Star Wars: Mandalorian Nation Quest (AU)

I honestly just want us to start on the hospital. It costs a ton but would increase population growth rates, rehabilitate mercenaries, and offer scientific advances.

Yeah I guess it might be affordable, but we are still building a few things that take multiple turns and I am not sure if they have a recurring cost or not. If they do, there is a chance that we may not be able to afford it.

It would have been easier if we knew our total income. :sad:
 
We bought a hundred of them a few turns ago.



Now I am not too sure about this but I don't think we have enough people for that. I dunno if the front page numbers are updated or not but we seem to have somewhere about 125,000 Mandalorians in our polity.

Maybe @Alias can confirm the numbers.



That's a pretty good name, mind if I nick it ?
Population numbers on the front page are up to date. As for income per turn it's currently 250 million credits per turn plus income rolls for mining and filling the treasury. Recurring cost's have not yet happened and I don't see that happening for a while.
 
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Probably when there is the pop to support it we are still small I don't think we have the refining or parts manufacturing to operate a shipyard yet and to top it off we don't even have any designs to build in said shipyard

Edit:and one more thought our current location is still unknown but to actually build ships we either have to build ourselves or buy abrod sunlight engines hyper drives anywhere from ok fighter to capital class laser cannons or turbo lasers concussion/photon torpedos and launchers/targeting computers to go with them shield generators navicomputers durasteel sensor arrays of

various types the list goes on and on. And if we buy abrod its easy to follow those shipments back to us eventually and as we have seen some people are not happy we exist right now
 
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Probably when there is the pop to support it we are still small I don't think we have the refining or parts manufacturing to operate a shipyard yet and to top it off we don't even have any designs to build in said shipyard

Edit:and one more thought our current location is still unknown but to actually build ships we either have to build ourselves or buy abrod sunlight engines hyper drives anywhere from ok fighter to capital class laser cannons or turbo lasers concussion/photon torpedos and launchers/targeting computers to go with them shield generators navicomputers durasteel sensor arrays of

various types the list goes on and on. And if we buy abrod its easy to follow those shipments back to us eventually and as we have seen some people are not happy we exist right now

That's not that difficult. Mandalorians are known for reverse engineering tech to add to their own techbase.

Hell During the Mandalorian Wars, the Kandosii-Type Dreadnought was almost completely reverse engineered from captured Republic tech. . .

It shouldn't be hard to figure out how to make Frigates by reverse engineering the CR-90

Plus we could probably figure out how to improve the weapons and shields on our older ships by studying new ones that we buy.

Of course ANY reverse engineering is likely going to require a research facility, which we probably should have already invested in.

Besides that, starfighters don't require a shipyard, and if the Rebel Alliance can take out the Death Star with a pair of Snub Fighters, we should be capable of building a heavy-duty Starfighter that can take on an anti-ship role.
 
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Turn 6 results
[X] Assign ships - 5 Kyramud Class Battleships refit class, 1 Mandalorian Cruisers refit class,5 CR90 corvette,100 Z-95 Headhunters , 50 H-60 Tempest Bombers in each undefended sector.

Kessel system
Ships present: 5 Kyramud Class Battleships refit class, 1 Mandalorian Cruisers refit class, 5 CR90 corvette, 100 Z-95 Headhunters , 50 H-60 Tempest Bombers

Tartarus system
Ships present: 100 GR-75's, 5 Kyramud Class Battleships refit class, 1 Mandalorian Cruisers refit class, 5 CR90 corvette, 200 Z-95 Headhunters , 150 H-60 Tempest Bombers

Systems 010
Ships present: 5 Kyramud Class Battleships refit class, 1 Mandalorian Cruisers refit class, 5 CR90 corvette, 100 Z-95 Headhunters , 50 H-60 Tempest Bombers

System 050
Ships present: 5 Kyramud Class Battleships refit class, 1 Mandalorian Cruisers refit class, 5 CR90 corvette, 100 Z-95 Headhunters , 50 H-60 Tempest Bombers

Mercenary income: 356,793,234 million credits.

Kessel Income: 250,000,000 million credit's



[X]Raid the Tusken Raiders: You been contacted by Jabba Desilijic Tiure, a rising star in the Desilijic clan. Jabba wishes for you to have some of your warriors pretend to be moisture farmers and attack Tusken Raider's camps to spark a war between them and the moisture farmers. Jabba believes this war could very profitable. As well he has informed you that if your people do this for him then you can expect more profitable missions in the future.
Reward: 1 million credits.

