Ninja'd a tad but mine here it is anyway

[ ] Plan Small and Fast
-[ ] The Parcelmasters' Dream
-[ ][Design][1B] Upkeep
-[ ][Design][2B] A Courier
-[ ][Design][1B] Plans for a Utility Craft
-[ ][Research][1B] Upkeep
-[ ][Research][1B] Basic Sublight Engines
-[ ][Production][1B] Upkeep
-[ ][Production][1B] Ask for Hyperdrives
-[ ][Production][1B] Ask for Sublight Engines
-[ ][Production][1B] Ask for Plating

Similar logic to @Martenzo. Courier is fast relatively low cost and plentiful. Weapons and shields are expensive to buy otherwise I'd be more interested in fighters. To start being able to cut costs I'm also throwing a dice at the utility craft and also starting research on sublight engines since faster ones will probably cost more and we'll want them for any project. It should be easy to branch out from couriers to light freighters but since we're buying all our components I wouldn't expect us to be super competitive since I'd expect our orders aren't really in bulk.

Edit: Just as a general question do we HAVE to complete a ship this turn because buying all the parts and doing enough research seems iffy unless we short ourselves on upkeep. It seems like a nice goal but is it an absolute necessity so we can get income or do we have a turn or two to get everything together? I'll restructure my plan if we'll go bankrupt by not finishing something we can sell this turn.

Edit2: I'm assuming people aren't generally shooting their mailman (locally) and they can destroy their parcels if they get attacked so having shields isn't a must.
 
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[ ] Plan Heavy Freighters and Research

As much as I like this plan, I'm skeptical of betting that luck will favor us.

If our research department is unusable this turn, do we really need to pay it's upkeep?

I'd shift the extra budget there to the Shield Production instead.

3 dice getting over 50 on average seems more likely than 2 dice getting over 75.

And if the increased upkeep cost rises to 3 instead of 2 next turn, we'll know to never do this again.
 
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I'm interested in

[ ] The Parcelmasters' Dream

I think building currior ships is a good starting point for later building military ship, but also good now. A premium product compared to light frightens in a volume that may not be worth the time of the big boys.
 
If our research department is unusable this turn, do we really need to pay it's upkeep?
Yes, or the upkeep cost will be bigger next turn and we might need to rehire people that left because they weren't being paid.
shields are going to be considered necessary i cant think of a star wars ship that goes without them and the couriers probably going to need a couple point defense guns though that should be something we can make on our own
We can't make literally any modules in-house at the moment, as far as I can tell, not even hull plating. Everything has to be researched first; all our production options are buying the goods, and guns in particular cost 4 Budget each on average to outsource because of the arms-trading red tape. Also, going through my old Star Wars Saga Edition books, there are quite a few ships without shields in the stock configuration: more notably the CEC Action VI Bulk Freighter and the Dynamic-class Light Freighter (stock config of the Ebon Hawk from KOTOR). Many Clone-wars and pre-Clone-wars startfighters didn't have any, nor did many of the earlier TIE variants, though it's a clear pattern the starfighter market was rapidly moving toward deflector shields as a standard feature after the Galactic Civil War. Even the wildly popular YT-1300, the base model of the Millenium Falcon, didn't have any shields in stock configuration.
EDIT2: there is also a much larger number of civilian ships where the deflectors are there, but only really rated for stopping handheld blasters (which even basic hull plating would stop anyway), and can't do more than mitigate some of the incoming damage from the first starship-scale weapon hit.

Edit: Just as a general question do we HAVE to complete a ship this turn because buying all the parts and doing enough research seems iffy unless we short ourselves on upkeep. It seems like a nice goal but is it an absolute necessity so we can get income or do we have a turn or two to get everything together? I'll restructure my plan if we'll go bankrupt by not finishing something we can sell this turn.
EDIT: I think I would prefer to get the design out of the door this turn, so we can focus the next turn's budget on procuring everything we need and building finalised design and researching something with the leftovers. That in mind, I have edited my plan to spend the free point on getting an 81% success chance for completing the design.
 
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On further review, the only thing we're likely to get out in one turn is a utility craft.

The odds for getting anything else out in a single turn aren't great.

For a plan like this-
[ ] Plan Heavy Freighters and Research
-[ ] No bid
-[ ][Design][1B] Upkeep
-[ ][Design][2B] Plans for a Heavy Freighter
-[ ][Research][1B] Upkeep
-[ ][Production][1B] Upkeep
-[ ][Production][1B] Ask for Hyperdrives
-[ ][Production][1B] Ask for Sublight Engines
-[ ][Production][1B] Ask for Plating
-[ ][Production][2B] Ask for Shielding
-there are 5 projects that all need to finish, and the odds for 3 of them are 50% with Shielding being 25% and only the last one, Plating, being 75%.

