For our 'Force Study', I picked the follow-up action to research the Corellian Jedi's history, with hero support from Asajj to give us decent odds. This should unlock a future action to take a trip to the Valley of the Jedi on Ruusan, which should be as momentous for Ciaran's personal growth as Malachor and Mortis. Get hype!

No, you didn't. You picked the DIsciples of Twilight. Unseen protectors of the weak from the misdeeds and injustices of the strong.

Detect and reveal concealed enemies; see in the dark; create illusions that conceal your allies...and of course, Actual Invisibility.

A full ninja package.
 
All right, here's my updated set of actions for Turn 29, again assuming that the 'Secrets of the Corellian Jedi' is a regular rather than a 'Force Study' action (and assuming that @Dr. Snark will approve the Voss genemod, since they are Near-Human). Everything else looks solid, even if we have three ??? actions that needed lots of hero support. If there are no objections, I'll use this as the basis for calculating how many base purchases and upgrades we can afford.
Okay the plan came to 1,775 in costs (including upkeep of 75). That leaves 10,426 for bases and base upgrades.
Spent on Bases and Base Upgrades: 10,177.125
Funds Left: 248.875
Net Income Change: 1,335.375
Possible adds: Starfighters on Chuunthor for 135
Smuggling Package for 165.97175
Dac or Manan Base for 180

New Bases: 1,125
[] Bothawui: Cost: 200 Reward: Base on Bothawui
[] 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


Base Upgrades: 9,052.125

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
[] 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
[] 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
-[] 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:
[] 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
[] 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
[] 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:
[] 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
[] 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
[] 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:
[] 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
[] 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
[] 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
[] 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
[] 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:
[] 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
[] 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:
[] 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
-[] 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
-[] 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
[] Karada Medcenter: Show some solidarity by setting up a Karada center on Naboo. Cost: 100 Reward: +50 Karada 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
[] Water Exporting: Yes. Seriously. Hey, planets like Tatooine need the water! Cost: 200 Rewards: +100 investment income, disbelief of your peers
[] 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
[] 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
[] 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:
N/A

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

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

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

Chu'unthor:
[] 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
[] 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 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
 
You know, I was wondering if it would be possible to finally just out and recruit/finance Jerec so he could pull like the autonomous water team only with archaeological force sites for us...and maybe give us another hero.

That's kind of already happening. The only reason Jerec isn't on full-time is because he's out in the Unknown Regions going tomb raiding or whatever - and he's still technically working for the Order. Technically.


I'll concede to the Disciples of Twilight and Order of Shasa, but the Almas Academy is too risky as some of their members (hi Callista!) have actively fought in the Clone Wars and run the risk of detecting her, and the Jal Shey are more intellectuals than anything else - Asajj will grudgingly admit that she would not make for the best ambassador.

NIghtsisters are right out both for redundancy and friction with Talzin.

Well, read through the entire quest and....well that's one hell of a trip. Pretty impressed by the amount of omake and they're pretty good, but I have to admit that by the end I was skipping to the actual updates. You guys did a great job fleshing out the side stories and characters associated with the Abyss Watchers, but since I was reading it all in one go instead of staggered over the years, I stuck to canon material and the main updates.

I don't know enough Star Wars to appreciate all the source material being drawn from, but it's certainly interesting to see in action. Grievious has pretty much become my favorite Hero unit for that awesome trip through the foundary, and it just being fun to watch the canon villain become a hero. The same could be said of a lot of our hero units, but Grievious is just my favorite.

I'm going to be honest: I treat all my characters equally and try to make sure they all get decent face-time, but Grievous has definitely been one of my favorites to write. He's got the perfect combination of plenty of backstory to work with due to the Huk-Kaleesh war and Rondaes and all that without much baggage for me - once the war ended he could basically do whatever and I wouldn't have to worry about some random EU story or whatever. That and there's been so many opportunities for him to show off different sides of him and he's just fun to write when he's in his element (i.e. massive battles).
 
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@Dr. Snark Do any of the below count as military for purposes of our military upkeep reduction and if so which ones?
[] 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
[] 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
[] 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

Edit- Recruitment Center is a Taris base upgrade

Also Mustafaar is still listed as a possible base location despite us buying it last turn.
 
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I'm going to be honest: I treat all my characters equally and try to make sure they all get decent face-time, but Grievous has definitely been one of my favorites to write. He's got the perfect combination of plenty of backstory to work with due to the Huk-Kaleesh war and Rondaes and all that without much baggage for me - once the war ended he could basically do whatever and I wouldn't have to worry about some random EU story or whatever. That and there's been so many opportunities for him to show off different sides of him and he's just fun to write when he's in his element (i.e. massive battles).

