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
 
sounds oke too me but bit more of a personal interest too me what do you want to do with all the base things?
 
Okay, this is sight-unseen for the balance sheet (no idea if we'll need to cut any, or if we have room for more) but this is my first pass through the base purchases and upgrades. I'll tally up a balance sheet after I wake up.


New Bases:
[] Cularin: Cost: 200 Reward: Facility on Cularin
[] Manda: Cost: 150 Reward: Property on Manda
[] Pantora: Cost: 150 Reward: Facility on Pantora
[] Cormit: Cost: 250 Reward: Facility on Cormit
[] Procopia: Cost: 300 Reward: Property on Procopia
Cularin is all kinds of amazing, and we spent an archaeology action last turn to unlock it. Manda is dirt cheap, and thanks to our partnership with the Baobab Merchant Fleet will probably give us a Stewardship bonus. We're working with Baron Papanoida's media network this turn, and a base on Pantora will double down on that relationship. Cormit is nothing by itself, by a trading post to the Chiss Ascendancy is worth its weight in gold, especially if we can get our hands on Chiss military tech. Finally, Procopia is expensive, but it unlocks the whole Tapani sector, which has a lot of promising leads and potential base upgrades, including relations with the Jal Shey sect that specializes in Force Imbuement.


Base Upgrades:

Coruscant Base:

[] Underworld Investments: Your presence may have expanded across the galaxy but in your experience consolidation always pays.
-[] Regional Strongholds: Cost: 150 Reward: Controlled areas heavily fortified against attack


Kalee Military Base:
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Kalee


Oracle (Lucrehulk):
N/A


Mandalorian Mansion:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Mandalore
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Mandalore


Lordran, Kiln:
[] Agriculture Expansion: Cost: 300 Rewards: +100 income, food situation on Kiln future-proofed
[] Industrial Expansion: Cost: 300 Upkeep: 150 Reward: Increased output of all factories


La'Sombra (Asteroid Base):
N/A


Nar Shaddaa Property:
[] Guardian Corps Recruiting Center: Cost: 100 Reward: Guardian Corps recruiting center set up at Nar Shaddaa, Evocii Mandalorians
[] Sith Academy Reoccupation: Cost: 150 Upkeep: 75 Reward: Increased recruitment rate for Apprentices


Castell Facility:
[] Salvage/Recycling Teams: Cost: 50 Reward: +25 salvage income
[] Aegis Security Expansion: Cost: 100 Reward: +50 Security income


Muunilist Mansion:
[] Mandalorian Guardians Financial Offices: Cost: 150 Reward: +50 investment income, financial offices for Mandalorian Guardians set up
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Muunilinst
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst


Vectivus' Home:
N/A


Kashyyyk Facility:
[] Guardian Corps Recruiting Center:Cost: 100 Reward: Guardian Corps recruiting center set up at Kashyyyk, Mandalorian Wookiees
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Kashyyyk


Taris Property:
[] Promised Land Development:
-[] Karada Campus: Cost: 50 Reward: +25 Karada income
-[] Force Academy: Cost: 100 Upkeep: 50 Reward: Increased ability of Nekghoul teams
-[] Nekghoul Guide Contracts: Cost: 50 Upkeep: 25 Reward: Boost to Taris salvage roll
[] System Defenses:
-[] Rapid-Response Fleet: Cost: 300 Upkeep: 100 Reward: Rapid-response fleets set up in Tarisian space
-[] Reinforced Planetary Shields: Cost: 300 Upkeep: 100 Reward: Enhanced planetary shields set up over key locations
-[] KDY Ion Batteries: Cost: 300 Upkeep: 100 Reward: Ion cannon network set up across Taris
[] Private Retreat: Cost: 200 Reward: +100 investment income


Naboo Mansion:
[] Plasma-Fueled Planetary Shield: Cost: 200 Reward: Plasma-Fueled shield set up.
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Naboo


Cato Nemodia Mansion:
N/A


Ord Mantell Compound:
[] Fort Garnik Expansion:
-[] Arsenal: Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[] Drydock: Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[] Barracks: Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[] Command & Control Facilities: Cost: 200 Reward: C&C facilites for CNS military set up
-[] Systemwide Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell
-[] Guardian Corps Barracks: Cost: 100 Reward: Guardian Barracks set up at Fort Garnik


Dantooine Facilities:


Corellia Property:
[] Kas'as Chen'ru Den Excavation: Cost: 100 Reward: +25 salvage income, second roll for Corellia system set up
[] Drall Recruiting Office: Cost: 150 Upkeep: 75 Reward: Learning bonus


Sullust Facility:
[] Large-scale Wiretaps: Cost: 50 Reward: +25 information income


Arkania Facility:
[] Large-scale Wiretaps: Cost: 50 Reward: +25 investment income


Tibannopolis:
[] Tibanna Gas Weapons Factory: Cost: 200 Reward: +100 military income, increased potency of weaponry


Lorrd Property:


