You might find this useful:
This is a graph of 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.
Publicola, think for a moment, why do we want to increase our Income? The answer is to get more credits. Why do we want to get more credits? To buy more things. When do we stop wanting to get more credits? When we get enough credits to buy all the things.

Now, look at all the things we can buy that are not exclusively about getting more credits. Do we have enough credits (with total purchasing power) to buy all of those things? If yes, we shouldn't get more Income-exclusive upgrades. If no, then ask another question: can we, with our current Income, buy all the remaining non Income-exclusive upgrades next turn after getting as much as we can this turn? If yes, we shouldn't get more Income-exclusive upgrades. If no, we should get more Income-exclusive upgrades.

With all that in mind, @Publicola, should we or should we not get more income-exclusive upgrades? You must base your answer on the above questions, not on the general rule of thumb we've operated under until this point.
 
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.
Well to be fair it has let us be a lot more flexible in buying and acquiring new bases. Also the income upgrades consume less of the budget thanks to us getting income the same turn and being able to count that as part of the budget. So you would need to drop multiple income upgrades for a single non-income upgrade.

In other news, tired of doing calcs by hand I have started a google doc to do all the calculations for me. Please see the beginning of it here and if I can get feedback on it that would be great.
 
It's late and I need to head off to bed. My plan has been updated as far as I'm willing to push it on the post I made. (LINK) I can't pull off the shit I did today another day. Good luck @Publicola with your planning though judging by past precedent I doubt you'll need it.

I'll officially post my plan tomorrow morning. Good night everyone and may the Force be with you.
 
It says something about the standards of this Quest when a 75% chance of success is not considered reasonable.
:D Pretty much.

Unless I'm misunderstanding how the bonuses work, we actually have a default bonus of 15 for Martial.
One of those bonuses is exclusively for CNS military operations. I'm pretty sure capturing the Devastator is an Abyss operation, so it wouldn't qualify.

When do we stop wanting to get more credits? When we get enough credits to buy all the things.

Now, look at all the things we can buy that are not exclusively about getting more credits. Do we have enough credits (with total purchasing power) to buy all of those things? If yes, we shouldn't get more Income-exclusive upgrades.
...I have a very different mindset about these things than you.

Credits represent economic value. We're earning credits by creating things that people want. For instance, let's pick a 'Income-exclusive upgrades' at random:
[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Kashyyyk to streamline their production line with Wookiee labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment income
If we're playing by Watsonian rules, this action helps employ a considerable number of people, saves a long-storied company from bankruptcy, and turns us a profit at the same time.

If we're playing by Doylist rules, this action generates income that can be used for more things -- actions, bases, all of the above.

This isn't the rat race. We're not mindless drones going to work to earn a paycheck so we can afford to spend time with our family... only to realize we're so busy working we can't spend time with the family.

This is investment, not employment. Think of it like farming: we plant seeds for the future, so we can harvest more next season. We don't have to force each seed to grow -- it does that on its own. We're letting the money do the work for us.

Plus, as @Void Stalker points out, it's also true that our increased income has let us drastically expand operations on new planets, since we can afford to expand by more than one base per turn. It's also true that our income lets us pay for all those actions we want to do -- we can afford to drop 300 credits on fancy genemods, just as we'll be able to afford to drop 600 credits or more to armor every one of our soldiers in phrik. That's thanks to our investments. And yes, we will eventually run out of things to buy. But one of the virtues of the Star Wars galaxy is, that 'eventually' is a long way away, and there are a lot of planets and a lot of bases and a lot of investment opportunities between here and there.
 
...I have a very different mindset about these things than you.

Credits represent economic value. We're earning credits by creating things that people want. For instance, let's pick a 'Income-exclusive upgrades' at random:
If we're playing by Watsonian rules, this action helps employ a considerable number of people, saves a long-storied company from bankruptcy, and turns us a profit at the same time.

If we're playing by Doylist rules, this action generates income that can be used for more things -- actions, bases, all of the above.

This isn't the rat race. We're not mindless drones going to work to earn a paycheck so we can afford to spend time with our family... only to realize we're so busy working we can't spend time with the family.

This is investment, not employment. Think of it like farming: we plant seeds for the future, so we can harvest more next season. We don't have to force each seed to grow -- it does that on its own. We're letting the money do the work for us.

Plus, as @Void Stalker points out, it's also true that our increased income has let us drastically expand operations on new planets, since we can afford to expand by more than one base per turn. It's also true that our income lets us pay for all those actions we want to do -- we can afford to drop 300 credits on fancy genemods, just as we'll be able to afford to drop 600 credits or more to armor every one of our soldiers in phrik. That's thanks to our investments. And yes, we will eventually run out of things to buy. But one of the virtues of the Star Wars galaxy is, that 'eventually' is a long way away, and there are a lot of planets and a lot of bases and a lot of investment opportunities between here and there.
But we are on a time limit. So at some point we have to start focusing on building stuff that instead of giving us more to build with, gives us stuff to use for our actual goal of stopping Palpatine and owning the galaxy, instead of having our focus with what we buy being increasing Income and letting the other stuff be an extra if we can afford it.
 
