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.
At the moment Dantooine is pretty deep in Separatist space. Next turn we'll have a chance to invite Muunilist and its neighboring systems to join the CNS, which would put our Neutral Space exclave (based around Kalee) on the border of Dantooine's sector -- we could probably start 'Burglary' at that point, so we don't leave Dantooine stranded for long.

Another possibility would be taking the fight to Separatist border worlds like Agamar and Shaum Hii (NW of the main Neutral Space), or for that matter Mygeeto and Scipio (SW of the Kalee exclave). We wouldn't have a directly contiguous border, but they'd be separated by (relatively friendly) Republic space, and it'd be pretty straightforward to sway neighboring Republic systems to raise the CNS banner later. Mygeeto and Scipio are particularly rich IGBC worlds; Scipio is the bank-vault world that the Republic would seize and give to Palpatine later. In this instance, 'Burglary' probably wouldn't drive them into joining the CNS directly, but it might sway its neighbors, giving us a toehold in the sector which we could use to invade the planet and seize all that moolah for ourselves...!

A third option would be targeting systems down the Salin Corridor (W of Mandalore), specifically targeting Vjun (site of an old Sith castle) and Gromas (primary source of phrik, a lightsaber-resistant metal...). I previously included a write-in for using Diplomacy to sway Maridun and Lucazec in the same sector (they're both pacifist systems that want to avoid the war) but there are a few Separatist planets that we might need to punch in the nose to bring them around.

A fourth option would be to ignore Serenno but target the other systems near it, specifically focusing our predation on the trade worlds along the Hydian Way super-hyperlane. It wouldn't piss Dooku off quite as much, but it would draw his attention since Serenno would be perceived as endangered....

Finally, we could just ignore local Neutral Space and try to target vulnerable Separatist planets and sectors around the galaxy.
  • Togoria (near Kashyyyk, same direction as Alpheridies) is a fairly insular world that joined the CIS because it just wanted to be left along. Didn't work out so well for them: they're on the frontlines.
  • Null (a hunting preserve planet owned by Dooku, and a Separatist exclave immediately SW of Neutral Space) is populated by "a fiercely individualistic" species that has "great respect for the Jedi" as protectors of the Republic. I'm not sure if this would be one to sway by Martial (use piracy to reduce tourism, point out that as a rebelling planet the Republic has no reason to protect them, offer to let them join Neutral Space as a compromise?) or Diplomacy (steps 2 and 3 without engaging in piracy ourselves).
  • Colla (S of Mandalore) is a Separatist exclave that produces droidekas, Annihilator droids, tri-fighters, and buzz droids. In other words, a considerable portion of the most effective 'guns' the CIS has to offer. A sustained campaign of piracy around the system should make their export economy much less sustainable, and a 'conditional surrender' by joining Neutral Space might let their economy recover while getting them 'off the hook' for helping attack the Republic.
  • Skako (a Core world W of Coruscant) is another Separatist exclave and the headquarters of the Techno Union. Lots of people, lots of trade, lots of money to be made...
Basically, I'm using the map I posted and the searchable SW Galaxy map to identify CIS systems and sectors that seem more vulnerable than others. Lots of options here, perhaps too many to be useful.

The main one I'm considering at the moment is the 'Albarrio' sector containing Mygeeto and Scipio. Both worlds are incredibly rich and strategically valuable, neither the Republic nor Separatist cause are particularly popular (not least due to the continual battles between Republic and CIS forces taking place overhead), and there's plenty of chaos for us to exploit.

@Dr. Snark -- what do you think of targeting Mygeeto & Scipio for a 'Burglary' write-in?

(Alternately -- even if we don't target them for CNS recruitment, could we still target the area for our standard 'Black Ops' action? It doesn't seem quite promising...).


(@Stealthy -- I'll respond to your other points after I finish putting up this Balance Sheet...)
 
