Same reason real-world countries vie to host the Olympics. Even if it doesn't 'break even' in raw credits, this is will be a massive PR shot in the arm for the Council of Neutral Systems and for Ciaran, personally. To take the ruins of Taris, and over a little more than a year convert it into one of the finest city-planets in the galaxy, is a genuine economic miracle, and reminding the galaxy of what she's done is always a good idea. It's a PR coup the likes of which politicians can only dream of in their sleep.

Yes, I think the Galactic Games are more important than investing in a media network, even one as useful as Papanoida's.
The thing is though, having good PR for us isn't something I think we need that much more of, but with a media network, we have a much greater ability to cause bad PR for our enemies.
 
The latter - the reason I dropped the other Karada upgrades from Courscant was basically for narrative reasons of "why would you build more stuff there when you want to get everything off-planet?"
Also on bases:
Do the following count as Military for our 40% Military Upkeep reduction:
Corellia-Mandalore Pilot Training Initiative- Mandalorian
Blacksite- Nar Shadda (increases recruitment rate)
Systemwide Defenses- Kashyyyk, Taris, Ord Mantell
Recruitment Center- Taris (both guardian/seeker and nekghoul variants)
Corellian Recruitment- Corellia


I'm inclined to pick the 'Rolling Takeovers' as a 'click it and forget it' upgrade. It's 100 credits per turn, but it also increases our Guardian and Seeker recruitment at exponential rates: +1 per turn per 'takeover', forever. Our business empire is already at the top of the pyramid, but if we want the Abyss Watchers to reach the same tier, and make it sustainable even without the corp of Martial heroes we've assembled... 'Rolling Takeovers' strikes me as pretty darn effective. (Remember: Coruscant isn't one planet, it's 5000 planets stacked on top of each other. Let's take over the other 4999...).
If you note I have money leftover, what I set out to do is try to establish a base of lets take these upgrades but also leave funds left over (1.7 or 1.8k in this case) for people to add onto them, which would include things like rolling takeover and some of your other comments. Basically I was looking to provide a rough starting point to help people with picking base options while also leaving funds to add additional base upgrades.

...How are you getting 105 income from this? Taris gives +100%, but that's just 100, isn't it?
5% from Muun Bankers which is multiplicative.

@Void Stalker, I'm pretty sure this is where you saved most of your money -- my 'first pass' through the bases bought all of the Fort Garnik upgrades. At this point, I'm pretty sure we should hold off on most (if not all) of those. The CNS needs a stronger defensive posture, but I don't think there's a danger of either the CIS or Republic invading in the immediate future, so we should be safe leaving this on the table for a turn.
I think I grabbed one of the Fort upgrades, the drydocks, as it seems like a series we want to chip away at each turn. But yeah since they don't provide income they really eat into the budget.
 
How much money do you guys expect we'll be paying for actions? My estimates with the plans so far is somewhere around 1700-1500. Is that a good estimate to run with for Base purchases?
 
How much money do you guys expect we'll be paying for actions? My estimates with the plans so far is somewhere around 1700-1500. Is that a good estimate to run with for Base purchases?

I have 1300 for my plan and there are probably more expensive chosen options. I would put it around 1200-1500 maybe 1700 at the maximum like you said.
 
And now for the bases:


New Bases:
[] Yavin: Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.
[] Thyferra: Cost: 150 Reward: Facility on Thyferra
[] Mustafar: Cost: 200 Reward: Facility on Mustafar
Gah so many good options. The Yavin Base is definitely a lock -- there's way too much stuff to find and do, and the base starts with three archaeology rolls! As for the rest... it depends on our balance sheet, but Mustafar offers collaboration with the Blackguard, some amazing archaeology sites (this was where we originally found HK-47, after all, and the entire lava field is covered in ancient Jedi ruins) and a bit of mining income (there's a reason Techno Union and IGBC both have facilities here...). Plus, it's the archetypal lava planet, so why wouldn't we? Also, Thyferra should be good for lots of medical and smuggling income (because bacta), but it might also help keep our forces alive, since we'll have a lot more bacta available to use.


Base Upgrades:

Coruscant Base:

[] Intelligencer Expansion: Cost: 200 Rewards: +50 investment income, Coruscant Intelligencer dramatically expanded
[] Underworld Takeover
-[] Rolling Takeover: Cost: 200 Upkeep: 100 Reward: 1-3 "Underworld Takeovers" occur every turn
'Rolling Takeovers' has an exponential affect on our Guardian/Seeker recruitment, +1 per turn, per takeover, forever. It's expensive, but worth it. Expanding our media network fights with our recent PR push.


