chance of Success: 50% Reward: Galen Erso extracted from Coruscant

Lore: Pick 1 Regular Action, 1 Archaeological Action:
[] Research Alternative Force Schools: Chance of Success: 70% Reward: Learn techniques from other Force users
-[] 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.
[] A "Blind" Explorer (Archaeology): Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions

Learning: Pick 2, or pick only one Research action and halve its time:
[] Non-Human Genemods: Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species
[] Force-Sensitive Genemods: Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered

Personal: Pick 3:
[] The Conversation No One Wants To Have: Chance of Success: ??? Reward: ???
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] The Conversation No One Wants To Have: Chance of Success
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] [] To Bind The Jedi (CNS): Chance of Success

Hero Units: Optional, Pick Up To 3 Regular Actions & 1 Genemod Action, Uses Hero Unit's Full Stats:
[] Cheriss Sair - The Culmination of a Dream: (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 500 Reward: Cheriss completes her design, ??? (Takes 2 Turns)
[] Thrawn - Understanding A Warrior's Heart: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of SuccessL 60% Reward: Foundry assault data analyzed by Thrawn, ???
[] Talesan Fry - That Boy Needs Some Therapy: (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???
 
Funds Available: 8462
Estimated Action Cost: 1700 (this should be higher than any plans which allows any savings to be put into more purchases)
Funds for Bases: 6762

Modifiers:
-40% upkeep Kiln Upkeep
-40% upkeep on Military
-20% Karada upkeep
-20% Investment Income
60% Silver Cross Income
80% Muunilist
50% Kalee
100% Taris
20% Coruscant
30% Nar Shadda
5% All Income (after other bonuses and penalties)
5% Base cost reduction (+5% to 10% with a purchase this turn, will assume that purchase is made)

Income Categories:
Information, Investment, Karada, Silver Cross, Military, Smuggling (690 currently), Salvage

Below I am outlining the purchases I consider a minimum

Coruscant:
Intelligencer Expansion- 100/+50(52.5) Investment
Coruscant Enquirer- 100/25(26.25)-Investment
Smugglers Den- 100/+50(63)-Smuggling
Regional Strongholds 150
Total: 550(495)/+141.75: 353.25

Kalee:
Military Factories- 150/+50 (78.75)- Military
Joint Kaleesh-Mandalorian Training Centers- 100
Megafauna Museum- 200/50(68.25)- Investment
Total: 450(4055)/+147: 258

Mandalorian:
Corellia-Mandalore Pilot Training- 100/ -50 -Military? If so then -30
Guardian HQ Expansion- 150
Salvage Teams- 100/+25 (26.25)- Salvage
Total: 350(315)/-23.75: 338.75

Kiln:
Droideka Factory 150/-80(48)
Lordran Vault- 150
Relocate Archive Droids- 75
Relocate Admin Droids- 75
Total: 450(405)/-48: 453

Nar Shadda:
Aegis Security Expansion- 50/+25(34.125)- Military
Total: 50(45)/+34.125: 10.875

Castell: (current base income- 570)- salvage team not listed as it does not provide a salvage roll
Gossam Commando Gear- 50
Smuggler's Den- 100/+50 (52.5)- Smuggling
Gossam Development Programs- 150/-50,+171[201](179.55[211.05])- use [ ] if buying the two income producers (which we should be doing)
Mining Guild Investment- 200/+50 (42)- Investment
Total: 500(450)/+305.55: 144.45

Muunilist:
Salvage- 100/+25(47.25)- Salvage
Currency Exchange- 100/+50(84)- Investment
Phlut IG Development Labs- 100
Total: 300(270)/+131.25: 138.75

Kashyyyk: (current base income- 495)
Wookiee Infrastructure Programs- 150/-50,+148.5(155.925)
Total: 150(135)/+105.925: 29.075

Taris:
Karada Labs- 100/+50(105) - Karada
Karada Academy- 100/+50(105) - Karada
Karada Museum- 100/+50(105) – Karada
Karada Genetics Center- 100/+50(105) – Karada
Karada Xenomedicine- 100/+50(105) – Karada
Karada Pharmecuticals- 100/+25(52.5) -Karada
Karada Manufacturing- 100/+25(52.5) -Karada
Karada Medical- 100/+25(52.5) -Karada
Karada Cybernetics- 100/+25(52.5) -Karada
Karada Force Cybernetics- 150/+50(105) -Karada
Systemwide Defenses- 250/-100
Silver Cross Headquarters- 150/+50(136.5)- Silver Cross
High-Society Matchmaking Programs- 50/+25(47.25)- Investment
Baobab Fleet Terminal- 100/+50(94.5)- Investment
House Benelex Facilities- 100/+50(105)- Military
Corellian Merchant Guildhouse- 100/+50(94.5)- Investment
CEC Facilities- 100/+50(94.5)- Investment
Total: 1900(1710)/+1312.25: 397.15

Naboo: (current base income- 475)
Asset Centralization- 50/+50(42) – Investment
Naboo Development Program- 150/-50,142.5[165](149.625[173.25])
Silver Cross Distribution Center- 50/+25(42)- Silver Cross
Total: 250 (225)/+207.25: 17.75

Cato Nemodia:
None- baktoid has same options at Klin except we get a 40% discount on upkeep there

Ord Mantell:
Expanded Shadowports- 150/+75(78.75)- Smuggling
Drydock- 150/+50(52.5)- Military
Total: 300(270)/+131.25: 138.75

Dantooine:
AgriCorps Outpost- 100/+25(21)- Investment
Svivreni Crystal Mining- 150/+50(42)- Investment
Total: 250(225)/+63: 162

Corellia:
Corellian Recruitment Center 100/-50
Smuggler's Den- 100/+50(52.5)- Smuggling
Silver Cross Distribution- 50/+25(42)- Silver Cross
Total: 250(225)/+44.5: 180.5

Sullust: (current base Smuggling Income 690, 940 with purchases this turn)
Aegis Security- 75/+25(26.25)- Military
Total: 75(67.5)/+26.25: 41.25

Arkania:
Aegis Security- 75/+25(26.25) Military
Salvage- 100/+25(26.25) Salvage
Arkanian Recruitment Center- 150/-50
Cloning Facility- 200/-100
Total: 525(472.5)/-97.5: 570

Tibannopolis:
Aegis Security- 75/+25(26.25) Military
Benelex House- 100/+50(52.5) Military
Tibanna Gas Refinery- 200/+50(42) Investment
Shadowport- 50/+25(26.25) Smuggling
Jedi Enclave- 100
Salvage- 100/+25(26.25) Salvage
Total: 625(562.5)/+173.25: 389.25

Lorrd:
Aegis Security- 75/+25(26.25) Military
Salvage Teams- 100/+25(26.25) Salvage
Vianist Pilgramages- 100/-50
Vianist Safehouses 100/+25(21)+25(42) Investment/Silver Cross
Svivreni Gem Mines 100/+25(21) Investment
Lorrd City University 150/-50
Lorrdian Recruitment Center 100/-50
Total: 725(652.5)/-13.5: 666

Chu'unthor:
Sienar Interior Renovations- 100
Ithorian Biome- 150
Abyss Agents Barracks- 200
Personal Quarters- 50
Abyss Archive- 100
Force Based Research Labs- 200
Defensive Emplacements- 150
Total: 850(765)

Total Cost: 5053.8
Left Over: 1708.2

So obviously funds left over. Also some of that will go to new base purchases (maybe 600-800 of that) but still around 1k left to add more base upgrades.

Some things to clarify- which of the upkeep options (system wide defense, corellian and mandalore programs perhaps) count as Military in terms of the 40% upkeep reduction, that will free up some cash.

My next post will be the remaining options with the turns to pay investment assuming the above choices. Also all of the 30% gave good investment returns this turn so I grabbed them all. The smuggling does not so it was not included.
 
Sorry if this is against forum rules or something, but I've already had to retype my plan once, so I'm posting it now so that I don't have to do it again.