Chu'unthor:
[] Starfighter Complement: Cost: 150 Reward: Chu'unthor gains starfighter complement for defense
[] Karada Clinic: Cost: 100 Upkeep: 50 Reward: Increased survival rate for Agents/Abysswalkers
[] Archaeological Teams: Cost: 250 Upkeep: 100 Reward: Additional archaeology action


Yavin Outpost:
[] Defense Grid: Cost: 50 Reward: Defenses set up for archaeology facilites
[] Orbital Trading Post: Cost: 200 Reward: +50 trade income, ability to expand station
[] Probe Droid Supply: Cost: 150 Upkeep: 75 Reward: Boost to archaeology rolls


Thyferra Facility:
[] Aegis Security Facility: Cost: 75 Reward: +25 income, defenses established
[] Large-Scale Wiretaps: Cost: 50 Reward: +25 Information income
[] Covert Karada Research Complex: Cost: 300 Reward: Facility covertly built for the purpose of reverse-engineering bacta


Mustafar Facility:
[] Aegis Security Facility: Cost: 75 Reward: +25 income, defenses established
[] Large-scale Wiretaps: Cost: 50 Reward: +25 Information income
[] Svivreni Crystal Mines: Cost: 150 Rewards: +50 mining income, secondary source of lightsaber crystals gained
[] Blackguard Enclave: Cost: 150 Upkeep: 75 Rewards: Blackguard enclaves set up, boost to Blackguard rolls
[] Salvage/Archaeology Teams: Cost: 100 Reward: +25 Salvage income, per turn roll for other benefits
 
Last edited:
I just love fact that Silencer is our "Go there and destroy this shit".

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
 
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.
 
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.

@Publicola, I like you list. is it possible to fit the MandalMotors and maybe the Kashyyk Incom expansion in?
 
Ciaran- 42
Asajj-41
Thrawn-41
HK-47-40
Grevious-39
Jango-39
Silencer-37
PR-1-24
Cheriss-19
Mungo-17
Silas-16
Fry-7
Galen-N/A

Thrawn-34
Ciaran- 34
Silas-28
Jango-26
PR-1-26
Mungo-21
Asajj-19
Cheriss-15
Galen-14
Grevious-14
HK-47-14
Fry-11
Silencer-9

PR-1-30
Mungo-30
Fry-25
Ciaran- 24
Thrawn-21
Silas-18
Grevious-17
Galen-16
HK-47-15
Cheriss-14
Jango-13
Asajj-12
Silencer-8

Ciaran- 39
Jango-31
Asajj-29
HK-47-28
Silencer-28
Thrawn-26
Silas-24
PR-1-24
Fry-24
Grevious-22
Mungo-17
Cheriss-12
Galen-8

Ciaran- 46
Asajj-45
Cheriss-26
HK-47-17
Jango-13
Silas-12
Thrawn-12
PR-1-12
Fry-11
Mungo-11
Galen-10
Grevious-10
Silencer-9

Galen-36
Cheriss-30
Fry-28
Thrawn-25
Ciaran- 23
HK-47-20
PR-1-18
Mungo-17
Grevious-15
Silas-14
Jango-13
Asajj-12
Silencer-8

Link to Base ROI here
Status: Updated

Ugh, had this post ready since the rumor mill, new turn is up go to post and SV ate it. Still easy reference of both our hero stats for plan making and the ROI sheet once I update it (it has base upgrades we did not do just have to add the new ones).
 
Last edited:
We need more shipbuilding capacity guise. Our stewardship actions should include either investing in MonCal or MandalMotors.
 
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
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.



And @Dr. Snark shouldn´t The Burning Rain be considered a CNS action?
 
@Dr. Snark good news is we had about 30 less base upgrades compared to last turn

Okay your actions cost 1575 between cost and upkeep (assuming you copied over all the costs and upkeeps).
Funds for the turn: 12,201
Action Cost: 1,575
Funds for bases: 10,626
Expanded Defenses: 3,450 (Planetary Shields, System Defenses and such)
Funds After Defenses: 7,176


Coruscant Base:
[] Underworld Investments: Your presence may have expanded across the galaxy but in your experience consolidation always pays.
-[] Regional Strongholds: Cost: 150 Reward: Controlled areas heavily fortified against attack
Kalee Military Base:
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Kalee
Mandalorian Mansion:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Mandalore
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Mandalore
Muunilist Mansion:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Muunilinst
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst
Kashyyyk Facility:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Kashyyyk Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst
Taris Property:
[] System Defenses:
-[] Rapid-Response Fleet: Cost: 300 Upkeep: 100 Reward: Rapid-response fleets set up in Tarisian space
-[] Reinforced Planetary Shields: Cost: 300 Upkeep: 100 Reward: Enhanced planetary shields set up over key locations
-[] KDY Ion Batteries: Cost: 300 Upkeep: 100 Reward: Ion cannon network set up across Taris
Naboo Mansion:
[] Plasma-Fueled Planetary Shield: Cost: 200 Reward: Plasma-Fueled shield set up.
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Naboo
Ord Mantell Compound:
[] Fort Garnik Expansion:
-[] Systemwide Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell

Karada Campus and Private Retreat both on Taris are the only base upgrades turning a profit this turn so they become auto-includes and net us 7.5 and 9 credits this turn.
After that Salvage and Aegis on Castell and Karada Medcenter on Naboo have a 1.32 ROI

@Publicola missing upgrades based on ROI
.86 You have the one base upgrade here
.95 You have the one base upgrade here
1.32 Missing one from here
Karada Mecenter on Naboo
1.43 You have none of these
Corporate Espionage, Aegis Security and Smugglers Den on Coruscant
1.56 You have none of these
Casino Franchise and Currency Exchange on Nar Shadda
Tarisian Ale, Incom, KDY, CEC, Serv-O Droid, Ecological, Tradeport and Exotic Creatures on Kashyyyk
Aquaculture, Industry Investments, Amphibious Tradeport, Hydrostatic Bubble Engineering, High-Society Matchmaking Programs, Tradeport Expansion, Water Exporting and Amphibious City on Naboo
 
I think we should buy those bases that gives us narrative bonus, like
[] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant

[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail

[] Ithorian Biome: Since a lot of the Oracle's crew spends the majority of their time on the ship itself, why not invite the Ithorians to help create a "living ecosystem" on board and make it so that the air isn't quite so stale? There might not be any practical value but given the extreme redesign of the ship as it is there's no harm in giving it a slightly more "unique" charm. Cost: 150 Reward: "Living ecosystem" set up on Oracle

[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened

[] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians

[] Get'shuk Arenas: A traditional Mandalorian sport, you have a good feeling that with enough publicity get'shuk could find popularity even beyond Mandalore itself. Cost: 100 Rewards: +50 investment income, increased publicity for get'shuk

[] MandalMotors Investments: Quite frankly you don't have the time to set up a proper chain of deals with MandalMotors yourself, so just have some subsidiaries help prop up the company. Cost: 250 Rewards: +50 income, dramatically increased output from MandalMotors

-[] The Lordran Vault: Granted, you don't expect anyone to be able to get to the Vault, but having it or at least its more sensitive contents be stored on Lordran might not be a bad idea. Cost: 150 Reward: Highly sensitive materiel permanently moved to Lordran

[] Blacksite: Much like Kalee, you could build up a facility that would allow you to train up more men. Given that this is Nar Shaddaa, no one would bat an eye at the place anyway. Cost: 150 Upkeep: 75 Reward: Increased recruitment rates for all units

especially because we reached point when we are nearing "Enough Money"
 
@Dr. Snark Any word on a description for Brothers X or Dedicated Salvage Vessel? They seem kinda...absent, still. We're discussing plans but we don't even have all the options visible yet.
 
Voids List of Base upgrade packages:
Packages will have cost for the turn, what upkeep or income it adds overall (already included in cost for turn). One thing of note is that they will not include base upgrades in other packages (so ord mantell defenses is in the defense package not the ord mantell package)

Expanded Defenses: 3,450 (Planetary Shields, System Defenses and such) (adds 660 upkeep)
Coruscant Base:
[] Underworld Investments: Your presence may have expanded across the galaxy but in your experience consolidation always pays.
-[] Regional Strongholds: Cost: 150 Reward: Controlled areas heavily fortified against attack
Kalee Military Base:
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Kalee
Mandalorian Mansion:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Mandalore
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Mandalore
Muunilist Mansion:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Muunilinst
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Muunilinst
Kashyyyk Facility:
[] Planetary Shield: Cost: 200 Upkeep: 100 Reward: Planetary shields set up for Kashyyyk
Taris Property:
[] System Defenses:
-[] Rapid-Response Fleet: Cost: 300 Upkeep: 100 Reward: Rapid-response fleets set up in Tarisian space
-[] Reinforced Planetary Shields: Cost: 300 Upkeep: 100 Reward: Enhanced planetary shields set up over key locations
-[] KDY Ion Batteries: Cost: 300 Upkeep: 100 Reward: Ion cannon network set up across Taris
Naboo Mansion:
[] Plasma-Fueled Planetary Shield: Cost: 200 Reward: Plasma-Fueled shield set up.
[] System Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Naboo
Ord Mantell Compound:
[] Fort Garnik Expansion:
-[] Systemwide Defenses: Cost: 250 Upkeep: 100 Rewards: Systemwide defenses set up around Ord Mantell

