- Location
- At your local SPCA
Or buying MandalMotors.
Again.
Are quests really quests when you have a few posters making lists and deciding for the entire playerbase?
I was shocked to realize that there is a Star Wars book that I haven't read.Also: has anyone here read the star wars book, Shadows of Mindor?
Two problems with including this: First of all, I'm not sure if it counts as a Sienar action, and secondly, I'm pretty sure it is actual emergency responders, with very little use as defenders. If you want something that can be used for defending the CNS while pretending not to be military, go for "Rescue" ships.
The option expicitly says it is more a Battlefleet than a medical convoy. It is an easy way of getting us more ships without Palpatine being able to complain.Two problems with including this: First of all, I'm not sure if it counts as a Sienar action, and secondly, I'm pretty sure it is actual emergency responders, with very little use as defenders. If you want something that can be used for defending the CNS while pretending not to be military, go for "Rescue" ships.
It's set post RotJ. If you dont mind spoilers you could look it up on tvtropes.I was shocked to realize that there is a Star Wars book that I haven't read.
Did you see a different text than me? Because the Medical "Battlefleet" text reads: Despite the name it mostly wouldn't be a battlefleet.The option expicitly says it is more a Battlefleet than a medical convoy.
I like your plan, but I think that dealing with Talzin is more urgent than recruiting Vos, if only because Talzin could probably do her Vodoo shit to us. I would also suggest to take HK-47 - Beneath Scum And Villany instead of writing the book, the last two things Revan left us (the Foundry and the Mantle) were absolutely invaluable assets for our plans. I thing we should follow Revan whwrever it takes us, if only because it leads us to valuable loot.All right, here's my tentative list of actions. Feedback is definitely welcome!
Martial: Pick 2:
[] Militia Standardization: Chance of Success: 80% Reward: CNS militia forces increase in quality.
[] Paramilitary Support: Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets
-[] Grievous
Given the triple threat of Admiral Trench, the Malevolence, and the Pride of the Core, we need to secure Neutral Space as our first priority. 'Militia Standardization' does that.
As for our anti-Palpatine assets, I was torn between 'Preying Mantises' (anti-piracy bounty hunters), but 'Paramilitary Support' is a broader base of support, and gives us a default bonus to Martial actions. Income is nice, but not really necessary. Bonuses are worth their weight in gold.
CNS Militia: 80% + 15 (default bonus) + 20 (omakes) = 100+% odds, with 35% chance of crit
Paramilitaries: 60% + 10 (default bonus) + 20 (omakes) + 19 (Grievous) = 100+% odds, with 49% chance of crit
Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action, 1 Free Action:
[] Negotiating With "The Negotiator:" Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy (Free Action)
[] Shards Encased In Iron (CNS): Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers
[] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[] Ysanna/Almas/Tython ?
[] Taming A Lone Wolf: Chance of Success: 40% Reward: Quinlan Vos subverted
-[] Silas Cata
-[] 6 Watcher teams
[] The Burning Rain: Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???
-[] Personal Attention
-[] 1 Watcher team
Obi-Wan Kenobi is a free action, and thank heavens, because this category is crazy busy.
We need to deal with Quinlan Vos, and I believe strongly that our priority should be to subvert/recruit him (rather than assassinate him), which means we need to pick it as a Diplomacy action. I also strongly believe that we need to deal with the Honoghr bioweapon now, which means we need to allocate our Free Action to this category so we can pick it up. (Given the unknown odds, I'm also inclined to assign our Personal Attention to this category).
We have a single CNS action, and there's only one viable option here -- I've been dying to recruit those Shard engineers, and now we finally can!
Finally, the big question-mark for me is which Force Sect to contact.
Obi-Wan: 60% + 20 (default bonus) + 20 (omakes) = 100% odds, with 40% chance of crit
Shard Engineers: 70% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
(Force Sect): 70% + 15 (default bonus) + 20 (omakes) = 100+% odds, with 35% chance of crit
Quinlan Vos: 40% + 15 (default bonus) + 20 (omakes) + 14 (Silas Cata) + 8 (Watchers) = 97% odds, with 57% chance of crit
Honoghr: ??? + 15 (default bonus) + 20 (omakes) + 44 (Personal Attention) + 1 (Watchers) = ??? odds, with 80% chance of crit
Stewardship: Pick 2 Regular Actions, 1 Free Sienar Action and optionally 1 other Sienar Action:
[] Sienar Custom Vessel: Chance of Success: 90%
-[] Interdictor Vessel: Cost:200(Free) Reward: Interdictor vessels designed/produced
-[] Medical Battlefleet
[] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[] Oust Shu Mai: Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
-[] PR-1
-[] Talesan Fry
Okay, so we can double-up Sienar actions this turn. We should definitely spend our free one on the Interdictor vessels, since those are basically Thrawn's signature and will be incredibly useful against the three fleets rampaging through Neutral Space. For our second... I'm torn between salvage vessel (presumably a default bonus to all salvage rolls, which could be huge) or the medical battlefleet (to give us a defense force with plausible deniability). Given the three fleets (Trench/Malevolence/Pride of the Core) rampaging through Neutral Space, I'm pretty sure defense should be our priority.
For our regular actions, connecting with Baron Papanoida's media empire/galactic spynet is definitely locked-in (that will be a huge asset for counter-programming against Palpatine's propaganda). As for the second, I'm intrigued by the potential in the swoop-biking action, and I'd love to get my hands on one of the shipwright corporations, but now that we have the hero support, I'm pretty sure we should finally pull the trigger on Shu Mai.
Interdictors: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Sienar 2: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Papanoida: 80% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Shu Mai: 40% + 10 (default) + 20 (omakes) + 15 (PR-1) + 12 (Talesan Fry) = 97% odds, with 57% chance of crit
Intrigue: Pick 3:
[] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
-[] The Silencer
[] Autonomous Hunter-Seeker Teams: Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
[] Strike Palpatine's Inner Circle: Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Armand Isard
-[] Jango Fett
-[] 1 Watcher
'Autonomous Hunter-Seekers' is locked in -- that will give us an extra Intrigue action, which we need to clear out all the minor actions that have fallen by the wayside.