This does not include bases or upgrades to them, because there are just too many for me to do all the relevant calculations.
Martial: Pick 3, 1 Free Action:
[] Foundry Raid Night II: (Starts Foundry Assault mini-turn)
-[] HK-47
-[] Grievous
-[] Asajj Ventress
[] Capture Devastation: Chance of Success: 40% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy
-[] The Silencer
[] Heroes of the Clone Wars: Chance of Success: 70% Reward: Ashoka, Yularan, and 501st fully subverted

Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action:
[] Negotiating With "The Negotiator:" Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy
-[] PR-1
[] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order
[] To Bind The Jedi (CNS): Chance of Success: 30% Cost: 250 Reward: Severity of new laws reduced
-[] Personal Attention

Stewardship: Pick 2 Regular Actions, Up to 1 Sienar Action:
[] Sienar Custom Vessel: Chance of Success: 90%
-[] "Diplomatic" Ships
[] Bring The Games To Taris: Chance of Success: 60% Cost: 200 Reward: Galactic Games brought to Taris
[] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida

Intrigue: Pick 3:
[] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
-[] Silas Cata
[] Putting Down Monsters: Chance of Success: 40% Reward: Maul and Savage terminated
-[] Jango Fett
[] Mote of Stardust: Chance of Success: 50% Reward: Galen Erso extracted from Coruscant

Lore: Pick 1 Regular Action, 1 Archaeological Action:
[] Research Alternative Force Schools: Chance of Success: 70% Reward: Learn techniques from other Force users
-[] 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.
[] A "Blind" Explorer (Archaeology): Chance of Success: 60% Cost: 100 Reward: Renewed association with Jerec, information on Unknown Regions

Learning: Pick 2, or pick only one Research action and halve its time:
[] Non-Human Genemods: Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species
[] Force-Sensitive Genemods: Chance of Success: 50% Cost: 300 Reward: Genemods from Force-sensitive species gathered

Personal: Pick 3:
[] The Conversation No One Wants To Have: Chance of Success: ??? Reward: ???
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] The Conversation No One Wants To Have: Chance of Success
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] [] To Bind The Jedi (CNS): Chance of Success

Hero Units: Optional, Pick Up To 3 Regular Actions & 1 Genemod Action, Uses Hero Unit's Full Stats:
[] Cheriss Sair - The Culmination of a Dream: (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: ??? Cost: 500 Reward: Cheriss completes her design, ??? (Takes 2 Turns)
[] Thrawn - Understanding A Warrior's Heart: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of SuccessL 60% Reward: Foundry assault data analyzed by Thrawn, ???
[] Talesan Fry - That Boy Needs Some Therapy: (Uses Diplomacy Bonuses, Talesan Fry must be assigned to this action if chosen) Chance of Success: 40% Reward: Talesan gets therapy for his paranoia, ???

I do still suggest waiting to do Obi-Wan's action till next turn. Vos is a more pressing matter for us.
 
Talk about prescient. Now that the final version of the plan is congealing, I'm finding that this is exactly what happened: we needed our heroes to make low-odd actions feasible, so we're only using 2 of our 3 Hero Action slots.

By "feasible", are you talking "80% chance of success, 70% chance of a crit"? Because I for one would like to see less crits so we have less interludes standing between us and next turn!

fasquardon
 
Yeah, our odds on a lot of these actions is actually really good. For example, in my preliminary plan earlier, I listed Strike Palpatine's Inner Circle as having a 60% chance of success, which is the base+Omake bonus, but we also have a total of +20 bonus for all Intrigue actions, so it's really 80% chance of success for that. Without Hero support or anything.
 
Here's my proposal, not a vote, I made sure there were no x's (and I can't get up with the rest of you for first posts).

[] Plan Stacking the Deck

Martial

[] Foundry Raid Night II
-[] Grievous
-[] HK-47
[] Capture Devastation
-[] Thrawn
[] Heroes of the Clone Wars (Free Action)

Okay Foundry is obvious and combined with our two highest martial heroes we should be able to secure it. Devastation is also a pressing need and it only makes too much sense for Thrawn to oversee it considering this is his plan. Meanwhile getting to the 501st while the situation is raw from the Temple Massacre means we'd have an easier time of recruiting them and they'd have a more positive view of us.

Diplomacy

[] Seeking A Lost Soul
[] Between the Light and Dark
-[] Corellian Jedi Order
[] To Bind The Jedi (CNS)
-[] Silas Cata
-[] 10 Watcher

Vos is something of a maverick Jedi and with his ability to use the Force to look into the past, sounds like something our Agents could use (and everyone wants the cool guy). The Green Jedi are the largest force group out there and getting numbers on our side will be useful when we finally press the button... as well as teaching Jedi techniques to our Agents. Meanwhile it's absolutely vital we subvert Palpatine's plot and Silas is the best possible candidate to achieve this (and stuck a ton of Watchers just to be sure).

Stewardship

[] Sienar Custom Vessel
-[] "Humanitarian" Transports
[] Oust Shu Mai
-[] PR-1
[] Bring The Games To Taris

Getting our forces moving about unnoticed is paramount to ruining the Grand Plan. Getting rid of Shu Mai brings us one step closer to Dooku and the Galactic Games are likely to give us a boost both economically and politically.

Intrigue

[] Putting Down Monsters
-[] Ventress
-[] Jango Fett
[] Mote of Stardust
-[] Silencer
[] Strike Palpatine's Inner Circle
-[] Wilhuff Tarkin

Removing Maul from the equation before he causes chaos is vital to the survival of the CNS as Satine is our figurehead... and we can't afford to make her a maytr (yet). Plus since he think Ventress is on his side (or wouldn't betray him for Kenobi), Maul won't see it coming. Galen is needed this turn for if we wait he'll take up Krennic's offer. Tarkin is to both satisfy the bloodlust you lot have, get revenge for Ahsoka and to discredit a voice for human supremacy within the GAR.

Lore

[] Incorporate Luka Sene Techniques
[] A "Blind" Explorer

Teaching all our Agents to fight blind and detect energy fields sounds like something that will come in handy. Speaking of blind Jerec needs to be done this turn before he vanishes.

Learning

[] Develop Improved Medicine
[] Mass Genemodding Program

Increasing our troops survivability rate is a must.

Personal

[] Personal attention
[] The Conversation No One Wants To Have
[] Follow the Trail
-[] Personal Attention
[] Annoy Padme

Convincing Asajj that there's less violent ways to get revenge on Dooku is a must. A greater problem is Anakin as his records show that he's a trouble magnet and we'd like him alive please. Meanwhile Padme needs to be taken on a not-at-all-baby-shower.

Hero

[] Cheriss Sair - The Culmination of a Dream
[] Talesan Fry - That Boy Needs Some Therapy

I really want to see Cheriss' mech and as for Fry we do have limits on how crazy you can be (you're not allowed to out-crazy Ciaran).

Coruscant

[] Intelligencer Expansion
[] Coruscant Enquirer
[] Undercity Portal
[] Regional Strongholds
[] Rolling Takeover

Improving our media machine and building up our hidden fortress.

Kalee

[] Expanded Industrial Investments
-[] Military Factories
-[] Labor Droid Plants
[] Joint Kaleesh-Mandalorian Training Centers
[] Kalee Gravball League

Investing in our greatest special forces and introducing some acceptable culture from the rest of the Galaxy.

Oracle

[] Ithorian Biome

Since Lucrehulk's are fairly massive I think we can have our own mini-ecosystem.

Lordran

[] Droid Factory
-[] CB-3 Droid Factory
[] Personal Retreat Customization:
-[] Abyss Murals
-[] The Lordran Vault
[] Relocate/Expand Droid Infrastructure
-[] Archive/Data Analysis Droid Fleet
-[] Administrative Droid Fleet

Oh, how I wish I could get Mount Ciaran... but I can wait for when we have visitors of important note. Getting more anti-Lightsaber Droids would be useful, while the murals can soothe the demands of the ego. Everything else is just to get it away from Palpatine.

Castell

[] Gossam Commando Investments/Subversion
-[] Commando Gear

Last thing before we seize control and it would be good to see Shu Mai arrested by her own bodyguards.

