They'll gain traits or improve their command skill if they have exceptional performances in combat. At the moment, all you admirals besides Farryn are at high enough levels that normal training won't do anything. And Thrawn is essentially capped on his x10 multiplier.
Man, all these aliens in key positions in Thrawn's Empire is definitely causing Tarkin and Palpatine (for the moment) to roll in their graves. I love it.
Man, all these aliens in key positions in Thrawn's Empire is definitely causing Tarkin and Palpatine (for the moment) to roll in their graves. I love it.
Man, all these aliens in key positions in Thrawn's Empire is definitely causing Tarkin and Palpatine (for the moment) to roll in their graves. I love it.
Let's think about the positive aspects of this situation! we have a potential source of infinite energy because if I recall correctly, Palpy post-Endor used cloned bodies, so should we have a ride out the whole Emperor reborn debacle with us on top, we will have many copies of more or less Perpetuum Mobile that we can use to power our own superweapon or crash energy market.
@Daemon Hunter That reminds me, what sort of issues with humanocentrism (homocentrism?) will we have going forward? I figure the Empire of the Hand is clear of it already but does our surprisingly non-human inner circle have an effect on other Imperial factions?
@Daemon Hunter That reminds me, what sort of issues with humanocentrism (homocentrism?) will we have going forward? I figure the Empire of the Hand is clear of it already but does our surprisingly non-human inner circle have an effect on other Imperial factions?
Depends on who leads these Factions. Some Warlords may already do similar things as we do, if only out of necessity.
The Hardliners and Fanatics though? Yeah, they're gonna DESPISE us. Even more then usual, I mean.
@Daemon Hunter That reminds me, what sort of issues with humanocentrism (homocentrism?) will we have going forward? I figure the Empire of the Hand is clear of it already but does our surprisingly non-human inner circle have an effect on other Imperial factions?
You're not really going to have any more issues than you already would have with Thrawn at the head. Most people that have issues with humanocentrism already have problems with you, and the ones that don't aren't a problem.
[X] Plan: Risk and Balance, with Clones
-[X] Farryn Baidan - An extremely knowledgeable Echani in regards to military history, she wants a complete redesign of the Empire of the Hands military. Expensive, and lengthy, any such project will take a decade and leave your military in a weakened state. But eventually, it will be utterly terrifying to face.
-[X] Athaen Sen'neam - Proposing to act as a third party, she wishes for the Empire of the Hand to avoid major wars and focus on the slow accumulation of territory and power.
-[X] Oldolor Vipik - A Muun that wishes to grow the Empire of the Hand's economy drastically, he seeks to maintain military spending and increase the capital that flows through companies and begin a massive infrastructure program.
-[X] Cen Kam - A female Clawdite of immense professionalism, her ideas are expensive but valuable. Bringing with her high standards of professionality, she will ensure only information you wish to reveal will ever leave your grasp.
-[X] Yewe Nairtuu - A Kaminoan with knowledge of cloning, she has a level of consistency that impresses even you. But the things you can do with clones would be incredible.
-[X] Xuyul Kanuas - A wielder of both the light and dark side, there isn't a force technique in the galaxy that he doesn't know. His order would be immense in size and scope, and out of them all, he is undoubtedly the most experienced of the three. He comes with a Holocron of Darth Nox, as well as a Holocron of a Jedi Master that was lost to history.
-[X] Eshu Tenrar - A former member of an assassin guild, she is extremely loyal to Thrawn, and would create an excellent force of bodyguards.
GM Note: 4-hour mortarium on voting. Turns are 6 months each.
As the immediate ramifications of the Battle of Endor make themselves known, you watch a galactic empire crumble within days. Splinter groups have begun forming and based on the current leader of the empire, you expect the splintering to get worse with time. These days, the Rebel Alliance has that initiative, but their very nature makes them slow to act. Not to mention their own commitment to perceived ideals making them easily distracted.
You yourself cannot act as soon as you would wish. You have years of reforms to complete, many of which are far more costly than preferred, enough that Vipik has suggested preemptively contacting banking guilds around the galaxy. It's time to get to work and make your mark on history.