Boosting Our Income: 105.375 (adds 569.625 to income)
Coruscant Base:
[] Corporate Espionage Program: A lot of corporations either call Coruscant home or at least have an office of some kind on the planet. There's money to be made in spying on them - barring your "friends" like Sienar and Incom. Cost: 100 Reward: +50 information income
[] Underworld Investments: Your presence may have expanded across the galaxy but in your experience consolidation always pays.
-[] Aegis Security Expansion: It's not "protection money" it's "legitimate business." There's a difference! Barely. Cost: 50 Reward: +25 security income
-[] Smuggler's Dens: The Abyss is your wretched hive of scum and villainy. That means you have the rights to make a killing off of the smuggling and racketeering going on there. Cost: 100 Reward: +50 smuggling income
Castell Facility:
[] Salvage/Recycling Teams: Shu Mai's mismanagement means that there's plenty of clean-up work to be done on the planet. Cost: 50 Reward: +25 salvage income
[] Aegis Security Expansion: It can't be the worst idea to fortify things before the coup. Cost: 100 Reward: +50 Security income
Taris Property:
[] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[] Karada Campus: Nekghouls get injured like everyone else - and like everyone else they know how to pay for it now. Cost: 50 Reward: +25 Karada income
[] Private Retreat: You've finally figured out a loophole in Tarisian laws - by setting up a private retreat on the other side of the planet you can get away from bureaucracy to some degree and hey, if you're gone, people could always visit for a price... Cost: 200 Reward: +100 investment income
Naboo Mansion:
[] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada income

Actions and Bonuses 1815 (adds 555 upkeep)
Lordran, Kiln:
[] Industrial Expansion: You could stand to increase the output of your various industries on Kiln and build more things in general. Cost: 300 Upkeep: 150 Reward: Increased output of all factories
Nar Shaddaa Property:
[] Sith Academy Reoccupation: With the rediscovery of the Nar Shaddaa Sith academy you could easily rebuild the location as an off-site training location for Agents. Cost: 150 Upkeep: 75 Reward: Increased recruitment rate for Apprentices
Taris Property:
[] Promised Land Development: The nekghoul society in the Promised Land has been integrated with the rest of Taris to a degree, but there's still a lot of work that needs to be done.
-[] Force Academy: You could stand to have the Nekghouls' unique views on the Force recorded, studied, and potentially taught to others. Cost: 100 Upkeep: 50 Reward: Increased ability of Nekghoul teams
-[] Nekghoul Guide Contracts: Your teams could certainly use the local guides to keep them safe from the dangers of the Undercity. Cost: 50 Upkeep: 25 Reward: Boost to Taris salvage roll
Corellia Property:
[] Drall Recruiting Office: The Drall are a species that are small and quite frankly adorable, but they are also highly intelligent theoreticians and obsessively keep records about the tiniest of details, which would no doubt be useful if only to help keep track of Cheriss' design processes. Cost: 150 Upkeep: 75 Reward: Learning bonus
Chu'unthor:
[] Karada Clinic: Allowing select individuals on board the Chu'unthor to handle injuries for your highly classified Agents and Abysswalkers would certainly pay for themselves. Cost: 100 Upkeep: 50 Reward: Increased survival rate for Agents/Abysswalkers
[] Archaeological Teams: Given the vessel's nature, the Chu'unthor would make for an excellent center for archaeology teams that would be deployed from the vessel. Cost: 250 Upkeep: 100 Reward: Additional archaeology action
Yavin:
[] Probe Droid Supply: It would certainly help the archaeology teams had something on hand to help them locate particularly valuable sites on Yavin IV and its other moons, and their primary suggestion was having a consistent supply of probe droids to work with. Cost: 150 Upkeep: 75 Reward: Boost to archaeology rolls
Mustafar:
[] Blackguard Enclave: Currently the Blackguard live in ruins on a planet covered in lava and with a barely breathable atmosphere. They would probably appreciate having a home with modern air conditioning and other amenities. Cost: 150 Upkeep: 75 Rewards: Blackguard enclaves set up, boost to Blackguard rolls