With clothes provided by Jabba to blend in among the locals, your warriors have been dispatched to pretty much every region on Tatioone. When your warriors were in place the raid's on the Tusken's began. Of course, they were not conducted in a manner that Mandalorian's would but rather pissed off moisture farmer's tired after years of raid's on their farmstead's and countless family member's kidnapped having finally had enough and decided to organize and strike back at where the Tusken's live. Your people killed quite a few Tusken's with their casualties well into the high hundred's. As expected the Tusken's were enraged by this and have begun wiping out farmsteads in their rampage of revenge and even attacked some of the larger settlement's. Also as expected the farmer's and settlements are turning to Jabba for protection and weapons netting a sizeable profit for Jabba.


Result: War erupts on Tatioone. 47 Mandalorians KIA

[X]Get your Ore here!: You've got various ore and minerals. You've got the ships to move them. Now you just need customer's. Therefore get the word out your selling and hopefully people will start purchasing what you got.
Reward: Begin selling ore's and minerals.

With a stockpile of mineral's/ores and the ship's to move them, you let the Galaxy know that you were selling. You didn't have to wait long as you were contacted by the Techno Union. Apparently, due to a majority of the Senate being unwilling to take action against you, many systems in the Northern Outer Rim have begun to re-arm. Purchases of weapon's, battle droid's and warships are increasing with each month. As a result, more resources are needed to meet growing demand and hence the quick contact by the Union. The negotiations were quick and fruitful and afterwards's the ore's were shipped to the Union for refining and the finished product's to be used for constructing ships at one of their shipyard's. It would be ironic if you were supplying the resources to make ships for your future enemies.


Result: Ores sold. 189,721,567 million credits gained. Will receive mining income at the end of each turn.

[X]Encourage immigration: The poor economic situation in the Mandalorian sector has resulted in a steady flow of people from there to greener pastures. So see if you can convince some of those immigrants to join your faction.
Reward: Begin hopefully receiving some immigrants from the Mandalorian sector.

Recovery in the sector has been slow and few have been benefitted from it. As a result, there has been a steady migration from the sector. Hoping to divert some of that migration to your territory so through the Holonet you let it be known through that any Mandalorian willing to swear allegiance to you welcomed to settle in your growing nation. You found many interested in your offer due to your recent major sale of ores to the Techno Union. Scrapped together convoy's of ship's escorted by some of your warship's brought part of your new population's while the rest for transport to nearby planet's where your GR-75's picked them up and would sometime's join the migrant convoy's or would be escorted to your territory. Though you had some trouble with landing your ship's. The local's thought you were trying to invade. While you can understand the lack of trust it still make's it annoying. The boost to your population is welcomed as is the fact you expect to receive migrants from Mandalore and other system's in the sector for likely many years to come. The other welcomed effects being the migrant ship's you can use for shipping and or moving migrants.


Result: 25,417 Mandalorian's arrive this quarter. Will receive migrant's every quarter. Minor deduction from mercenary income to pay for landing fee's.

[X]Sell or scrap old fighters: With your recent purchase of Z-95, you no longer need your old fighters. So have a ship take them to Nar Shaddaa and see how much you can get for them or selling them to a scrap yard.
Reward: Unknown amount of credits.

With your sizeable number of Z-95 these old outdated fighter's no longer serve a purpose. So you had them shipped to Nar Shadda where they were sold to a scrap yard and netted a profit of 499,786 credit's.

Result: 499,786 credit's gained.

[X]CR90 corvette: Right now you don't have a shipyard. And your aging fleet isn't getting any younger. Therefore buying some new ships would be wise. You think the CR90 corvette would be good stop gag ship. So place an order for with Corellian Engineering Corporation for a batch of these ships.
Time: 2 Turns. Cost: 3.5 million credits per ship. Reward: CR90 corvette's.
[X]Sub option: Write in how many you want- 40

CEC wasn't surprised when your reps once again showed up at their headquarter's. What they were surprised by was you placing an order double your previous one. Still, they were more than happy to begin work on your order and as well as accept your credit's. When this order is complete your fleet of CR90's will have tripled in size. Your rep's reported one interesting thing happened before they left. Some CEC execs approached them and informed them that if your willing and have the credit's they would be willing to develop new warship and starfighter design's for you. Something to consider.

Result: Order placed.