I also strongly feel that we need to continue 'striking at Palpatine's Inner Circle'. I'd like to wait on COMPNOR (the racist mob that gives Palpatine full-throated public support) until we can launch an anti-slavery raid on the founder's homeworld of Senex-Juvex. Likewise, replacing Saro Sanuo can wait until we're nearly ready to press the red button. Right now our priority should be Armand Isard -- as the diabolical (and gifted) intelligence chief, he is vital to Palpatine's plans. Cutting him out of the loop should have a major impact on Palpatine's ability to punch back.
For our final action... it comes down to defense v. offense. On the one hand, I'd like to figure out who's hunting after Galen Erso, but I'm inclined to say Erso should be safe for one turn, especially if we have him working in an out-of-the-way lab somewhere. On the other... we've been putting off dealing with Palpatine's cloning operation on Centax II, and that is definitely a priority before we press the big red button.
Hunter-Seekers: 90% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
Armand Isard: 40% + 20 (default bonus) + 20 (omakes) + 15 (Jango Fett) = 95% odds, with 55% chance of crit
Centax Clones: 50% + 20 (default bonus) + 20 (omakes) + 14 (Silencer) = 100+% odds, with 54% chance of crit
Lore: Pick 1 Regular Action, 1 Archaeological Action, 1 Force Study Action:
[] Corellian Jedi
[] Archaeological Expeditions: Chance of Success: 70% Cost: 50 Reward: Expedition to chosen location launched
-[] Aliston Nor
-[] Cheriss Sair
[] The Hunt For The Jebble Box: Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured
-[] Asajj Ventress
Okay, for our archaeology action, I was torn between Kathol Rift (seriously: there's a Force sect that has teleportation techniques) and Belsavis (a bunch of Rakatan artifacts, including Mother Machine and a series of teleportation gates). But ultimately I decided to go with Aliston Nor, because if there's one thing more interesting than teleporting Jedi, it's a Force sect that specializes in, basically, mechu daru on crack -- using the Force to build anything you set your mind on. Yeah, I'm sold. I assigned Cheriss to this one since we had heroes to spare and I really want a crit here.
For our regular action... hoo boy. As much as I'd like to keep the Jebble Box out of Palpatine's hands, I really don't want to touch anything to do with rakghouls, and I have a bad feeling about the Box's inhabitant. Celeste Morne, who's been in stasis for several millennia, was a Shadow of the Jedi Covenant, an anti-Sith extremist group that was responsible for the Padawan Massacre of Taris and other atrocities. I doubt she'll be a fan of ours. On the other hand, Fanhunter696 makes a good point that this isn't about gaining the Jebble Box for ourselves, as it is denying it to Palpatine. If we do pick it, we'll want to assign Asajj to make sure it's safe.
For our 'Force Study': it wasn't originally listed, but there should be a follow-up action to research the Corellian Jedi's history, hopefully to unlock a Personal trip to the famed Valley of the Jedi on Ruusan....
Aliston Nor: 70% + 20 (default bonus) + 20 (omakes) + 13 (Cheriss) = 100+% odds, with 53% chance of crit
Corellian Jedi:
Jebble Box: 50% + 20 (default bonus) + 20 (omakes) + 25 (Asajj) = 100+% odds, with 65% chance of crit
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
[] Anti-Force Research: Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
-[] Taozin
-[] Galen Erso
Now that our 'Anti-Force Research' is accelerated and no longer locks our Learning actions for multiple turns, we should make sure to assign an action to that, especially since learning about the taozin may let us block Palpatine's precog and/or penetrate his dark-side veil, which would be huge for our chances of successfully pressing the big red button.
For our second action... I'm torn between any number of actions. 'Non-Human Genemods' unlocks the rest of our Hero Units for genemod bonuses, and ensures that 'mass genemods' will affect all of our forces (including Wookies and Kaleesh, for instance). I'm inclined to pick that, then Mass Genemods next turn. On the other hand, there is a lot of potential in the 'Analyze Chiss Archives' (Unknown Regions ftw), commando gears is another high priority, and nano-droids have been put on the back-burner for quite a few turns now.
Non-Human Genemods: 70% + 30 (default bonus) + 20 (omakes) = 100+% odds, with 50% chance of crit
Taozin: 50% + 20 (default bonus) + 20 (omakes) + 18 (Galen Erso) = 100+% odds, with 58% chance of crit
Personal: Pick 3:
[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned
[] Lava Blaster
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] The Burning Rain
[] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
It wasn't originally listed, but Dr. Snark approved a write-in to build our custom lava-crystal blaster. I really want to pick that as we learn advanced Blazing Chain, since there should be pretty nice synergy there. Personal Attention was necessary for the Honoghr action, so that fills out our three.
Lava Blaster: ???
Blazing Chain: 60% + 20 (default bonus) + 20 (omake) = 100% odds, with 40% chance of crit
Personal Attention: 100%
Annoy Padme: Always
Hero Units: Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Thrawn
-[] Choose 1 Genemod:
--[] Voss
[] Thrawn - Unravelling The Spider's Web: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: ??? Reward: Thrawn determines Trench's next move, ???
-[] 4 Watcher teams
[] HK-47 - Write the Book: (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???
[] Mungo Baobab - Mergers And Acquisitions: (Uses Stewardship Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% Reward: Chosen company contacted, ???
-[] Hoersch-Kessel Drive
For the genemods: Thrawn is our best strategist, and giving him sensitivity to the Force (with a natural talent for precognition and farsight) will only multiply his effectiveness. Pairing him with Voss vision was a no-brainer.
Thrawn's action is likewise locked-in: we have three fleets rampaging through Neutral Space, and Thrawn is our best man to deal with it. Easy peasy.
