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?
 
Some thoughts on options:

[] 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

At cost 50, I'm imagining a shadow army sneaking after Bail.

[] 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: ???

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.

Also, conflict fuels the dark side. Reducing the amount of conflict in the galaxy is should weaken Palps' power as a Sith Lord too.

[] 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%

I'd really like to do this. It's an excellent way of developing CNS space and to boost Ciaran's humanitarian cred.

-[] "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

So these are like pocket battleships crossed with Leia's Senate courier from the first movie?

Strengthening CNS diplomacy sounds like the most useful ship to go for IMO.

fasquardon
 
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Alright everyone, the voting moratorium is now over! Get to work on whatever you're going to do with the 20 or so options that got added in this one turn alone.
 
So idk if anybody's said it yet, but we are absolutely giving Gramps the lifespan genemod.

Bolstering ourselves/the CNS is a good broader strategy for this turn and the future. This includes improving income, public image, CNS borders and influence, and Abyss Watcher's resource access.

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.

I'm really wishing we had more than 1 Diplomacy option, because that's becoming super valuable to us.

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.

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 Stewardship, Trade Feds remain the most profitable option, but War-Ravaged Recovery is good for broader reasons. Helps PR and our Power Base. Gives us some good reach. Beyond that, buy a ship before we reach out to more shipyards. The Shoni's are absurd. Go for one of the "" ships. Can think of a specific one tomorrow.

For Intrigue, may as well follow the Resident Evil rabbit hole. Also find Seti for the sake of dirt on Palpatine. Exposing him as a despot is gonna be damn important to a take-down. Gonna need to throw some bonuses here.

Lore doesn't have anything that strikes me as strategically useful. Not super invested in any of the options. Stay the fuck away from Korriban.

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.

We're gonna throw our bonus on one of the Intrigue options as usual. It's at what, +42 now? Then we get +30 for Stewardship if we wanna double down and massage the chances on War-Ravaged Recovery. We have some pretty good stats and I (still) don't see a huge need to train them. Personal Attention is by far the most useful thing in that category.

For Hero actions, glad that Ventress is learning Buried Presence. Pretty damn crucial for keeping her secret. Upgrade PR-1 or Cheriss. Thrawn/Mandalore Hype Train has meh success odds but people are gonna vote for it regardless.

Diplomacy or Stewardship are the two best options for the free action this turn. Either pull in two systems to the CNS or burn through the income options.

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.

(and look, the moratorium is up)
 
[X] Plan Doggedly Diplomatic
Balance Sheet

(Reasoning: Diplomacy seems to be the major theme of this plan. We're expanding our Coruscant base to gain +1 Diplomacy Action, we're expanding the CNS to Dathomir and to Alpheridies, we're producing a new 'Diplomatic Cruiser' vessel with Sienar, and we're once again reaching out Jango Fett to revitalize Mandalore. There's more here than that (we're also visiting Vectivus' mansion on Bimmiel with Asajj, and rescuing Seti Ashgad from a nearby penal colony), but take a look and let me know your thoughts).


Martial: Pick 2:
[X] Organa Protection Detail: Chance of Success: 70% Cost: 50 Reward: Protection detail for Bail Organa quietly established
-[X] 5 Watcher Teams
[X] Let's Vary Piracy, With A Little Burglary: Chance of Success: 60% Cost: 75 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[X] Onderon: Currently suffering from a particularly brutal civil war due to the CIS occupying the planet, you could send your teams to sabotage CIS assets in the area and turn the tide over to the rebel forces.
-[X] Grievous

(Reasoning: 'Organa Protection Detail' is fairly obvious, and it looks like we'll be able to expand it to a full Security service for other key senators next turn. With default bonuses and Watcher teams, this has a 80% chance of success. For the second action, we probably won't be able to recruit Serenno for a few turns yet, so I held off on 'Let's Vary Piracy' for a turn, and selected 'Black Ops' instead. Per this post, I changed to "Let's Vary Piracy" with Oderon as our target. The CIS still has the upper hand in general, so to keep the war stalemated, it makes sense to undermine their momentum. With default bonus and Hero Support, we have a 84% chance of success).