Kalee Military Base:
[] Expanded Industrial Investments
-[] Military Factories: Cost: 150 Reward: +50 Military income, improved equipment for Kaleesh warrior squads
-[] Labor Droid Plants: Cost: 100 Reward: +50 investment income
[] Joint Kaleesh-Mandalorian Training Centers: Cost: 100 Reward: Increased solidarity between Guardians and Kaleesh, potential for improvement in Kaleesh squads
[] Mercenary Recruitment Center: Cost: 100 Reward: +50 military income
[] Kalee Gravball League: Cost: 100 Rewards: +50 investment income, Kaleesh gravball teams established
[] Cantina Franchise: Cost: 150 Reward: +75 investment income
Both the Military Factories and Training Centers unlock upgrades for our Kaleesh warrior squads, which should be a big help. The rest have really good ROI, thanks to Kalee's 80% planetary bonus.


Oracle (Lucrehulk):
N/A


Mandalorian Mansion:
[] Guardian HQ Expansion: Cost: 150 Reward: Guardian HQ expanded and ready to handle more recruits from other planets.
[] Salvage Teams: Cost: 100 Rewards: +25 Salvage income, per turn roll for other benefits
The HQ expansion lets us spread the gospel of Mandalore across the galaxy. Salvage teams because there's a bunch of cool stuff to discover.


Lordran, Kiln:
[] Droid Factory:
-[] Spider Droid Factory: Cost: 100 Upkeep: 50 Reward: +1 Spider droid group per turn
-[] 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
[] Baktoid Vehicle factories:
-[] Hyena Bomber Factory: Cost: 175 Upkeep: 80 Reward: +1 group of Hyena bombers per turn
[] Relocate/Expand Droid Infrastructure:
-[] Archive/Data Analysis Droid Fleet: Cost: 75 Reward: Archive/data analysis droid fleet relocated to Lordran
-[] Administrative Droid Fleet: Cost: 75 Reward: Admisitrative droid fleet relocated to Lordran
Kiln factories are really cheap, especially since both the 40% Kiln discount and the 40% military discount apply to each of them. We should also move our droid fleets, as part of our general evacuation of Coruscant


La'Sombra (Asteroid Base):
N/A


Nar Shaddaa Property:
[] Aegis Security Expansion: Cost: 50 Reward: +25 military income
Upgrades our 'defensive grid' and gives a nice ROI.


Castell Facility:
[] Gossam Commando Investments/Subversion:
-[] Commando Gear: Cost: 50 Reward: Gossam Commandos more likely to survive, and more likely to support you
[] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[] Gossam Development Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
[] Mining Guild Production Investments: Cost: 200 Rewards: +50 investment income, 5% discount on base upgrades
The commandos should help ensure success in ousting Shu Mai next turn. The 'Gossam Development' pays for itself in short order, and the 'Mining Guild' contract more than pays for itself this turn. Free money.


Muunilist Mansion:
[] Salvage/Recycling Teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[] Currency Exchange: Cost: 100 Reward: +50 "trade" income
Muunilist gives a remarkable 80% bonus to all planetary income. The IG upgrade can wait; the other two pay for themselves.


Vectivus' Home:
N/A


Kashyyyk Facility:
[] Wookiee Infrastructure Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income
[] Systemwide Defenses: Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Kashyyyk, permanently deterring Trandoshan raids
Wookie Infrastructure pays for itself in <2 turns. Systemwide Defenses is costly, but removes the cap on our hiring Wookie warriors, allowing us to fill our ranks with 7-ft-tall warrior-engineers.