Balance Sheet for: Plan Doggedly Diplomatic

Current Treasury: 1170 Credits

One-Off Costs: 50+75+100+100+100+100+50+100+50+200+100+0+25+50+100 =1200
One-Off Rewards: (?)+(?)+(?)*

Current Upkeep: 1090
Additional Upkeep: 20+75=95

Current Income: 1732**
Additional Income: 0***+57****+5+50=112

Total Expenses: 2385
Total Income: 1844 (+ loot/salvage)
Difference: -541 Credits

Next Turn's Balance: 629 Credits


*Possible loot/appropriation from 'Black Ops' (Martial) and 'Homecoming Trip' (Lore), as well as the Coruscant salvage roll for possible extra credits
**Base income listed as 1960. 'Trade'/'Investment' income penalized at -20%. Current per-turn income is 1732.
***'Hey Trade Federation' will take two turns to complete; will provide +114 credits/turn starting next turn
****'War-Ravaged Recovery' will reduce income penalty by 5%, providing +57 credits/turn


So this was a very different 'ballgame' when I thought one of our two base upgrades would be free. Yikes.

As much as I hate to do it, I'm strongly considering cutting the Beskar mines upgrade once again -- it's pretty costly (150 credits this turn, +50 upkeep) and doesn't give as many concrete benefits as the other options listed.

At this point, I'm definitely going to swap out our second Stewardship Action from 'Diplomatic Cruiser' (slight bonus for Diplomacy rolls?) to 'War-Ravaged Recovery' (net +37 credits per turn). It's small, but every bit counts.

OTOH, we could simply drop our base purchase of Castell or Muunilist. However, both of those will be major moneymakers with a fairly short turn-around time. So even if they're costly this turn, I'm very much in favor of buying them now rather than later.

Thoughts? Seriously -- I'm going to need to change something, so let me know your preferences.
 
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@Dr. Snark -- what do you think of targeting Mygeeto & Scipio for a 'Burglary' write-in?

I feel like I should point out that you have the potential to have a base on Scipio right now. Just saying.

As for Mygeeto, that planet is currently locked in a series of incredibly bloody battles that aren't due to end for another year or more. Adding to the chaos in any way isn't really going to make the CNS look any more attractive.
 
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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.

Who's talking about removing him from power? Honestly, I think we are a long way from even being able to consider that.

At the moment, my mental map is: Palps will win, but Ciaran can change how fast he wins. The longer Palps takes to win, the stronger Ciaran can grow for the next stage of the game.

As to the petition of 2000, that was a bunch of people trying to shut the stable after the horse had bolted. Palpatine already had the emergency powers. To remove them from him would have required the petitioners to have a preponderance of power, which they didn't, so he ignored them.

Stopping Palps from gaining emergency powers is very different - Palpatine doesn't yet have the preponderance of power he would need to FORCE the senate to give him such power, so he needs to persuade them. Ciaran has the ability to offer counters to his arguments.

B) he and Dooku are already on to us

If he and Dooku were already on to Ciaran, she would already be dead.

You see the massive bonus Ciaran gets from personally getting involved in an action? A big part of that comes from her force powers. Ciaran is a dabbler in the Force, while Palpatine is one of the most competent Sith Lords of history and Dooku is a fairly strong fallen Jedi. The bonus to their personal actions must be fairly obscene.

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

Agreed. That doesn't mean it isn't worthwhile to take actions to slow Palps down though.

Slowing him down gives Ciaran more time to build up.

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 pretty sure Palpatine is going to start efforts to defame Ciaran, and he is good at that stuff. I think we want to rack up as much positive rep as we can.

As for war ravaged recovery, I am less interested in the income it generates and more interested in strengthening the economic base of the CNS. And I have a pile of ideas for how we can build off war-ravaged recovery. But the low short-term pay off seems to discourage people.

EDIT:

@Dr. Snark: Would it be possible to send the Abyss Watcher pirates to raid CIS supply bases? Hoping to get an action that gives us some loot as well as hurts the CIS a bit.

fasquardon
 
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As for Mygeeto, that planet is currently locked in a series of incredibly bloody battles that aren't due to end for another year or more. Adding to the chaos in any way isn't really going to make the CNS look any more attractive.
Curses. Back to the drawing board.