Taris

[] Bureau of Ships and Services
[] Beautification
[] Mercy Medical Campus Expansion
-[] Karada Labs
-[] Karada Academy
-[] Karada Museum
-[] Karada Pharmecuticals Division Relocation
-[] Karada Maufacturing Division Relocation
-[] Karada Medical Program Relocation
-[] Karada Cybernetics Division Relocation
-[] Karada Force-Friendly Cybernetics Department
[] Promised Land Development:
-[] Political Organization Programs
-[] Recruitment Center
-[] Promised Land Economy Creation
-[] Nekghoul Academies
[] Systemwide Defence
[] Silver Cross Headquarters
[] CNS Assembly Hall

(Insert Evil Laugh here). Okay a lot of it is improving Taris, protecting our investments, getting a race of Force Users on our side (if memory serves and if Oral history is practiced they have fond memories of the Sith) and start to get the CNS from hanging out in a few small rooms to one big one.

Naboo

[] Asset Centralization

A minor thing to organise.

Ord Mantell

[] Fort Garnik Expansion
-[] Arsenal

There's no pressing need for a centralised military, but giving everyone the right guns should help.

Sullust

[] Sullustan Recruitment Center

Income bonus.

Arkania

[] Karada Research Complex
[] Arkanian Recruitment Center

Research bonus and getting medicine in the world of mad science.

Tibannopoli

[] Aegis Security Facility
[] Tibanna Gas Refinery
[] Shadowport
[] Entertainment District
-[] Cantina Franchise
-[] Nightclub Expansion
[] Jedi Enclave

The first blocks to building a commerce hub is to turn it into a place Silas would go. Also our own source of Tibanna Gas and possibly more force techniques.

Lorrd

[] Vianist Pilgrimages
[] Vianist Safehouses
[] Svivreni Gem Mines
[] Lorrd City University "Donations"
[] Lorrdian Recruitment Center

Credits, crystals, graduates and diplomats.

Chu'unthor

[] Sienar Interior Renovations
[] Ithorian Biome
[] Abyss Agent Barracks
[] Personal Quarters
[] Abyss Archive
[] Force-Based Research Labs
[] Defensive Emplacements
[] Starfighter Complement

(Insert Maniacal Laughter) Yes, yes, all the shinies.

Total Credits Spent: 8430
Total Credits Remaining: 32

Note that I did have calculations, but I accidentally deleted them.
 
I can sympathize with that. That said, I also think Jango is more fitting in this case, since Maul and Savage are gearing up for an attack on Mandalore, so Jango has a personal stake in stopping them.
Why would he go for Mandalore? The Deathwatch are gone. There are no levers he can pull to gain control of the planet.
 
Why would he go for Mandalore? The Deathwatch are gone. There are no levers he can pull to gain control of the planet.

From what the reports say, Maul and Savage have been drawing in any mercenary and pirate group they can get their hands on. I think they're just going to have their force attack the planet and wreck everything while the Zarbrak Duo infiltrate the capital and kill Satine just to hurt Obi Wan.
 
Here's my proposal, not a vote, I made sure there were no x's (and I can't get up with the rest of you for first posts).

[] Plan Stacking the Deck

Martial

[] Foundry Raid Night II
-[] Grievous
-[] HK-47
[] Capture Devastation
-[] Thrawn
[] Heroes of the Clone Wars (Free Action)

Okay Foundry is obvious and combined with our two highest martial heroes we should be able to secure it. Devastation is also a pressing need and it only makes too much sense for Thrawn to oversee it considering this is his plan. Meanwhile getting to the 501st while the situation is raw from the Temple Massacre means we'd have an easier time of recruiting them and they'd have a more positive view of us.

Diplomacy

[] Seeking A Lost Soul
[] Between the Light and Dark
-[] Corellian Jedi Order
[] To Bind The Jedi (CNS)
-[] Silas Cata
-[] 10 Watcher

Vos is something of a maverick Jedi and with his ability to use the Force to look into the past, sounds like something our Agents could use (and everyone wants the cool guy). The Green Jedi are the largest force group out there and getting numbers on our side will be useful when we finally press the button... as well as teaching Jedi techniques to our Agents. Meanwhile it's absolutely vital we subvert Palpatine's plot and Silas is the best possible candidate to achieve this (and stuck a ton of Watchers just to be sure).

Stewardship

[] Sienar Custom Vessel
-[] "Humanitarian" Transports
[] Oust Shu Mai
-[] PR-1
[] Bring The Games To Taris

Getting our forces moving about unnoticed is paramount to ruining the Grand Plan. Getting rid of Shu Mai brings us one step closer to Dooku and the Galactic Games are likely to give us a boost both economically and politically.

Intrigue

[] Putting Down Monsters
-[] Ventress
-[] Jango Fett
[] Mote of Stardust
-[] Silencer
[] Strike Palpatine's Inner Circle
-[] Wilhuff Tarkin

Removing Maul from the equation before he causes chaos is vital to the survival of the CNS as Satine is our figurehead... and we can't afford to make her a maytr (yet). Plus since he think Ventress is on his side (or wouldn't betray him for Kenobi), Maul won't see it coming. Galen is needed this turn for if we wait he'll take up Krennic's offer. Tarkin is to both satisfy the bloodlust you lot have, get revenge for Ahsoka and to discredit a voice for human supremacy within the GAR.

Lore

[] Incorporate Luka Sene Techniques
[] A "Blind" Explorer

Teaching all our Agents to fight blind and detect energy fields sounds like something that will come in handy. Speaking of blind Jerec needs to be done this turn before he vanishes.

Learning

[] Develop Improved Medicine
[] Mass Genemodding Program

Increasing our troops survivability rate is a must.

Personal

[] Personal attention
[] The Conversation No One Wants To Have
[] Follow the Trail
-[] Personal Attention
[] Annoy Padme

Convincing Asajj that there's less violent ways to get revenge on Dooku is a must. A greater problem is Anakin as his records show that he's a trouble magnet and we'd like him alive please. Meanwhile Padme needs to be taken on a not-at-all-baby-shower.

Hero

[] Cheriss Sair - The Culmination of a Dream
[] Talesan Fry - That Boy Needs Some Therapy

I really want to see Cheriss' mech and as for Fry we do have limits on how crazy you can be (you're not allowed to out-crazy Ciaran).

Coruscant

[] Intelligencer Expansion
[] Coruscant Enquirer
[] Undercity Portal
[] Regional Strongholds
[] Rolling Takeover

Improving our media machine and building up our hidden fortress.

Kalee

[] Expanded Industrial Investments
-[] Military Factories
-[] Labor Droid Plants
[] Joint Kaleesh-Mandalorian Training Centers
[] Kalee Gravball League

Investing in our greatest special forces and introducing some acceptable culture from the rest of the Galaxy.

Oracle

[] Ithorian Biome

Since Lucrehulk's are fairly massive I think we can have our own mini-ecosystem.

Lordran

[] Droid Factory
-[] CB-3 Droid Factory
[] Personal Retreat Customization:
-[] Abyss Murals
-[] The Lordran Vault
[] Relocate/Expand Droid Infrastructure
-[] Archive/Data Analysis Droid Fleet
-[] Administrative Droid Fleet

Oh, how I wish I could get Mount Ciaran... but I can wait for when we have visitors of important note. Getting more anti-Lightsaber Droids would be useful, while the murals can soothe the demands of the ego. Everything else is just to get it away from Palpatine.

Castell

[] Gossam Commando Investments/Subversion
-[] Commando Gear

Last thing before we seize control and it would be good to see Shu Mai arrested by her own bodyguards.

Taris

[] Bureau of Ships and Services
[] Beautification
[] Mercy Medical Campus Expansion
-[] Karada Labs
-[] Karada Academy
-[] Karada Museum
-[] Karada Pharmecuticals Division Relocation
-[] Karada Maufacturing Division Relocation
-[] Karada Medical Program Relocation
-[] Karada Cybernetics Division Relocation
-[] Karada Force-Friendly Cybernetics Department
[] Promised Land Development:
-[] Political Organization Programs
-[] Recruitment Center
-[] Promised Land Economy Creation
-[] Nekghoul Academies
[] Systemwide Defence
[] Silver Cross Headquarters
[] CNS Assembly Hall

(Insert Evil Laugh here). Okay a lot of it is improving Taris, protecting our investments, getting a race of Force Users on our side (if memory serves and if Oral history is practiced they have fond memories of the Sith) and start to get the CNS from hanging out in a few small rooms to one big one.

Naboo

[] Asset Centralization

A minor thing to organise.