Taris Property:
[] Beautification: Cost: 150 Reward: Increased rewards from 'Swoop Racing' and 'Galactic Games' actions
[] Mercy Medical Campus Expansion:
-[] Karada Labs: Cost: 100 Reward: +50 Karada income
-[] Karada Academy: Cost: 100 Reward: +50 Karada income
-[] Karada Museum: Cost: 100 Reward: +50 Karada income
-[] Karada Genetics Center: Cost: 100 Reward: +50 Karada income
-[] Karada Xenomedicine: Cost: 100 Reward: +50 Karada income
-[] Karada Cybernetics Division Relocation: Cost: 100 Rewards: +25 Karada income, division relocated from Coruscant
-[] Karada Force-Friendly Cybernetics Department: Cost: 150 Rewards: +50 Karada income, improved opinion from Jedi
[] Promised Land Development:
-[] Political Organization Programs: Cost: 100 Rewards: +25 investment income, nekghouls given crash course on Tarisan politics
-[] Recruitment Center: Cost: 150 Upkeep: 75 Reward: +2 nekghoul groups per turn
-[] Promised Land Economy Creation: Cost: 200 Rewards: +75 investment income, nekghoul economy becomes viable in the long term
-[] Nekghoul Academies: Cost: 100 Rewards: +25 investment income, nekghouls given crash course on galactic history
[] Systemwide Defenses: Cost: 250 Upkeep: 100 Reward: Systemwide defenses set up around Taris
[] Silver Cross Headquarters: Cost: 150 Rewards: +50 Silver Cross income, Silver Cross HQ relocated to Taris
[] High-Society Matchmaking Programs: Cost: 50 Reward: +25 investment income
[] Baobab Fleet Terminal: Cost: 100 Reward: +50 trade income
[] House Benelex Facilities: Cost: 100 Reward: +50 security income
[] Corellian Merchant Guildhouse: Cost: 100 Reward: +50 trade income
[] CEC Facilities: Cost: 100 Reward: +50 investment income
[] Ojoster Media Programs: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Taris
Pretty much everything here pays for itself in ludicrously short order. I decided to go all-in on the Nekghoul stuff, since that is a major source of economic growth (and Nekghoul Warriors should expand our ranks of Force Users). I decided to wait on the Bureau of Ships (no income and not immediately useful) and the CNS Parliament (same), though I'm still thinking about them.


Naboo Mansion:
[] Asset Centralization: Cost: 50 Reward: +50 investment income
[] Naboo Development Program: Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income
[] Silver Cross Distribution Center: Cost: 50 Reward: +25 Silver Cross income
Asset Centralization & Development pay for themselves, and Silver Cross has a major income bonus.


Cato Nemodia Mansion:

[] Clovis Factory Line Expansions:
-[] BX Commando Droid Line: Cost: 150 Upkeep: 75 Reward: +2 BX droid groups per turn
Cato Neimoidia facotires are more expensive than Kiln, true. However, Kiln can only produce so many droids per turn, and the Clovis Factory lets us expand our production of BX commando droids, the ones that could fight toe-to-toe with clone commandos.


Ord Mantell Compound:
[] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[] Tansarii Point Station Deals: Cost: 150 Rewards: +50 investment income, potential for other benefits
Tansarii doesn't pay for itself, but the story hook is just too promising. Shadowsports is nice, but fairly minor. I decided to skip the 'Fort Garnik' upgrades for a turn, since they're really costly and not quite as urgent as other upgrades.


Dantooine Facilities:

[] AgriCorps Outpost: Cost: 100 Reward: +25 investment income, potential to locate artifacts
[] Svivreni Crystal Mining: Cost: 150 Rewards: +50 mining income, consistent supply of lightsaber crystals for all Force users
AgriCorp takes 5 turns to pay for itself, but the potential for artifacts makes it worthwhile. Same story with the Crystal Mines; we have enough income to 'splurge' on something expensive but useful.


Corellia Property:

[] Corellian Recruitment Center: Cost: 100 Upkeep: 50 Reward: Increased capabilities for Abyss Watcher and CNS space forces
[] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[] Corellia Intelligencer: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Corellia
[] Silver Cross Distribution Centers: Cost: 50 Reward: +25 Silver Cross income
Let's recruit some Corellians. Adding an 'Intelligencer' to our media network, and adding a Silver Cross center to our humanitarian network, also helps out. 'Smuggler' because... well, come on, who doesn't want to work with Corellian smugglers?


Sullust Facility:
[] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[] Fulluusub Development: Cost: 150 Upkeep: 50 Reward: Roll per turn for random benefits
Aegis as default defensive upgrade. It's not worthwhile (yet) to grab the recruitment center -- our smuggling income doesn't justify the bonus -- but I'm really curious to see what benefits we get from Fulluusub. Let's open the mystery box!