Can you let me know about any of the other proposed 'Piracy/Burglary' write-ins? I'm specifically interested in:
  • Celanon Spur (targeting Agamar and Shaum Hii) -- NW of main Neutral Space
  • Salin Corridor (targeting Vjun and Gromas) - E of main Neutral Space
  • Hydian Way (targeting Celanon, Axxila, and Feriae Junction, but not Serenno) - NE of main Neutral Space
Are any of these acceptable? If so, what would be their cost/reward/chance of success?
 
@Dr. Snark: Would it be possible to send the Abyss Watcher pirates to raid CIS supply bases? Hoping to get an action that gives us some loot as well as hurts the CIS a bit.

That's basically what Publicola's current ideas are; just more concentrated attack areas.

  • Celanon Spur (targeting Agamar and Shaum Hii) -- NW of main Neutral Space
  • Salin Corridor (targeting Vjun and Gromas) - E of main Neutral Space
  • Hydian Way (targeting Celanon, Axxila, and Feriae Junction, but not Serenno) - NE of main Neutral Space

Hmm...I don't see anything wrong with these options, but this would definitely fall under a different category than destabilization. More like "Hyperspace Lane Pirating." I'll work it in.
 
As for war ravaged recovery, I am less interested in the income it generates and more interested in strengthening the economic base of the CNS. And I have a pile of ideas for how we can build off war-ravaged recovery. But the low short-term pay off seems to discourage people.
...I'm listening, tell us more?

Once I calculated our Balance Sheet for the turn I realized we need more income & fewer expenses, so I went back and added 'War-Ravaged Recovery' (replacing the Sienar Custom Vessel action). So Plan Doggedly Diplomatic is 'go' for war-ravaged recovery'.

And now you're telling me that 'War-Ravaged Recovery' is only step 1 in a much bigger economic development plan... well, I'd love to hear it. Especially with our new base on resource-rich Muunilist (gobbling up assets while revitalizing their economy), this is the time to be planning ahead for economic growth.

As for @Stealthy and the Chu'unthor....
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.
I have to disagree.

First, the "nice resources" include a Jedi library -- a full Jedi library, the sort of thing we've scrapped and scrounged all our life to get bits and pieces of. Dont' forget, the Jedi had records of most non-Jedi Force traditions, and often that includes records of how to learn the techniques, and their strengths & weaknesses vs. the version taught by the Jedi Order. We can and absolutely would use those resources.

Second, "we do not have the personnel for a capital ship" -- true, but did I mention that the Chu'unthor is not your ordinary capital ship, because it happens to be fully automated? The only people it needs would be the pilot & navigator -- everything else is taken care of by droids.

Third, "we don't have enough Force Users for a ship that size" -- again, true, but that's not the point. The Chu'unthor is designed for training Force Users, but the space & living quarters can be used by anybody (including those research organizations that tagged along on its maiden voyage). In addition, while our organizations don't have many Force Users, we're also planning on reaching out to quite a few Force sects around the galaxy to try to recruit them either for the CNS or for Abyss Watchers. This includes Corellia and their local 'Jedi' tradition, which is probably the second-biggest Force sect in the galaxy next to the Jedi Order itself.

A major benefit of the Chu'unthor would be having a central location (cough academy) for all those Force Users to meet and train together, learning each others techniques and learning from the Jedi archives onboard. Those archives alone might be enough to sway most Force sects and independent Force users we meet to join our cause, if only for access to the Force knowledge stored onboard. And once they're onboard, we can use the teachings of Vectivus to immunize all of them against the corrosive influence of the Dark Side.

Fourth, you really don't think all of this would help fight Palpatine? Remember the Jedi Purges didn't just stop with the Jedi -- Palpatine exterminated or targeted pretty much every Force sect he became aware of as Emperor. This policy started even when he was Supreme Chancellor -- one of Dooku's side projects during the Clone Wars seems to be systematically hunting and destroying competing Force sects around the galaxy, and I guarantee that was on Palpatine's orders. We've already started using our Council of Neutral Systems to draw in various Force sects (Witches of Dathomir and Luka Sene hopefully this turn). We could easily turn the Chu'unthor into a symbol to unify the independent Force sects, ensuring that they can no longer be picked off and crushed one-by-one by Dooku.