GM Note: Alright, and the first turn is up. For your actions, I'm doing them differently than normal CK2 quests. For them, you'll notice that there are no chances of success. This is because what I'm going for is that actions are more diverse in outcome than simply pass-fail. The first dice determines the success of the primary goal of the action. So for Farryn's Complete Military Overhaul, that'd involve how well does the initial integration go, and does that cause any further issues. The second dice covers secondary goals of the action, for the military overhaul, those secondary goals would be things like retaining institutional experience along with ensuring smoother transitions. The last dice covers side effects and branches that stem from the action. So this can range from finding a problem that already exists as a result, exacerbating it, or finding a new use for a part of the action. In terms of degrees of success and failure, those vary considerably as a result of this, but I'll still have a note attached on if it's a relative success or failure. You will see bare failures and bare successes, as well as success with complications and failure with benefits. Omakes provide a bonus to these rolls of +10 to all three per omake.
Military: Not one to waste time, Far - Admiral Baidan has thrown the agency into chaos. Voss' rather pointed glare at what you had unleashed upon the organization was well deserved, but the improvements she makes possible swayed you to hire her. Despite her eccentricities. You wonder which one of you will break first. You suspect that you'll be the one that ends up calling her Farryn instead of her learning to call you by your title. (Choose 2)
Farryn's Complete Military Overhaul - You hired Admiral Baidan for this reason. To rebuild the military from the ground up. Not a single stone will be left unturned. If there is a technology or tactic out there, it will be investigated and integrated. The sheer amount of work is immense and with the indoctrination within the Imperial Army, you have little doubt that you'll be facing significant resistance due to inertia. But it must be done. Cost: 800 while in progress. Time: 3 turns (25 Turns till Completion). Reward: -50% military strength. Increases by 4% per turn.
Farryn's Officer Retraining Crash Course - There is little use in creating an entirely new fleet if the officers themselves remain as they are. This will involve a massive retraining of existing officers and crew members, with new academies being temporarily constructed to enable the intake of trainees. You have little doubt that many will grumble at a return to the academy, but how else can they learn the finer points of war learned by literally thousands of civilizations. Cost: 800. Time: 2 turns. (20 Turns till Completion). Reward: -25% military strength. Increases by 2.5% per turn.
Farryn Stealing Zritru's Ideas - In a blatant display of stealing Rey Zritru's ideas, Admiral Baidan has proposed a variant of her proposal concerning droids. Instead of replacing the army, she would instead integrate droids at every level she can. B1 droids as manual laborers, modified Vulture droids to carry cargo, and Droidekas as mobile turrets. The cost, however, is utterly ruinous, as you would have to build entire industries devoted to droid production. Vipik thankfully has proposed several additions that would allow for some uplifts to occur alongside them, earning more economic growth than you might expect. Cost: 4000. Time: 1 turn. (10 Turns till Completion). Reward: -10% military strength. +5% military strength per turn.
Rebuild Command and Supply Centers - With the sudden lack of central power within the galaxy, the hierarchy of your forces is in chaos. In order to conduct major offensives without suffering due to poor communication, the command and supply centers must be rebuilt and redesigned for the current state of affairs. If you can avoid major wars, then you could get away with delaying this, but if a major war occurs, you would suffer without these supply lines. Cost: 250. Time: 1 turn. Reward: No penalties during major wars due to poor supply and communication.
Systemic Fortification Construction Stage 1 - Your navy is … anemic. With a mere 300 vessels and 100 times that many planets, any war would see your worlds being taken in short order. Ships are far too expensive, and so your only option is defensive installations. Voss did make this as his brainchild, and thanks to your advice, this first stage will cover worlds of importance as well as those positions near potential hostile forces. Cost: 400. Upkeep: 4. Time: 1 turn. Reward: Fortifications on key worlds and those in danger capable of repelling minor fleets on their own.