Arkania Facility:
[] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[] Salvage/Archaeology Teams: Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
[] Arkanian Recruitment Center: Cost: 150 Upkeep: 50 Reward: Arkanians recruited more thoroughly, bonus to Learning actions
[] Cloning Facilities: Cost: 200 Upkeep: 100 Reward: Covert cloning facilites set up
Aegis as default defensive upgrade. Cloning Facilities to unlock that research avenue. Recruitment Center for the default bonus.


Tibannopolis:
[] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[] Benelex House Facility: Cost: 100 Reward: +50 security income
[] Tibanna Gas Refinery: Cost: 200 Rewards: +50 investment income, supply of Tibanna gas
[] Shadowport: Cost: 50 Reward: +25 smuggling income
[] Jedi Enclave: Cost: 100 Reward: Enclave for local Jedi set up, potential for techniques to be covertly analyzed
[] Salvage/Archaeology Teams: Cost: 100 Rewards: +25 salvage income, per turn roll for other benefits
Aegis, Wiretaps, and Salvage as default. Tibanna Refinery because that's one big reason we're there -- for more powerful weapons. Jedi Enclave to let us potentially skip a 'study Force sect' action (and let us learn psychometry or transfer essence for free!) Benelex and Shadowport to diversify our income streams.


Lorrd Property:
[] Aegis Security Facility: Cost: 75 Reward: Defenses established, +25 security income
[] Salvage/Archaeology teams: Cost: 100 Reward: +25 salvage income, per turn roll for other benefits
[] Vianist Pilgrimages: Cost: 100 Upkeep: 50 Reward: Chance per turn of archaeological site examined
[] Vianist Safehouses: Cost: 100 Rewards: +25 investment income, +25 Silver Cross income
[] Svivreni Gem Mines: Cost: 100 Reward: +25 mining income, acquire Lorrdian crystals for select Agents/Walkers
[] Lorrd City University "Donations": Cost: 150 Upkeep: 50 Reward: Bonus to Lore actions
[] Lorrdian Recruitment Center: Cost: 100 Upkeep: 50 Rewards: Lorrdians recuited, bonus to diplomacy actions
[] Kanz Intelligencer: Cost: 100 Reward: +25 Investment income, Abyss Watchers-owned media outlet set up on Lorrd
Aegis, Salvage as default -- no wiretaps because Lorrdians are scary perceptive. Pilgrimages to let us potentially skip an 'archaeology' action (or more than one), Gem Mines for mystery box, Lorrd City University and Recruitment Center for default bonuses (!), and Intelligencer to expand our media presence among the most anti-slavery planet in the galaxy.


Chu'unthor:
[] Sienar Interior Renovations: Cost: 100 Reward: Chu'unthor interior fully renovated
[] Ithorian Biome: Cost: 150 Rewards: "Living ecosystem" set up on Chu'unthor, potential for unforseen benefits
[] Abyss Agent Barracks: Cost: 200 Reward: +1 Force study action
[] Abyss Archive: Cost: 100 Reward: Archives set up for Agent training regimen, increased chance of success for technique integration actions
[] Force-Based Research Labs: Cost: 200 Reward: Decreased time for anti-Force research actions
[] Defensive Emplacements: Cost: 150 Reward: Heavier defenses set up for Chu'unthor
'Renovations' and 'Emplacements' to finalize the repairs and make it fully space-worthy. Ithorian Biome to make it peaceful and/or 'alive' in the Force -- I really like this concept, and can't wait to see what Dr. Snark does with it. Barracks give us another action, so that's a gimme, and the Archive and Research Labs give bonuses to our Lore and Learning. Easy peasy


Revised balance sheet to follow...

EDIT: per Void Stalker, swapped out some 'Karada' upgrades for the other Kalee upgrades.
 