Here's the finalized version of my plan. For those of you who don't want to scroll through it all, I replaced Obi-Wan with Vos, reassigned Silas to Vos, reassigned PR-1 to Erso, threw half a dozen Watchers onto the Devastation, threw a Watcher at Vos, and copied Publicola's base purchases (with most of the droid factories removed to pay for Cheriss's action).

I need to get some sleep, so I'll vote for this in the morning. Night, everyone.

[] Plan Clock Is Ticking

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
-[] 6 Watcher Teams
[] 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:
[] Seeking A Lost Soul: Chance of Success: 50% Reward: Quinlan Vos located and dossier compiled, potential for further communication
-[] Silas Cata
-[] 1 Watcher Team
[] 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
[] 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
-[] PR-1

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, ???

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

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

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

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

Lordran, Kiln:
[] Droid Factory:
-[] CB-3 Droid Factory: Cost: 175 Upkeep: 100 Reward: +1 CB-3 droid group 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

La'Sombra (Asteroid Base):
N/A

Nar Shaddaa Property:
[] Aegis Security Expansion: Cost: 50 Reward: +25 military income

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

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

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

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

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

Cato Nemodia Mansion:

N/A

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

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

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

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

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

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

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

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
 
SPEND ALL THE CREDITS TO GET ALL THE CREDITS!

CAPITALISM HO!

Thank you for your wonderful insight Elder Teron.

Can someone explain to me why the Galactic Games are important?

I could say like the others that this is about pride, prestige and showing off the 'Miracle of Taris', but since you seem to be more economically minded, allow me to remind you that the Galactic Games is likely to return a large amount of credits from tourism, sponsorship deals and illegal gambling (for some reason or another the Republic banned betting on the games, but as all things in the Republic, it doesn't work that well when the Games Council is the equivalent of FIFA).
 
...I have a very different mindset about these things than you.

Credits represent economic value. We're earning credits by creating things that people want. For instance, let's pick a 'Income-exclusive upgrades' at random:
If we're playing by Watsonian rules, this action helps employ a considerable number of people, saves a long-storied company from bankruptcy, and turns us a profit at the same time.

If we're playing by Doylist rules, this action generates income that can be used for more things -- actions, bases, all of the above.

This isn't the rat race. We're not mindless drones going to work to earn a paycheck so we can afford to spend time with our family... only to realize we're so busy working we can't spend time with the family.

This is investment, not employment. Think of it like farming: we plant seeds for the future, so we can harvest more next season. We don't have to force each seed to grow -- it does that on its own. We're letting the money do the work for us.

Plus, as @Void Stalker points out, it's also true that our increased income has let us drastically expand operations on new planets, since we can afford to expand by more than one base per turn. It's also true that our income lets us pay for all those actions we want to do -- we can afford to drop 300 credits on fancy genemods, just as we'll be able to afford to drop 600 credits or more to armor every one of our soldiers in phrik. That's thanks to our investments. And yes, we will eventually run out of things to buy. But one of the virtues of the Star Wars galaxy is, that 'eventually' is a long way away, and there are a lot of planets and a lot of bases and a lot of investment opportunities between here and there.
You have yet to explain to me why your argument is important to us. You seem to think that "spend money to make exponentially more money" should be our ultimate goal before all else, but you have done exactly nothing to explain why that should be our ultimate goal.

Let's say that we discover 500 credits worth of STUFF in all the galaxy per turn. We make 500 credits per turn.
I argue that we should spend 500 credits on STUFF this turn. In the next turn, we will have 500 credits worth of STUFF and 500 credits for us to spend, with 500 credits worth of STUFF for us to buy.
You argue that we should spend 250 credits on STUFF this turn and 250 credits on increasing our income. In the next turn, we will have 250 credits worth of STUFF, 750 credits for us to spend, with 750 credits worth of STUFF for us to buy.

We get the same amount of STUFF in the long term in both scenarios. The difference is that in my plan, we get additional STUFF earlier, whereas in your plan we can buy the same stuff we could before, only we do so later, and from then on the only thing the extra income can do is increase income and seemingly nothing else.

My plan has reason behind it. It allows us to acquire and use STUFF earlier, which has long-term benefits. Your plan does not seem to have any reason behind it. It operates purely under the logic of "exponential credit growth is good" without making any attempt to explain why we want that. At most it explains why we wanted that, but not why we should continue wanting it at present and in the future.