I have to admit, he's got the blend of charisma where you can see how it works against his enemies, but also bolsters his allies, for exactly the same reason.

"That just doesn't make sense! It'll never work!"
"Do you wanna be the one to tell him that?"
"...ONE STEP FORWARD! NOT ONE STEP BACK!"
 
@Publicola, I have qualms with your plan.

[] Anti-Force Research: Chance of Success: 50% Cost: 200 Reward: Anti-Force subject researched [Takes 2 turns]
-[] Taozin
-[] Galen Erso
Dude, we were explicitly warned against having him do anything in the service of violence. This is Darra all over again.

[] Taming A Lone Wolf: Chance of Success: 40% Reward: Quinlan Vos subverted
Just kill the fucker.
[] 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, ???
Use this guy to do it.

As you said, we have a great need for Diplomacy actions. Let the premiere Jedi-killer kill the Jedi. Use the Diplomacy action on anything else. One malcontent, angsty Jedi (that isn't Anakin) isn't worth it.
 
Here's what Taozin does, @Andres110 .
The Wookieepedia said:
Taozins' natural shell armor was almost completely resistant to blasters[3] and lightsabers. Force-sensitive creatures, taozin could interfere with the sense abilities of Force-sensitives, making them appear invisible in the Force.
...
Pavan would later use a taozin nodule to attack Darth Maul in an attempt to kill the Sith Lord.[4] Wielders of taozin nodules could maintain the same Force-disguise that a living taozin could, disappearing nearly completely into the mystic energy force.[1] When the Galactic Empire came to power in 19 BBY, the members of the Inquisitorius were equipped with taozin amulets, which would mask their presence while on the hunt for rogue Jedi.

Their shells resist blasters and lightsabers. "How does that work?" isn't a military question, it's a biology question.
Their shells make them invisible to the Force. Asking how that works is also a biology question (or a supernatural question), not a military question.

We can always murder Vos later if necessary; that's not the question. If it got traced back to us, that could be a problem. If we bring him in, on the other hand, that might smooth over some things.
 
@Dr. Snark, I had three other items for you:
@Dr. Snark: Voss is definitely Near-Human, not 'non-human'.
Can you confirm that Voss is a valid genemod for Thrawn this turn
New question for @Dr. Snark, is 'Secrets of the Corellian Jedi' a 'Force Study' action?
Can you clarify if 'Secrets' is a regular action or Force Study action.
Would Diplomacy bonuses still apply here, or would Lore be a more applicable category?
And finally, can you clarify if Diplomacy or Lore bonuses would apply to our Mother Talzin personal action ('One Mean Witch')?
 
Dude, we were explicitly warned against having him do anything in the service of violence. This is Darra all over again.
Man, It is a fucking giant worm, last time I checked Galen had not given up animal experimentation in the name of science.

And we are not creating Weapons, only defensive amulets.
Just kill the fucker.
Use this guy to do it.

As you said, we have a great need for Diplomacy actions. Let the premiere Jedi-killer kill the Jedi. Use the Diplomacy action on anything else. One malcontent, angsty Jedi (that isn't Anakin) isn't worth it.

Yeah sure, one angsty malcontent Jedi, who has been trained in the arts of espionage, sabotage, and stealth by the best Jedi Shadow in many generations (Tholme), and he comes in a close second place. Also a duelist strong enough to defeat Sora Bulq, co-creator of Vaapad and one of the best Jedi duelists of the generation, by himself. And let´s not forget his Kiffar psychometry who allows him to read images from objects making him extremely useful in both espionage and archeology.

But yes, let's throw this invaluable asset out of the window, because since we are short of actions in diplomacy, nothing of what I explained before makes him worth it.

It makes SOOOOOOOOO MUCH sense.
 
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Yeah sure, one angsty malcontent Jedi, who has been trained in the arts of espionage, sabotage, and stealth by the best Jedi Shadow in many generations (Tholme), and he comes in a close second place. Also a duelist strong enough to defeat Sora Bulq, co-creator of Vaapad and one of the best Jedi duelists of the generation, by himself. And let´s not forget his Kiffar psychometry who allows him to read images from objects making him extremely useful in both espionage and archeology.
I only knew him as that one Jedi from The Clone Wars who had psychometry.
 