HK-47 won't be happy, given all the war going on, but we need him to set up our anti-Force simulations, to prepare our ground forces for the big red button, and now's as good a time as any seeing as the Foundry's been secured.
Finally, Mungo is fairly new, so I wanted to start him off with an easy 'clean' business operation: making contact with the nearly bankrupt Hoersch-Kessel, and seeing if we can help them out and/or buy them out and use their assets for ourselves. 60% chance of a crit makes it a pretty good bet....
Voss Genemod: 70% + 25 (default) + 20 (omakes) = 100+% odds, with 45% chance of crit
Thrawn: ??? + 15 (default bonus) + 20 (omakes) + 41 (Thrawn) + 4 (Watchers) = ??? odds, with 80% chance of crit
HK-47: 80% + 20 (default bonus) + 20 (omakes) + 17 (HK-47) = 100+% odds, with 57% chance of crit
Mungo: 70% + 10 (default bonus) + 20 (omakes) + 30 (Mungo) = 100+% odds, with 60% chance of crit
Free Action: +1 Diplomacy Action
Usually this is one of the toughest decisions to make each turn, but that certainly wasn't the case here. Wow did we need help with our Diplomacy turn -- between the free Obi-Wan action and the Free Action, we engaged in five Diplomacy actions this turn, and it still felt like too few.
Hero Support (applies half the stats to a chosen action):
PR-1: [] Oust Shu Mai
The Silencer: [] Bad Moon Over Coruscant
Silas Cata: [] Taming A Lone Wolf
Cheriss Sair: [] Archaeological Expeditions: Aliston Nor
Thrawn: [] Unravelling The Spider's Web
Grievous: [] Paramilitary Support
Asajj Ventress: [] The Hunt For The Jebble Box
HK-47: [] Write the Book
Jango Fett: [] Strike Palpatine's Inner Circle: Armand Isard
Talesan Fry: [] Oust Shu Mai
Galen Erso: [] Anti-Force Research: Taozin
Mungo Baobab: [] Mergers And Acquisitions: Hoersch-Kessel Drive
Watcher Support (20 teams available, 1 Point per assigned team):
[] 8 teams assigned
-[] Taming A Lone Wolf
[] 1 team assigned
-[] The Burning Rain
[] 1 team assigned
-[] Strike Palpatine's Inner Circle: Armand Isard
Something is missing here.
Considering the CNS is probably gonna get attacked this turn, we should at least consider this.[] Militia Standardization: The fact of the matter is that the CNS military is more of a patchwork of the various members' militaries. Help create a standardized system for equipment and it would help make them more cohesive...and a much stronger fighting force should it become necessary. Chance of Success: 80% Reward: CNS militia forces increase in quality.
I still want to do this, but I don't think we have the actions for it this turn.[] Reigniting the Chains: While it's been some time since Tyro was Adacap of the Blazing Chains, you're fairly certain that he would still have considerable pull among the fleet if he got back into contact with them. Given that you could always use more people for the fight against Palpatine tracking down the fleet could get you some powerful allies. Chance of Success: 60% Reward: Blazing Chains fleets located and contacted
[] Paramilitary Support: There are many paramilitary organizations in the galaxy, from Kligson's anti-Trade Federation militia on Grohl, to the pro-Jedi Antarian Rangers, to Lok Revenants and Mere Resistance and others, not to mention Kal Skirata's clone commandos. Offer support -- intelligence, logistics, medical care, safe harbor -- to each in exchange for their cooperation on future actions. Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets
[] Preying Mantises: The Mantis Syndicate chapter of the Bounty Hunters Guild specializes in large-scale anti-piracy operations. How perfectly convenient, given the CNS's interest in fighting pirates around the galaxy. Extend an offer of support in exchange for a cut of the loot. Chance of Success: 60% Cost: 100 Reward: +50 Military income, per-turn loot roll, CNS space secured against pirates (slightly increased odds for CNS recruitment), Mantis Syndicate added as anti-Palpatine asset
Anti-Palpatine assets with various secondary benefits, two of which can probably help with defending the CNS if it gets attacked. Should definitely take at least one of them if we can spare the action.[] Maladian's Creed: The Maladians are some of the galaxy's most feared assassins, with a reputation of taking on targets up to and including Jedi Knights and succeeding in killing them. You could certainly use people with that particular set of skills. Chance of Success: 60% Cost: 150 Reward: Maladian Assassins available for hiring and as anti-Palpatine asset
Worth keeping in mind, but I don't think we have the actions for this.[] Calling In A Favor: A few years ago one Ferrus Olin left the Jedi Order, telling you that he would help you if needed. Well it is about time to call that favor in; get in contact with him and see if you can get the support of him and anyone he knows outside of the Order for the fight against Palpatine. Chance of Success: 80% Reward: Ferrus Olin contacted
We might have the actions for this, though. Maybe.[] The Roaming Jedi: Telling the Council about Palpatine's true identity is a recipe for disaster, but there are certainly other Jedi in the galaxy that aren't a part of the Order you could contact for aid. You've always gotten the odd report from your Silver Cross camps about the occasional Jedi stopping by to help refugees, so it wouldn't be too difficult to track some of them down. Chance of Success: 70% Reward: Jedi outside of the Order contacted
Again, something to keep in mind, but not enough actions.[] Keeping An Eye On The Future: Honestly, you weren't expecting Chewbacca to be such an important figure, but the visions you had of the "Vader timeline" seem to indicate that he would have been a major player in galactic events. While you're not sure if that's still going to be the case given everything that's happened, there's certainly no harm in making sure your people keep a closer eye on him... Chance of Success: 90% Reward: Chewbacca placed under heavier surveillance
Yeah, this needs doing. NOW!![] Taming A Lone Wolf: Quinlan Vos is going to be a problem, not only to Dooku but to you given the chance. That being said outright killing a man who has a known history of being a covert agent would be a waste, so you could try to turn him given the chance. Chance of Success: 40% Reward: Quinlan Vos subverted
Oooohhhh, now this is definitely worth considering, however . . .[] Jedi, Leader, General, Spy: Skirata has pointed out an incredibly valuable target for potential subversion: Jedi General Arligan Zey, the de facto head of the Republic's commando teams who has a position that is semi-independent from the rest of the Republic military. He's been known to conflict with the mainline Order especially after the Temple Massacre so he's an incredibly valuable target for subversion with minimal risk. Chance of Success: 70% Reward: Arligan Zey subverted
We need to do this. We really, really need to do this, before Talzin throws another curveball at us.[] One Mean Witch: You need to know where you lie with Talzin, and if things go south you need to let her know that you're not going to stand for her getting in your way. You may have been unnerved by her power before, but that was before you became Darth Traya and gained the Dagger of Mortis. You're not going to let her have her way again. Chance of Success: ??? Reward: ???