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[] Corporate Espionage Program: Cost: 100 Reward: +50 information income
[X] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[X] Gossam Development Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Castell income
[X] Mining Guild Production Investments: Cost: 200 Rewards: +50 investment income, 5% discount on base upgrades
[X] Currency Exchange: Cost: 100 Reward: +50 "trade" income
[X] Wookiee Infrastructure Programs: Cost: 150 Upkeep: 50 Reward: 30% boost to Kashyyyk income
[X] Asset Centralization: Cost: 50 Reward: +50 investment income
[X] Naboo Development Program: Cost: 150 Upkeep: 50 Reward: 30% boost to Naboo income
[X] Silver Cross Distribution Center: Cost: 50 Reward: +25 Silver Cross income
[X] Expanded Shadowports: Cost: 150 Reward: +75 smuggling income
[X] Smuggler's Den: Cost: 100 Reward: +50 smuggling income
[X] Silver Cross Distribution Centers: Cost: 50 Reward: +25 Silver Cross income
[X] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[X] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[X] Karada Research Complex: Cost: 100 Rewards: +50 Karada income
[X] Large-scale Wiretaps: Cost: 50 Reward: +25 information income
[X] Benelex House Facility: Cost: 100 Reward: +50 security income
[X] Shadowport: Cost: 50 Reward: +25 smuggling income
[X] Vianist Safehouses: Cost: 100 Rewards: +25 investment income, +25 Silver Cross income
[X] Karada Medcenter: Cost: 100 Reward: +50 Karada income
@Publicola, these base upgrades do nothing more besides give us more money. We have enough money, so we shouldn't acquire upgrades that make us more of it when it's at the expense of getting other kinds of resources. Replace them with base upgrades that get us resources besides credits or with entirely new bases.

EDIT: Just to be clear, keep the Taris base upgrades. They'll synergise with the Games.

[X] Yavin: Cost: 250 Rewards: Base at Yavin, Archaeology teams automatically set up with three rolls per turn for discoveries.
[X] Thyferra: Cost: 150 Reward: Facility on Thyferra
[X] Mustafar: Cost: 200 Reward: Facility on Mustafar
At least build a base on Iego. There's a hero there that we can recruit.
 
@Publicola a lot of those Karada facilities (not the ones on Taris though) have a turns to repay of 1.71, while we have multiple options with a better value than those. Also some of the wiretaps are in the same situation. With how we still have non money upgrades we did not take that we will want (including all the droids on Kiln at some point) more funds will be useful.

Mercenary Recruitment Center is one you do not have that has a turns to repay value of 1.14. Kalee Graveball and Labor Droid Plants (also on Kalee) have 1.32, as does the Cantina franchise there.

@Andres110 despite our large amounts of funds we do not have the money to buy all the ugrades we want. In addition a lot of income upgrades only have a small impact on the budget. For example mercenary recruitment only drains 11.25 credits from available funds.
 
Also, Thyferra should be good for lots of medical and smuggling income (because bacta), but it might also help keep our forces alive, since we'll have a lot more bacta available to use.
This doesn't make sense to me. Bacta does indeed keep our forces alive, but having more of it would only help if we for some reason didn't have enough bacta already to meet demand. How exactly is that the case? We are very rich so it seems to me like if we were short on bacta we could just buy more bacta.
 
You've placed X's in your plan. Moratorium is still on, yeah?
Fixed. :oops:

@Publicola, these base upgrades do nothing more besides give us more money. We have enough money, so we shouldn't acquire upgrades that make us more of it when it's at the expense of getting other kinds of resources.
...We've been successful so far because we balance upgrades that give us useful resources (recruitment, default bonuses, etc.) with upgrades that give us credits, so long as the ROI is high enough. All of the upgrades you list return our investment in full, in less than two turns. That means, by next turn, those same updates will let us afford even more stuff than before -- like new bases, new troops, new bonuses, and new 'superships coats in phrik that can tank a Death Star' (I'm really looking forward to that...).

Can someone explain to me why the Galactic Games are important?
...I thought I had. :(

If we're not going to invest in the media network through Actions, can we at least build a base on Pantora?
I'd love to, but it depends on what we can afford. Yavin is a must, but everything else is second or third tier. I think Mustafar would be really useful for lots of reasons, and we did spend an action last turn that unlocked the Thyferra base now (plus, smuggling medicine is exactly the sort of thing that Abyss Watchers/Karada should do more of). However, there were a lot of other planets in the 'honorable mention' category, and I agree we should pick them up sooner than later. Iego and Pantora are both in that category.

Ideally, I'd like to see some discussion about what bases are most important and in what order. So, Yavin is #1, but what base is #2 and #3 in terms of purchase priority?

@Publicola a lot of those Karada facilities (not the ones on Taris though) have a turns to repay of 1.71, while we have multiple options with a better value than those. Also some of the wiretaps are in the same situation.
Thank you! I kinda figured Karada would be a default buy, since it was one of our OG base upgrades, but if there are better ROI elsewhere, we should pick those. I'll fix it.
 
