It will be made of whatever metal/alloy Grievous deems worthy.
[] Organa Protection Detail: If recent events are any indication Bail Organa is likely about to be targeted by Palpatine-sponsored assassins so that he can remove a political opponent from the board. Protecting him could earn you another valuable asset in the Senate aside from your dear friend Padme. Chance of Success: 70% Cost: 50 Reward: Protection detail for Bail Organa quietly established
[] Peacemaker: Use your position to convince reasonable people on either side that the war is a terrible idea and economically as well as for the galactic society a complete disaster. Considering the details behind the war you are quite sure that its not going to do anything useful, BUT it's likely to bog down minor conflicts here and there and improve your reputation once again. Chance of Success: 60% Reward: ???
[] War-Ravaged Recovery: The survivors of war-torn worlds don't usually thrive in the midst of the devastation wrecked on them. Fortunately, you have a very well funded humanitarian organization with a near-unlimited remit, and very close ties to a Council of Systems that just want to stay out of the war. Use your humanitarian funding to buy Neutral-produced goods and services for the refugee camps, negotiate regular shipments and trade deals to ensure a smooth recovery and reconstruction. Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%
-[] "Diplomatic" Ships: The CNS could stand to have more official diplomatic vessels to help them get to negotiations faster. The fact that they would be heavily armed, armored, fast, and contain a shroud to negate tractor beams is because sometimes negotiations can get...aggressive. Cost: 150 Reward: Diplomatic Cruiser designed/produced
Well to be fair I'm imagining that the main pilots of this ship will be Grevious and his Kaleesh warriors (also the Silencer on occasion), the only mofos crazy enough to try ramming things. More to the point, Crabs' suggestion for the design also has enough armor and weapons that it can double as a heavy fighter.
That being said, it's not like you can't use the thing for VIP extraction. You just need to make sure you aren't aiming directly at the prison bays.
Didn't she kinda create the CNS, at least the form they have in this quest, and most people didn't notice?So... going by what Ciaran is able to do (and what we all are planning) she more or less took over the CNS, or at least hijacked their decision making. And nobody notices it, except for Dooku and likely by extension Sidious. Glorious.
Didn't she kinda create the CNS, at least the form they have in this quest, and most people didn't notice?
Really? That changes quite a bit, actually, since I had to 'massage' some of the base purchases/upgrades to be affordable. I'll go over it with another fine-toothed comb, though.Okay hang on, you don't have a free base available, that was a typo. Sorry to burst people's bubbles, I need to fix that.
Ironically, I did have a few other write-ins, but they'd only be valid options next turn or later so I didn't bring them up.Man. So have all the write-ins been added to the turn's OP yet? Or do we have ten more that we all wanna run by Snark?
...Combined w/ 10 Watcher teams to make it a success, and I think your mental image is just about right.
Part of me agrees, but I don't think public resistance to Palpatine is a particularly effective way to remove him from power (how did the Petition of 2000 work out again?) I'm much more inclined to grow our own power base, and use our god-like Intrigue powers to undercut Palpatine's power and plans.This sounds like the best way to derail Palpatine's attempts to gather new powers for himself. Given the danger the desired powers hold for our criminal empire, I think we should do this NOW and throw everything we can at it. Actual productive looking peace negotiations will help Organa's faction in the Senate significantly and will help our shaky position with the Jedi.
Basically this. Palpatine is perhaps the only person in the galaxy who can compare to our Intrigue stats, and he's been working at things for a while. OTOH, we're still underestimated (thank the Force), and we have quite a few promising leads that could undercut Palpatine's power-grabs in the near future (inhibitor chips not least among them). For the moment, I'm rather fond of the idea of expanding the CNS as an anti-Palpatine force in the galaxy, enabling us to either dethrone him or giving us a platform for a Rebel Alliance if Palpatine does somehow succeed. Worst-case scenario planning is something we should keep in the back of our mind.Stopping Sidious' plot is tricky because A) it's just plain hard to do, B) he and Dooku are already on to us, C) there's massive differences in OOC/IC knowledge, and D) he's already go so much momentum going for him that it'll be hard to knock him off course, especially if we try to do so head-on. It's hard to defuse a war when the leaders on both sides are colluding to make it happen. We'd need to approach it from a different route. I think the path to stopping Sidious includes public exposure (duh), removing both him and Dooku from their leadership positions (lethally or otherwise), stalling his authoritarian power grabs, and dismantling Order 66 at absolute minimum. Also on the to-do list: try to not make the Jedi think that we're Sidious or otherwise Sith, and don't get assassinated. And we'd have to be coordinated as hell in our strike. We can't get rid of Dooku if we're not ready to get rid of Sidious because then we just get Revenge of the Sith.
OTOH, we have humanitarian cred up the wazoo. 'War-Ravaged Recovery' also only gives us 37 credits per turn when you factor in upkeep. Might still be worth it, but I'm very much in favor of the 'Trade Federation' partnership for at least one of our Stewardship actions this turn.I'd really like to do this. It's an excellent way of developing CNS space and to boost Ciaran's humanitarian cred.
Hence upgrading our Coruscant base with an official Embassy.I'm really wishing we had more than 1 Diplomacy option, because that's becoming super valuable to us.