This is what it means to play long game. Palpatine is one of the most competent Sith in the history of the galaxy, and he's had decades to work at his machinations. Despite our incredible string of good fortune, our remarkable reputation and position of influence, our 'Hero council' that is comprised of the best and smartest people in a galaxy of trillions... it's still entirely possible that Palpatine will win. We may not be able to keep him from declaring himself Emperor -- even once we plumb the depths of the Inhibitor Chips, it's entirely possible Order 66 might go through while we're still trying to figure out how to remove the darn things from the heads of each and every clone soldier in the galaxy. We're doing so well, but there is so much that could go wrong.

In addition to every other benefit we'd get out of it, the Chu'unthor is a godsend for 'worst-case scenario' planning.

That's why it's important.
 
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[X] Plan Doggedly Diplomatic

On thing we should keep in mind when it comes to Dathomir is that among the witches there is Mother Talzin Aka the powerful force user who met Sidious personally in the past and has a massive vendetta against him due to him kidnapping her son Maul. She is also one of the only people who knows that Maul is still alive.
 
...I'm listening, tell us more?

I have two economic and societal upgrade paths that I want to follow:

1) Take over Coruscant undercity (massive manpower which can be used to build more economy and more guardians, seekers and watchers, allows us to control the ground Palps stands on) - Coruscant has a population of at least 1 trillion - that's probably more people than inhabit the entire CNS.

2) Develop CNS into a distinct power (whether fully independent or simply autonomous under the Republic/CIS/Empire). The refugees are a big lever for that, since they aren't simply going to be people who'd rather the galaxy left them alone - no, they'll be people who have a grudge against the Republic, CIS or both and who owe alot to Lady Ciaran. Also, refugees tend to be the most skilled, healthy or wealthy people from a warzone (the really desperate people in any warzone can't run) - as such, these are the sorts of people we want to recruit into the CNS navy, employ in the CNS shipyards and help to build smaller businesses in order to expand the CNS tax base. Also, the refugee influx allows us to build up local industries supplying things to the CNS that they used to get from outside the region - making the CNS more independent economically from the rest of the galaxy. Also, when war ends, about half of these people will want to go home (this is true of any migration on Earth, forced or otherwise - about half always go home if/when they can) - if we build a strong local economy in the refugee cities Ciaran builds, those people who go home will often do business with the CNS - giving Lady Ciaran Enterprises more ways of pulling in the old battle grounds of the Clone Wars into her orbit.

______________

[X] Plan balanced growth

Mart

[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: Instead of just randomly attacking assets in CIS space to slow them down, why not focus your efforts on selected systems and see if you can use those efforts to potentially persuade them to join the CNS? Chance of Success: 60% Cost: 75 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[X] Skako: Separatist exclave and the headquarters of the Techno Union. Lots of people, lots of trade, lots of money to be made...
-[X] The Silencer

Free action:

[X] Mercenary Work: Jabba's offered to hire on some of your mercenaries for work within Hutt Space should you ever require additional credits to make ends meet. Chance of Success: 70% Reward: 100 Credits

Dip

[X] 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: ???
-[X] Silas Cata
-[X] Thrawn (1 of 2)

Stew

[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

Int

[X] The Hunt For A Madman: Chance of Success: 50% Cost: 100 Reward: Wesker located
-[X] Grievous

[X] The Golden Tempter: Chance of Success: 40% Cost: 100 Reward: Fate of Seti Ashgad determined
-[X] Personal Attention

Lor

[X] Homecoming Trip: Vectivus' holocron mentioned that his journey into Sith teachings began when he discovered that one of his asteroid holdings was suffused with the Dark Side, and that he later came back and converted it into a personal mansion to continue his research. Given how much your and Ventress' Force studies have benefited from his knowledge it might be worth trying to locate it and see if there is anything still there. Chance of Success: 60% Cost 50 Reward: ???
-[X] Asajj Ventress
-[X] Omake by Teron