EDIT:
tl;dr: I want to maximise short-term advantage in a way that does not stop us from maximising long-term advantage. You want to maximise long-term value in a way that stops us from
 
Last edited:
Balance Sheet for: Plan Publicola WIP

Current Treasury: 1108

One-Off Costs - Actions: 250+150+200+150+50+100+300+50+100+200 = 1550
One-Off Costs - Base Purchases: 250+150+200 = 600
One-Off Costs - Base Upgrades: 400+700+250+750+50+500+200+400+2400+250+150+300+250+350+225+525+675+825+900 = 10100
Base Costs (Coruscant): 200+200 = 400
Base Costs (Kalee): 150+100+100+100+100+150 = 700
Base Costs (Oracle): 0
Base Costs (Mandalore): 150+100 = 250
Base Costs (Kiln): 100+175+150+175+75+75 = 750
Base Costs (La'Sombra): 0
Base Costs (Nar Shaddaa): 50
Base Costs (Castell): 50+100+150+200 = 500
Base Costs (Muunilist): 100+100 = 200
Base Costs (The Home): 0
Base Costs (Kashyyyk): 150+250 = 400
Base Costs (Taris): 150+(100+100+100+100+100+100+150)+(100+150+200+100)+250+150+50+100+100+100+100+100 = 2400
Base Costs (Naboo): 50+150+50 = 250
Base Costs (Cato Neimoidia): 150
Base Costs (Ord Mantell): 150+150 = 300
Base Costs (Dantooine): 100+150 = 250
Base Costs (Corellia): 100+100+100+50 = 350
Base Costs (Sullust): 75+150 = 225
Base Costs (Arkania): 75+100+150+200 = 525
Base Costs (Tibannopolis): 75+50+100+200+50+100+100 = 675
Base Costs (Lorrd): 75+100+100+100+100+150+100+100 = 825
Base Costs (Chu'unthor): 100+150+200+100+200+150 = 900
Base Discounts: 535+535 = 1070 (subtracted from costs)
Base Purchases + Upgrades: 600+10100 = 10700
10700 base costs * 5% Wookie Engineer discount = 535 extra credits this turn
10700 base costs * 5% Mining Guild discount = 535 extra credits this turn

Current Upkeep: 2365
Additional Upkeep: 100+310+50+150+175+50+75+50+50+150+150 = 1310
Base Upkeep (Coruscant): 100
Base Upkeep (Kalee):
Base Upkeep (Oracle):
Base Upkeep (Mandalore):
Base Upkeep (Kiln): 50+100+80+80 = 310
Base Upkeep (La'Sombra):
Base Upkeep (Nar Shaddaa):
Base Upkeep (Castell): 50
Base Upkeep (Muunilist):
Base Upkeep (The Home):
Base Upkeep (Kashyyyk): 50+100 = 150
Base Upkeep (Taris): 75+100 =175
Base Upkeep (Naboo): 50
Base Upkeep (Cato Neimoidia): 75
Base Upkeep (Ord Mantell):
Base Upkeep (Dantooine):
Base Upkeep (Corellia): 50
Base Upkeep (Sullust): 50
Base Upkeep (Arkania): 50+100 = 150
Base Upkeep (Tibannopolis):
Base Upkeep (Lorrd): 50+50+50 = 150
Base Upkeep (Chu'unthor):
Upkeep Discounts: 124+284 = 408 (subtracted from upkeep)
+310 Kiln upkeep * 40% labor-droid discount = extra 124 credits per turn

Martial Upkeep: 310+100+75+100+75+50
+710 Martial upkeep * 40% military-factory discount = extra 284 credits per turn


One-off Rewards - Actions: ???
Unknown loot from 'Capture Devastation', 'Bring the Games to Taris', 'Archaeological Expedition (Cularin)'
One-Off Rewards - Salvage: ???
Unknown salvage from Coruscant, Nar Shaddaa, Taris, Oracle fleet, Ord Mantell, Dantooine (2 rolls), Corellia, Mandalore, Muunilist, Arkania, Bespin, Lorrd, Yavin (3 rolls)
Unknown loot from 'Vianist Pilgrimage' archaeology roll or 'Blackguard' Force technique learning roll