@Killerflood taking a look at base upgrades, if you drop Droid Marketing Office on Coruscant and Agricultural Revitalization on Mandalorian you can add Labor Droid Plants, Kalee Gravball League and Cantina Franchise, all on Kalee, while also saving 38.25 credits this turn to spend elsewhere and providing more income. There might be some more, once you are done I can run through and let you know if I spot anything else like that.
 
@Killerflood taking a look at base upgrades, if you drop Droid Marketing Office on Coruscant and Agricultural Revitalization on Mandalorian you can add Labor Droid Plants, Kalee Gravball League and Cantina Franchise, all on Kalee, while also saving 38.25 credits this turn to spend elsewhere and providing more income. There might be some more, once you are done I can run through and let you know if I spot anything else like that.

Thanks for letting me know. After a certain amount of time I just gave up going back and auditing myself.
 
That means, by next turn, those same updates will let us afford even more stuff than before -- like new bases, new troops, new bonuses, and new 'superships coats in phrik that can tank a Death Star' (I'm really looking forward to that...).
We'll be able to afford all those things even if our income doesn't change at all this turn. Getting more income this turn won't change things in that regard. The only thing getting income-exclusive upgrades will do is allow us to buy more income-exclusive upgrades the next turn. There is no other benefit. We have reached the point where such upgrades are an afterthought, so we should really start treating them as such.

Can someone explain to me why the Galactic Games are important?
It increases the prestige of the CNS and thus its soft power, giving us by proxy greater control of the galaxy. It also enhances our own prestige which gives similar benefits.
 
Thanks for letting me know. After a certain amount of time I just gave up going back and auditing myself.
I do have turns to repay for a lot of the actions on a previous page so that should make it easier.

Also @Publicola @Whumbly for income production, after Taris, Kalee has the best options this turn for turns to repay, the Karada facility on Naboo is also good as are Corporate Espionage and Aegis Security on Coruscant. After that a lot of Naboo and Kashyyk items come in ahead of pretty much everything else.

I will be on for another hour and a half or so if anyone wants me to review their base upgrade list.
 
I mean, part of the reason why we don't have the money to buy all the upgrades we want is because we always buy tons and tons of upgrades to increase our income, so we never have any funds getting stockpiled and almost all our income is just used for more income. Yes, they more than pay for themselves in only a bit more than one turn, but that doesn't help much when we keep using that extra money to just buy more of those upgrades instead of putting the money to work on other stuff.
 
I mean, part of the reason why we don't have the money to buy all the upgrades we want is because we always buy tons and tons of upgrades to increase our income, so we never have any funds getting stockpiled and almost all our income is just used for more income. Yes, they more than pay for themselves in only a bit more than one turn, but that doesn't help much when we keep using that extra money to just buy more of those upgrades instead of putting the money to work on other stuff.

But isn't that how Capitalism is supposed to work? :V
 
You might find this useful:
This is a graph of our Income, Upkeep, Treasury (end of turn balance) and total Purchasing Power (Income + Treasury - Upkeep) each turn, going back as far as the first turn I made a plan with a Balance Sheet.

As you can see, earlier in the quest, our PP depended heavily on our Treasury. However, we've been steadily converting more and more of our 'cash of hand' into 'income', which both ensures our purchasing power is reliable and growing quickly.

Basically: it's a good thing we're spending money to generate income, rather than eating our seed corn.
 
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Capturing the Devastation was much more iffy -- it's a remarkably low-probability operation, so I needed to attach Asajj (her +5 Force Sight bonus saved the day) to give a reasonable chance of success.
It says something about the standards of this Quest when a 75% chance of success is not considered reasonable.

Devastation: 40% + 10 (default bonus) + 20 (omakes) + 23 (Asajj) + 2 (Watchers) = 95% odds, with 55% chance of crit
Unless I'm misunderstanding how the bonuses work, we actually have a default bonus of 15 for Martial.

Finally, we should definitely recruit Galen Erso this turn, especially as it's fairly time-sensitive. I have to admit, though, I love who I assigned to help out. After all, Erso's research specialty is crystals. Who better to recruit him, than a living, breathing crystal? Cheriss may have the worst Intrigue stats of our hero unit, but we don't need much of a bonus to ensure success, and I can't wait to see how Dr. Snark lets it play out.
Random trivia: I actually considered Cheriss for this since, at the time, I was planning to have Ventress get in touch with the Jensaarai.
 
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