Lea

[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: The Arkanians are now able and very willing to begin genemodding on new volunteers at your facilities should they ask for it. Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
--[X] Silas: Is actually eager to be modded given that it would set back his age at least a little bit.
--[X] Pau'an: Natives of Utapau, they can see well in darkness but their most notable trait is their extremely long lifespans. The Arkanians have noted that this genemod will extend a recipient's life span considerably more than a normal mod, though the exact numbers are currently unknown. (Intrigue, enhanced lifespan)

Per

[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

Her

[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] Cheriss Sair
[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] Thrawn (2 of 2)
[X] Asajj Ventress: Learn the 'Buried Presence' Trick (Free Action)

Base

New:

[X] Munnilist: The IGBC has generously put aside a mansion for you on Munnilist, and the fact that they have suffered from some damage from the war is completely irrelevant to the fact that the price has noticeably decreased... Cost: 100 Reward: Mansion on Munnilist

Base Upgrades: With how many credits you own it might be an idea to upgrade your bases a bit. (1 Free Upgrade Available)

Coruscant Base:

[X] CNS Embassy: While it's true that the CNS is certainly in contact with the Republic there isn't anything official that represents that quite yet. Establishing a proper embassy would not only improve credibility but the new staff would make diplomatic efforts far easier. Cost: 150 Upkeep: 75 Reward: Additional diplomacy action (CNS-related actions only)

[X] Security Company: It's certainly been some time since you've left the Coruscant Underworld but it pays to return to your roots at time. Like say, creating a security company to legitimize protection fees! Shouldn't be too hard for you to get that running. Cost: 25 Reward: 5 Income (Protection Money)

Kaleesh Outpost:

[X] Kalee Development Program: Thanks to your stellar relationship with the Kaleesh and the fact that you have Grievous himself in your organization, you have the opportunity to solidify your alliance with the Kaleesh people by setting aside some funds for everything they could ever want from weapons to supplies to prefab buildings. Not only will this generally improve the quality of life on Kalee, but it will allow their people to send even more warriors to you, permanently solidifying your alliance with them. Cost: 150 Upkeep: 75 Reward: Cap on Kaleesh warriors removed, Kalee begins improving economically, continued hatred of the Huk (like you care)

Oracle (Lucrehulk):

-

Mandalorian Mansion:

[X] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks

Lordran, Kiln:

[X] Build personal Retreat: Build a personal Retreat/Fortified Mansion on the planet to have a place to escape to in case of trouble in the known parts of the Galaxy. Cost: WAS 200 NOW FREE (Takes 2 turns)

[X] System Defenses: Whether it might be some random scout or an entire battlefleet, but it would be reassuring to know that the system has some way to protect itself from intruders. Cost: 150 Upkeep: 50 (1 turn remaining) Reward: Kiln protected against intrusion

La'Sombra (Asteroid Base):

[X] Defense Grid: The new base might be hard to find but it pays to be sure that it's guarded. Cost: 50 Upkeep: 25 Reward: Defenses for base established

Nar Shaddaa Property:

[X] Defense Grid: Nar Shaddaa is practically lawless, and if you want to make absolutely sure that your property stays safe you're going to need to protect it by force. Cost: 50 Upkeep: 25 Reward: Defenses for property established

[X] Casino: If there's one thing about Nar Shaddaa it's that you can find many different ways to lose all of your credits there. Why not get in on that action with your own casino? Cost: 100 Reward: +50 Casino Income

___________

This plan is less aggressively expansionist than Publicola's plan, but it has more in common than it has differences. I have tried to balance actions to drag back the CIS (with piracy against the techno union) with actions to impede the core of Palps' plan (the peace conference), I picked only one base - the Muunilist base (we are struggling to develop the bases we already have - I think getting two new bases in one turn is over-reach), for base upgrades I added the Kalee development program (this both strengthens the CNS AND gives us more Kaleesh warriors - which we'll need when we start ramming starships to board them) and critically, includes a fortified mansion on Lordran (the free upgrade is used here), defenses for the Mandalorian mansion and a Defense Grid on Nar Shaddaa (this one seems particularly important to me, and I would encourage @Publicola to add the Nar Shaddaa defenses to his plan as well). Also, I use both of Thrawn's actions.

Also, while I agree we want to go to Dathomir soon, I don't think we should go THIS turn.