Expand the Fleet - Until reforms begin and progress for some time, expanding the fleet is a foolish idea. Cost: Variable. Upkeep: Variable. Time: 1 turn. Reward: Expand Fleet subvote. (Cannot be taken until reforms progress)
Expand the Army- Until reforms begin and progress for some time, expanding the army is a foolish idea. Cost: Variable. Upkeep: Variable. Time: 1 turn. Reward: Expand Army subvote. (Cannot be taken until reforms progress)
Ensure Border Security - With your proximity to both the Unknown Regions and to the Core, you have little doubt that adventurous parties will begin raiding nearby areas. While your own forces may be adequate, with the upcoming reforms, they will struggle to maintain their patrols. An increase in resources would allow for much more thorough anti-piracy measures but would last only as long as funding was provided, along with military vessels. Cost: 130. Takes a portion of your fleet and tasks them to anti-piracy duties full-time. Time: 1 turn. Reward: Much greater bonus to combatting piracy.
Begin Aggressive Negotiations - Athaen was displeased at the suggestion of aggressively expanding into minor powers before she even had a chance to build your reputation. At the same time, there are several hundred planets ripe for conquest if you so choose. Cost: None. Time: 1 turn. Reward: +1000 planets.
Start a War - Some would consider war to be suicide at your current strength. But you see another way. Be it the Pentastar Alignment or the Empire itself, you can see a tightrope to dominance. But any war at this point in time will be a risk, and that is something you do not like making. Not to mention the sheer damage it would do to Athaen's plans. Cost: None. Time: 1 turn. Reward: Go to war subvote.
Begin Raiding Nearby Worlds - A war would be a step too far at this point in time, instead, raiding is a much safer choice. It will weaken your enemies, and allow you to fund your rather extensive projects. However, Athaen's plans will be set back significantly, even if she has hesitantly said she might have an idea on how to manage it. Cost: None. Time: 1 turn. Reward: Begin raiding subvote.
Explore the Unknown - This is a risky proposition, to say the least. The Unknown Regions are filled with nightmares that have plagued the Chiss for an eternity. But they are also an untapped resource waiting for an empire with enough strength to begin harvesting those resources. Perhaps you can manage it. Cost: 26. Time: 1 turn. Reward: Explore 2000 systems in the Unknown Regions.
Send Forces Against the Ssi-Ruu - Extragalactic threats are certainly a problem. As one of the many who live within the galaxy, it is in your best interests to ensure those threats are dealt with. One such race is the Ssi-Ruu, a dangerously xenophobic species that must be dealt with. While your former home empire of the Chiss Ascendancy looks like it will deal with them, it may be best to make sure. Cost: 260. Time: 1 turn. Reward: Send forces against the Ssi-Ruu subvote.
Create an NBC Stockpile - While the galaxy tends to abhor these kinds of weapons, it is better to have them and not need them, than need them and not have them. In any case, a strategic stockpile of these weapons will certainly come in handy for any existential threats to your empire. Cost: 60. Upkeep: 20. Time: 1 turn. Reward: Create an NBC stockpile for future use.
Tie Replacement - Replacing your Tie fighters with superior Tie Defenders and Tie Avengers would be one way to improve upon your navy without needing to construct additional capital ships. However, this may prove redundant considering Admiral Baidan's reforms. But it is a good way to increase your military strength quickly. Cost: 800. Upkeep: 10. Time: 1 turn. Reward: Replace Tie fighters and bombers with Tie Avengers and Defenders.
Allow Foreign Observers - Voss and Pallaeon nearly called you insane for even suggesting this as a possibility. While this would create security holes within your forces, Cen Kam is confident that she can ensure that such leaks are minimized to non-Classified data. The major problem would be that it would prevent any real offensive actions from being taken, and would ensure that other empires know about your modernization program and weakness. Cost: 130. Income: 10. Time: 1 turn. Reward: Minor diplomatic gains with the Pentastar Alignment and Empire. Moderate gains with the Rebel Alliance.
Military Sponsorship Program - Vipik's suggestion is a useful one, allowing for a formalization of corruption in a manner that makes it no longer corruption. By having payments in exchange for favorable patrol routes, your forces would naturally make your important worlds secure at the cost of those that provide little. However, with all that there is to do, is it truly worth it at this point in time? Cost: None. Income: 200. Time: 1 turn. Reward: Create a sponsorship program where wealthier donations lead to increased patrol density. Increases security on important worlds while neglecting poorer ones.