Again, we need to do this. @Dr. Snark, can this please be a CNS action?[] The Burning Rain: The planet of Honoghr has recently been hit by a Separatist bio-weapon and is a perfect target for Silver Cross efforts - in fact its so perfect and with Palpatine's handiwork clearly in play you're a bit more paranoid about it than usual. Send in teams - with a decent escort just in case - to have some relief brought to the planet. Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???
Whatever else we get from Sienar this turn, this is a must.-[] Interdictor Vessel: With the Pride of the Core and the Malevolence running around it may very well be vital that you have some way to pin down one of the ships to keep them from causing more damage. Raith should be able to put together some kind of ship that should do the job. Cost: 200 Reward: Interdictor vessels designed/produced
I'd like to do this, but I don't think we have the actions for it right now.[] Oust Shu Mai: You know you have the momentum. SoroSuub is staying out of the way. The mining companies you've been investing in would be more than happy to back you. Rumbles of discontent come from more Commerce Guild members as quite a few of them have joined the CNS. Dooku wants her gone. You have a chance to oust Shu Mai from the Commerce Guild, though given her stranglehold over Castell it won't be easy. Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
It is way past time we started countering Sidious's propaganda with our own. Let's fix that.[] 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: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
I can still see this synergizing with the Papanoida action, so I want to get it this turn.[] Tales of the Old Republic: Diversification is the key to success, and the entertainment Industry is one of the most important pillars of the galactic economy. You will enter this world with a saga that will always be remembered: The Saga of Revan, and you will spare no expense to bring this wonder to life (otherwise HK might try to kill the people involved for disrespecting one of his favorite masters). The fact that the excuse of getting extra documentation or filming in real landscapes you gives you the justification to enter many places usually forbidden to the general public is a nice extra. Chance of Success: 70% Cost: 200 Reward: 'The Saga of Revan' produced, potential to access restricted areas during filming
Call it paranoia, but I think we really should do this when we get an action to spare. That said, I think it can wait a turn first.[] Relocating The Foundry: The Foundry is currently in an extremely vulnerable position given that it's in the middle of Hutt Space and the war is raging around it - all it would take is one ship to accidentally stumble into Nanthri and it would all be over. The best plan your people have come up with is to strap gigantic hyperspace engines to it to move it to the Kiln through some of the hyperlanes the Claatuvac Guild provided information on and avoid detection, but it's going to require a lot of credits, both to get the parts and to bribe people into not asking questions about where said parts are going. Chance of Success: 40% Cost: 400 Reward: Foundry discreetly moved to the Kiln
This still needs to go.[] 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: 50% Reward: Palpatine facility destroyed
These are all still worthwhile targets.[] Strike Palpatine's Inner Circle: It's time to go on the offensive. Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
Yeah, we're taking this, no ifs ands or buts.[] Autonomous Hunter-Seeker Teams: You've got so much on your plate that you can't really be bothered to handle them yourself. Set up some teams that can handle operations that are too simple to really go wrong but too complex for a random Watcher team to handle on their own so that you can get more things done. Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
Should probably deal with this sooner rather than later.[] Unavailable For Hiring: Someone is clearly on a manhunt for Galen Erso, which is a bad sign for many different reasons. Stop whoever it is from spreading their information bounties and maybe figure out who's been sending them out so they can be dealt with. Chance of Success: 50% Cost: 200 Reward: Manhunt for Galen ended, potential information on figure behind manhunt
We still need to get around to doing this at some point.[] Incorporate Luka Sene Techniques (Force Study): The abilities that you've learned from the Luka Sene aren't exactly flashy, but between their improved ability to use Force vision in combat as well as the more engineering oriented ability for them to see energy fields, there's definitely plenty your Agents can learn from. Chance of Success: 80% Reward: Luka Sene abilities taught to all Agents
Once again, any of these are worthwhile, but I've highlighted the Nightsisters again because I'm still worried about losing that option.[] Research Alternative Force Schools: While the Jedi and Sith are the most well-known Force users in the galaxy there are certainly others that have mastered more esoteric techniques that could be useful to you. You already have information on them from the datachips so it shouldn't be too difficult. (Choose 1 below) Chance of Success: 70% Reward: Learn techniques from other Force users
-[] Jensaarai: A group of Force users that apparently follow a blend of Jedi and Sith teachings. Their unique ability is "ballistakinesis," which is basically hurling things at enemies at blindingly fast/lethal speeds.
-[] Fallanasi: A mostly female group of pacifistic Force users, their unique abilities are projected illusions and the ability to become practically undetectable.
-[] 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.
-[] Tyia Adepts: A pacifistic group of Force users based on Revyia, they are extremely skilled at healing in general.
-[] Voss Mystics: These Force users have extremely powerful foresight to the point that their visions are regarded as fact.
-[] Jal Shey: A sect of nomadic diplomats and philosophers from the Indupar Crown Worlds, who specialize in the esoteric art of Force Imbuement.
-[] Disciples of Twilight: Located on the isolated colony of Dyspeth and founded by a former Jedi in the aftermath of the Ruusan Reformation, the Disciples specialize in illusion techniques said to surpass even the Fallanassi light-benders.