Diplomacy: Pick 1:

[X] CNS Recruitment: Chance of Success: 80%
-[X] Dathomir: Reward: Dathomir and nearby systems join the CNS

(Reasoning: so many choices! I'm going to have to go with adding Dathomir, though, if only so we can get our hands on that amazing praxeum-ship Chu'unthor. In addition, we might be able to sway some of the local Witch clans (or recruit from among them) to join our Force faction, and (possibly) reconnect Asajj with the Nightsisters so she can go forth and spread the Gospel of Darth Vectivus. Plus, Dathomir may be isolated, but the Quelii sector includes the Celanon Spur and Braxant Run hyperlanes, and the neighboring sectors include a couple major trade worlds as well. With default bonuses, this has a 90% chance of success. We definitely need the +1 Diplomacy Action from building that Coruscant Embassy, though.)


Stewardship: Pick 2:

[X] Hey, Trade Federation! Do what you do best!: Chance of Success: 70% Cost: 100 Reward: Trade/Investment Income penalty reduced by 10% from its current amount (Takes 2 turns)
-[X] PR-1

[X] War-Ravaged Recovery: Chance of Success: 60% Cost: 100 Upkeep: 20 Reward: Income penalty reduced by 5%
-[X] 5 Watcher Teams

(Reasoning: With no danger to our reputation, I'm going to go ahead and partner with the TF to lower our income penalty -- we'd gain 114 credits per turn, and it pays for itself in a single turn once completed. With default bonuses and Hero Support, we have an 88% chance of success. As for our second option... Given the state of our balance sheet, I'm definitely inclined to pick up 'War-Ravaged Recovery' to net +37 credits per turn. I'm willing to be persuaded, but money is becoming more important as the scope of our operations continues to expand. With default bonuses and Watcher teams, we have a 75% chance of success).
my first thought was to produce custom 'Diplomatic' ships to benefit our CNS and Force faction recruitment. We would have a 100% chance of success on this one. I am willing to be persuaded here, however. We might reach out to another starship company -- contacting Incom the same turn we rescue their engineer might result in a very fruitful partnership, while Kuat produces freighters (trade income?) and capital ships (possibly customize the Chu'unthor once we recover it...). On the other hand,

Intrigue: Pick 2:

[X] The Hunt For A Madman: Chance of Success: 50% Cost: 100 Reward: Wesker located
-[X] Silas Cata
-[X] The Silencer
[X] The Golden Tempter: Chance of Success: 40% Cost: 100 Reward: Fate of Seti Ashgad determined
-[X] Personal Attention

(Reasoning: Seti Ashgad is still alive and imprisoned (on Palpatine's orders) on the penal colony at Nam Chorios, pretty close to CNS borders, actually. Discovering his fate should let us go recover him, possibly to return him to the Senate, possibly to recruit him for our organization -- he was an Incom hyperspace engineer, after all, and helped design the Z-95 Headhunter that was a precursor to the X-wing. If we want to start our own starship company, he'd be the guy we want. With default bonuses and Personal Attention, this has a 97% chance of success and a 57% chance of a critical success (!). As for 'Hunt for a Madman'... yeah, Wesker is bad news, and I'd really like to locate him and exterminate with extreme prejudice before he can send more zombie abominations at us. With default bonuses and Hero Support we have 86% chance of success, 36% chance of a Crit. I'm willing to persuaded on this one, though -- as bad as Wesker is, we are fighting a Sith Lord with delusions of grandeur, and our time might be better spent tracking down Dooku or Sevrance Tann instead. Thoughts?)