Military Intelligence Restructuring - Your military intelligence department while adequate could be improved upon. Taking ideas from Cen Kam, Admiral Baidan has suggested that the Clawdite work on rebuilding this branch in addition to her own work on your intelligence agencies. An increase in information gathered during wars is certain to be helpful, and the increased security would allow you to hide information from your enemies with greater ease. Cost: 200. Upkeep: 100. Time: 1 turn. Reward: Increased information on enemies during wars. Less information on your battle plans leaked.
Historical Review and Monitoring of Officers for Merit-Based Promotions - When it comes to internal promotions, meritocracy is the ideal, but with your forces deriving from the Empire, it isn't truly realistic. Dr. Nairtuu suggested that creating a department within your military to ensure meritocratic policies flourish would help remove the effect prejudice had within your forces. While it certainly is expensive, over the course of the years, you would see a rise in your military capabilities. Cost: 400. Upkeep: 400. Time: 1 turn (10 Turns till Completion). Reward: +0.5% military strength per turn.
Lay the Foundation for Force Wielders within the Army and Navy - One of former Jedi Kanuas' suggestions, you see little use for this until the order is founded. Cost: 100. Time: 1 turn. Reward: Usage of Force Wielders within the Army and Navy subvote. (Cannot be taken until the order is established).
Diplomacy: Athaen has settled into her role, and has strongly suggested that she begin hiring lobbyists within other states. Beyond that, you're faced with a plethora of options in regards to what to do. This will take careful consideration. (Choose 2)
Hire Lobbyists in other Empires - Athaen's suggestion, and one you happen to agree with, by hiring lobbyists in other empires, you can help influence their thoughts on your empire. While more effective in the New Republic than your immediate neighbors, there is a second part to lobbying, that being finding the right men to pay. Among you, Voss, and Pallaeon, you have no shortage of knowledge to wield. Cost: 100. Upkeep: 100. Time: 1 turn. Reward: Moderate relationship improvement for all major empires.
Cultivate a Particular Reputation - One of the many ways to build an empire is to control what it portrays. Adjusting propaganda broadcasts, changing priorities for diplomats, and retasking military forces would allow you to decrease the prominence of your empire within the galaxy while still wielding soft power. Cost: None. Time: 1 turn. Reward: Empire of the Hand viewed as less of a threat.
Renormalize Diplomatic Relations - With the galaxy as it is, contacting empires is difficult, especially when many do not view others as legitimate. Renormalizing relations would allow you to get ahead of the many issues that would otherwise plague you. It wouldn't do to act in ignorance after all. Cost: None. Time: 1 turn. Reward: Renormalizing relations subvote.
Get in Touch with the Underworld - Eshu Tenrar and Cen Kam both have ties to the underworld. Through them, and by contacting the Hutts, you can establish relations with the underworld, and gain some excellent advantages. Cost: None. Time: 1 turn. Reward: Underworld contacts subvote.
Contact Banking Guilds and Clans - With the expenses involved in rapid redevelopment, it only makes sense to contact banks for loans as Vipik suggested. By extending offers to external banks, it would allow for lower interest rates, and the possibility of simply refusing to pay should the situation develop poorly. Perhaps some will even go bankrupt before your payments are due. Cost: None. Time: 1 turn. Reward: Lower interest rates on debt by one stage (5% -> 2% -> 0.5%).
Begin Taking in Chiss Refugees - While you were banished from your home empire, there is a steady stream of your kind that wanders out of the Ascendancy. Why let them go to your potential enemies when they would be much happier working for a fellow Chiss? Cost: None. Time: 1 turn. Reward: Gain a steady stream of Chiss refugees.
Insert Espionage Agents into the Diplomatic Corps - A low priority suggestion from Cen Kam, but adding agents into the diplomatic corp would help ensure that lower-level intelligence leaks less. While it certainly wouldn't prevent it all, it would manage to reduce the quantity by a significant margin. Cost: 100. Upkeep: 10. Time: 1 turn. Reward: Reduced information on broad actions taken by your empire available to others.