Current Income: 9719
Additional Income - Actions: ???
Unknown income from 'Bring the Games to Taris', 'Scion of the Baobabs', 'Archaeological Expedition (Cularin)', and 'A Blind Explorer'
Additional Income - Bases: 50+275+25+25+100+75+750+75+125+75+100+25+50+175+150 = 2075
Base Income (Coruscant): 50
Base Income (Kalee): 50+50+50+50+75+ ??? (Industrial/Agriculture Investments)
Base Income (Oracle): 0
Base Income (Mandalore): 25
Base Income (Kiln): 0
Base Income (La'Sombra): 0
Base Income (Nar Shaddaa): 25
Base Income (Castell): 50+50 = 100
Base Income (Muunilist): 25+50 = 75
Base Income (The Home): 0
Base Income (Kashyyyk): 0
Base Income (Taris): (50+50+50+50+50+25+50)+(25+75+25)+50+25+50+50+50+50+25 = 750
Base Income (Naboo): 50+25 = 75
Base Income (Cato Neimoidia): 0
Base Income (Ord Mantell): 75+50 = 125
Base Income (Dantooine): 25+50 = 75
Base Income (Corellia): 50+25+25 = 100
Base Income (Sullust): 25
Base Income (Arkania): 25+25 = 50
Base Income (Tibannopolis): 25+25+50+50+25 = 175
Base Income (Lorrd): 25+25+25+25+25+25 = 150
Base Income (Chu'unthor): 0
Income Penalty - Investments: 205 (subtracted from income)
New Investments: 50+(50+50+50+75)+50+50+(25+75+25+25+50+50+50+25)+50+50+(25+50)+25+50+(25+25+25) = 1025
+1025 investment income * 20% Palpatine 'tax' = 205 fewer credits per turn
Income Bonuses - Planets: 10+8+138+60+750+201+148+180 = 1495
+50 Coruscant income * 20% Charity bonus = extra 10 credits per turn
+25 Nar Shaddaa income * 30% Undercity bonus = extra 8 credits per turn
+275 Kalee income * 50% Revitalization bonus = extra 138 credits per turn (not including 'Industrial' & 'Agricultural Investments' income)
+75 Muunilist income * 80% Recovery/Police bonus = extra 60 credits per turn
+750 Taris income * 100% Revitalization bonus = extra 750 credits per turn
570+100 Castell income * 30% Development bonus = extra 201 credits per turn
495+0 Kashyyyk income * 30% Infrastructure bonus = extra 148 credits per turn
525+75 Naboo income * 30% Development bonus = extra 180 credits per turn
Income Bonuses - Silver Cross: 75
Silver Cross income: 50+25+25+25
+125 Silver Cross income * 60% Silver Cross bonus = extra 75 credits per turn
Income Bonuses - Organization: 172
New income subtotal: 2075-205+1495+75 = 3440
+3440 Organization income * 5% Muun Banker bonus = extra 172 credits per turn


Total Expenses: 14447
Total Revenue: 13331 (+ unknown loot, salvage, and Action income)
Difference: -1116 credits

Next Turn's Balance: -8 credits



Uh...

@Dr. Snark... is this good enough? I mean, yes, it's technically 'red', but we have 16 salvage rolls to make up the difference, plus any income or loot from our actions. It's easy enough to fix -- just cut a 'Cost: 50 Reward: +25 income' upgrade -- but I'd really prefer not to have to redo the math...
 
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So big thing I want to stress is that we don't have the luxury of time on our side. The fight starts either when we want it to or once Palpatine decides to make his move. I think in canon the war was 3 years. We've finished 2 of them. While Ciaran and the CNS have been quite the spanners in the works, the clock is winding down.

Also, you lunatics made up a whole bunch of write-ins, many of which will frankly never see the light of day, so I'm paring everything the hell down. Rule of thumb is "if we put the Bonus Action on this Category, would this be on the table?" Success chances have been adjusted to include the omake overdose and any built-in bonuses we have.

[] 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: 70% Reward: Devastation stolen, potential to forge alliance with Chiss Ascendancy

[] Heroes of the Clone Wars: With Ahsoka having joined the 501st full time and the fact that Admiral Yularen would be a viable target for subversion, now seems like the best possible time to get them and the 501st fully on board with your plan to kill Palpatine. Chance of Success: 100% Reward: Ashoka, Yularan, and 501st fully subverted

So let's break this down, shall we? First two are locks. No questions about it. We've put way too much money into Taris for Palpatine to blow it up. Toss Grievous and a second Hero (Silencer, perhaps? I imagine the Rivalry trait would translate well) on it. Or maybe Asajj, as that +5 on every roll from Force Sight could be damn great there. HK is tempting for good reason, but I have other plans for him. Devastation is gonna need some real support. Thrawn bumps it up to 89%, and tossing on some Watchers as padding will seal the deal, especially as we have two re-rolls. Or just throw Personal Attention on as a +46 modifier because lol.

Heroes of the Clone Wars stands in as the "asset acquisition" action, as it is obviously the most appealing of all of them. If this is fighting for an action slot then there's no point going through the rest. Subverting the military ahead of Order 66 is pretty damn important, and while we've dechipped the 501st if I remember right, this is a good extra step.

[] 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: 60% Cost: 250 Reward: Severity of new laws reduced

[] 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: 85% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy

[] Seeking A Lost Soul: Admittedly you don't know much about Quinlan Vos, but since Dooku's marked him as a target of interest he's now worth looking into more thoroughly than other Jedi. You really have no reason to kill him (yet) so why not try and get someone to meet with him, feel him out, maybe even get him to focus his efforts elsewhere? Chance of Success: 75% Reward: Quinlan Vos located and dossier compiled, potential for further communication

Man, kinda annoying that we only have one "free" action in this category. So from that, you can tell what I'm gonna suggest for our Sienar Ship Purchase.

Anyhow, Bind the Jedi is a given, made even easier by it becoming a CNS action. If Palpatine succeeds here, then he's gained a major step towards his win-con and we have a much tighter race against the clock. This will need major support on it. 40% is no small ask. Thrawn, Silas, and PR-1 can take care of that... or Personal Attention.

I'm a bit more inclined towards Vos than Obi-Wan, though Obi-Wan has a higher success chance if we can't throw a Hero on Vos. I think this is a choice based mainly on Hero Allocation.