-[] Altisian Jedi: They have some ability called "essence transfer," and if it means what you think it means...
-[] Write-in (Subject to Veto)
Again, no bad options.[] Archaeological Expeditions: There are very famous sites in the galaxy that are dying for someone to lead expeditions to...and potentially locate Force-related artifacts. Chance of Success: 70% (80% on planets with a *) Cost: 50 Reward: Expedition to chosen location launched
Yeah, we need to do something about this ASAP. We cannot afford to risk an outbreak of Rakghouls, period. I'd actually recommend sending Cheriss, since I would assume that she's immune to the Talisman and the Rakghoul Plague on account of being a Shard, but I might be wrong about that.[] The Hunt For The Jebble Box: By (perfectly legitimate) coincidence you've managed to get an excellent lead on the location of the Muur Talisman: it's apparently stored in the infamous "Jebble Box" that's been passed around various collectors' hands since its discovery. You'll need to track it down and acquire it - whether through money or coercion - to ensure that it's never going to be used by Sidious. And there was something about someone being stored in the Box, but they have to be dead after four thousand years... Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured
We are doing this. End of discussion.[] Non-Human Genemods: The Arkanians have developed mods for the Human/Near-Human families, but more research is going to be needed from them if they're going to be able to genemod other species. They have a good start from the mods thus far so research on this shouldn't take too long, especially with the facilities of the Arkanian Legacy at their disposal. Chance of Success: 70% Cost: 100 Reward: Genemodding available for non-human species
The anti-lightsaber material. We should get that at some point.[] Materials Research: There are quite a few odd materials and minerals in the galaxy that you might be able to work with to produce unique weapons and gear for your troops if you looked into them enough. Chance of Success: 70% Cost: 50 Reward: Selected material analyzed for usage in weapons/armor
-[] Cortosis: The favorite metal of anyone fighting against lightsaber users since it can cause said weapons to short out, though it's quite brittle on its own. Definitely worth looking into.
Getting any of these would be a massive boost against Sidious.[] Anti-Force Research: There are some esoteric creatures and substances in the galaxy that could blunt Force usage but they're difficult to recover and hard to research due to their nature. Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
[] Mass Genemodding Program: You've had the genemod specs for a long while now, but getting a mass-modding program available has been difficult due to a lack of resources and facilities. However the rebirth of the Arkanian Legacy has given you an opportunity: setting up a program with Adascorp could make genemodding your forces a much more viable option in general. Chance of Success: 70% Cost: 150 Reward: Genemodding program for troops initialized
[] Physical Training: At this point you're on par with your stronger associates, but you know that you have to keep improving. Chance of Success: 70%
These would probably be helpful, but I don't think we have time.[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
Regardless of what we do with our Diplomacy actions, we'll need to take this at least once because . . .[] Personal attention/Increased Focus: Sometimes you just have to either keep an eye on your minions to ensure that they don't screw up or prepare more intensively for something that you need to handle personally. Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
He's had his turn. He's still not back yet. We cannot afford to have him off the grid longer than this.[] 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: ???
I'd like to do this, but I'm not sure we'll have the actions for it.[] The Silencer - Legacy of the Moon: While the Silencer's time with the Sun Guard has proven fruitful (the betrayal notwithstanding), Grievous has floated the idea that you also send him to train with the Echani as well in the hopes of giving him a different perspective on his martial arts. At least this time you know the Echani aren't Sith cultists. (Uses Martial Bonuses, The Silencer must be assigned to this action if chosen) Chance of Success: 50% Reward: The Silencer trains with the Echani, ???
Self-explanatory.[] Thrawn - Unravelling The Spider's Web: Quite frankly, the only being in the entirety of the Abyss Watchers who will be able to predict Trench's next actions is Thrawn - you might be able to use shatterpoints to get ideas but quite frankly you might have to focus on whatever else crops up this quarter. Have him analyze everything on Trench and figure out where he will strike. (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: ??? Reward: Thrawn determines Trench's next move, ???
We should probably have her do one of these, especially since she's maxed out her Rival bonus and Ciaran has a 70% chance of benefiting from any Force techniques that Ventress learns.[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
We did promise him.[] 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)
-[] The Sith Acolytes Within The Chancellor's Aids
All right, here's my tentative list of actions. Feedback is definitely welcome!
Martial: Pick 2:
[] Militia Standardization: Chance of Success: 80% Reward: CNS militia forces increase in quality.
[] Paramilitary Support: Chance of Success: 60% Cost: 150 Upkeep: 75 Reward: Martial bonus; paramilitary groups confirmed as anti-Palpatine assets
-[] Grievous
Given the triple threat of Admiral Trench, the Malevolence, and the Pride of the Core, we need to secure Neutral Space as our first priority. 'Militia Standardization' does that.
As for our anti-Palpatine assets, I was torn between 'Preying Mantises' (anti-piracy bounty hunters), but 'Paramilitary Support' is a broader base of support, and gives us a default bonus to Martial actions. Income is nice, but not really necessary. Bonuses are worth their weight in gold.
CNS Militia: 80% + 15 (default bonus) + 20 (omakes) = 100+% odds, with 35% chance of crit
Paramilitaries: 60% + 10 (default bonus) + 20 (omakes) + 19 (Grievous) = 100+% odds, with 49% chance of crit
Diplomacy: Pick 1 Regular Action, 1 CNS Action, 1 Force Order Action, 1 Free Action:
[] Negotiating With "The Negotiator:" Chance of Success: 60% Reward: Obi-Wan Kenobi brought into the anti-Palpatine conspiracy (Free Action)
[] Shards Encased In Iron (CNS): Chance of Success: 70% Reward: Contact with Shard worlds established, potential to recruit Shard engineers
[] Between the Light and Dark: Chance of Success: 70% Reward: Contact with chosen organization established
-[] Ysanna/Almas/Tython ?