Stewardship: The economy is in shambles with the Emperor's death, and your economic base was already problematic, to begin with. Vipik, thankfully, has ideas. While many of them will not have an impact for years to come due to the nature of infrastructure, you have few plans of invading others over the course of the next few years. Or at least, none that you have shared. (Choose 2)
Education Investment - By heavily investing in education, you know that the economy will improve. But Vipik suggests a project that is massive in scope. Setting up a new department within the government dedicated to schooling, it would endeavor to ensure consistent high-quality education for years to come. But that quality comes at a large monetary cost to your already strained coffers. Cost: 1000. Upkeep: 1000. Time: 3 turns (40 Turns to Completion). Reward: Increase income by ~140 per turn for 40 turns.
Anti-Corruption Initiatives - Vipik is no stranger to greed and embezzlement, but while he says some corruption is necessary for a government, the level within your empire is far from acceptable. By introducing a set of sweeping reforms, you will make your empire far more meritocratic even if many high-ranking officials will have issues. Cost: 100. Time: 1 turn. Reward: ~220 income increase.
Adjusting for Palpatine's Death - With the economy in chaos, action must be taken. Changing the tax system along with many minor adjustments would allow you to successfully navigate the chaos that his death is caused while the economy recovers. However, the stimulus the economy needs will most certainly be costly, almost to the point of making you wonder if it is necessary. Cost: 600. Time: 1 turn. Reward: ~220 income increase.
Targeted Uplifts - Your empire isn't the most developed. And uplifting worlds is an incredibly expensive process that takes decades for an investment to be recouped. But Vipik would be remiss not to offer this as a possibility. Even without the minor economic growth, the 5% increase in shuttle production capacity and maintenance facilities would allow for increased strategic flexibility. Cost: 2500. Time: 1 turn. Reward: Increase maintenance and shuttle shipyards by 5%. +25 income.
Banking and Finance Reform - One of the Empire's many faults was its nationalization of the Intergalactic Banking Clan. Under new governmental direction, it has become a far more... political entity compared to the prior few centuries, accelerating a trend that began in the decades prior to the Naboo Crisis... That is to say, it is far more corrupt and less efficient than it has once been. With the banks privatized once more (under certain guidelines of course) they will now once more be subject to market forces, and, at least Vipik seems to believe, will reduce our interest rates and encourage the growth of the Empire of the Hand's economy. Cost: None. Time: 1 turn. Reward: Reduce interest rates on debt by one stage (5% -> 2% -> 0.5%)
Government Subsidies For Small Businesses - The backbone of any modern economy is, unlike what some may believe, not its major corporations. They simply form the majority of revenue. It is the everyday, simple business owner who keeps the greater financial situation stable and allows for real growth over time... if the conditions permit them to do so. The Treasurer proposes a subsidy on these ventures, with the intended goal being a greater rate of employment among the adult population and thus greater long-term gains. Cost: 2000. Time: 1 turn. Reward: ~300 income increase.
Begin External Colonization: The Unknown Regions are fraught with danger, containing a myriad of threats to greater galactic civilization. As a former officer of the Chiss Expansionary Defense Fleet, you know this better than the vast majority of sentient beings, but where there is a risk, there is also opportunity. The Unknown Regions are home to many exotic technologies and rare resources, which might be put to your benefit if you wished. Send colonies out beyond known space and you will be handsomely rewarded... if they survive. And you should ensure they do. Cost: 2000. Time: 1 turn. Reward: Colonize 1000 worlds to the level of Tie production.
Bureau of Internal Revenue - Collecting taxes is a topic of great difficulty for governments. By creating a linked branch between intelligence services and the treasury, you could ensure that taxes collected each year are accurate. Cen Kam is willing to work overtime assisting with the creation of the BIR, and the increased revenue would be welcome. Cost: 400. Time: 1 turn. Reward: ~225 income increase. Tax revenue is now harder.
Public Cloning Facilities - An inspired idea, if one prone to some ethical grumbling by some individual. By creating clones to serve as menial laborers, you could drive down labor costs and increase company profits, leading to an economic boom. While some may have issues with the exploitation of organic labor, and low-skilled workers will find themselves out of a job, the value of wealth for your burgeoning empire cannot be understated. Cost: 800. Upkeep: 8. Time: 2 turns (20 Turns to Completion). Reward: Increase income by ~70 per turn for 20 turns. Increases poverty.