Lore: Pick 1:
[X] Homecoming Trip: Chance of Success: 60% Cost 50 Reward: ???
-[X] Asajj Ventress
-[X] Omake by Teron
-[X] Omake by Echo 101

(Reasoning: pretty much self-evident. Asajj is available, and this is our chance to gain more information on Vectivus' techniques and teachings. Plus money -- the dude was rich, and this is his personal mansion, so we might even get a free base out of the deal. We have no default bonuses, but with Hero Support from Asajj this has 77% chance of success. I'd like to spend an omake bonus or two to make this success more certain, and to increase the odds of a Crit here. With omake bonuses from Teron and from Echo 101, this has an 97% chance of success and a 37% chance of a Crit).


Learning: Pick 1:

[X] Research Inhibitor Chips: Chance of Success: 50% Cost: 150 Reward: Learn details about inhibitor chips (2 Turns Remaining, 1 Turn Lock Remaining)
[X] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[X] Choose 1 Hero Unit:
--[X] Silas: Is actually eager to be modded given that it would set back his age at least a little bit.
-[X] Choose 1 Genemod:
--[X] Pau'an: (Intrigue, enhanced lifespan)

(Reasoning: Inhibitor Chip research is still locked. The genemod gives Silas a bonus for Intrigue, but more importantly keeps him alive and well for a couple extra decades. Silas is getting pretty old, so we should take care of this sooner rather than later. With default bonuses, we have a 90% chance of success).


Personal: Pick 2:
[X] Force Training: Chance of Success: 70%
-[X] Luka Sene (Enhanced Combat Perception): Reward: Lore Increase, Enhanced Combat Perception Learned
[X] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[X] The Golden Tempter

(Reasoning: we're Miralukan, and the Luka Sene is a Miralukan Force faction that we'll be meeting this turn when we bring Alpheridies into the CNS. Let's do this -- both for our own self-improvement and to make a good impression on the Force Users from our homeworld. We have no default bonuses, so our odds are 70%. A Personal Attention is selected for obvious reasons, to ensure we have decent odds on finding & recovering Seti Ashgad).


Hero Units: Optional, Pick Up To 2, Uses Hero Unit's Full Stats:

[X] Cheriss Sair: A New Body: (Uses Learning Bonuses, Cheriss Sair must be assigned to this action if chosen) Chance of Success: 60% Cost: 50 Reward: Cheriss gains a new body, ???
[X] Thrawn: Return of the Mand'alor: (Uses Diplomacy Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: 40% Reward: Thrawn speaks with Jango about his status as Mandalore, ???
-[X] Omake by Teron
-[X] Omake by Publicola
[X] Asajj Ventress: Learn the 'Buried Presence' Trick (Free Action)

(Reasoning: Thrawn's action is pretty much a shoe-in-- we want to draw Jango Fett into our orbit, and we want to start recruit Mandalorian Warriors for the Abyss Watchers. With full stat and default bonuses, Thrawn has a 69% chance of success -- we could definitely use an omake or two here. With omake bonus from Teron and from Publicola (me), this has a 89% chance of success and a 49% chance of a Crit. Asajj's training is a freebie. As for the last one... well, I was torn between upgrading PR-1 or upgrading Cheriss, since Silas is needed elsewhere. I eventually decided on Cheriss, not just for the stat bonus, but also make a good impression on the Iron Knights if/when we ask for her help in recruiting them. With full stat and default bonuses, Cheriss has a 98% chance of success).


Free Action: (Select 1 from list above)
[X] CNS Recruitment: Chance of Success: 80%
-[X] Alpheridies: The Miraluka adoptive homeworld, and by extension your ancestral home is right on the CNS borders. Reward: Alpheridies and nearby systems join the CNS

(Reasoning: as much as I'd like to incorporate the Luka Sene techniques in our Abyss Agent training, recruiting Alpheridies for the CNS is an obvious choice here. It lets us expand CNS borders into the 'Inner Rim', potentially adding the Luka Sene Force Users to our recruiting pool, and giving us direct access to the yasalamiri in the Myrkr system. With default bonuses, we have a 90% chance of success).