@Void Stalker, re: your list of base upgrades, nice work!
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
I've been fairly resistant to purchasing this upgrade for a while. While I love all things Taris, there's no real reason to purchase it here -- it's upkeep, so we don't get any discounts or income bonuses for being Taris, and we have the 'rolling takeovers' to increase our recruitment rate regardless.

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
Though I was the one that proposed it, I'm not really interested in this upgrade. I mean, it's honestly more like a base purchase -- it's a large space station that we need to buy for 200 credits, at which point we can use it for more interesting upgrades (income, labs, etc.)

I'm much more inclined to spend those 200 credits on some other base purchase. If we want to stick with a 'space station' theme, then Outland Transit Station has a lot more to offer: it's a major tradeport on the 'backroads' of Hutt Space (allowing non-Hutts a way to transport goods from the galactic north to galactic south and vice versa, without going through the Core), it is central to Jango Fett's backstory (his best friend owned the station, until Dooku hired him for a 'hunt' that resulted in Jango being used as the template for the Clone Army; said friend died during the hunt, in Jango's arms), and it's large enough to feature both a merchant district and an 'entertainment' district (specifically including gladiatorial games!)

I'm also interested in picking up a base on Empress Teta, especially if we go for the 'smuggling package' since the local economy is basically one big planet-sized black market.

Starfighters on Chuunthor for 135
Smuggling Package for 165.97175
Dac or Manan Base for 180
Dac... I honestly don't know what we'd do there? Yes, there's the shipbuilders, but what else would we do?
Manaan is more interesting, between the kolto and the Order of Shasa, but I'm not sure if it's a priority at this point.

I definitely plan to add the starfighters to the Chu'unthor, since this is a turn for all the defensive upgrades we can lay our hands on. Smuggling package if we can manage it.
 
I would like to take a moment and remind people that eliminating the remainder of the Investment penalty is an extra 1200 this turn, an amount that will increase in future turns. I realize that there are other enticing options but all things considered this is the best income booster we will get. Tax Loopholes is at 80% after default bonuses, and should kill the last 20% of the penalty (the initial Baobab partnership killed 10, after all). Frankly I'd put it above Shu Mai in priority (though I imagine that's not a popular opinion) but if there's a way to shuffle things around to do both, that'd be ideal.

Also if we don't assign HK-47 to the Maladians at some point I will never forgive you people. I realize Paramilitary has nicer bonuses (at least nicer ones listed), but if we could do that and assign Grievous to his Hunt as a Hero action that would warm my heart.

Anyway, rather than do my full madman post I think I'll just target and critique plans.

Martial: Personally I'd rather swap Paramilitary to Maladians as described above, but the explicit bonus listed in Paramilitary helps its case. Another +5 would turn 60% actions into 95% default, but broadly speaking I consider Martial bonuses to be the least valuable, simply because we have a load of Martial Heroes to throw at our problems without worry. I suppose the imminent threats puts Militia Standardization over There Is No Machine, it's only real competition.

Diplomacy: Sorry man, but with Honoghr now eligible for the CNS slot you know you can't justify reaching out to the Shards. Toss the Free Action elsewhere.

Stewardship: I was under the impression that we were building a media network through base upgrades? If so Baron Papanoida is great but seems redundant. Maybe pull Mungo onto Tax Loopholes if shuffling things around is possible? idk, but if we can build our own propaganda apparatus without interfering with the action economy then that's what we should do. Hell, getting a Pantora Base could open things up for the future.

Intrigue: I'd rather target Saro Sanuo than Isard. Secure the line of succession and whatnot. Assassinating Shu Mai or Quinlan Vos are autosuccesses. You know what, that's what we should do. Spend the Free Action killing Shu Mai, and swap her Stewardship action to Tax Loopholes.

Lore: Not My Department. Half kidding, but I'll go with what your opinion on Archaeology. You've done the research, though Centerpoint Station does have a plot hook. Glad you've got Twilight listed.

Learning: Echoing that Galen may be problematic here, but not guaranteed. Confirmation from Snark would be useful. There is an annoying lack of non-violent options to assign him to. Solid choice on this one. Would rather replace genemods with Cortosis. Can't go into the Palpatine fight without it. We really don't need more genemods.

Personal: Yeah, sure. Personal Attention means Ciaran gets Noghri bodyguards, and why not get the Lava Gun. We've wanted that for a while.

Hero:

Query: Master, do you know what my primary purpose is?

"Yes, HK. It is to kill things, particularly force users."

Query: Then why am I assigned to do Priam work? Boast: I am surely superior at killing meatbags than any other meatbag you employ ever could. Statement: It is more efficient for me to fulfill my primary purpose than to train meatbags.