Intrigue: Cen Kam has taken to a stereotypical human female appearance while maintaining immense professionalism that you have found to be quite enjoyable. While she has found a number of issues already thanks to her work ethic, there is a part of you that is concerned as to the number of hours she works. (Choose 2)
Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. If you act swiftly, then you can take full advantage of your credentials. However, their very nature works against you. If you do, your actions will be known. And do you wish the Empire's anger to turn towards you? Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
Restructure Intelligence Agencies - As of now, the majority of your spy network (what little there is) operates using a fairly standard Imperial Intelligence protocol, just like every other Imperial Warlord in the galaxy. As a result, it is vulnerable to infiltration from former colleagues who will know how the organization operates. This must be stopped as soon as possible. Cen Kam will make changes to the structure and protocols of your network to confuse anyone who would use the old ways as a means of bypassing your security. Cost: 300. Time: 1 turn. Reward: Negate enemy bonuses for similar spy agencies.
Begin Recruiting Aliens - The lack of aliens within your intelligence services is an utter tragedy. While the Empire was xenophobic, this is just wasteful and must be fixed. Intelligence agents need to be able to infiltrate. And a Twi'lek on Ryloth is far less noticeable than a human. Cost: None. Time: 1 turn. Reward: Gain alien infiltrators. Remove malus for operating on alien planets.
Countersecurity Sweeps - By conducting a large and thorough sweep, you can attempt to remove any hidden spies, defectors, and bugs within your government. You're certain to find many, but you're also certain to miss at least some. Nonetheless, it may be a worthy cause. Cost: None. Time: 1 turn. Reward: Increased counterespionage bonus for the turn.
Setting Up Galactic Intelligence Systems - With the Galactic Empire being splintered, the previously existing ISB has likewise fallen into disarray, and many agents have abandoned their posts entirely or are working for one of your rivals. Thus, you must form a new network of information, and that begins, as expected, with the basics. Informants, gossips, and the military scuttlebutt are the best place to start. This is expected to provide you with the broad strokes of future policies regarding external organizations. It is hardly grand but still infinitely better than nothing. From there, more professional intelligence gathering may be attempted with the right incentives for our new contacts. Cost: 200. Upkeep: 20. Time: 1 turn. Reward: Low-level intelligence ring created.
Anti-Corruption Agency - While the BIR proposal is a step in the right direction, Cen Kam has an additional proposal to root out corruption. A branch with the most loyal and fanatical of intelligence agents, its task is to root out corruption within your departments. This is something you would rather take sooner than later. Cost: 100. Upkeep: 5. Time: 1 turn. Reward: ~150 income increase. Reduced corruption.
Increased Agency Standards - Cen Kam is incredibly meticulous, and she expects this standard from her operatives and underlings. You happen to enjoy competent subordinates, so you certainly see her point. By introducing a thorough assessment process and retraining, your intelligence service's skills would improve. However, they would need to have a larger training budget as a result. Cost: 200. Upkeep: 200. Time: 1 turn. Reward: Increased bonus to espionage rolls.
Learning: The cloning knowledge that Dr. Nairtuu will be incredibly useful. But you must take advantage of it as soon as possible. As for her other projects, they are rather dull to read but come with an immense amount of information that you slog through nonetheless. In summary, you expect a return on your investment that while minor, will occur regardless of circumstance. (Choose 2)
Incremental Army Improvements - As a Kaminoan who worked on the Clone Army decades ago, Yewe Nairtuu has experience in how to train an elite fighting force as well as how to grow one. With time she believes she can implement a series of minor changes to our instructional doctrine, thus creating more effective soldiers. One of the benefits is that she requires a comparatively small amount of funding to succeed in this regard. However, it will only be noticeable after multiple years of effort. Cost: 50. Time: 1 turn. Reward: +1% military strength.
Incremental Navy Improvements - Your Chief Researcher has recently come to you with a series of training protocols used by the Grand Army of the Republic for its naval crews. Her preliminary comparison of modern Imperial and old Republic courses indicates that over time, different sections of the various curriculums have become more and less effective. If given the time, Yewe believes she can achieve a synthesis of the two which will produce finer crewmembers over time, but so as to ensure that no skills are lost, she plans to do so very gradually and under very close monitoring. As a result, there will be little difference until the project has been underway for multiple years, but it can be assured that the programs will not worsen. Cost: 50. Time: 1 turn. Reward: +1% military strength.