[] Taming A Lone Wolf: Chance of Success: 40% Reward: Quinlan Vos subverted
-[] Silas Cata
-[] 6 Watcher teams
[] The Burning Rain: Chance of Success: ??? Cost: 250 Reward: Relief sent to Honoghr, ???
-[] Personal Attention
-[] 1 Watcher team
Obi-Wan Kenobi is a free action, and thank heavens, because this category is crazy busy.
We need to deal with Quinlan Vos, and I believe strongly that our priority should be to subvert/recruit him (rather than assassinate him), which means we need to pick it as a Diplomacy action. I also strongly believe that we need to deal with the Honoghr bioweapon now, which means we need to allocate our Free Action to this category so we can pick it up. (Given the unknown odds, I'm also inclined to assign our Personal Attention to this category).
We have a single CNS action, and there's only one viable option here -- I've been dying to recruit those Shard engineers, and now we finally can!
Finally, the big question-mark for me is which Force Sect to contact.
Obi-Wan: 60% + 20 (default bonus) + 20 (omakes) = 100% odds, with 40% chance of crit
Shard Engineers: 70% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
(Force Sect): 70% + 15 (default bonus) + 20 (omakes) = 100+% odds, with 35% chance of crit
Quinlan Vos: 40% + 15 (default bonus) + 20 (omakes) + 14 (Silas Cata) + 8 (Watchers) = 97% odds, with 57% chance of crit
Honoghr: ??? + 15 (default bonus) + 20 (omakes) + 44 (Personal Attention) + 1 (Watchers) = ??? odds, with 80% chance of crit
Stewardship: Pick 2 Regular Actions, 1 Free Sienar Action and optionally 1 other Sienar Action:
[] Sienar Custom Vessel: Chance of Success: 90%
-[] Interdictor Vessel: Cost:200(Free) Reward: Interdictor vessels designed/produced
-[] Medical Battlefleet
[] The Revolution Will Be Televised: Chance of Success: 80% Cost: 150 Reward: Media network set up with Baron Papanoida
[] Oust Shu Mai: Chance of Success: 40% Reward: Shu Mai ousted from Commerce Guild and new leadership chosen
-[] PR-1
-[] Talesan Fry
Okay, so we can double-up Sienar actions this turn. We should definitely spend our free one on the Interdictor vessels, since those are basically Thrawn's signature and will be incredibly useful against the three fleets rampaging through Neutral Space. For our second... I'm torn between salvage vessel (presumably a default bonus to all salvage rolls, which could be huge) or the medical battlefleet (to give us a defense force with plausible deniability). Given the three fleets (Trench/Malevolence/Pride of the Core) rampaging through Neutral Space, I'm pretty sure defense should be our priority.
For our regular actions, connecting with Baron Papanoida's media empire/galactic spynet is definitely locked-in (that will be a huge asset for counter-programming against Palpatine's propaganda). As for the second, I'm intrigued by the potential in the swoop-biking action, and I'd love to get my hands on one of the shipwright corporations, but now that we have the hero support, I'm pretty sure we should finally pull the trigger on Shu Mai.
Interdictors: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Sienar 2: 90% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Papanoida: 80% + 10 (default) + 20 (omakes) = 100+% odds, with 30% chance of crit
Shu Mai: 40% + 10 (default) + 20 (omakes) + 15 (PR-1) + 12 (Talesan Fry) = 97% odds, with 57% chance of crit
Intrigue: Pick 3:
[] Real Bad Moon Over Coruscant: Chance of Success: 50% Reward: Palpatine facility destroyed
-[] The Silencer
[] Autonomous Hunter-Seeker Teams: Chance of Success: 90% Cost: 150 Reward: Teams set up to handle actions that are guaranteed successes with reduced bonuses
[] Strike Palpatine's Inner Circle: Chance of Success: 40% Cost: 150 Reward: Targeted member/group discredited/neutralized/etc
-[] Armand Isard
-[] Jango Fett
-[] 1 Watcher
'Autonomous Hunter-Seekers' is locked in -- that will give us an extra Intrigue action, which we need to clear out all the minor actions that have fallen by the wayside.
I also strongly feel that we need to continue 'striking at Palpatine's Inner Circle'. I'd like to wait on COMPNOR (the racist mob that gives Palpatine full-throated public support) until we can launch an anti-slavery raid on the founder's homeworld of Senex-Juvex. Likewise, replacing Saro Sanuo can wait until we're nearly ready to press the red button. Right now our priority should be Armand Isard -- as the diabolical (and gifted) intelligence chief, he is vital to Palpatine's plans. Cutting him out of the loop should have a major impact on Palpatine's ability to punch back.
For our final action... it comes down to defense v. offense. On the one hand, I'd like to figure out who's hunting after Galen Erso, but I'm inclined to say Erso should be safe for one turn, especially if we have him working in an out-of-the-way lab somewhere. On the other... we've been putting off dealing with Palpatine's cloning operation on Centax II, and that is definitely a priority before we press the big red button.
Hunter-Seekers: 90% + 20 (default bonus) + 20 (omakes) = 100+% odds, with 40% chance of crit
Armand Isard: 40% + 20 (default bonus) + 20 (omakes) + 15 (Jango Fett) = 95% odds, with 55% chance of crit
Centax Clones: 50% + 20 (default bonus) + 20 (omakes) + 14 (Silencer) = 100+% odds, with 54% chance of crit
Lore: Pick 1 Regular Action, 1 Archaeological Action, 1 Force Study Action:
[] Corellian Jedi
[] Archaeological Expeditions: Chance of Success: 70% Cost: 50 Reward: Expedition to chosen location launched
-[] Aliston Nor
-[] Cheriss Sair
[] The Hunt For The Jebble Box: Chance of Success: 50% Cost: 200 Reward: Jebble Box/Muur Talisman secured
-[] Asajj Ventress
Okay, for our archaeology action, I was torn between Kathol Rift (seriously: there's a Force sect that has teleportation techniques) and Belsavis (a bunch of Rakatan artifacts, including Mother Machine and a series of teleportation gates). But ultimately I decided to go with Aliston Nor, because if there's one thing more interesting than teleporting Jedi, it's a Force sect that specializes in, basically, mechu daru on crack -- using the Force to build anything you set your mind on. Yeah, I'm sold. I assigned Cheriss to this one since we had heroes to spare and I really want a crit here.