For Force Orders, I like Disciples of Twilight, but I've never really been into this side of the quest. Not like there's a lot of bad choices, though. Almas Academy seems like a trap. Keep the existence of the Chu'unthor secret from its rightful owners and all.

[] "Tax" Loopholes: While Palpatine may have cost you quite a bit of funding you do have a potent counter-weapon: The Muuns. Set your Muun accountants, legal teams, and what have you loose on Palpatine's new acts and find as many exploitable loopholes to keep you from fully paying his "taxes." Chance of Success: 80% Reward: Noticeable decrease in investment penalty

[] "Tax" Evasion: Forget loopholes. Sure Palpatine's probably watching for the slightest sign of your "illegal activities" but you know that he's not as omniscient as he thinks he is. "Misplace" funds through whatever means necessary to avoid these "taxes" and spite Palpatine. Chance of Success: 60% Reward: Significant decrease in investment penalty

[] Treasury Auditing: While the actual backdoor to the Republic Treasury remains out of your reach (damn you Skirata), he is willing to let you (or more accurately the Muun bankers you have on staff) look over some past records to see if they can find anything to investigate further...or maybe some dirt. Odds are there's something there knowing Palpatine. Chance of Success: 70% Reward: Locate potential dirt on Palpatine or find leads on other projects

[] Scion of the Baobabs: You're not going to lie; you can tell that Mungo Baobab, heir to the Baobab Merchant Fleet, is going to be going places. A bright, intelligent, and charismatic young man like him would be a considerable benefit to your financial efforts...er...your legitimate financial efforts. ...Hopefully he'll stay still long enough for you to meet with him again. Chance of Success: 90% Reward: Mungo Baobab formally brought on as a "financial consultant"

[] 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: 110% Cost: 150 Reward: Media network set up with Baron Papanoida

So Sienar will be for the ships that give Diplomacy Actions, please. We are annoyingly limited in that category. Now we move on to the harder part.

First priority is the Tax Evasion and Loophole actions to fix our income and let Publicola put the space equivalent of spinning rims on his favorite super-ship. Plus all the other stuff we like to buy. Evasion's odds are still a bit low as putting Taly and PR-1 on it only gets us in the 80s (what is this quest), but turns Loophole into a slam dunk. Loophole + 1 of the two is probably the way to go. Leaning on Taly.

Next, then. Assassinating Shu Mai is an auto-success, so we're doing that instead. I like Treasury Audits best, but mainly because we've wanted them for so long. But Scion of the Baobabs and Baron Papanoida are up here merely because of good odds. A Propaganda machine to combat Palpatine's is... well it's not just useful it's necessary, and it's where we need to make up the most ground. Baobab probably has good scores across the board, but nothing fantastic. But it's not like Snark is gonna stop throwing low-odd actions at us (especially because it's the only way to stop easy auto-successes), so a Hero is useful too.

I'd really like the Media Network this turn, though I say this mainly because I know that the trend would like Baobab more and instinctively push alternates. It's not a hill to die on as long as we pick either of them.

Oh, and on the note of that Saga of Revan action, we're probably never gonna take it while we have a Palpatine to hunt, but I really want to attach HK-47 to that action and make some popcorn.

[] 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: 100% Reward: Shu Mai assassinated

[] 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: 80% Reward: Maul and Savage terminated

[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 80% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] 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.
-[] 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.

[] 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: 90% Reward: Palpatine facility destroyed

[] 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: 90% Reward: Galen Erso extracted from Coruscant

Something about a +40 default bonus is just so hilariously satisfying, even compared to a +30.

We have an easy slam dunk chance of fulfilling one of our Dooku Conditions. Let's do it. We're also killing Maul and Savage. Toss a Hero on it to seal the deal. Asajj has interesting implications, although something about Jango is appropriate given that it is on Mandalore. Next is OFFENSIVE ACTION. I say we go against Tarkin or COMPNOR. The former has wronged us and has good synergy with defeating the Jedi restrictions. The latter is a big part of Palpatine's grassroots propaganda machine. Probably gonna be Tarkin, though. Immediate concerns win out, especially as said immediate concern is really fucking concerning.

Everything else is just contention for a free action. I originally had Grassroots and Rumblings of a Giant listed on here, but I really don't see those winning out over Galen Erso or Palpatine's secret Coruscant garrison. I personally believe that Bad Moon is more important, as it simply needs to go before we Press Fight, but Galen's also good for getting a third Learning Hero (and a pure one, although I don't think we really care about Cheriss' Lore abilities).

Okay, so, this is boring. Just pick a Force Sect we aren't using Diplo Actions on. Centerpoint seems like a given to me, though again I'm not too into this part of the quest and fandom, so maybe there's a cool shiny (history lessons are neat, but not shinies) that is better than the plot hook. I'm guessing that it's a plot hook that leads to Abeloth. It's kinda weird that the mission against Abeloth is a less tense and exciting prospect than our current fight with Palpatine, but I suppose it's a good last adventure.