"Excellent point, I've changed my mind. Instead, I'm sending you on a military mission to 'meatbags' who claim to share your primary purpose."

Excitation: Why thank you master! I look forward to killing these inferior meatbags.

"Oh no, you're not going to kill them, HK. You're going to recruit them."

Resignation: I suppose this is what you meatbags call "torture".



I'll do the bases/upgrades later, but as usual I prefer narrative and ROI effects over straight income.
 
@Void Stalker, re: your list of base upgrades, nice work!

I've been fairly resistant to purchasing this upgrade for a while. While I love all things Taris, there's no real reason to purchase it here -- it's upkeep, so we don't get any discounts or income bonuses for being Taris, and we have the 'rolling takeovers' to increase our recruitment rate regardless.


Though I was the one that proposed it, I'm not really interested in this upgrade. I mean, it's honestly more like a base purchase -- it's a large space station that we need to buy for 200 credits, at which point we can use it for more interesting upgrades (income, labs, etc.)

I'm much more inclined to spend those 200 credits on some other base purchase. If we want to stick with a 'space station' theme, then Outland Transit Station has a lot more to offer: it's a major tradeport on the 'backroads' of Hutt Space (allowing non-Hutts a way to transport goods from the galactic north to galactic south and vice versa, without going through the Core), it is central to Jango Fett's backstory (his best friend owned the station, until Dooku hired him for a 'hunt' that resulted in Jango being used as the template for the Clone Army; said friend died during the hunt, in Jango's arms), and it's large enough to feature both a merchant district and an 'entertainment' district (specifically including gladiatorial games!)

I'm also interested in picking up a base on Empress Teta, especially if we go for the 'smuggling package' since the local economy is basically one big planet-sized black market.


Dac... I honestly don't know what we'd do there? Yes, there's the shipbuilders, but what else would we do?
Manaan is more interesting, between the kolto and the Order of Shasa, but I'm not sure if it's a priority at this point.

I definitely plan to add the starfighters to the Chu'unthor, since this is a turn for all the defensive upgrades we can lay our hands on. Smuggling package if we can manage it.
I actually misread the seeker as watcher rate which would have let us deploy more for boosts each turn. Dropping that would be a saving of 120 currently. That puts the smuggling package in play combined with the starfighters. Rubicund, I take it that is not Centerpoint, well that would be 180 more to play with taking that out. At this point I might consider going into more income upgrades as opposed to adding yet another base ( I think we have 5 new bases already).
 
Can you clarify if 'Secrets' is a regular action or Force Study action.

Regular. It's a bit too - how do I put this...probably definitely illegal or something like that for it to be a Force Study action.

Can you confirm that Voss is a valid genemod for Thrawn this turn

I think I already edited the Voss genemod back in.

And finally, can you clarify if Diplomacy or Lore bonuses would apply to our Mother Talzin personal action ('One Mean Witch')?

Oooh, that's a tricky one...let's go with Diplo.
 
Oooh, that's a tricky one...let's go with Diplo.
Gah. I just recalculated (my first pass assumed it'd be Lore), and it's a difference of Asajj giving a hero support bonus of 37 vs. 24, a 13% drop. Plus there's another 5% drop due to the different default bonuses (Lore gives +20, Diplomacy only gives +15).

We'll need to assign another hero to support the Talzin action...
 
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Okay, trying to figure out the Mother Talzin action now that it's Diplomacy:

a) If we reassign Jango to help (his Diplomacy gives +13), then we'd need another Intrigue hero to cover the Armand Isard operation.

Grievous would give +11 Intrigue, more than enough to guarantee success, but that'd just leave the Paramilitary action in need of support.


b) Alternately, we could reassign PR-1 (also +13) and reassign Mungo Baobab to cover the 'Oust Shu Mai' action, and let one of our other heroes take the 3rd hero action (perhaps Galen would like to research cortosis? Though that would leave the Taozin research with only 90% chance of success)


c) Otherwise, we could throw in the towel, remove the lava blaster and change it to Personal Attention, effectively guaranteeing a crit on the Mother Talzin action with or without Asajj's involvement.


d) Or lastly, we could really throw in the towel, give up on the Mother Talzin action this turn, assign Ciaran to learn Blazing Chain + build lava blaster, reassign Asajj to some other action (her bonuses are excellent, so we'd basically guarantee that another action becomes a crit), and wait until next turn to deal with the Dathomiri sorceress.


Thoughts?
 
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