The odds of them all finishing in one turn is 3/128. Even if we use the Research Upkeep budget on the Shielding project instead, that only improves the odds to 3/64.

On the other hand, Utility Craft don't need a hyperdrive, and I'd guess they don't need Shielding either.

1 Budget each on the Design, the Sublight Engines, and the Plating, would give us 12/64 odds of success in one turn. 2 budget on the Design and Engines with 1 on the Plating would give us 27/64 odds of getting it out in one turn, leaving us with 2 Budget left over for research.

As for what to research first, Basic Blasters are the only option that's actually cheaper to research than to buy, and it's specifically mentioned as being perfect for civilian ships, implying that civilian ships still need weapons.

[ ] Plan 1-turn Utility Craft and Research
-[ ] No bid
-[ ][Design][1B] Upkeep
-[ ][Design][2B] Plans for a Utility Craft
-[ ][Research][1B] Upkeep
-[ ][Research][2B] Basic Blaster
-[ ][Production][1B] Upkeep
-[ ][Production][2B] Ask for Sublight Engines
-[ ][Production][1B] Ask for Plating

If we really want to put something out on the market in one turn, this is our best bet.
 
This one with the light frieghter.
[ ] The Parcelmasters' Dream
We'll get in the front door of a niche and already have a buyer.

I am a little worried about getting into it with Hurts. Despite the high pay.

This one will likely be a more military route.
[ ] The Pride of the Fleet

I like that Mid Rim proposal too.



If we don't take the upkeep options even of we choose something else in that department, do the expenses still grow?
That is your Budget for this Turn. You don't have to ration it, you can spend it! For whores and spice! Or ships I suppose ...:rolleyes:
If we don't spend it all does it accumulate?
 
On further review, the only thing we're likely to get out in one turn is a utility craft.

The odds for getting anything else out in a single turn aren't great.
Utility craft is a saturated market- Heavy Freighter has an opening but that will not last forever. With most projects likely being multi turn we have to focus in now to try and get as much market share as we can while it is still open. Running the heavy freighter as a 2 turn plan makes it quite likely to finish and will expand our budget for turn 3.
 
I'm viewing utility craft mostly as a force multiplier for our production dice when we start building larger ships. I'd pictured this as something like a +10 to all construction tasks after we build some. We'll sell them but they'd not be our breadwinner we'd use like 150 total progress to get a long term/permanent buff.

Don't know that they work like that but would be cool if they did (which is why I threw it in my plan). 50 progress isn't crazy for the possible upside.
 
im Sad no one else wants to do the hunt cruise/passenger line, seems like an easier way to make some money and give our design teams experience with a big yet not to challenging project. And of course Hutts are loaded so would be good for our bottom line
 
im Sad no one else wants to do the hunt cruise/passenger line, seems like an easier way to make some money and give our design teams experience with a big yet not to challenging project. And of course Hutts are loaded so would be good for our bottom line
True but them there's the possibility of getting 'tainted' as a Hutt ally. And the Hutt seeing us one of theirs and needing to bend the knee to them. At least that's my personal worry.
 
True but them there's the possibility of getting 'tainted' as a Hutt ally. And the Hutt seeing us one of theirs and needing to bend the knee to them. At least that's my personal worry.
There's also the concern of what said Hutt could get up to if they felt slighted by a ship that falls below their expectations. Luxury cruise liner designed by newcomers to shipbuilding and operating on a tight budget doesn't really seem like a recipe for success.
 
I'd be all for the heavy freighter plan if it involved developing some of our own tech, we could probably get atleast one project done by the time the freighter comes out.
 
If we take the flagship option then we can just build a smaller version of the Rebel Assualt Frigate and name it something better. The crew is already smaller than the dreadnaught and being built at an actual shipyard means it isn't as bad as the first versions the rebels had to make.
 
Thor D'non was an experience, even before you basically stole him from the Repair Department. He was a Jawa

Say no more. Thor is my favorite character now. There's nothing you can do.

As for actual quest planning and stuff, I like the heavy freighter and passenger liner options. Sure, the passenger liner is being requested by a Hutt, but not every Hutt has a stake in the Hutt Clan's… shadier… businesses. If we can do some research on who this Hutt is in particular, make sure we're not gonna dive into shady stuff, I don't see why not.

And the Heavy Freighter one is a time limited choice so of course I'm going to say yes to it.
 
The Hutts will work in any business so long as they can make a profit. They have a lot of legitimate contracts and companies that do normal things without any illegal functions. This is likely what the Hutt wants to do especially if she is already an established and well-known businesswoman. A Hutt wouldn't hide their illegal activity either since to them business is business so she is probably on the up and up at least in the sector where this passenger liner will operate so we are okay to do it.
 