New Bases: (1 Free Purchase)
[X] Castell: Cost: 200 Reward: Facility on Castell
[X] Munnilist: Cost: 100 Reward: Facility on Munnilist

(Reasoning: see here. Castell is the Commerce Guild homeworld, a major trading center, and is about to be invaded by the Republic, so there'll soon be plenty of loot up for grab. Muunilist is the resource-rich IGBC homeworld and former HQ that's recovering from a recent battle; purchasing a base there will let us invest more heavily in their recovery and gain a bunch of assets. Unfortunately, as much as I'd like to purchase a base on Kashyyyk, we really can't afford it at the moment, as our expenses this turn are remarkably high. I am willing to be persuaded here -- a base on the Wookie homeworld would let us start recruiting them for Abyss squads and/or engineering facilities, and might give us a chance of recruiting Chewbacca later. However, I'm inclined to consider Castell a much greater priority -- lots of loot potential in the near future, and it is a vital tradeworld along the Perlemian Trade Route, which might let us eliminate the income penalty entirely, or at least give us a lot of trade income down the road).


Base Upgrades: (1 Free Upgrade Available)

Coruscant Base:

[X] CNS Embassy: Cost: 150 0 (Free Upgrade) Upkeep: 75 Reward: +1 Diplomacy action (CNS-related only)
[X] Security Company: Cost: 25 Reward: 5 Income (Protection Money)

Kaleesh Outpost:
[X] None

Oracle (Lucrehulk):
[X] None

Mandalorian Mansion:
[X] None

Lordran, Kiln:
[X] System Defenses: Cost: 150 Upkeep: 50 (1 turn remaining) Reward: Kiln protected against intrusion

La'Sombra (Asteroid Base):
[X] None

Nar Shaddaa Property:
[X] Defense Grid: Cost: 50 Reward: Defenses for property established
[X] Casino: Cost: 100 Reward: +50 Casino Income

(Reasoning: a lot of expensive options here. I'm willing to be persuaded on most of these choices, including omissions. The Coruscant Embassy was the first obvious choice -- it's expensive, but absolutely necessary to secure the CNS's future, so I used our free upgrade for it. I also added the Security Company, since it's cheap and will let us protect the anti-Palpatine Senators next turn. The Mandalore beskar mines are likewise expensive, but will benefit our field units immensely. The defense grid for La'Sombra was a third -- we know that Wesker is our enemy, and he knows about the asteroid base, so let's defend it. I went with turning our Nar Shaddaa property into a Casino -- we have a reputation to maintain, so let's keep things on the (relatively) straight and narrow -- i.e., no 'hookers and blow'.).
(As for the rest... I'm not nearly as confident. ''Carnivore Containment' sounds like foreshadowing, but I'm not sure what practical use we'd get out of it right now (and we're spending a lot as it is). 'Sienar Customization' for the Oracle would be nice, but it's pretty vague on what benefit we'd see out of it. How would it benefit us? 'Kalee Development' would remove the recruitment cap, but dang that's expensive, and even with our improved income I'm not sure we can really afford it. I'm willing to wait for another turn -- once we recruit nearby Muunilist for the CNS and start acquiring assets, it should be a lot easier to afford economic development for Kalee since Muunilist is so resource-rich. Finally, I was sorely tempted to use our free upgrade for the Kiln 'Personal Retreat' -- because it was the most expensive option listed :D, because we do need a bug-out place in case the worst comes to pass, and finally because I suspect there's a whole 'upgrade tree' we may be missing by leaving that unpurchased for so long. On the other hand, we really can't afford it. Alas. I am willing to be persuaded on some of these options, but my big concern for the moment is this turn's Balance Sheet).


Hero Support (applies half the stats to a chosen action):
PR-1: [X] Hey, Trade Federation! Do what you do best!
The Silencer: [X] The Hunt For A Madman
Silas Cata: [X] The Hunt For A Madman
Cheriss Sair: [X] A New Body
Thrawn: [X] Return of the Mand'alor
Grievous: [X] Let's Vary Piracy, With A Little Burglary
Asajj Ventress: [X] Homecoming Trip

Watcher Support (20 teams available, 1 Point per assigned team):
[X] 10 Watchers assigned
-[X] 5 for Organa Protection Detail
-[X] 5 for War-Ravaged Recovery

(Reasoning: with the 60% recovery rate and +2-5 new squads per turn, we can spend ~10 Watchers per turn while keeping it close to the 20 'Cap' in case we need them in the future).