[X]Officer's Academy: You have plans for a there being a grand Mando'ade military. Though that is likely many years away. And your need for officers to command them and that as well means building an officer's academy.
Time: 2 Turns. Cost: 25 million credits.
[X]Sub option: Write in name of Officer's Academy

Construction on your officer's academy has begun on Acheron. When it's finished it will begin training a new generation of officer's to lead your warrior's in future wars and campaigns. Though you suspect such conflicts will come sooner rather than later if Cathar and it's allies continue their hostile policies toward's your people. Though for now your people will enjoy the relative peace your in and prepare for future wars.

Result: Officer's Academy has begun construction.


[X]We need more people: Your population is now growing due to the immigrants from Hutt Space. Still your population is small and needs to be much larger if your going to be able to compete with other powers. And as before fortunately not too far away is Hutt Space. Some of the worst poverty in the Galaxy is located there. As a result you're likely to find many people there willing to leave there for a better life. Assuming you wish to accept any new citizens this quarter.
[X]Sub option: Write-in limit of how many people you're willing to take in this quarter- 100,000.
Time: 1 Turn. Reward: Immigrants settle on your planet and increase your population.

Unlike your other decisions, this one wasn't very successful and if you're being honest, not surprising. Your people are still getting used to the 40,000 immigrant's you accepted from Hutt Space and the fact that you are now gaining people from Mandalore sector has made your made people far less positive toward accepting people from Hutt space. Still you were able to convince the clan's to accept 10,000 people from Hutt Space. So for the next few year's you will focus on assimilating on the new Mandalorian's into your society. Perhaps when they are assimilated and your population is larger your people will be more willing to accept large migration that is not from the Mandalore sector.

Result: 10,000 immigrants from Hutt Space settled on Acheron.

[X]Buy Z-95 Headhunters: You now have a sizeable force of starfighters. Still with you now having to defend two systems, it would be wise to buy some more so you have a sizeable number of starfighters supporting the ships in both systems.
[X]Sub option: 500
Time: 1 turn. Cost: 80,000 credits per fighter. Reward: Z-95 Headhunters

Your rep's visit to the Incom headquarter's was boring but productive. Your order was placed, the Z-95's built and you took possession of them. Combined with your force of bomber's you now possess over 1300 starfighter's which is larger than quite a few starfighter compliments of many defense force's. Though you will need quite a few more if you plan to fight any major war's in the future. War tend's to have a high attrition rate.

Result: 500 Z-95 Headhunters purchased.

Galactic News

Andoan refugee crisis escalating: The Andoan government has conquered the last of the Free Colonies sending million's more fleeing out of Andoan space and spilling into nearby sector's. Local system governments are struggling to provide aid to the growing refugee population's. After a long debate in the debate Senate it was decided to make cut's to aid to the Mandalore sector which as expected caused as a firestorm of controversy from Coruscant to Mandalore but proved to be the only choice that could gain a majority vote in the Senate. While Andoan refugee's are being provided assistance, Mandalorian reconstruction has been setback and faith in the Republic is decreasing.

Cathar and allies begin embargo and arms buildup: With the Republic Senate unwilling to take action against what Cathar and it's allies view as the rising threat of the Mandalorian's, Cathar and it's allies have begun to take steps to prepare for future Mandalorian aggression. First an embargo on all trade with any planet or organizations that trade's with the Mandalorian's under the banner of Mandalore the Resurgent. Second in light of the effect's an economic embargo on a growing number of system's, Cathar and it's allies are seeking to make themselves more self reliant and to strengthen thier economies have made deals with the Trade Federation for investment into their economies in exchange for favourable trade deals while deal's have been made with the SoroSuub Corporation to build factories and shipyard's on their worlds and in orbit and in exchange for favorable tax cuts. Third and finally Cathar and it's coalition of allies have taken loans from the Banking Clan's in order to help pay for an enlargement of their defence forces in order to better protect their system's and repel any potential aggression including Mandalorian's.

Internal News

Weapon's factory on Acheron operation: The Acheron weapons is now open and has begun production of various types of infantry weapon's. Your ground forces are no longer reliant on foreign sources to supply blaster's, thermo detonator's and so forth.