Ord Mantell

[] Fort Garnik Expansion
-[] Arsenal

There's no pressing need for a centralised military, but giving everyone the right guns should help.

Sullust

[] Sullustan Recruitment Center

Income bonus.

Arkania

[] Karada Research Complex
[] Arkanian Recruitment Center

Research bonus and getting medicine in the world of mad science.

Tibannopoli

[] Aegis Security Facility
[] Tibanna Gas Refinery
[] Shadowport
[] Entertainment District
-[] Cantina Franchise
-[] Nightclub Expansion
[] Jedi Enclave

The first blocks to building a commerce hub is to turn it into a place Silas would go. Also our own source of Tibanna Gas and possibly more force techniques.

Lorrd

[] Vianist Pilgrimages
[] Vianist Safehouses
[] Svivreni Gem Mines
[] Lorrd City University "Donations"
[] Lorrdian Recruitment Center

Credits, crystals, graduates and diplomats.

Chu'unthor

[] Sienar Interior Renovations
[] Ithorian Biome
[] Abyss Agent Barracks
[] Personal Quarters
[] Abyss Archive
[] Force-Based Research Labs
[] Defensive Emplacements
[] Starfighter Complement

(Insert Maniacal Laughter) Yes, yes, all the shinies.

Total Credits Spent: 8430
Total Credits Remaining: 32

Note that I did have calculations, but I accidentally deleted them.
Interesting option, but keep in mind that the Corellian Jedi order probably isn't going to give techniques, and we're getting a free incorporate technique option next turn. Swap it for the Jenassari and put Ventress on it and I'll support it.
 
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Turns to Repay
Numbers are using the following modifiers and are done with the assumption that the upgrades in my previous post here have been made. Also that we have not taken action to reduce the investment penalty.
Modifiers:
-40% upkeep Kiln Upkeep
-40% upkeep on Military
-20% Karada upkeep
-20% Investment Income
60% Silver Cross Income
80% Muunilist
50% Kalee
100% Taris
20% Coruscant
30% Nar Shadda
5% All Income (after other bonuses and penalties)
10% Base cost reduction
30% Castell
30% Naboo
30% Kashyyyk


Turns include current turn, so a 1 pays itself off this turn. Less than 1 provides us extra budget this turn.

Coruscant:
Droid Marketing Office- 50(45)/+25(26.25) - 1.71: Investment
Corporate Espionage Program- 100(90)/+50(63)- 1.43: Information
Aegis Security Expansion- 50(45)/+25(31.5)- 1.43: Military

Kalee:
Labor Droid Plants- 100(90)/+50(68.25)- 1.32: Investment
Mercenary Recruitment Center- 100(90)/+50(78.75)- 1.14: Military
Kalee Gravball League- 100(90)/+50(68.25)- 1.32: Investment
Cantina Franchise- 150(135)/+75(102.375)- 1.32: Investment

Mandalorian:
Agricultural Revitalization- 200(180)/+100(84)- 2.14: Investment
Get'shuk Arenas- 100(90)/+50(42)- 2.14: Investment

Nar Shadda:
Casino Franchising- 200(180)/+100(115.5)- 1.56: Investment
Currency Exchange- 100(90)/+50(57.75)- 1.56: Investment

Castell:
Salvage- 50(45)/+25(34.125)- 1.32: Salvage

Kashyyyk:
Tarisian Ale Plant- 100(90)/+50(57.75)- 1.56: Investment
Incom Expansion- 50(45)/+25(28.875)- 1.56: Investment
KDY Expansion- 50(45)/+25(28.875)- 1.56: Investment
CEC Expansion- 50(45)/+25(28.875)- 1.56: Investment
Serv-O-Droid Expansion- 50(45)/+25(28.875)- 1.56: Investment
Ecological Programs- 150(135)/+75(86.625)- 1.56: Investment
Tradeport Construction- 100(90)/+50(57.75)- 1.56: Investment
Exotic Creature Exports- 200(180)/+100(115.5)- 1.56: Investment

Taris:
Political Organization Programs- 100(90)/+25(47.25)- 1.90: Investment
Promised Land Economy Creation- 200(180)/+75(141.75)- 1.27: Investment
Nekghoul Academies- 100(90)/+25(47.25)- 1.90: Investment
CNS Assembly Hall- 200(180)/+50(94.5)- 1.90: Investment
Ojoster Media Programs- 100(90)/+25(47.25)- 1.90: Investment

Naboo:
Aquaculture Investments- 150(135)/+75(86.625)- 1.56: Investment
Industry Investments- 150(135)/+75(86.625)- 1.56: Investment
Amphibious Tradeport- 100(90)/+50(57.75)- 1.56: Investment
Hydrostatic Bubble Engineering- 200(180)/+100(115.5)- 1.56: Investment
Karada Medcenter- 100(90)/+50(68.25)- 1.32: Investment
High-Society Matchmaking- 50(45)/+25(28.875)- 1.56: Investment
Tradeport Expansion- 100(90)/+50(57.75)- 1.56: Investment
Water Exporting- 200(180)/+100(115.5)- 1.56: Investment

Nemodia:
Invest in Trade Federation businesses- 100(90)/+50(42)- 2.14: Investment
Trade Port- 100(90)/+50(42)- 2.14: Investment

Ord Mantell:
Ord Mantell Banking- 150(135)/+75(63)- 2.14: Investment
Cantina Franchise- 150(135)/+75(63)- 2.14: Investment
Tansarii Point Station Deals- 150(135)/+75(63)- 2.14: Investment
Barracks- 125(112.5)/+50(52.5)- 2.14: Military

Dantooine:
Agriculture Investment- 150(135)/+75(63)- 2.14: Investment
Expand Luxus Resort- 100(90)/+50(42)- 2.14: Investment
Asteroid Mining- 150(135)/+75(63)- 2.14: Investment
Space Curling Arena- 50(45)/+25(21)- 2.14: Investment
Vianist Pilgrim Houses- 100(90)/+50(42)- 2.14: Investment

Corellia:
Luxus Resort- 100(90)/+50(42)- 2.14: Investment
Corellian Merchants Guild investments- 100(90)/+50(42)- 2.14: Investment
Treasure Ship Row- 150(135)/+75(63)- 2.14: Investment
Corellian Engineering Corporation- 100(90)/+50(42)- 2.14: Investment
Trade Port Investments- 100(90)/+50(42)- 2.14: Investment
Corellia Intelligencer- 100(90)/+25(21)- 4.29: Investment

Sullust:
Trade Port- 100(90)/+50(42)- 2.14: Investment
Large-scale wiretaps: -50(45)/+25(26.25)- 1.71: Information
Cantina Franchise- 150(135)/+75(63)- 2.14: Investment
Labor Droid Factories- 100(90)/+50(42)- 2.14: Investment
Sullustan Recruitment Center- 150(135)/-50,+94(98.7)- 2.77: Investment (note this is with buying all the smuggling income upgrades)
SoroSub Investments- 100(90)/+50(42)- 2.14: Investment

Arkania:
Trade Port- 100(90)/+50(42)- 2.14: Investment
Large-scale wiretaps: -50(45)/+25(26.25)- 1.71: Information
Svivreni Diamond Mines- 150(135)/+75(63)- 2.14: Investment
Karada Research Complex- 100(90)/+50(52.5)- 1.71: Karada
Adascorp Investments- 100(90)/+50(42)- 2.14: Investment
Museum of Arkania- 100(90)/+50(42)- 2.14: Investment

Tibannopolis:
Large-scale wiretaps: -50(45)/+25(26.25)- 1.71: Information
Corporate Shipyards- 200(180)/+100(84)- 2.14: Investment
Trade Port- 100(90)/+50(42)- 2.14: Investment
Cantina Franchise- 150(135)/+75(63)- 2.14: Investment
Nightclub Expansion- 100(90)/+50(42)- 2.14: Investment
Casion Franchiser- 200(180)/+100(84)- 2.14: Investment
Luxus Resort- 150(135)/+75(63)- 2.14: Investment
Theme Park- 200(180)/+100(84)- 2.14: Investment

Lorrd:
Trade Port- 100(90)/+50(42)- 2.14: Investment
Karada Medcenter- 100(90)/+50(52.5)- 1.71: Karada
Kanz Intelligencer- 100(90)/+25(21)- 4.29: Investment

Top Picks not in my previous posting:
1. Mercenary Recruitment Center- 100(90)/+50(78.75)- 1.14: Military
2. Promised Land Economy Creation- 200(180)/+75(141.75)- 1.27: Investment
T-3. Labor Droid Plants- 100(90)/+50(68.25)- 1.32: Investment
T-3. Kalee Gravball League- 100(90)/+50(68.25)- 1.32: Investment
T-3. Cantina Franchise- 150(135)/+50(102.375)- 1.32: Investment
T-3. Salvage- 50(45)/+25(34.125)- 1.32: Salvage (Castell)
T-3. Karada Medcenter- 100(90)/+50(68.25)- 1.32: Investment (Naboo)
T-8. Corporate Espionage Program- 100(90)/+50(63)- 1.43: Information (Coruscant)
T-8. Aegis Security Expansion- 50(45)/+25(31.5)- 1.43: Military (Coruscant)
T.10 1.56 (a lot of stuff falls into this range)
1.71 is after the 1.56
 
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@Whumbly you might want to refer to my two recent posts, but I think you were doing base and base upgrades calcs wrong- did you remember to include the income that they generate for this turn?