Total cost for the turn's actions is: 1350 cr.

EDIT: Forgot the free action - I'm going to toss in some merc. work with Jabba since credits are so tight - alternatively, we could try a second pirate raid on the CNS or I could be convinced to use the free action on Dathomir (I'd like to use Ciaran on Dathomir though, just 'cuz that would be awesome, and Ciaran is needed for intrigue this turn).

fasquardon
 
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Some questions for the QM:

@Dr. Snark:

1. What can we actually use the force adepts we have for? Can we use them in any of the actions we're currently able to do?

2. Can we do the CIS piracy/burglary twice or more in one turn?

3. Could we set up a CNS embassy on Nar Shadaa?

fasquardon
 
1) Take over Coruscant undercity (massive manpower which can be used to build more economy and more guardians, seekers and watchers, allows us to control the ground Palps stands on) - Coruscant has a population of at least 1 trillion - that's probably more people than inhabit the entire CNS.
...Good point. OTOH, give the tremendous overpopulation, perhaps we could encourage some of the Undercity denizens to emigrate to CNS space instead?

2) Develop CNS into a distinct power (whether fully independent or simply autonomous under the Republic/CIS/Empire). The refugees are a big lever for that, since they aren't simply going to be people who'd rather the galaxy left them alone - no, they'll be people who have a grudge against the Republic, CIS or both and who owe alot to Lady Ciaran. Also, refugees tend to be the most skilled, healthy or wealthy people from a warzone (the really desperate people in any warzone can't run) - as such, these are the sorts of people we want to recruit into the CNS navy, employ in the CNS shipyards and help to build smaller businesses in order to expand the CNS tax base. Also, the refugee influx allows us to build up local industries supplying things to the CNS that they used to get from outside the region - making the CNS more independent economically from the rest of the galaxy. Also, when war ends, about half of these people will want to go home (this is true of any migration on Earth, forced or otherwise - about half always go home if/when they can) - if we build a strong local economy in the refugee cities Ciaran builds, those people who go home will often do business with the CNS - giving Lady Ciaran Enterprises more ways of pulling in the old battle grounds of the Clone Wars into her orbit.
I like this idea. Perhaps we could reach out to Refugee Relief Movement (if that's still around -- our own humanitarian organization may well have already co-opted them). In canon, the Garos IV system is one of those refugee worlds, and it's right next door to our Neutral Space. We could put a few Actions (Diplomacy and/or Stewardship) to attract more refugees into Neutral Space, and put them to good use.

It'd probably be a good idea to actually parse out what specifically we should do with the refugees. We've already gotten started on 'refugee cities' -- should we pioneer a 'human resources' push to figure out the refugees' skills & talents and offer them higher-levle productive jobs? What concrete steps can we take to make use of this incredible resource?

[X] Let's Vary Piracy, With A Little Burglary: Instead of just randomly attacking assets in CIS space to slow them down, why not focus your efforts on selected systems and see if you can use those efforts to potentially persuade them to join the CNS? Chance of Success: 60% Cost: 75 Reward: Loot, selected area destabilized and potential recruit for the CNS
-[X] Skako: Separatist exclave and the headquarters of the Techno Union. Lots of people, lots of trade, lots of money to be made...
@Dr. Snark -- is this an acceptable write-in? Because if so, then I like this idea quite a bit (and am sorely tempted to add it to my Plan, swapping out the generic 'Black Ops' for this more targeted option instead. Given our +10 default bonus and The Silencer's support, this action would have a 84% chance of success.

Kaleesh Outpost:
[X] Kalee Development Program: Thanks to your stellar relationship with the Kaleesh and the fact that you have Grievous himself in your organization, you have the opportunity to solidify your alliance with the Kaleesh people by setting aside some funds for everything they could ever want from weapons to supplies to prefab buildings. Not only will this generally improve the quality of life on Kalee, but it will allow their people to send even more warriors to you, permanently solidifying your alliance with them. Cost: 150 Upkeep: 75 Reward: Cap on Kaleesh warriors removed, Kalee begins improving economically, continued hatred of the Huk (like you care)
I do like this upgrade, but (as I think I mentioned) I'm inclined to wait until we have a base on Muunilist before going ahead with this. Muunilist may be economically devastated, but it's very resource-rich, and fostering trade between the two systems should go a long way in making life better for both of them. Also, I'm not sure we can afford it this turn.