Base Manda completed and operational: Your military base near your capital has been completed and is now available to store ammunition, train new troop's and provide housing for troops.​
 
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Turn 7 39 BBY Q3
It seem's Cathar and its allies are gearing up for a fight with you. Which is understandable do the whole genocide thing against the Cathar and well similar action's from the Outer Rim to the Mid Rim. Still, you have no plan's to attack for likely decades and a hopeful collapse of the Republic. Though it seem's more likely that war will break out within a generation which is very concerning considering your small population and industrial base. Allies will be needed and one's beside the Hutt's. Perhaps you should begin reaching out to members in the Republic. If their even willing to talk. So, for now, build up your fleet, allow time for your industrial base to develop, attract more immigrant's and establish new colonies in order to harvest and exploit new resources. If the future is going to be as violent and as bloody as you suspect then you're going to need it.

Total population: 183,401 people

Total credits: 2,156,014,587 billion credit's

[]Write in deployment plan.
Note: Deployment optional

Pick 6

[]Explore Kessel sector: The Kessel sector has never been properly mapped out. As a result there large blank spaces of maps for the sector. So perhaps there are unknown and valuable system's are just waiting to be discovered. Therefore have some of the ships based at Kessel explore the sector.
Reward: New systems discovered.

[]Research center: With the recent migration from the Mandalore sector you've gained quite a few people with a wide ranging number of skills. That include scientists and engineers. As a result you can build a research facility to research new technologies and ships. Which will be useful considering Cathar's recent policies.
Time: 4 Turns. Cost: 150 million credits. Reward: Research Center building built. Research option opens.

[]University: With your plan's for a research centre it would be a good idea to ensure as your scientist's retire or die that someone has the education and training to replace them. Also to make sure that there are people who can keep designing kick ass warships for your people.
Time: 3 Turns. Cost: 125 million credits. Reward: University established

[]Mining colony: These planned colonies in the Systems 011 to 49 and 51 to 057 are going be pretty expensive seeing as these systems aren't habitable. Not to mention buying the necessary mining equipment. Still these colonies are going to be become very profitable. Each colony will be able to initially have 50,000 people in living modules.
Time:2 Turns. Cost: 100 million. Reward: Mining colony established.
[] Sub-option: Write in which systems you wish to establish a colony and how many people to settle per colony.
Note: So for now you can establish a colony on one planet per the above mentioned systems. Further colonization locations in these systems will be available in a future turn. Also each new colony uses one action.

[]Diplomatic relations-Tion Hegemony: The system's of the Tion Hegemony are one of the major industrial powers in the Northern Outer Rim and one of your neighbour's. Perhaps establishing relation's with them could help convince part of the Republic that you have no intention to attack them. That is until your in a position to be able to go to war and win.
Reward: Hopefully relation's with the Tion Hegemony

[]Diplomatic relations-Ando: Currently Ando ruling government is not too popular with the Galaxy at the moment. War crimes have a tendency to do with that. Perhap's in light of their current estrangement of Ando perhaps's they would be willing to open relations. Or at least offer the services of your people. Though this might hurt relation's with other powers.
Reward: Hopefully diplomatic relation's with Ando

[]Establish colony: As your population grows you're going to need to establish colonies in other systems. Technically you don't need to right now. However you believe in the idea of expand or die. Each colony can initially have 50,000 people living in prefabricated buildings. Farming equipment will be include as well and they will quickly begin work on establishing farms.
Time:1 Turns. Cost: 25 million credits.
[] Sub-option: Write in which systems you wish to establish a colony and how many people to settle per colony.
Note: So for now you can establish a colony on one planet per the above mentioned systems. Further colonization locations in these systems will be available in a future turn. Systems 001 to 003 will be colonies on jungle worlds. Systems 004 to 007 will be colonies on forest worlds. Systems 08 and 09 are perfect for farming colonies. Also each new colony uses one action.


[]Explore nearby space: This region is rich in resources so far. Also to see if they are any other habitable systems in the Ash Worlds region.
Time: 1 Turn. Reward: New systems found and info about them.


[]CR90 corvette: Right now you don't have a shipyard. And your aging fleet isn't getting any younger. Therefore buying some new ships would be wise. You think the CR90 corvette would be good stop gag ship. So place an order for with Corellian Engineering Corporation for a batch of these ships.
Time: 2 Turns. Cost: 3.5 million credits per ship. Reward: CR90 corvette's.
[]Sub option: Write in how many you want.


[]Build a Hospital: Right now your people don't really have much of a health care system. Correct that problem by organizing your doctors and giving them a large building to operate from and as well what they need.
Time: 2 turns. Cost: 1 billion credits. Reward: Hospital established and the beginning of a health care system.
[]Sub option: Write-in Name for your Hospital


[]GR-75: Right now you're relying on warships to transport civilians and various goods due to you not having a merchant fleet. As well you will need ships to move whatever you mine if you don't want to deal with a middleman and sell it directly. Correct this by placing an order with Gallofree Yards, Inc. for their GR-75 medium transports.
Time: 2 Turns. Cost: 350,000 credits per GR-75. Reward: GR-75's.
[]Sub option: Write in how many you want.