I'm putting this category on hold, because there's something I'm uncertain of. If we take one of the anti-force actions, then get the Chu'unthor force research upgrade this turn (which we will), does that not still decrease the Research time? Makes a rather significant impact. May have been answered and I missed it, though.

Either way, priorities are those anti-Force poisons, Cortosis, Nanodroids (the obvious delivery mechanism for said poisons), and I suppose the genemodding rabbit hole, all in that order. Oh, and maybe the Force Blade thing. If it was from one of us then it's less so than if Snark provided that one.

[] The Conversation No One Wants To Have: You have to talk to Asajj about Dooku sooner rather than later...as much as you may not want to. Chance of Success: ??? Reward: ???

[] Follow the Trail: To hell with what Anakin said. Given the state he's in you can't afford to not know what he's trying to do right now. Find him. Chance of Success: ??? Reward: ???

[] Annoy Padme (Free Action, no bonuses): It's tradition. Chance of Success: Yes. Reward: Entertainment
-Personal Attention

[] Personal attention/Increased Focus:
Make Something a Super-Crit. Probably.

[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Telekinetic Lightsaber Control: No, you're not doing this just because Kreia could and you want to be able to do the same! Why does no one believe that!? Chance of Success: 100+% Reward: Telekinetic Lightsaber control learned

Annoy Padme and Talking to Ventress speak for themselves. I put Anakin there mainly because I think we shouldn't do it. Hey, maybe it's a trap, but I'm inclined to listen to him here. Especially given all the other things that we need to do. There's something that annoys me about Personal Attention on Ventress, though. Snark went and made the success odds a bunch of question marks, so we basically have to do it because we can't afford to risk a failure (just as we have for literally every other time he's done this), but I dunno. The super crits we've gotten off these previous actions gave us damn good shit. The Darth Traya legacy. Mortis. Dooku. This definitely makes sure we keep Asajj... but I dunno. If anything, I think it may be the key to her arc finishing up. If she can let go of her hate for Dooku, or at least put it aside, then that's just huge. I can sympathize with not wanting to gamble... even if I hate having to do it.

Telekinetic Lightsaber control is also way cooler than Blazing Chains, but taking neither is a legitimate option so we can put Personal Attention on a different action. Remember, Personal Attention can also get us traits! And this quest was built on supercrits.

[] HK-47 - Can't An Assassin Droid Assassinate People?: Yes. Yes he can. (Uses Intrigue Bonuses, HK-47 must be assigned to this action if chosen)
-[] Pick a member of Palpatine's Inner Circle

OFFENSIVE ACTION

Seriously. We have the assassin droid. This is a bonus way to take out one of Palpatine's goons. HK's useful for the Foundry but we have others. This? This is a great action that comes with a +48 modifier. I don't know what the base chances are supposed to be, but with a boost that high I'm sure we can do it.

Everything else in this category is secondary and can be allotted after we assign Heroes to other actions. Yes, even the Taly actions. It's more important that we get our books back in order.

So looking at the locks/likelies, we have the following actions in need of support (asterisks/etc. mean those actions are directly competing for a spot). Operating on the assumption that the Bonus Action goes to the Moon over Coruscant or something that doesn't need support.

Foundry (2 Martial Heroes)
Malevolence (at 70, Martial)
Bind the Jedi (at 60, Diplomacy)
Obi-Wan? (at 85, Diplomacy)*
Vos? (at 75, Diplomacy)*
Tax Loopholes (at 80, Stewardship)
Treasury Auditing (at 70, Stewardship)^
Action that doesn't need bonuses^
Maul/Savage (at 80, Intrigue)
Target Tarkin OFFENSIVE ACTION (at 80, Intrigue)

Assets Available:
-Grievous (Going to the Foundry)
-HK-47 (OFFENSIVE ACTION: HERO EDITION)
-Jango (Martial +18, Diplomacy +12, Intrigue +13)
-Ventress (Martial +23, Intrigue +19) (includes Force Sight Bonus)
-Silencer (Martial +18, Intrigue +12)
-Thrawn (Martial +19, Diplomacy +17, Intrigue +13)
-Silas (Diplomacy +14, Intrigue +12)
-PR-1 (Diplomacy +10, Stewardship +12)
-Taly (Stewardship +12, Intrigue +10, Learning +14)
-Cheriss (Learning +15)
-Crit Button (Martial +46, Diplomacy +44, Stewardship +34, Intrigue +46, Lore +54, Learning +31).
-Watchers (basically just throw as clean up wherever)

Is it stupid that I'm listing an 80% chance as not good enough? Yes. Welcome to the quest.

Okay. So. Taly on Tax Loopholes puts us at 92. Done. His Stewardship score was like one of his big draws, so let's use it. Get that money back, and I want a high ass score here so we can crit and stop having to care about the Neutrality Tax. Only other option is PR1 or Personal Attention and both are more useful elsewhere.