Also sullustan smuggling bonus has a poor pay off even with buying all the additional smuggling upgrades this turn, on the flip side all 3 of the 30% income boosts to a planet have a good payoff and should be added. And we need the mining guild on Castell as that gives 5% off base and base upgrade purchases, that is a huge amount of savings each turn.
 
[ ] Plan On the Offensive

[] 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
-[] Personal attention/Increased Focus

[] 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)
-[] HK-47
-[] Greivous
-[] The Silencer

Foundry raid because duh.
While getting Ahsoka and Yularen would be nice, the Devastation needs to go. It cannot remain and be used at all. We can also use it to get an alliance with the Chiss or at least get in their good graces. In the end it's getting rid of a potential end game crisis tool for the enemy.
Further subversion is set aside for the same reason that I'm not going for Ahsoka.
[] 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
-[] Thrawn

[] CNS Recruitment: There are a number of systems nearby that don't particularly lean one way or the other in the war; maybe you could persuade them to join the CNS instead? Chance of Success: 80% Reward: Recruitment drive in selected area for the CNS
-[] Malarian Alliance: Ansion is a minor agriworld in the northern Mid Rim, with an outsized diplomatic footprint. That's why the planet was targeted by Shu Mai during the build-up to the Clone Wars - if she could force Ansion to secede, a dozen or more sectors would follow in its wake. The same applies here. If Ansion joins the CNS, much of the northwestern Mid Rim, Expansion Region, and Inner Rim would follow.

[] Between the Light and Dark: While you have a number of Force users on your staff right now it might be worth looking into getting into contact with other Force using groups in the galaxy that aren't necessarily aligned to the Jedi or Sith and see if you can gain something from contacting them. Chance of Success: 70% Reward: Contact with chosen organization established
-[] Corellian Jedi Order: Probably the second largest order of Force users in the galaxy, the Corellian Jedi are a separate group from the main Order that are fiercely protective of their homeworld. Given that you aren't exactly that popular with the main Order these days they might be worth getting in contact with.

While getting Obi-Wan would be great, he's a single unit. We should be turning our focus on larger scale assets which is why I chose both the Malarian alliance and the Corellian Jedi Order. The more control we have of assets that can deal with the potential fallout and serve as a defense against Palpatine's political influence the better.
The Jedi are also such an asset so keeping the from getting backstabbed is a must, therefore "to bind the jedi".
I'm setting aside Vos for right now because I am focusing on larger scale assets and Shu Mai is being assassinated as well as taking the devastator away from the CIS which are also Dooku's requests.
[] 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%
-[] Shoni Escort Ships: A...unique design from Grievous named after the spear his people use, this diamond-shaped ship is heavily armored and well-armed, serving as a heavy escort ship...though according to Grievous it could also be used to board ships by ramming it into them and allowing the pilot/boarder to enter the ship that way. Raith is confident that it could work, though he's said that you'd have to be insane or suicidal to try and use the ramming method given how dangerous it could be. Cost: 100 Reward: Shoni Escort Ships designed/produced

[] Giving Causality A Migraine: While it was a small benefit from the highlights reel of you looking into the future, seeing that enhanced Headhunter design is a very welcome benefit to you...if you can get the design put together enough for Seti and Incom to work on. And hey, you never realized how much you wanted to cause a temporal paradox until you had the opportunity! Chance of Success: 70% Cost: 150 Reward: X-Wings designed 20 years early, the thrill of causing your very own temporal paradox

[] 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


The Grievous daggers will be a nice tool to have for the CNS navy.
Propoganda is also a must to counter Palpatine.
X-Wings just because…

Shu Mai is getting assassinated so no ousting her. The Tax burden can be ignored for right now. We're doing fine economically. Anything else doesn't look like it would give us useful assets.
[] 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. Chance of Success: 50% Reward: Palpatine facility destroyed

[] Putting Down Monsters: You've tolerated their existences up to this point, but with Maul and Savage gearing up for an attack on Mandalore it's clear that they have to go. Do whatever it takes to take these psychopaths off the board and prevent them from interfering any longer. Chance of Success: 40% Reward: Maul and Savage terminated
-[ ] Asajj Ventress

[] 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
-[] 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.
--[] 5x Watchers
--[] Jango Fett

COMPNOR (or COMPOR as it is right now…) is Palpatine's propoganda tool. Take them out and it will increase the effectiveness of our own propoganda.
Maul and Savage have to go.
The Bad Moons action has been available since … I don't know. Deal with it to deal Palpatine a blow.

Shu Mai is getting assassinated via a free action. While Collocoid droids might be nice, we already have like half their designs. No real reason to go further other than just more droids … Everything else are small scale assets.
[] 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
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.

[] 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
-[] 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.


I want to learn the Fallanassi technics because being able to make oneself invisible would blend in perfectly with presence burial.
The Exile. We've done something with Revan and we are techincally Kreia's protege. What about the Exile though?
[ ] Personal Shield Technology: It's saddening, but personal shields have become more and more difficult to find and produce in spite of their prevalence in the past. That being said creating an in-house model would mean that you would have a very powerful tool of your own to use, and you have quite a bit of data on them between HK-47's records and the data recovered from the Arkanian Legacy. And for that matter Var Zheen has floated some ideas based on the energy shields of the Gungans... Chance of Success: 80% Cost: 150 Reward: Personal Shields (re-)developed [Finishes This Turn]

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

[] 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

Better troops means better rolls for end game.
We're fine with anti-force issues and materials research can wait.
[] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment

[ ] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%
-[ ] 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)

[] 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: ???
-[] Personal attention/Increased Focus

[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] The Conversation No One Wants To Have

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


There are so many actions with <50 base chance. The Devastaor is a must and so is the Conversation as that chance is … ??? and we don't want Asajj going postal. Asajj needs to be talked with about Dooku.

We're fine in personal improvement for right now and we are training in Soresu with Obi-Wan.
[] 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:
--[] Jango: A bit suspicious of the Arkanians but he acknowledges the benefits of the mods.
-[] Choose 1 Genemod:
--[] Chiss: Thrawn's species, red-eyed and blue-skinned with above-average night vision and inherently fit bodies. (Martial, Intrigue)

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

[] 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, ???
-[] Silas Cata


PR-1 is still fairly useless. WHY!?
Talesan Fry needs to be helped so that's he's a stable asset. This isn't healthy and we don't want him going insane with paranoia.
Jango is a martial&intrigue unit, simple logic here to improve his already good skills.
[] Assassinate Shu Mai: Forget a legal ousting. Shu Mai is never going to give up her position legitimately. It's going to be very difficult given her paranoia and penchant for extreme measures, but given that the rest of the Commerce Guild is simmering with discontent and Dooku wants her gone anyway now may be the time to remove Shu Mai from the picture for good. Chance of Success: 60% Reward: Shu Mai assassinated