Changelog:
  • Removed 'Free Base Purchase' and added Teron's two omake bonuses
  • Added Balance Sheet; changed Stewardship Action from 'Sienar Custom Vessel' to 'War-Ravaged Recovery' for extra income; reassigned 5 Watcher Teams from 'Organa Protection Detail' to improve its odds.
  • Removed 'Beskar Mines' from Mandalore; removed 'Defense Grid' from La'Sombra; added 'Defense Grid' to Nar Shaddaa
  • Changed Martial Action from 'Black Ops' to "Let's Vary Piracy"; removed 'Defense Grid' upkeep
  • Add omake bonuses for Echo 101 and Publicola
  • Swapped Grievous/Silencer hero support (per Bones suggestion)
 
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One item of business: omakes! We have four bonuses this turn:
While the two of you can apply your bonuses anywhere, I recommend one of the following Actions:
  • 'Homecoming Trip' (Lore, visit to Vectivus' mansion with Asajj, currently at 77% odds)
  • 'Luka Sene Force Training' (Personal, enhanced combat perception, currently at 70% odds)
  • 'Return of the Mand'alor' (Hero, Thrawn's meeting with Jango Fett, currently at 69% odds)
Frankly, given how vital 'Homecoming' and 'Return' are (and how amazing it'd be to score a Crit on either), I'd recommend we focus our omake bonuses on those two actions. It'd leave Force Training at a lowly 70%, but I'm much more okay with failing that, then failing the other two.

If we assigned two omakes apiece to both 'Homecoming' and 'Return', the final odds would look like:
  • 'Homecoming Trip' (Lore) - 97% chance of success, and 37% chance of a Crit
  • 'Return of the Mand'alor' (Hero) - 89% chance of success, and 49% chance of a Crit
Assuming my Plan ('Doggedly Diplomatic') wins, where would you like to assign your omake bonuses?
 
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Er, wait...

Okay hang on, you don't have a free base available unless I missed something in my own descriptions. Sorry to burst people's bubbles.
 
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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.

We can use our assets however we want. But just because we can do something doesn't mean we should. I'm not saying we shouldn't get a ship like this, in rather sold on the idea. I just think that using it in such a fashion is a waste. Ramming is the action of an attacker, not a defender.

Crazy mofos pulling ballsy maneuvers is great, but you have to market them correctly. they're not kind of people clients will want on guard duty.

And this is ignoring the fact that as fighters they'll only be able to insert one person, which means they'll only be effective either with the handful of one man army type characters we have, or in large swarms. I would suggest splitting the design into a heavy fighter for the escort role and something large enough to insert at least a team for the escort role.
 
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.

I think that tracking Tann or Dooku is more useful than the Resident Evil plot, but the fact is that we're stuck with it; so may as well nip it in the bud. It's the kind of thing that's just gonna get annoyingly worse if we ignore it.

I don't see how Homecoming Trip is vital. Neat? Sure. Vital is a strong word.
 
*stares*

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.

Anyway, my omake boni will go to 'Homecoming Trip' and 'Return of the Mand'alor'. +10 each.
 
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?
 
Didn't she kinda create the CNS, at least the form they have in this quest, and most people didn't notice?

Basically. Do remember that by the time I took over the quest Ciaran's influence was so far-reaching that she called in the Jedi to try and get rid of her. After the only real resistance in the CNS in the form of Satine was kicked upstairs, well...
 
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.
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.

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?
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. :oops:

At cost 50, I'm imagining a shadow army sneaking after Bail.
...Combined w/ 10 Watcher teams to make it a success, and I think your mental image is just about right.

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.
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.

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.
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.

I'd really like to do this. It's an excellent way of developing CNS space and to boost Ciaran's humanitarian cred.
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'm really wishing we had more than 1 Diplomacy option, because that's becoming super valuable to us.
Hence upgrading our Coruscant base with an official Embassy.