[]H-60 Tempest bomber: With your recent purchase of H-60 bombers, you now have a sizeable force of bomber's. Still having an even larger force of bomber's would be helpful if you have to fight future war with a high attrition rate.
Time: 1 Turn. Cost: 172,000 credit's per bomber. Reward: H-60 Tempest bomber's.
[]Sub option: Write in how many you want.


[]Buy Z-95 Headhunters: You now have a sizeable force of starfighters. Still with you now having to defend two systems, it would be wise to buy some more so you have a sizeable number of starfighters supporting the ships in both systems.
[]Sub option: Write in how many you want.
Time: 1 turn. Cost: 80,000 credits per fighter. Reward: Z-95 Headhunters
 
A surprise to be sure, but a welcome one! :p


[X] Plan Infrastructure

[]Explore Kessel sector: The Kessel sector has never been properly mapped out. As a result there large blank spaces of maps for the sector. So perhaps there are unknown and valuable system's are just waiting to be discovered. Therefore have some of the ships based at Kessel explore the sector.
Reward: New systems discovered.

[]Research center: With the recent migration from the Mandalore sector you've gained quite a few people with a wide ranging number of skills. That include scientists and engineers. As a result you can build a research facility to research new technologies and ships. Which will be useful considering Cathar's recent policies.
Time: 4 Turns. Cost: 150 million credits. Reward: Research Center building built. Research option opens.

[]University: With your plan's for a research centre it would be a good idea to ensure as your scientist's retire or die that someone has the education and training to replace them. Also to make sure that there are people who can keep designing kick ass warships for your people.
Time: 3 Turns. Cost: 125 million credits. Reward: University established

[]Diplomatic relations-Tion Hegemony: The system's of the Tion Hegemony are one of the major industrial powers in the Northern Outer Rim and one of your neighbour's. Perhaps establishing relation's with them could help convince part of the Republic that you have no intention to attack them. That is until your in a position to be able to go to war and win.
Reward: Hopefully relation's with the Tion Hegemony

[]Build a Hospital: Right now your people don't really have much of a health care system. Correct that problem by organizing your doctors and giving them a large building to operate from and as well what they need.
Time: 2 turns. Cost: 1 billion credits. Reward: Hospital established and the beginning of a health care system.
[]Sub option: Darasuum


[]GR-75: Right now you're relying on warships to transport civilians and various goods due to you not having a merchant fleet. As well you will need ships to move whatever you mine if you don't want to deal with a middleman and sell it directly. Correct this by placing an order with Gallofree Yards, Inc. for their GR-75 medium transports.
Time: 2 Turns. Cost: 350,000 credits per GR-75. Reward: GR-75's.
[]Sub option: 200



If someone can make a deployment plan or help me with making it, I'd be grateful.
 
I think we should try for an alliance with Tion. They're a regional power out on the rim that has no more reason to like the Republic than we do given their history, plus with Us, Tion, and the Hutts, we can pretty much rule the Northeast corner of the Galaxy
 
[X] Plan Infrastructure
sounds good would be more happy if say swap kessel with some kind of war asset or something.
 
Real quick, how many Naval Crewmen do we have? Cuz the 20 Battleships eat up 240,000 Crew, plus an additional 10,000 crew for the corvettes.

I think we actually have more naval crewman required for our fleet than we have actual people. . .

Probably running skelton crews. It's possible that they don't need the full crew unless they are leaving the star system.
 
Probably running skelton crews. It's possible that they don't need the full crew unless they are leaving the star system.

Unfortunately that isn't how ships in SW work. You can cut down on crew requirements via automation, but you lose quality that way. This was a major plot point in the Thrawn Trilogy. . .

We don't have enough population for the navy we have. Ships in Star Wars are super manpower hogs. . .
 
Unfortunately that isn't how ships in SW work. You can cut down on crew requirements via automation, but you lose quality that way. This was a major plot point in the Thrawn Trilogy. . .

We don't have enough population for the navy we have. Ships in Star Wars are super manpower hogs. . .

Then I guess the ships are automated to hell and are acting as glorified defence stations for security theatre instead of actual security.

Our population does seem low..
 
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