Getting rid of Shu Mai is two fold useful. Getting rid of her is a Dooku requirement and will also open up the Commerce Guild to someone more helpful.
PR-1: [] PR-1 - From The Ground Up
The Silencer: [] Foundry Raid Night II
Silas Cata: [] Talesan Fry - That Boy Needs Some Therapy
Cheriss Sair: [] Analyze Commando Gear
Thrawn: [] To Bind The Jedi
Grievous: [] Foundry Raid Night II
Asajj Ventress: [] Putting Down Monsters
HK-47: [] Foundry Raid Night II
Jango Fett: [] Strike Palpatine's Inner Circle - COMPNOR
Talesan Fry: [] Talesan Fry - That Boy Needs Some Therapy

Watcher Support (20 teams available, 1 Point per assigned team): [] 5x - Strike Palpatine's Inner Circle
Coruscant Base

[] Intelligencer Expansion: Granted the Intelligencer is going over somewhat well but if you're going to compete with Palpatine's propaganda machine you're going to need more. More coverage, more exposure, more advertising, more everything to give you the edge in the battle over the hearts and minds of the galaxy. Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded

[] Corporate Espionage Program: A lot of corporations either call Coruscant home or at least have an office of some kind on the planet. There's money to be made in spying on them - barring your "friends" like Sienar and Incom. Cost: 100 Reward: +50 information income

[] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant

[] Underworld Takeover: Your presence may have expanded across the galaxy but in your experience consolidation always pays. Use your new might and start acquiring new territory in the Coruscant Underworld and consolidate, preferably starting with territory the Black Sun once occupied. Cost: 75 Reward: Guardian/Seeker recruitment rate increase, can be taken more than once, potential for further development in owned areas
-[] Undercity Portal: The hangar at your base is functional, but having the ability to land more ships at the Abyss could prove vital in the coming days. Cost: 100 Reward: Expanded hangar space for base
-[] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[] Smuggler's Dens: The Abyss is your wretched hive of scum and villainy. That means you have the rights to make a killing off of the smuggling and racketeering going on there. Cost: 100 Reward: +50 smuggling income
-[] Regional Strongholds: Palpatine will come for the Undercity eventually. Make sure that when that time comes he pays for it. Cost: 150 Reward: Controlled areas heavily fortified against attack

[] Droid Storage Expansion: It might not be a bad idea to have more storage space for your B1s here. Having a disposable attack force right under Palpatine's nose wouldn't be the worst idea. Cost: 100 Reward: Expanded storage space for droids



Kalee Military Base

[] Expanded Industrial Investments: Granted the industrial investments are already paying off great, but there's always room to expand.
-[] Military Factories: For the longest time the Kaleesh have suffered from an inability to get modernized equipment for their warriors. Fix that, and see if you can get a supply chain set up for your own warriors. Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[] Labor Droid Plants: Kaleesh love fighting, hunting, and so on. From what you've heard, they do not like building things when they could be fighting or hunting. Setting up some droid plants would hepl with that a lot. Cost: 100 Reward: +50 investment income

[] Kalee Gravball League: Gravball is a violent sport that more often than not involves its players slamming into each other and occasionally playing the sport. The Kaleesh would love it. Cost: 100 Rewards: +50 investment income, Kaleesh gravball teams established

[] Cantina Franchise: Since there's actually a proper economy going here now you can actually expand your franchise here. Cost: 150 Reward: +75 investment income

[] Mercenary Recruitment Center: Kaleesh are terrifying and effective warriors who love getting into fights. Mercenaries would love that. Cost: 100 Reward: +50 military income

[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail

[] Joint Kaleesh-Mandalorian Training Centers: Given that the Kaleesh already have a deep-seated warrior culture odds are they wouldn't make for good Mandalorians. That being said they'd probably relish the chance to help whip the Guardians into shape given the chance. It wouldn't do for a fellow warrior to be weak after all. Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads

Mandalorian Mansion

[] Salvage Teams: There's a lot of old ruins and broken cities on Mandalore. And more importantly, profits to be made. Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits

[] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians

Lordran, Kiln

[] Droid Factory: With the required resources available now you can begin to build your very own Droid Factory on the planet to bolster your troops with new battle droids.
-[] CB-3 Droid Factory: Cost: 175 Upkeep: 100 Reward: +1 CB-3 droid group per turn
-[] Droideka Factory: Cost: 150 Upkeep: 80 Reward: +1 Droideka group per turn
-[] Crab Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Crab droid group per turn

[] Baktoid Vehicle factories: It might be worthwhile to have these set up on Kiln so you can deploy these elsewhere with no questions asked.
-[] Armored Assault Tanks: Heavy tanks capable of both anti-infantry and anti-vehicle missions. You can't go wrong here. Cost: 100 Upkeep: 50 Reward: +1 group of AATs per turn
-[] Hyena Bomber Factory: The CIS bomber based off of the Vulture droid design, only now with two heads. Cheriss has naturally improved upon the droid brain and general performance. Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn

[] Personal Retreat Customization: You aren't planning on really touching the island, that's fine as it is. But who says you can't have some other things put together?
-[] The Lordran Vault: Granted, you don't expect anyone to be able to get to the Vault, but having it or at least its more sensitive contents be stored on Lordran might not be a bad idea. Cost: 150 Reward: Highly sensitive materiel permanently moved to Lordran

[] 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. Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran

Nar Shaddaa Property

[] Aegis Security Expansion: Nar Shaddaa is not exactly the most pleasant of worlds, but that just means that there are more people looking for some hired goons to look tough. Cost: 50 Reward: +25 income

[] Currency Exchange: With the support of your Muun accountants, you can help set up a currency exchange center to help convert credits to peggats and other currencies...for a slight administrative fee of course. Cost: 100 Reward: +50 "trade" income

Castell Facility

[] Gossam Commando Investments/Subversion: Castell has its own military, which Shu Mai has used as her own personal shock-troops. Still, she isn't very popular at the moment, and you are. Perhaps you could work with them to ensure they support you should you decide to oust Shu Mai?
-[] Commando Gear: Offer to provide them with better gear. Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you

[] Salvage/Recycling Teams: Shu Mai's mismanagement means that there's plenty of clean-up work to be done on the planet. Cost: 50 Reward: +25 salvage income

[] Smuggler's Den: Turns out since people don't like Shu Mai's taxes, they prefer smuggling instead. You could be a generous soul and help them do that. Cost: 100 Reward: +50 smuggling income

[] 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

Muunilist Mansion

[] Salvage/Recycling Teams: Given that the war hit this planet there's a lot of salvage to clean up. And hey, if your teams "accidentally" stumble into a restricted spire well that's just a tragedy right there. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits

[] Currency Exchange: The Muuns could easily handle exchanging credits for the various other currencies used around the galaxy - but they're going to need help getting the funding to set up the exchange centers. Cost: 100 Reward: +50 "trade" income

Kashyyyk Facility

[] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale

[] Wookiee Infrastructure Programs: It's not like the Wookiees are doing bad economically, but setting up a more permanent development program would get you more credits and keep the economy on Kashyyyk nice and healthy. Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income

[] Tradeport Construction: Granted, the Wookiees do have a Trading Guild, but right now they don't really have as much pull in galactic trade. Helping them set up a proper tradeport on Alaris Prime would help both you and them. Cost: 100 Reward: +50 trade income

[] Exotic Creature Exports: Kashyyyk is home to some weird fauna, fauna that many collectors would like to get their hands on - and for people like them money is no object. Cost: 200 Reward: +100 trade income

[] Ecological Programs: To put it bluntly, the wroshyr trees of Kashyyyk are an ecological marvel, to say nothing of the other various species on the planet. Making sure that the planet's ecology maintained would not only make you look better but would also help ensure such marvels continue to be preserved. Cost: 150 Reward: +75 investment income

[] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookiee labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income

[] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income

Taris Property

[] 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 Labs: Set up a public-facing research laboratory to develop more medicine and pharmaceuticals for general use. Cost: 100 Reward: +50 Karada income
-[] Karada Academy: Expand the training programs, to offer conferences and collaborative projects between other major medcenters in the galaxy, and cross-training for doctors who specialize in different skill sets (surgeon vs. pediatrician) and different species. Cost: 100 Reward: +50 Karada income
-[] Karada Museum: A museum to how awesome your products are, and maybe some medical history that no one really cares about too. But mostly the former. Cost: 100 Reward: +50 Karada income
-[] Karada Genetics Center: Given your association with the Arkanians, having more developed genetics centers on Taris is a logical continuation of that association. Cost: 100 Reward: +50 Karada income
-[] Karada Xenomedicine: 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
-[] Karada Pharmecuticals Division Relocation: While not your most important branch, getting this away from Palpatine would hardly be a bad idea. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Maufacturing Division Relocation: It would be nice to know that your manufacturing wouldn't be cut off by a sudden blockade. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Medical Program Relocation: Sure the medical programs are somewhat decentralized, but you'd prefer if they reported to Taris rather than Coruscant. Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Cybernetics Division Relocation: You cannot risk Palpatine getting his hands on your cybernetics. Who knows what he'd try to do with the ones designed specifically for Force-users... Cost: 100 Rewards: +25 Karada income, divison reolcated from Coruscant
-[] Karada Force-Friendly Cybernetics Department: Now that you can set up a facility away from Palpatine's prying eyes, it couldn't hurt to help supply the Jedi Healers with your unique cybernetics...for a price of course. Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi

[] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[] Political Organization Programs: Nekghouls do not have any grasp of planetary or galactic politics due to their isolation. Help fix that. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[] Promised Land Economy Creation: To put it bluntly, the nekghouls don't even really have a modern economy. Helping them at least understand modern economics and making them productive members of society would benefit everyone. Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[] Nekghoul Academies: Many nekghouls can barely comprehend the concept of a surface world, let alone a wider galaxy beyond that. They need education. Badly. Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history

[] Systemwide Defenses: Taris is too valuable to risk. Set up defenses across the system as a whole to ensure that nothing short of a full-on invasion force can reach the planet. Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris

[] Silver Cross Headquarters: Much like the Karada relocations, it wouldn't hurt to have the more sensitive Silver Cross facilities relocated to Taris. Cost: 100 Rewards: +25 Silver Cross income, division relocated from Coruscant

[] CNS Assembly Hall: No, the CNS is not a separate government from the Republic. This assembly building is just for making sure that all CNS members are on the same page about their commitments. That's it. Really. Really. Cost: 200 Rewards: +50 investment income, ability to centralize "government" of CNS

[] High-Society Matchmaking Programs: It's because of you Taris even has a high society again. Make sure they remember who got them there - and maybe help set up some couples at the same time. Cost: 50 Reward: +25 investment income

[] Baobab Fleet Terminal: Now that you're more deeply tied to the Baobabs, helping set up a fleet terminal on Taris would ensure that they could expand their trade fleets into the Northern Rim. Cost: 100 Reward: +50 trade income

[] House Benelex Facilities: You're not going to let slave raiders ruin Taris. That is simply unacceptable. Cost: 100 Reward: +50 security income

[] Corellian Merchant Guildhouse: Much like the Baobabs, getting the Corelliant Merchant Guild to expand into Taris can only help benefit the economy. Cost: 100 Reward: +50 trade income

[] CEC Facilities: At this point it just seems unfair to not have something set up for the various corporations you're working with. Cost: 100 Reward: +50 investment income

[] Ojoster Media Programs: You may already own the hearts and minds of Taris itself, but you need to ensure that they are united. Make Taris into the heart of your propaganda network in the Northern Rim and ensure that your center of power is fully prepared to support you. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris

Naboo Mansion

[] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[] Industry Investments: While Gungan technology is impressive, it is held back by their lack of proper industrial equipment. Help fix that. Cost: 150 Reward: +75 investment income
-[] Hydrostatic Bubble Engineering: The "bubbles" the Gungans use for transport/habitation are quite the engineering marvel, and no doubt other planets would enjoy having them available for their own ends. Cost: 200 Reward: +100 investment income

[] Asset Centralization: Much like Castell, a lot of your earlier investments in the planet are uncoordinated and sometimes conflicting. It might be worth the time and effort to help centralize all of that. Cost: 50 Reward: +50 investment income

[] Naboo Development Program: With significant financial and personal investments in Naboo, it would definitely be worthwhile to have a more comprehensive development program running on the planet. Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income

[] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income

[] Silver Cross Distribution Center: Naboo loves you. By extension, they would love the Silver Cross. It's that simple. Cost: 50 Reward: +25 Silver Cross income

[] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers

Cato Nemodia Mansion

[] Expand Baktoid Shipping Center: Granted it's nice that this factory has been making you credits but you'd really like to be able to properly get the vehicles off-planet for your own ends. Cost: 150 Upkeep: 50 Reward: Ability to move vehicles off-planet

Ord Mantell Compound

[] Expanded Shadowports: There's always more people wanting to make some illicit deals on Ord Mantell. Why let something like a lack of space keep them from doing that so long as they're sure to send a few credits your way. Cost: 150 Reward: +75 smuggling income

[] Tansarii Point Station Deals: Apparently Ord Mantell is home to one Jorj Car'das, who apparently is an acquaintance of Thrawn from the Outbound Flight days. He's apparently managed to amass quite the information network according to Thrawn's cursory research and he just so happens to own a station orbiting Ord Mantell. Send a few credits his way and see if he's willing to play ball with you. Cost: 150 Rewards: +50 investment income, potential for other benefits

[] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[] Arsenal: Set up a location for arms to be stored and distributed across CNS space, particularly the Northern Rim. Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[] Drydock: Having facilities on the ground is good, but having the ability to repair and rearm starships would help fortify Ord Mantell. Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[] Barracks: Set up proper facilities to house troops, which will not only help centralize the military further but will help break down boundaries between different members. Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[] Command & Control Facilities: Fort Garnik isn't going to be that useful unless you can ensure that you have the systems in place to handle command and distribution for the military. Cost: 200 Reward: C&C facilites for CNS military set up
-[] Systemwide Defenses: If you're going to make Fort Garnik into the beating heart of the CNS military you're going to need to be prepared to fight for it. Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell

Dantooine Facilities

[] AgriCorps Outpost: While the Jedi AgirCorps outpost here has long since been abandoned, it might be worth getting the Ithorians to help you rebuild the outpost and surrounding farmlands. Who knows, maybe there's something left there. Cost: 100 Reward: +25 investment income, potential to locate artifacts

[] Svivreni Crystal Mining: The mining operations you have now are functional, but you could always stand to expand your efforts here. Get the Svivreni to dramatically expand the scope of the crystal mining and get a more constant flow of lightsaber crystals for your people. Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users


Corellia Property

[] Smuggler's Den: Corellians are known to rebel against authority, have a tradition of being fantastic pilots, and tend to love getting into trouble. Smuggling is naturally right in their wheelhouse. Cost: 100 Reward: +50 smuggling income

[] Corellia Intelligencer: No need to be as subtle here - work with the Corellians to set up a news outlet openly criticizing the Palpatine administration for basically anything you can make stick. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia

[] Silver Cross Distribution Centers: With Corellia's status as a major Core World, setting up Silver Cross distribution centers there would let you reach the majority of Core Space, and let you make a little extra cash on the side besides. Cost: 50 Reward: +25 Silver Cross income

Sullust Facility

[] Aegis Security Facility: You mostly trust SoroSuub...mostly. But just in case... Cost: 75 Reward: Defenses established, +25 security income

[] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income

[] 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

[] SoroSuub Investments: You're never really friends until you've set up proper investment deals. Cost: 100 Reward: +50 investment income

Arkania Facility

[] Aegis Security Facility: You're going to have some research going on here that you definitely want to keep under wraps. Security would be good. Cost: 75 Reward: Defenses established, +25 security income

[] Large-scale Wiretaps: Maybe you can get coherent information through all of the ego-stroking your people will have to listen to. Cost: 50 Reward: +25 information income

[] Salvage/Archaeology Teams: Arkania is a very interesting planet...and hopefully your teams can avoid the local dragons. Hopefully. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits

[] Karada Research Complex: It is the main reason you got the facility - to have a research complex that people wouldn't ask questions about, yet still would have access to some of the finest minds in the galaxy. Cost: 100 Rewards: +50 Karada income

Tibannopolis

[] Aegis Security Facility: If you're going to turn this into a floating resort city, you're going to need bouncers. And other people. But mostly bouncers. Cost: 75 Reward: Defenses established, +25 security income

[] Large-scale Wiretaps: People say the damndest things when they have enough alcohol in their veins. Cost: 50 Reward: +25 information income