If we try this without Personal Attention, then Thrawn and Silas go on Jedi Laws. Brings odds from 60 to 91, which is pretty good. PR-1 on Obi-Wan or Vos, then. Take Treasury Auditing off the table and sub in one of the other two I recommended. Both are solid and don't need help. That leaves Malevolence and two Intrigue Actions, plus the Foundry. Four Heroes needed. Jango, Ventress, and Silencer remain, so we're one short. The fix? Take PR-1 off Vos, commit to Obi-Wan at 85, have PR-1 go onto Jedi. Silas or Thrawn can come off and move onto Intrigue, presumably OFFENSIVE ACTION. Particularly if Thrawn's the one we move off Jedi, because he should at least have some part to play in Tarkin's character assassination. Not that we should put Silas in a fight with the Zabrak brothers, either. Regardless, we got shit to do. So, we've reorganized and have Jango, Ventress, and Silencer left. Ventress has best bonuses of the three thanks to Force Sight. That +5 will pay itself over and over in the Foundry, she can singlehandedly put Malevolence over 90%, and we've generally been relying on her for Maul so far. And Asajj is least likely to get voodoo murdered by Talzin. If we send a normie after the Sith, though, that'd be a great field test for the ysalamiri. Eh. This is a thought exercise, so the specifics don't really matter so long as we can do it.

So, with the above plan(ish) we can safely do all the most important normal actions with HK-47 getting to fulfill his purpose in life and no Crit button (and ergo learn how to laserswordfight with our mind). But no other Hero Actions except maybe Cheriss if we don't need her at Learning.

Or, we give up telekinetic lightsabers and get at least one Hero Action back. Or we get to toss a third Hero on the Foundry. And probably smash one of these actions (Probably Jedi Laws) to high hell.

In conclusion: @Dr. Snark I demand that the Annoy Padme action be permitted Omake bonuses just like every other action. It deserves it, if not more so. Also, there's probably a mix of Intrigue and Diplomacy involved, so clearly it should get the default bonuses of both.
 
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I'd like to propose that we don't bother with assigning a Hero action or personal attention to the "To Bind the Jedi" action. We've got a decent chance at succeeding without it, and quite frankly we shouldn't really spend that much time helping the Jedi when we have other things we could be doing.

We've relocated a lot of the more vulnerable sections of the Jedi out of the temple already in the wake of the temple bombing. And most of the Jedi we care about have either left the order or have relocated off Coruscant anyway.

The Coruscant order of Jedi is just our enemy's enemy, nothing more. If it weren't for the risk that the new laws may not be specific enough to only target the main sect of the Jedi, I'd suggest we focus more on going after Palpatine rather than hindering this end of his plotting.

Seriously, if the Jedi can't at least help themselves, why should we spend all our time propping up their organisation? We've got things we should be doing with our time that are more valuable to us than that, and there's a reasonable chance with our bonuses that we'll succeed even without wasting our personal attention.
 
Okay, updated the spreadsheet through Taris, but it is getting late and I am getting sleepy. If I can I will knock out more of it tonight or tomorrow before work, otherwise I will have to finish it after work.

I setup filters, and it should have all the info you need for figuring out spending on upgrades. Let me know any comments or concerns with this.

The one thing with this is that naboo, kashyyyk and castell incomes are made with the assumption the 30% boost is being bought. However for the boost itself it is calcing off of income before upgrades from this turn (number looks weird as I need to put a calculated number in income to get it to come out right). Smuggling is not turned on, but I can make that change.
 
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@Stealthy: once again, you rock. Thanks for the suggestions & proposal -- do you plan to write it up as a plan?
there's something I'm uncertain of. If we take one of the anti-force actions, then get the Chu'unthor force research upgrade this turn (which we will), does that not still decrease the Research time? Makes a rather significant impact. May have been answered and I missed it, though.
@Dr. Snark, I hope you see this. Given that we'll be buying a Chu'unthor upgrade to make Force Research go faster, would that apply to actions taken this turn?

I'd like to propose that we don't bother with assigning a Hero action or personal attention to the "To Bind the Jedi" action. We've got a decent chance at succeeding without it, and quite frankly we shouldn't really spend that much time helping the Jedi when we have other things we could be doing.
I think a big reason, isn't just that we love the Jedi, but that Palpatine getting direct power and oversight over the Jedi is a potential trigger for Order 66. If he knows where every Jedi is, and can surround those Jedi with implanted clones, then game over. Ensuring the law fails gives us more time, so we're the ones to pull the trigger, rather than Palpatine.

Also, I really don't think this is the end-game. Yes, the Clone Wars ended in 19 BBY, but that was largely because Palpatine had every piece where he wanted it. Right now, the Jedi numbers haven't been whittled down, the Republic hasn't turned nearly as far into totalitarianism/total war, and the potential resistance/rebellion is shocking large. Palpatine won't pull the trigger on Order 66, simply because he isn't ready for the aftermath.

Plus, there are still a number of key events -- the Zillo beast, the Honoghr bioweapon, the Separatist campaign attacking the Core that led to the Battle of Coruscant -- that Dr. Snark hasn't mentioned yet in any Rumor Mill. Thanks to our intervention -- not just the existence of a viable CNS, but the cease-fire we negotiated as well -- we're barely halfway through the war, if that. We still have time to gather our forces.
 