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).
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....

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 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.
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.

As for Alpheridies, besides the fact that it's our own species' homeworld, the 'nearby systems' that we'd get also includes Myrkr -- as in, the planet of the ysalamiri -- as in, the "That was Easy" button of fighting Sith Lords. Plus it expands CNS Space beyond the Outer Rim -- it'd give us sectors in the Mid-Rim and Expansion Region, and let us start influencing the Inner Rim (!).

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.
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.

I don't see how Homecoming Trip is vital. Neat? Sure. Vital is a strong word.
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.

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.
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.

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.
Basically. Lots of base upgrades, but hopefully still in our price range. Balance Sheet to follow, though.
 
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Finally, it's also an abandoned mansion and mining center that we might be able to convert into (yet another) base.

Well, depending on how strong the dark side aura still is it might still be hazardous to peoples health though (do remember that Vectivus originaly evacuated the place due to his employees becoming ill before investigating it himself)... except for the Force Users.
 
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....

I dunno. Maybe aim for Dantooine? It's in the same corner as Muunilist and Kalee, a recognizable name (which means that the EU's written plenty of things about it for us to exploit), and we own property there so why not get it on our side. Big risk with this action of course is if the CIS devotes military resources to the area and pick fights. But I'm not entirely sold on how targeted piracy will get planets to defect. Somebody who knows more may be able to pick out a gem somewhere.

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.

While I get that the Chu'unthor has all these nice resources, the point is that we aren't anywhere close to a point where we can use it. We do no have the personnel for a capital ship, and we certainly don't have enough Force users for a ship that size. It's about priorities, and the Chu'unthor is absolutely not a priority right now. And it's not exactly going anywhere either. Pursuing Dathomir and the Chu'unthor is not a good strategical choice.

The concept is simple. List 10 goals for yourself, then rank them. Take the top 2, and focus on them. As for the rest, the instinct is to just work on them on the side, but that's wrong. You ignore them and focus on the important priorities. Our top goals are personal profit and Sidious. The CNS ties into both, which is what makes it important. The Grey Jedi/Non-Jedi Force Orders Co-op/The New Cult of Vectivus/Whatever the hell we wanna call this is not a priority and we should never devote resources to it that would get in the way of our top 2 goals. Wasting time on Dathomir and the Chu'unthor is doing precisely that.

We can get away with inching along in progress because the CKII setup mandates Lore Actions, but we need to ignore this goal in the other categories until Sidious is dealt with and the Clone Wars debacle is over. There are far more valuable things we can do with those action slots. When it's all done, and the Jedi become a rival, then we can look at what the Chu'unthor can do for us. For now? Forget it exists.

Also all good points on Muunilist. I'm less wary now, so split between it and Corellia as a good add this turn. Honestly may be leaning a bit towards Muunilist because Corellia's too big a heavyweight in relation to the CNS as a whole.
 
[X] Plan Snake

Cost: 1200

[X] Black Ops
[X] Organa Protection Detail
-[X] General Grievous

[X] Shards Encased In Iron
-[X] PR-1
[X] CNS Recruitment - Free Action
-[X] Dathomir

[X] War-Ravaged Recovery
[X] Sienar Custom Vessel
-[X] "Humanitarian" Transports

[X] The Hunt For A Madman
-[X] The Silencer
-[X] Silas Cata
[X] The Golden Tempter
-[X] Personal Attention

[X] Homecoming Trip
-[X] Ventress

[X] Under The Knife
-[X] Silas Cata
--[X] Pau'an

[X] Personal attention/Increased Focus
[X] Force Training
-[X] Luka Sene (Enhanced Combat Perception)

[X] Cheriss Sair: A New Body
[X] Thrawn: Return of the Mand'alor
-[X] 10 Watchers
[X] Ventress Training Action

[X] CNS Embassy

[X] Beskar Iron Mine Lease

[X] Build personal Retreat- Free Upgrade

[X] Defense Grid
[X] Nightclub
 
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