Income Boosts with Other Effects: 960 (adds 525 Income)
Mandalorian Mansion:
[] MandalMotors Investments: Quite frankly you don't have the time to set up a proper chain of deals with MandalMotors yourself, so just have some subsidiaries help prop up the company. Cost: 250 Rewards: +50 income, dramatically increased output from MandalMotors
Lordran, Kiln:
[] Agriculture Expansion: Kiln is home to an increasingly large amount of people who would need more food from on-site, otherwise you're going to have to start importing food from elsewhere and potentially jeopardizing its isolation. Fix that. Cost: 300 Rewards: +100 income, food situation on Kiln future-proofed
Muunilinst Mansion:
[] Mandalorian Guardians Financial Offices: If the Guardians are going to become a galactic franchise they're going to need people to handle their money. Fortunately, Muuns are some of the best people in the galaxy to handle accounting. Cost: 150 Reward: +50 investment income, financial offices for Mandalorian Guardians set up
Corellia Property:
[] Kas'as Chen'ru Den Excavation: The Kas'as Chen'ru Den is rumored to be home to artifacts dating back millienia, and potentially back to the days of Revan himself. It would be worth getting some teams in the area to see if there's anything to find there. Cost: 100 Reward: +25 salvage income, second roll for Corellia system set up
Tibannopolis:
[] Tibanna Gas Weapons Factory: Now that you have a refinery, setting up an attached weapons factory to take advantage of the tibanna gas you're harvesting would be an excellent decision. Cost: 200 Reward: +100 military income, increased potency of weaponry
Yavin:
[] Orbital Trading Post: While you don't want people poking at Yavin IV that much, you could control what little traffic goes into the system by setting up a space station that would host trade for now, but could be considerably expanded with other modules once it's set up. Cost: 200 Reward: +50 trade income, ability to expand station
[] Ecological Exports: An interesting quirk of Yavin IV's flora is actual grenade fruits that explode upon being thrown, which not only sounds hilarious but could potentially be an incredibly effective and subtle explosive to be used in case of emergency. You have to do something with that. Cost: 100 Reward: +25 smuggling income, mass-produced grenade fruit
Thyferra:
[] Aegis Security Facility: Given how rocky your relations with Xuchpra and Zaltin currently are it can't hurt to have some security around. Cost: 75 Reward: +25 income, defenses established
Mustafar:
[] Aegis Security Facility: Given the presence of Damask Holdings it can't hurt to have security in case Palpatine comes knocking. Cost: 75 Reward: +25 income, defenses established
[] Svivreni Crystal Mines: The Blackguard have pointed out that Mustafar is a viable candidate for lightsaber crystal mining, and it can't hurt to have a secondary source of the valuable materials. Cost: 150 Rewards: +50 mining income, secondary source of lightsaber crystals gained
[] Salvage/Archaeology Teams: Mustafar and its surrounding areas are host to quite a few archaeologically valuable sites - like the Hammerhead wreck your teams extracted HK-47 from. Cost: 100 Reward: +25 Salvage income, per turn roll for other benefits

Ord Mantell Military Package: 476.25 (adds 131.25 Income)
Ord Mantell Compound:
[] Fort Garnik Expansion: The CNS need a proper military center. Now you have one, but it still needs work.
-[] Arsenal: Set up a location for arms to be stored and distributed across CNS space, particularly the Northern Rim. Cost: 100 Rewards: +25 military income, central arsenal set up for CNS
-[] Drydock: Having facilities on the ground is good, but having the ability to repair and rearm starships would help fortify Ord Mantell. Cost: 150 Rewards: +50 military income, central drydock set up for CNS
-[] Barracks: Set up proper facilities to house troops, which will not only help centralize the military further but will help break down boundaries between different members. Cost: 125 Rewards: +50 military income, barracks for CNS military set up
-[] Command & Control Facilities: Fort Garnik isn't going to be that useful unless you can ensure that you have the systems in place to handle command and distribution for the military. Cost: 200 Reward: C&C facilites for CNS military set up
-[] Guardian Corps Barracks: If there's anywhere you want the Mandalorian Guardians to be it would be at Fort Garnik. Cost: 100 Reward: Guardian Barracks set up at Fort Garnik

1.56 ROI Package Cheap Options: 241.875 (adds 433.125 income)
Nar Shaddaa Property:
[] Currency Exchange: With the support of your Muun accountants, you can help set up a currency exchange center to help convert credits to peggats and other currencies...for a slight administrative fee of course. Cost: 100 Reward: +50 "trade" income
Kashyyyk Facility:
[] Tarisian Ale Plant: Ironically and despite the name Tarisan Ale is produced from glands native to Kashyyyk itself. Instead of dealing with imports and tariffs and whatnot, you could just build up a processing plant on Kashyyyk instead. Cost: 100 Reward: +50 income from exporting Tarisian Ale
[] Incom Expansion: While it would be difficult for Incom to make a profit here, they are more than willing to move more materiel here if only to get it out of Core Space. Cost: 50 Reward: +25 investment income
[] KDY Expansion: Some KDY execs have told you that if you want to help them expand here, they would certainly appreciate the aid of the Wookiees for their larger-scale projects. Cost: 50 Reward: +25 investment income
[] CEC Expansion: Invite the Corellian Engineering Corporation to expand their facilities to the planet, and hire Wookiee labor for their mechanical expertise and physical labor. Cost: 50 Reward: +25 investment income
[] Serv-O-Droid Expansion: The legendary civilian droid manufacturer from Nimban is facing a steadily diminishing profit margin, and seems to be in danger of bankruptcy. Help them expand to Kashyyyk to streamline their production line with Wookiee labor, in exchange for a small ownership share. Cost: 50 Reward: +25 investment income
[] Tradeport Construction: Granted, the Wookiees do have a Trading Guild, but right now they don't really have as much pull in galactic trade. Helping them set up a proper tradeport on Alaris Prime would help both you and them. Cost: 100 Reward: +50 trade income
Naboo Mansion:
[] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[] Amphibious Tradeport: There are plenty of other aquatic species in the galaxy who would appreciate being able to land in a tradeport that is underwater. Cost: 100 Reward: +50 trade income
[] High-Society Matchmaking: No, you're not going to use this just to match up Anakin and Padme for your amusement. That's only one of the things you're going to do with this. Cost: 50 Reward: +25 investment income
[] Tradeport Expansion: You've already got a lot of money from this planet but it never hurts to consolidate. Cost: 100 Reward: +50 trade income