Utility craft is a saturated market- Heavy Freighter has an opening but that will not last forever. With most projects likely being multi turn we have to focus in now to try and get as much market share as we can while it is still open. Running the heavy freighter as a 2 turn plan makes it quite likely to finish and will expand our budget for turn 3.

The upside to getting a utility craft out now, besides the trickle of income, is that in order to do so we'd still be picking up 2 Production tasks (and a research task) that would also be needed for any other option as well.

The only budget spent that doesn't also advance what is needed for a Heavy Freighter is the 2 budget spent on the design itself.

On turn 2 we can focus our efforts on the Shielding, the Hyperdrive and a Freighter design and likely be able to get a Freighter out anyway.

If it would take 2 turns regardless, I see no reason not to do both.
 
being perfect for civilian ships, implying that civilian ships still need weapons.
It's more an "if you but guns on a civilian ship, you better make sure it's a blaster". That at least is the current mode in most parts of the galaxy (Outer Rim excluded). This is still the time of the Republic, despite some minor trade disputes over taxation in the neighborhood.

If we don't take the upkeep options even of we choose something else in that department, do the expenses still grow?
Yes, you still need to pay Upkeep.

If we don't spend it all does it accumulate?
No, any Budget not spent will be used by your father somewhere else in the company or pay off debts. You're his last chance.

True but them there's the possibility of getting 'tainted' as a Hutt ally. And the Hutt seeing us one of theirs and needing to bend the knee to them. At least that's my personal worry.
She is as respectable as the next Hutt doing business in the Republic. Despite what some Holodrama authors wish you to think they aren't all gangster bosses.
 
The upside to getting a utility craft out now, besides the trickle of income, is that in order to do so we'd still be picking up 2 Production tasks (and a research task) that would also be needed for any other option as well.

The only budget spent that doesn't also advance what is needed for a Heavy Freighter is the 2 budget spent on the design itself.

On turn 2 we can focus our efforts on the Shielding, the Hyperdrive and a Freighter design and likely be able to get a Freighter out anyway.

If it would take 2 turns regardless, I see no reason not to do both.
No going utility 1st is pushing a higher chance of not getting the freighter done until turn 3- correct in that is 2 turns on freighter work but it does delay on getting it out there. You also are risking more dice loss by trying to get each piece down and then moving onto the next so are vulnerable to overkill dice results. By spreading dice out even though it is unlikely to finish everything in one turn we are also not going to waste dice so overall we achieve more progress even if we decreases the chance of finishing any given task in 1 turn- over 2 or more turns we will finish more tasks.
 
It's more an "if you but guns on a civilian ship, you better make sure it's a blaster". That at least is the current mode in most parts of the galaxy (Outer Rim excluded). This is still the time of the Republic, despite some minor trade disputes over taxation in the neighborhood.

Sounds like any ship we want to market to the outer rim will still need Blasters though?

If not, then the plan can be modified to research Shielding instead of Blasters.

The increase in cost to research shielding instead of buying it is minimal; 200 instead of 150.

And since Shielding is described as expensive, making our own is likely going to be a big cost saver.

No going utility 1st is pushing a higher chance of not getting the freighter done until turn 3- correct in that is 2 turns on freighter work but it does delay on getting it out there. You also are risking more dice loss by trying to get each piece down and then moving onto the next so are vulnerable to overkill dice results. By spreading dice out even though it is unlikely to finish everything in one turn we are also not going to waste dice so overall we achieve more progress even if we decreases the chance of finishing any given task in 1 turn- over 2 or more turns we will finish more tasks.
You do have a good point about overkilling the dice...

How about this:
[ ] Plan Both Utility Craft and Heavy Freighter
-[ ] No bid
-[ ][Design][1B] Upkeep
-[ ][Design][1B] Plans for a Utility Craft
-[ ][Design][1B] Plans for a Heavy Freighter
-[ ][Research][1B] Upkeep
-[ ][Research][3B] Basic Shielding
-[ ][Production][1B] Upkeep
-[ ][Production][1B] Ask for Sublight Engines
-[ ][Production][1B] Ask for Plating

The odds of getting the Utility Craft out in turn 1 aren't the best- 12/64 -but there is no wasting dice, every department will have something to do both turns unless we have fantastic dice rolls, and if we assume we get 50 progress on each die, then on turn 2 we could finish a Heavy Freighter for only 3 budget, not counting upkeep.
(Turn 2 would be 1 each to Heavy Freighter design, Basic Shielding research, and Hyperdrive procurement)
 
Do we lose overshoots in all categories or can we get bonuses for 50%/100% overshoots?
If we overshoot in research do we get a bit of overflow into the next tier (even at a penalty)?
 
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