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I'd like to make a plan, but unlikely. At best, I'll do what I did with the actions and highlight some base upgrades I think are important. Probably won't have time to work out all the finances for a truly complete plan.
 
I think a big reason, isn't just that we love the Jedi, but that Palpatine getting direct power and oversight over the Jedi is a potential trigger for Order 66. If he knows where every Jedi is, and can surround those Jedi with implanted clones, then game over.
Why game over? If we can subvert a lot of the clones, convince a lot of the Jedi to convert to a different sect, and just generally make the Coruscant order less and less relevant, then his potential oversight becomes much less important. And as things currently stand I'd suggest that the main order of Jedi has already been, to a certain extent, gutted.

My argument is that they're just not that important. Our action has a good enough chance of success to take a gamble on it, and if it fails then it's not that big a disaster for us.
 
I'm going to look at this stuff tomorrow. I'm not sold on the Galactic Games (considering the Olympics tend to be the equivalent of a natural disaster for the host city?). I also openly loathe the Fallanassi and decidedly favor the Disciples of Twilight (because illusions aren't as good as actually making light do what you tell it to).
 
If we can subvert a lot of the clones, convince a lot of the Jedi to convert to a different sect, and just generally make the Coruscant order less and less relevant, then his potential oversight becomes much less important.
I'm saying that if he gets that oversight, then we wouldn't have time to subvert clones, persuade Jedi, etc.

Our action has a good enough chance of success to take a gamble on it, and if it fails then it's not that big a disaster for us.
60% odds (30% + 30 for default & omake bonuses) is pretty much 'flip a coin' -- the odds aren't that great. Plus, adding Personal Attention increases the chance of a crit, which means we might be able to take power away from the Chancellor, or at least further undermine his position and authority. We've been working on a lot of fronts at the same time, and this is a step we can take on the political front to ensure the galaxy doesn't fall when we take Palpatine out.


Also, I have two questions about this:
Fair enough -- my impression was that the Silencer can sneak around (you know, silently) gathering intel that can be used against Tarkin. The Silencer may prefer explosives, but he's competent at infiltration and intelligence gathering (which is why he has a very strong Intrigue stat on top of his Martial stat).

That said, if people would prefer, I could probably move him to 'Capture the Devastation', and move Asajj to one of the Intrigue actions instead. We could have her take the lead fighting Maul/Savage, or we could use her against Tarkin (mirroring her canon presence on Coruscant during the Temple Bombing incident).
First, for @Dr. Snark, if we assign The Silencer to the 'Strike Palpatine's Inner Circle', can you confirm that our hero will be discrediting, rather than assassinating Tarkin? That seems important to clarify.

Second, for everyone else: does anyone feel strongly that I should move The Silencer off of that Intrigue option? I can probably shuffle some of our heroes around -- move Silencer + Watchers to take care of the Devastation, move Asajj down to help out with Intrigue, etc. -- but it's a lot of work for something that only one or two of you might care about. Let me know.
 
I'm saying that if he gets that oversight, then we wouldn't have time to subvert clones, persuade Jedi, etc.
He's not going to pull that trigger immediately, and even if he did, that would give us a huge chance to kill his support right then and there.

And given the main Jedi sect, I think I'm willing to risk that 40% chance of them being under the gun. Hell, it'd give us an even better chance of poaching Jedi...
 
Okay, stayed up late so the spreadsheet is now done. Let me know if there are any mistakes- any fixes will go in after work tomorrow.

Known issues:
Smuggling income booster from sullustan is set off of 940 (if all smuggling upgrades are bought)
Military upkeep discount is not applied as I am unsure of which upgrades it would apply to.


Assumptions for the sheet:
Mining bought on Castell for the 5% discount to bases (all calcs are based on 10% from mining and wookies)
Naboo, Kashyyyk, and Castell upgrades have income calculated with the 30% bonus assumed to be bought, the bonus income upgrade itself is brute forced to have appropriate numbers display.

Edit-
Interesting note is there are 35 upgrades that provide no income, costing 5,740 or almost all of the base upgrade info. This would also shrink income thanks to some of them having upkeep, and does not leave much in the way of new bases.
 
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I'm going to look at this stuff tomorrow. I'm not sold on the Galactic Games (considering the Olympics tend to be the equivalent of a natural disaster for the host city?). I also openly loathe the Fallanassi and decidedly favor the Disciples of Twilight (because illusions aren't as good as actually making light do what you tell it to).

Ah, but remember we're not the city, we're the corrupt megacorp that is able to dictate certain policies that'll ultimately generate profits for them. Combine with cheap labourers from the refugees and our the market in illegal gambling and we could generate a fairly substantial return.
 
The Galactic Games aren't nearly as useful as eliminating the tax penalty, recruiting a good all-rounder Hero unit, or building a media empire/propaganda machine.
 
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