1.56 ROI Package Expensive Options: 499.875 (adds 895.125 income)
Nar Shaddaa Property:
[] Casino Franchising: Get big or go home - set up more casinos modeled after the Orb across Nar Shaddaa and really rake in the money from gamblers. Cost: 200 Reward: +100 investment income
Kashyyyk Facility:
[] Ecological Programs: To put it bluntly, the wroshyr trees of Kashyyyk are an ecological marvel, to say nothing of the other various species on the planet. Making sure that the planet's ecology maintained would not only make you look better but would also help ensure such marvels continue to be preserved. Cost: 150 Reward: +75 investment income
[] Exotic Creature Exports: Kashyyyk is home to some weird fauna, fauna that many collectors would like to get their hands on - and for people like them money is no object. Cost: 200 Reward: +100 trade income
Naboo Mansion:
[] Gungan Economic Development: Because they deserve to be under your (economic) control as well. It's for your greater good.
-[] Aquaculture Investments: Someone has to keep the water around Otoh Gunga clean, right? Cost: 150 Reward: +75 investment income
-[] Industry Investments: While Gungan technology is impressive, it is held back by their lack of proper industrial equipment. Help fix that. Cost: 150 Reward: +75 investment income
-[] Hydrostatic Bubble Engineering: The "bubbles" the Gungans use for transport/habitation are quite the engineering marvel, and no doubt other planets would enjoy having them available for their own ends. Cost: 200 Reward: +100 investment income
[] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers
[] Amphibious City: A grand symbol of unity between the humans and Gungans of Naboo, this proposed city would be constructed to act as a bridgehead between the two peoples, partly above and partly below water to represent the disparate but unified peoples. And it would also make you a killing from the contracts you'd work out to build it. Cost: 300 Reward: +150 investment income

Edit-
Guardian Corp Expansion: 870 (add 60 upkeep assuming our military upkeep discount applies to the pilot training and traris recruitment center otherwise cost and upkeep increases by 40 each)
Mandalorian Mansion:
[] Corellia-Mandalore Pilot Training Initiative: Fact: Mandalorians are not known for their piloting abilities. Fact: Corellians are. Get a piloting academy set up on Mandalore and invite the brightest of Corellia's pilots to train the Guardians and they'll become even more fearsome on the battlefield. Cost: 100 Upkeep: 50 Reward: Increased piloting capability of Mandalorian Guardians
Nar Shaddaa Property:
[] Guardian Corps Recruiting Center: There are plenty of lost souls and bitter Evocii here who could use something to believe in. Cost: 100 Reward: Guardian Corps recruiting center set up at Nar Shaddaa, Evocii Mandalorians
Kashyyyk Facility:
[] Guardian Corps Recruiting Center: Mandalorian Wookiees. Cost: 100 Reward: Guardian Corps recruiting center set up at Kashyyyk, Mandalorian Wookiees
Taris Property:
[] Recruitment Center: The people here love you and would be more than willing to sign on with you full time if you let them. Cost: 100 Upkeep: 50 Reward: Increased Guardian/Seeker recruitment rate
[] Guardian Corps Recruiting Center: The people here already believe in you to an incredible degree, so convincing them to believe in the Guardians should be child's play. Cost: 100 Reward: Guardian Corps recruiting center set up at Taris
Naboo Mansion:
[] Guardian Corps Recruiting Center: The planet loves you, so asking a few humans and Gungans to become Guardians would hardly be a challenge. Cost: 100 Reward: Guardian Corps recruiting center set up at Naboo, Mandalorian Gungans
Sullust Facility:
[] Guardian Corps Recruiting Center: The Sullustans may not look Mandalorian at first glance, but they could make for potentially effective recruits given their navigation abilities. Cost: 100 Reward: Guardian Corps recruiting center set up at Sullust, Sullustan Mandalorians
Arkania Facility:
[] Guardian Corps Recruiting Center: The arrogance of the Arkanians aside, they are geniuses in the field of medicine and could potentially serve as field medics for the Guardians. Cost: 100 Reward: Guardian Corps recruiting center set up at Arkania, Arkanian Mandalorians
Lorrd Property:
[] Guardian Corps Recruiting Center: The Lorrdian ability to read others could be surprisingly useful for the Guardians as a whole. Cost: 100 Reward: Guardian Corps recruiting center set up at Lorrd, Mandalorian Lorrdians