For our regular action... hoo boy. As much as I'd like to keep the Jebble Box out of Palpatine's hands, I really don't want to touch anything to do with rakghouls, and I have a bad feeling about the Box's inhabitant. Celeste Morne, who's been in stasis for several millennia, was a Shadow of the Jedi Covenant, an anti-Sith extremist group that was responsible for the Padawan Massacre of Taris and other atrocities. I doubt she'll be a fan of ours. On the other hand, Fanhunter696 makes a good point that this isn't about gaining the Jebble Box for ourselves, as it is denying it to Palpatine. If we do pick it, we'll want to assign Asajj to make sure it's safe.
For our 'Force Study': it wasn't originally listed, but there should be a follow-up action to research the Corellian Jedi's history, hopefully to unlock a Personal trip to the famed Valley of the Jedi on Ruusan....
Aliston Nor: 70% + 20 (default bonus) + 20 (omakes) + 13 (Cheriss) = 100+% odds, with 53% chance of crit
Corellian Jedi:
Jebble Box: 50% + 20 (default bonus) + 20 (omakes) + 25 (Asajj) = 100+% odds, with 65% chance of crit
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
[] Anti-Force Research: Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
-[] Taozin
-[] Galen Erso
Now that our 'Anti-Force Research' is accelerated and no longer locks our Learning actions for multiple turns, we should make sure to assign an action to that, especially since learning about the taozin may let us block Palpatine's precog and/or penetrate his dark-side veil, which would be huge for our chances of successfully pressing the big red button.
For our second action... I'm torn between any number of actions. 'Non-Human Genemods' unlocks the rest of our Hero Units for genemod bonuses, and ensures that 'mass genemods' will affect all of our forces (including Wookies and Kaleesh, for instance). I'm inclined to pick that, then Mass Genemods next turn. On the other hand, there is a lot of potential in the 'Analyze Chiss Archives' (Unknown Regions ftw), commando gears is another high priority, and nano-droids have been put on the back-burner for quite a few turns now.
Non-Human Genemods: 70% + 30 (default bonus) + 20 (omakes) = 100+% odds, with 50% chance of crit
Taozin: 50% + 20 (default bonus) + 20 (omakes) + 18 (Galen Erso) = 100+% odds, with 58% chance of crit
Personal: Pick 3:
[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
-[] Blazing Chains (Advanced): Now that you actually know how to properly use Blazing Chains, Tyro has offered to put you through the higher-level training of the technique should you so desire. Chance of Success: 60% Reward: Advanced-level Blazing Chains techniques learned
[] Lava Blaster
[] Personal attention/Increased Focus: Chance of Success: 100%. Reward: Your stats + Force Sight bonus added to a action of your choice
-[] The Burning Rain
[] Annoy Padme (Free Action, no bonuses): Chance of Success: Yes. Reward: Entertainment
It wasn't originally listed, but Dr. Snark approved a write-in to build our custom lava-crystal blaster. I really want to pick that as we learn advanced Blazing Chain, since there should be pretty nice synergy there. Personal Attention was necessary for the Honoghr action, so that fills out our three.
Lava Blaster: ???
Blazing Chain: 60% + 20 (default bonus) + 20 (omake) = 100% odds, with 40% chance of crit
Personal Attention: 100%
Annoy Padme: Always
Hero Units: Optional, Pick Up To 3 & 1 Genemod, Uses Hero Unit's Full Stats:
[] Under The Knife: Chance of Success: 70% Cost: 100 Reward: Selected Hero Unit genemodded
-[] Choose 1 Hero Unit:
--[] Thrawn
-[] Choose 1 Genemod:
--[] Voss
[] Thrawn - Unravelling The Spider's Web: (Uses Martial Bonuses, Thrawn must be assigned to this action if chosen) Chance of Success: ??? Reward: Thrawn determines Trench's next move, ???
-[] 4 Watcher teams
[] HK-47 - Write the Book: (Uses Lore Bonuses, HK-47 must be assigned to this action if chosen) Chance of Success: 80% Reward: Anti-Force user simulations designed, ???
[] Mungo Baobab - Mergers And Acquisitions: (Uses Stewardship Bonuses, Mungo Baobab must be assigned to this action if chosen) Chance of Success: 70% Reward: Chosen company contacted, ???
-[] Hoersch-Kessel Drive
For the genemods: Thrawn is our best strategist, and giving him sensitivity to the Force (with a natural talent for precognition and farsight) will only multiply his effectiveness. Pairing him with Voss vision was a no-brainer.
Thrawn's action is likewise locked-in: we have three fleets rampaging through Neutral Space, and Thrawn is our best man to deal with it. Easy peasy.
HK-47 won't be happy, given all the war going on, but we need him to set up our anti-Force simulations, to prepare our ground forces for the big red button, and now's as good a time as any seeing as the Foundry's been secured.
Finally, Mungo is fairly new, so I wanted to start him off with an easy 'clean' business operation: making contact with the nearly bankrupt Hoersch-Kessel, and seeing if we can help them out and/or buy them out and use their assets for ourselves. 60% chance of a crit makes it a pretty good bet....