Mandalorian Mansion:
[X] Hidden Defenses: The usual protections, better safe than sorry and all. Cost: 50 Reward: Mansion defended against possible attacks
The biggest reason I had for not selecting this upgrade, is simply that there's hardly anything there for us to defend against? Sure, someone could attack the mansion, but how much value is actually there? (OTOH, it is cheap, and if there's good enough reason I'll probably add it).

Nar Shaddaa Property:
[X] Defense Grid: Nar Shaddaa is practically lawless, and if you want to make absolutely sure that your property stays safe you're going to need to protect it by force. Cost: 50 Upkeep: 25 Reward: Defenses for property established
I figured we could always wait a turn to put up the Defense Grid, to save a bit of money. Also, it cuts our net income from the casino in half, so that the base won't pay for itself for six turns rather than two. @Dr. Snark: is there any reason the defenses on Nar Shaddaa and La'Sombra involve regular upkeep, whereas the defenses on Mandalore or most of our previous bases do not? (They were high-cost, but iirc they were also low-upkeep).


Thanks for posting an alternate plan, @fasquardon! You've given me plenty to think about -- at this point I'm actually on the fence about buying the Castell facility, or whether it'd be better to wait until the Republic actually invades the planet, spend a Martial and/or Intrigue to pick up the pieces and gain loot in the aftermath, then buy a cheaper facility and/or try to sway them to join the CNS once the battle's finished. That would leave more money on the table for deveoping Kalee and Muunilist, as well as developing CNS space in upcoming turns.

I'm going to be afk for about 12 hours (please don't call the vote beforehand....). I'd love to see more discussion/debate on some of these points, though.
 
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...Good point. OTOH, give the tremendous overpopulation, perhaps we could encourage some of the Undercity denizens to emigrate to CNS space instead?

That's also a thought that occurred to me.

like this idea. Perhaps we could reach out to Refugee Relief Movement (if that's still around -- our own humanitarian organization may well have already co-opted them). In canon, the Garos IV system is one of those refugee worlds, and it's right next door to our Neutral Space. We could put a few Actions (Diplomacy and/or Stewardship) to attract more refugees into Neutral Space, and put them to good use.

I like the idea of reaching out to the Refugee Relief Movement and Garos IV.

It'd probably be a good idea to actually parse out what specifically we should do with the refugees. We've already gotten started on 'refugee cities' -- should we pioneer a 'human resources' push to figure out the refugees' skills & talents and offer them higher-levle productive jobs? What concrete steps can we take to make use of this incredible resource?

Here's some action ideas for the next couple turns:

Small business loans (help refugees start up businesses and plant the seeds for the Lady Ciaran OmninomnomnomCorp Bank)

Abyss Watcher recruitment offices (+guardians, +seekers, +watchers, +star ship crew, +low, low chance of force users)

Idea for a base upgrade to the Mandalorian Mansion:

Economic planing office (help integrate refugee camps into CNS economy, alleviate shortages of key goods for everyone)

if so, then I like this idea quite a bit

It's actually one of the write-ins you suggested.

The biggest reason I had for not selecting this upgrade, is simply that there's hardly anything there for us to defend against? Sure, someone could attack the mansion, but how much value is actually there? (OTOH, it is cheap, and if there's good enough reason I'll probably add it).

Hmm. Good point.

I would like Ciaran to have plenty of bolt-holes for when she's under serious attack by Palps, Dooku or any of their dupes. That may not be a good enough reason though. I'll think about it. (Particularly the La'Sombra base - really we need to figure out what the heck we're doing with that one. Am I right in remembering it gives us a bonus to researching biowar/plague things? And do we want to keep it solely bio-research focused, or should we try to diversify, say by using it as a resupply base for asteroid miners?)

fasquardon
 
[X] Plan Doggedly Diplomatic

EDIT: I'm noticing that the tags at the top of this quest keep growing and growing. What's up with that?
 
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