Smugglers Package: 165.97175 (adds 239.02825 income, note the sullustan bonus is assuming we grab the smuggling items located in other packages and brings the ROI done to 1.66 which is quite good, also the other smuggling is ROI of 1.71 which is the next group of base upgrades after 1.56 ROI)
Ord Mantell Compound:
[] Expanded Shadowports: There's always more people wanting to make some illicit deals on Ord Mantell. Why let something like a lack of space keep them from doing that so long as they're sure to send a few credits your way. Cost: 150 Reward: +75 smuggling income
Sullust Facility:
[] Sullustan Recruitment Center: Sullustans are renowned for being some of the finest navigators in the galaxy, so getting some of them on tap could only benefit your efforts in space. Cost: 150 Upkeep: 50 Rewards: Sullustans recurited, 10% bonus to smuggling income
Tibannopolis:
[] Shadowport: Bespin is a bit off the beaten track, which makes it ideal for smuggling. Nothing too egregious, though; there are Jedi on site. Cost: 50 Reward: +25 smuggling income
Thyferra:
[] Smugglers Den: Much as the corporations will insist otherwise there's at least some black market work going on the planet, and it can't hurt to get in on that. Cost: 100 Reward: +50 smuggling income

Edit- Expanded to Ord Mnatell costs 6,806.625. Net income is 10.875 so it will cover all of the upkeep from those actions.

A good estimate for money able to be spent on base upgrade is 10,000 (allows for variations in action cost based on plans).
 
Last edited:
Okay, new turn. First;

-[] Dedicated Salvage Vessel:
Something is missing here.

Now, with that out of the way, highlights;

[] 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.
Considering the CNS is probably gonna get attacked this turn, we should at least consider this.

[] 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
I still want to do this, but I don't think we have the actions for it this turn.

[] 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
[] 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
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.

[] 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
Worth keeping in mind, but I don't think we have the actions for this.

[] 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
We might have the actions for this, though. Maybe.

[] 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
Again, something to keep in mind, but not enough actions.

[] 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
Yeah, this needs doing. NOW!!

[] 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
Oooohhhh, now this is definitely worth considering, however . . .

[] 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: ???
We need to do this. We really, really need to do this, before Talzin throws another curveball at us.

[] 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, ???
Again, we need to do this. @Dr. Snark, can this please be a CNS action?

-[] 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
Whatever else we get from Sienar this turn, this is a must.

[] 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
I'd like to do this, but I don't think we have the actions for it right now.

[] 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
It is way past time we started countering Sidious's propaganda with our own. Let's fix that.

[] 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
I can still see this synergizing with the Papanoida action, so I want to get it this turn.

[] 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
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.

[] 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
This still needs to go.

[] 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
These are all still worthwhile targets.

[] 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
Yeah, we're taking this, no ifs ands or buts.

[] 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
Should probably deal with this sooner rather than later.

[] 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
We still need to get around to doing this at some point.

[] 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)
Once again, any of these are worthwhile, but I've highlighted the Nightsisters again because I'm still worried about losing that option.

[] 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
Again, no bad options.

[] 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
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.

[] 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
We are doing this. End of discussion.

[] 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.
The anti-lightsaber material. We should get that at some point.

[] 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]
Getting any of these would be a massive boost against Sidious.

[] 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
If we take Seeing as we're taking Non-Human Genemods, we should probably grab this too, but it's not as high a priority.

[] 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%
[] Force Training: You've certainly gotten stronger, but Mortis has taught you that you still have a long ways to go.
These would probably be helpful, but I don't think we have time.

[] 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
Regardless of what we do with our Diplomacy actions, we'll need to take this at least once because . . .

[] 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: ???
He's had his turn. He's still not back yet. We cannot afford to have him off the grid longer than this.

[] 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, ???
I'd like to do this, but I'm not sure we'll have the actions for it.

[] 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, ???
Self-explanatory.

[] 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 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.

[] 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
We did promise him.
 
Estimated Base Funds: 10,000
Expanded Defenses to Ord Mantell Packages: 6,806.625
Funds Left: 3,193.375
1.56 ROI Cheap & Expensive: 741.75
Funds Left: 2,451.625
Guardian Corp Package: 870
Funds: 1,581.625
Net Income Change: 1,279.125