Voss Genemod: 70% + 25 (default) + 20 (omakes) = 100+% odds, with 45% chance of crit
Thrawn: ??? + 15 (default bonus) + 20 (omakes) + 41 (Thrawn) + 4 (Watchers) = ??? odds, with 80% chance of crit
HK-47: 80% + 20 (default bonus) + 20 (omakes) + 17 (HK-47) = 100+% odds, with 57% chance of crit
Mungo: 70% + 10 (default bonus) + 20 (omakes) + 30 (Mungo) = 100+% odds, with 60% chance of crit
Free Action: +1 Diplomacy Action
Usually this is one of the toughest decisions to make each turn, but that certainly wasn't the case here. Wow did we need help with our Diplomacy turn -- between the free Obi-Wan action and the Free Action, we engaged in five Diplomacy actions this turn, and it still felt like too few.
Hero Support (applies half the stats to a chosen action):
PR-1: [] Oust Shu Mai
The Silencer: [] Bad Moon Over Coruscant
Silas Cata: [] Taming A Lone Wolf
Cheriss Sair: [] Archaeological Expeditions: Aliston Nor
Thrawn: [] Unravelling The Spider's Web
Grievous: [] Paramilitary Support
Asajj Ventress: [] The Hunt For The Jebble Box
HK-47: [] Write the Book
Jango Fett: [] Strike Palpatine's Inner Circle: Armand Isard
Talesan Fry: [] Oust Shu Mai
Galen Erso: [] Anti-Force Research: Taozin
Mungo Baobab: [] Mergers And Acquisitions: Hoersch-Kessel Drive
Watcher Support (20 teams available, 1 Point per assigned team):
[] 8 teams assigned
-[] Taming A Lone Wolf
[] 1 team assigned
-[] The Burning Rain
[] 1 team assigned
-[] Strike Palpatine's Inner Circle: Armand Isard
He's Dooku's apprentice and a spy for the Jedi. Dealing with him was one of the things Dooku needed us to do before he could help us. The others are Sora Bulq (check), stealing the Devastation(check) and removing Shu Mai.Can you explain what's up with Quinlan Vos? Why is he a minor players? Why is he worth our actions?
Again, Shu Mai isn't strictly necessary, just something he'd appreciate if we have the time and resources to spare.He's Dooku's apprentice and a spy for the Jedi. Dealing with him was one of the things Dooku needed us to do before he could help us. The others are Sora Bulq (check), stealing the Devastation(check) and removing Shu Mai.
@Dr. Snark: are there any other Force Sects that Asajj can visit, or is she limited to the four that are listed?[] Asajj Ventress - Journeys Of An Exile: Fact of the matter is that you just don't have time to go contact every Force sect in the galaxy to speak with them or learn their techniques or whatever. In light of this Asajj has volunteered to go visit some of the groups...though while she'd never say it outright she'd like to be able to gain practical knowledge (usually involving new ways to kill things with her mind) from whoever she visits or at least not have to go through hours of scholarly discussion to gain their trust. Odds are any kind of "scholarly discussion" involving Asajj wouldn't work anyway knowing her... (Uses Diplomacy Bonuses, Asajj Ventress must be assigned to this action if chosen) Chance of Success: 60% Reward: Asajj contacts designated group, ???
Will the cost of this base upgrade increase over time? At the moment it's not worth it, but exponential growth will make it worthwhile soon...-[] Rolling Investments: With each new area of the Undercity you carve out there's more money to be made there. Cost: 200 Reward: +25 income per area taken over
Also, I really want to do Tenzin action with Ciaran personal attention there, just to get ultra crit and have stare down in "Witch of Danthomire" interlude
I like your plan, but I think that dealing with Talzin is more urgent than recruiting Vos, if only because Talzin could probably do her Vodoo shit to us.
I agree that Talzin is high priority... but Vos is both a potential Hero Unit, and on the verge of Falling, and the last obstacle keeping us from total cooperation with Count Dooku. Removing Vos from the equation basically turns the entire CIS into an anti-Palpatine asset. That cannot be overstated.Can you explain what's up with Quinlan Vos? Why is he a minor players? Why is he worth our actions?
I get that, but I'm just not sure 'throwing things around really fast' is as vital or versatile a skill as some of the others on our list. Ysanna gives us the Great Jedi Library, and a millennia-old librarian, and Force Ghosts. Almas gives us an entire Jedi Enclave, with all the awesomeness of Cularin attached. Tython gives us a voice in how the Jedi Order reforms itself. (And our Lore Action needs to be a follow-up to Corellian Jedi, so we unlock a visit to Ruusan).
Pretty easily. Based on my first pass (and Void Stalker's work) I'm pretty sure we have enough income this turn to pick up every single base upgrade that's not purely based on income. And a whole bunch of income-based upgrades on top of that.@Publicola, I like you list. is it possible to fit the MandalMotors and maybe the Kashyyk Incom expansion in?
I like MonCal and MandalMotors, but this turn I went with Hoersch-Kessel Drive, since a) they're going bankrupt, so we have a chance to buy them out entirely, and b) they have a much bigger galactic presence and partner with quite a few shipyards around CIS and Neutral Space.We need more shipbuilding capacity guise. Our stewardship actions should include either investing in MonCal or MandalMotors.
And @Dr. Snark shouldn´t The Burning Rain be considered a CNS action?
I'm not convinced this is the case. Honoghr is a humanitarian crisis, which makes it something we would be using Silver Cross to address. It's not a political crisis that needs CNS intervention, at least not from the outset. We would be engaged in a recovery effort personally, which might result in the native Noghri giving their allegiance to us (and by extension to the CNS), but that political step is secondary.Again, we need to do this. @Dr. Snark, can this please be a CNS action?
By 'the Mantle', do you mean the fragment of the Star Forge's Infinity Engine? I agree it's an invaluable asset, but we're nearing the point where we push the big red button, and HK-47 is our best 'consultant' to teach our forces how to successfully attack a Force wielder.I would also suggest to take HK-47 - Beneath Scum And Villany instead of writing the book, the last two things Revan left us (the Foundry and the Mantle) were absolutely invaluable assets for our plans. I thing we should follow Revan whwrever it takes us, if only because it leads us to valuable loot.
@Publicola what happened to not assigning Fry to ousting Shu Mai?
Thanks for all your help with this!