[] Benelex House Facility: Invite the Benelex people to run security to endear yourself to the local Jedi and make sure no one tries anything untoward on your platform. Well, nothing too untoward... Cost: 100 Reward: +50 security income

[] Tibanna Gas Refinery: Tibanna gas is incredibly rare and incredibly useful, and Tibannopolis was built primarily to collect and refine it. Set it up. Cost: 200 Rewards: +50 investment income, supply of Tibanna gas

[] Shadowport: Bespin is a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site. Cost: 50 Reward: +25 smuggling income

[] Salvage/Archaeology Teams: There's a surprising amount of history surrounding Bespin as a whole, so setting up some teams to poke at a few planets in the sector would certainly bring in at least some profit. Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits

[] 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

Lorrd Property

[] Aegis Security Facility: Secure the premises and earn some cash. Easy peasy. Cost: 75 Reward: Defenses established, +25 security income

[] Salvage/Archaeology teams: There's plenty of history to be found in the system, and plenty of treasure as well. Cost: 100 Reward: +25 salvage income, per turn roll for other benefits

[] Vianist Safehouses: Give some financial encouragement for the Vianist pilgrims to set up monastic houses and hostels, for pilgrims and for charity, and get them to work with the Silver Cross to care for the homeless and widows and orphans wherever they visit. They get to feel needed, you get to look better and make more cash on the side. Win-win. Cost: 100 Rewards: +25 investment income, +25 Silver Cross income

[] Svivreni Gem Mines: Lorrdian gems are powerful lightsaber crystals known to enhance the body-language reading of Jedi who wield them. Invite your geologists to expand mining operations to get in on that action. Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers

[] 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

[] Karada Medcenter: While Lorrd is a fairly prosperous planet, setting up a medcenter would allow you to cooperate with the planet's various universities for medical programs and research. Cost: 100 Reward: +50 Karada income

[] Kanz Intelligencer: Spread the good word about your actions by having the Lorrdians work with you to help set up a news outlet designed to sway the minds of the Northern Rim. Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd

Chu'unthor

[] 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

[] 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

Bases

[] Corulag: Alternatively, Raith is willing to set aside some property on Corulag if you're willing to help invest in the more clandestine Advanced Research Division branch of his company. Cost: 200 Reward: Facility on Corulag

[] Thyferra: Now that you've managed to hash out an agreement with the local corporations, it might not be a bad idea to have a more permanent presence on the planet. For security reasons of course. Cost: 150 Reward: Facility on Thyferra

[] Fresia: Thanks to Seti's support the Fresian government has marked a piece of property that is conveniently empty for you to build a base on for hiding away, supporting Incom, or both. Cost: 100 Reward: Base on Fresia

[] Yavin: There's so much stuff to find here! Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.

Reasoning:
To secretly screw over Thyferra and raise relations with Raith.

Current Treasury: 1108
Current Income: 9719
Current Upkeep: 2365

To Bind The Jedi - 250
Shoni Escort Ships - 100
Medical "Battlefleet" - 200
The Revolution Will Be Televised - 150
Archaeological Expeditions - 50
Analyze Commando Gear - 150
Mass Genemodding Program - 150
Under The Knife - 100
PR-1 - From The Ground Up - 200

1300
Current -
Muunilist +80%
Taris +100%
Coruscant +20%
Kalee +50%
Nar Shaddaa +30%
Silver Cross +60%
"Tax" -20% Investment
Global +5%
5% discount to bases/upgrades

Future -
Naboo +30%
Castell +30%
Kashyyk +30%
Smuggling +10%
+5% discount to bases/upgrades

Deficit: -12318.25
Coruscant: 200+100+100+75+100+50+100+150 = 875(.95) = 787.5
Kalee: 150+100+200+100+100+100+150 = 900(.95) = 810
Mandalore: 100 = 100(.95) = 95
Kiln: 100+175+150+75+75+150+175+100 = 1000(.95) = 950
Nar Shaddaa: 50+100 = 150(.95) = 142.5
Castell: 50+50+100+150 = 350(.95) = 332.5
Muunilist: 100+100 = 200(.95) = 190
Kashyyyk: 100+150+200+150+100+50 = 750(.95) = 712.5
Taris: 100+100+100+100+100+100+100+100+100+150+100+200+100+250+100+200+50+100+100+100+100+100 = 2550(.95) = 2422.5
Naboo: 50+150+100+50+200+200 = 750(.95) = 712.5
Cato: 150(.95) = 142.5
Ord Mantell: 150+150+100+150+125+250+200 = 1125(.95) = 1068.75
Dantooine: 100+150 = 250(.95) = 237.5
Corellia: 100+100+50 = 250(.95) = 237.5
Sullust: 75+50+150+100 = 375(.95) = 356.25
Arkania: 75+50+100+100 = 325(.95) = 308.75
Tibannopolis: 75+50+100+200+50+100 = 575(.95) = 546.25
Lorrd: 75+100+100+100+100+100+100 = 675(.95) = 641.25
Chu'unthor: 150+200+50+100+150+150 = 800(.95) = 760
New Bases: 200+150 = 350(.95) = 332.5

-11786.25
Coruscant: 0
Kalee: 0
Mandalore: (.6)50 = 30
Kiln: 80+50+80+100+50 = (.2)360 = 72
Nar Shaddaa: 0
Castell: 50
Muunilist: 0
Kashyyyk: 50
Taris: (.6)100+10 = 70
Naboo: 50
Cato: 50
Ord Mantell: 100(.6) = 60
Dantooine: 0
Corellia: 0
Sullust: 50
Arkania: 0
Tibannopolis: 0
Lorrd: 50
Chu'unthor: 0

-532

Profits: 5111.925
Coruscant: 50(I)+50+25(I)+25+50(S) = (1.2)75+(.8)(1.2)75+(1.1+.2)50 = 227
Kalee: 50+50+50(I)+50(I)+50(I)+50(I) = (1.5)100+(.8)(1.5)200 = 390
Mandalore: 25
Kiln: 0
Nar Shaddaa: 25+50(I) = (1.3)25+(.8)(1.3)50 = 84.5
Castell: 25+50(S) = (1.3)25+(1.1+.3)50 = 102.5
Muunilist: 25+50(I) = (1.8)25+(.8)(1.8)50 = 117
Kashyyyk: 50(I)+75(I)+100(I)+50(I)+25(I)+50(I) = (.8)(1.3)300 = 364
Taris: 50+50+50+50+50+25+25+25+25+50+25(I)+75(I)+25(I)+25(SC)+50(I)+25(I)+50(I)+50+50(I)+50(I)+25(I) = (2)500+(.8)(2)375+(1.6+1)25 = 1665
Naboo: 50(I)+50+25(SC)+100(I)+100(I)+75(I) = (1.3)50+(.8)(1.3)325+(1.9)25 = 450.5
Cato: 0
Ord Mantell: 75(S)+50(I)+25+50+50 = 125+(.8)50+(1.1)75 = 247.5
Dantooine: 25(I)+50(I) = (.8)75 = 60
Corellia: 50(S)+25(I)+25(SC) = (.8)25+(1.1)50+(1.6)25 = 115
Sullust: 25+25+50(I) = 50+(.8)50 = 90
Arkania: 25+25+25+50 = 125
Tibannopolis: 25+25+50+50(I)+25(S)+25 = 125+(.8)50+(1.1)25 = 192.5
Lorrd: 25+25+25(I)+25(SC)+25(I)+50+25(I) = 100+(.8)75+(1.6)25 = 200
Chu'unthor: 0

4455.5+(.05*4455.5 =)222.775 = 4678.275
Information: (.3)25+(.3)25 = 15
Investment: (.3)340+(.3)545+(.3)305 = 357
Karada: 0
Silver Cross: (.3)50 = 15
Smuggling: (.1)690+(.3)110 = 102

489+(.05*489 =)24.45 = 513.45

Deficits (-): 2365+1300+12318.25 = 15983.25
Profits (+): 9719+5191.725 = 14910.725
Overall: -1072.5

End Income: 14451.875
End Upkeep: 3135
End Treasury: 35.5 (Not including Salvage Rolls)

EDIT: I swear I need a fucking accountant for these bases. I wasted an entire day where I should have been working.
 
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