Okay that is with the packages above. Some additional base upgrades that interest me below (note we cannot take all of them, not enough funds): 1,621.75 (upkeep increase of 1.75)
Coruscant Base:
[] Coruscant Enquirer: You're no stranger to tabloid journalism, and given the insanity that Palpatine is a democratically elected Dark Lord of the Sith it might be worth fighting madness with madness of your own. Cost: 100 Rewards: +25 investment income, tabloid rag set up on Courscant
Kalee Military Base:
[] Megafauna Museum: If Grievous is any indication, the Kalee would be honored to host a zoo/museum of the biggest and baddest animals in the galaxy. Especially since he already dumped a exogorth carcass as the first exhibit. Reward: Containment facilities for aggressive fauna constructed Cost: 200 Reward: Megafauna museum opened, +50 investment income, potential to study contained fauna in more detail
Mandalorian Mansion:
[] Kyriemout Investments: Funnel some extra credits into Kyriemout to strengthen the compound as well as earn Skirata's favor. Cost: 150 Upkeep: 75 Reward: Clan Skirata strengthened
Lordran, Kiln:
[] Doomsday Bunkers: Even though you're not planning on using the Foundry unless absolutely necessary, it definitely would not hurt to be prepared in some capacity for that necessity by setting up a bunker to contain an army that could defend the planet. Cost: 300 Reward: Doomsday bunkers to contain an army for use in case of emergencies
La'Sombra (Asteroid Base):
[] Carnivore Containment Facilities: The fact of the matter is that the galaxy is home to a lot of very angry and very dangerous predators that can tear people to shreds in an instant. So why not capture a few for yourself and see if you can tame them? You know, as long as you place several durasteel walls between them and everyone else. In comparison to the proposed megafauna facility on Kalee, these would contain (relatively) small predators. Cost: 100 Upkeep: 50 Reward: Containment facilities for aggressive fauna constructed
Naboo Mansion:
[] Porso Hill Base Reclamation: Once upon a time Borvo had a base here that not only was able to produce N1 starfighters but served as a base of operations on the planet...before one Lieutenant Sykes came in and wrecked the place. Still, the past is the past, and it would be a very useful location to get a hold of. Cost: 150 Upkeep: 50 Reward: Porso Hill reclaimed as a secure location and production site
Corellia Property:
[] Rubicund Eye Purchase: The Rubicund Eye is an abandoned station in the Five Brothers system that could serve a variety of uses if you're willing to clean it up. Cost: 200 Reward: Rubicund Eye bought out
Sullust Facility:
[] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income
Arkania Facility:
[] Large-scale Wiretaps: There's definitely interesting things you can learn from SoroSuub's more clandestine transmissions. Cost: 50 Reward: +25 information income
Chu'unthor:
[] Starfighter Complement: Granted, the Chu'unthor doesn't have much hangar space, but it has enough that you could easily stand to have a decent fighter complement on board in case of an attack. Cost: 150 Reward: Chu'unthor gains starfighter complement for defense
Thyferra:
[] Large-Scale Wiretaps: The use for these is fairly obvious. Cost: 50 Reward: +25 Information income
[] Covert Karada Research Complex: With the corporations' power largely focused in the capital city built by them, if you're very careful you can set up a quiet facility in the wilderness to take a crack at reverse-engineering bacta. Cost: 300 Reward: Facility covertly built for the purpose of reverse-engineering bacta
Mustafar:
[] Large-scale Wiretaps: With Damask Holdings facilities around it can't hurt to keep your ears open. Cost: 50 Reward: +25 Information income
 
Last edited:
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

Can you explain what's up with Quinlan Vos? Why is he a minor players? Why is he worth our actions?
 
Can you explain what's up with Quinlan Vos? Why is he a minor players? Why is he worth our actions?
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.
 
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.
Again, Shu Mai isn't strictly necessary, just something he'd appreciate if we have the time and resources to spare.
 
A few more comments:
[] 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, ???
@Dr. Snark: are there any other Force Sects that Asajj can visit, or is she limited to the four that are listed?

-[] 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
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...

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.
Can you explain what's up with Quinlan Vos? Why is he a minor players? Why is he worth our actions?
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.

Still strongly in favor of contacting the Jensaarai.
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).

@Publicola, I like you list. is it possible to fit the MandalMotors and maybe the Kashyyk Incom expansion in?
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. :D

We need more shipbuilding capacity guise. Our stewardship actions should include either investing in MonCal or MandalMotors.
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.


And @Dr. Snark shouldn´t The Burning Rain be considered a CNS action?
Again, we need to do this. @Dr. Snark, can this please be 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.

This means that the only CNS action worth taking this turn is the Shard Engineers, which we've put off for multiple turns (and I have a sneaking suspicion Shard Engineers will unlock an extra Learning Action, since that's one of the few categories with only two per turn).

This also means that, with our Free Action assigned to Diplomacy, we can pick at most two of three time-sensitive actions this turn: 1) Quinlan Vos, 2) Mother Talzin, 3) Honoghr. I chose Quinlan Vos and Honoghr, bumping Mother Talzin to next turn.

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.
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.

@Publicola what happened to not assigning Fry to ousting Shu Mai?

...This was one of the big question-marks I had this turn. If we want to oust Shu Mai, we need at least two Heroes to support the action, and the most likely candidates are PR-1, Talesan Fry, and Mungo Baobab. I'm not sure we can trust Mungo to help with a... hostile takeover of a CIS megacorp. But Talesan Fry has bad experiences with a different CIS megacorp (Corporate Alliance), and is enough of an Intrigue specialist to know narratively how best to undermine a leader like Shu Mai.

@Publicola missing upgrades based on ROI
Thanks for all your help with this!
 
Back
Top