Agreed on both points -- I'm very pleased with the idea of 'Burglary' (targeted > random), but I was a bit iffy about targeting Serenno this turn. I'm willing to be persuaded, especially if someone comes up with a write-in for targeting a different system....For Martial, Burglary and Bail are the two clear options that fit one of the two aims above (though Serenno probably isn't the best target. Let's not piss Dooku off more than necessary).
Diplomacy I see CNS Recruitment being the most useful. Dathomir and Lucasez are low priority. We can treasure hunt later, we have more important concerns. Alpherides really isn't that high either, beyond "oh yeah, Miralukans". Corellia is the most powerful on their own, but that could easily be an issue unto itself. Hello rivalry for CNS influence. Maridun has the refugee angle. Yay for good PR.
Dathomir has the Witches and Nightsisters, but far more important (in my mind, at least) is the Chu'unthor praxeum ship, which I desperately want to turn into our own mobile Force-training base (for our own Abyss Agents, and also to induce some other non-Jedi sects to join us for 'cross-training'). It also has a full Jedi library, a full galactic archive, and untouched research notes from multiple organizations and universities. It's also a fully automated capital ship that can feed & house 10,000 people if need be. So yes, I think it's exactly as big of a deal as I'm making it out to be, and recruiting Dathomir gets that process started. In addition, 'nearby systems' also have a major hyperlane, several key trade worlds, more direct access to the Vectivus mansion on Bimmiel, and better leverage to undercut CIS influence in the Serenno sector.Dathomir is a poor first choice for admission. There are much more valuable systems to add to the CNS. The Grey Order is not a priority. I'm eh on if it's really even a good idea (I'm 90% positive it wouldn't even be a thing if the CKII setup didn't mandate Lore actions). Honestly, the most useful thing we can do with the Chu'unthor right now is to give it back to the Jedi for the sake of goodwill. We have a Sith to thwart.
Muunilist is a former IGBC homeworld, but after the Republic's victory, all of the Separatist-aligned leaders were forced to flee. So right now, the planet is controlled by a bunch of exceedingly wealthy Republic-friendly Muun who are mainly interested in letting their planet recover from the recent battle. Very little chance of them violating neutrality, since that'd risk the future of their homeworld (...that's why they opposed the Separatist faction, and why they're unhappy with the Republic right now). I don't think this is a major worry, frankly.Muunilist has both political utility via the IGBC and its devastation plays into the humanitarian bit, but it could be pretty controversial. Way around this is if we can make it be for the sake of the galactic economy. Muunilist is a major financial hub. Fact is that Muunilist isn't a planet that was already neutral and is looking to join the union, but one that was an active participant in the war and home to a major backer (even if the populace was split on who should be supported). We also run the risk of the IGBC assets left on the planet trying to ignore the neutrality policy in secret (and blowing it). And that's unacceptable, only we get to flout the neutrality policy in secret. I don't think we should be breaking this seal yet on such a big name planet.
For one thing, it'd help continue Asajj's integration into the Abyss Watchers, and her 'deprogramming' from her Sith-based insanity. It'd also give us more information (possibly Force techniques or resources, lightsabers, other Sith holocrons that Vectivus found useful) about our favorite Sith lord. Finally, it's also an abandoned mansion and mining center that we might be able to convert into (yet another) base. Discovering that single Vectivus holocron has been quite possibly the best thing we've encountered in this entire quest -- we received immunity to the dangers of using Dark Sided techniques, we've already used it to 'deprogram' Asajj, and we've already started using its influence to deprogram Anakin. Learning more about Vectivus can only be a good thing, imo.I don't see how Homecoming Trip is vital. Neat? Sure. Vital is a strong word.
Interesting, TIL. With the Pua'un genemod, we should be keeping granddad around a lot longer, and the renewed vitality might give him a self-improvement kick in his old age.Learning action is, as I said, giving Gramps a life-extension. Worth saying that human life expectancy in Star Wars is like 100-120 years on average. Force users can get to 200, though 80 remains a "you're old" age. But obviously rich people with tech can make it much longer with their health, which we are.
Basically. Lots of base upgrades, but hopefully still in our price range. Balance Sheet to follow, though.Bases: Go Crazy. We got a shitton of cash last round, though we're not like to get as much profit this time. CNS Embassy is a must. I want that extra diplomacy action. Make some money off Nar Shaddaa. Make the containment facilities on La'Sombra because lolrancorpit. I'm sure we'll burn cash on Beskar, but may wanna look at a new base as well. Then check the balance sheet to see how stupid our financial choices are.
Finally, it's also an abandoned mansion and mining center that we might be able to convert into (yet another) base.
Agreed on both points -- I'm very pleased with the idea of 'Burglary' (targeted > random), but I was a bit iffy about targeting Serenno this turn. I'm willing to be persuaded, especially if someone comes up with a write-in for targeting a different system....
Dathomir has the Witches and Nightsisters, but far more important (in my mind, at least) is the Chu'unthor praxeum ship, which I desperately want to turn into our own mobile Force-training base (for our own Abyss Agents, and also to induce some other non-Jedi sects to join us for 'cross-training'). It also has a full Jedi library, a full galactic archive, and untouched research notes from multiple organizations and universities. It's also a fully automated capital ship that can feed & house 10,000 people if need be. So yes, I think it's exactly as big of a deal as I'm making it out to be, and recruiting Dathomir gets that process started. In addition, 'nearby systems' also have a major hyperlane, several key trade worlds, more direct access to the Vectivus mansion on Bimmiel, and better leverage to undercut CIS influence in the Serenno sector.