Incremental Economic Improvements - Although not her field of expertise, Yewe Nairtuu has, over the past two decades, taken an academic interest in the Galactic Empire's financial institutions and the history of the interstellar economy. With a small grant, she believes she can find ways to improve the effectiveness of your fiscal policies. In time, she believes that she can make the Empire of the Hand's economy the most robust in the galaxy... in time. Cost: 50. Time: 1 turn. Reward: Slight GDP rise. +??? to income.
Clone Wars Era Clone Template - It is Nairtuu's belief that the Grand Army of the Republic was the most well-trained and disciplined organic fighting force in galactic history. Although perhaps an exaggeration, it is no secret that the Clone Troopers far outpaced the skill of traditional military forces, in part due to the quality of their template, the deadly Mandalorian bounty hunter Jango Fett. If given enough time, it is believed that Fett's DNA can be recovered and used to create another elite corps of soldiers, this time in your own service. Cost: 100. Time: 3 turns. Reward: Gain the ability to reproduce Clone Troopers.
Cloning Research - Although officially highly illegal according to Imperial law and intensely regulated under Republic law, cloning technology has been progressing in the less... stringent parts of the galaxy for many years. Among the most well-known cloning locations are Lur, Khomm, Arkania, and Kamino. The benefits of such a technology are numerous, largely in medical practice for the replacement of limbs and organs, but also can be used for other purposes. With proper funding, you will put your scientists to work on unlocking its secrets and perhaps even make new innovations in the field. Cost: 100. Time: 1 turn. Reward: Gain further insights into cloning.
Attempt to Remake or Rediscover Death Star Technology - The Deaths Star was a station that could have been incredible if used properly. As it was, it was one of the Empire's greatest mistakes, but the miracle of technology that it was cannot be understated. There are aspects of it that you can learn from, and perhaps, you may one day be able to wield them on the battlefield. Cost: 400. Time: 1 turn. Reward: Look into Death Star technology, see what parts you can implement.
Attempt To Remake Mon Calamari Vessels - For a species that has not had a history of military-grade starship design, the Mon Calamari have produced a truly wondrous series of spacefaring vessels, known most for their powerful redundant deflector shield systems. With the right motivation, it should be possible to develop a similarly effective model of starship for the Empire of the Hand. Cost: 200. Time: 1 turn. Reward: Progress towards using Mon Calamari designs for your fleet.
Private Research Grants - One of the problems with the galactic economy is the lack of innovation. While there is good reason for it, there are methods within your government that would slightly help matters. Unfortunately, true discoveries are nigh on impossible, but an increased variety in services and goods are rather likely. The increase in the economy would be quite promising. Cost: None. Time: 1 turn. Reward: ~70 income increase.
Research Countersecurity Improvements - One of the many vulnerabilities in security are electronics. Astromechs are a plague on well-built systems, and while there are methods to avoid this issue, many of them are kept closely guarded secrets. Funding research into the field would be a worthwhile use of funds. Cost: 400. Upkeep: 100. Time: 1 turn. Reward: Increased bonus to countersecurity.
Chronicle Force Techniques and Sects - A suggestion by Kanuas, and one he wants to be done immediately, a thorough chronicle of the force's use in the galaxy would be useful for both military purposes and for the founding of a force order. While he may view this as necessary, you feel as if it is far less important than he might think, and could certainly wait if you so chose. Cost: None. Time: 1 turn. Reward: Gain a comprehensive summary of the force's use in the galaxy.
Look into [write-in] - While you have a plethora of projects, at times you wish for a more hands-on approach. By directing the research arm of the government towards particular projects, you can investigate areas that you might have left fallow. Cost: 200. Time: 1 turn. Reward: Varies
Lore: While you may understand the rest of your advisors, Kaunas himself, is an incredibly closed-off individual. Cen Kam has expressed concerns over this level of secrecy, but you must acknowledge that openness from a former Jedi would be unexpected. Nonetheless, he's currently demanding that he found a fortress for his order, one that would declare the existence of the order and provide its identity. A part of you wonders if he simply wishes to remake the Jedi Temple in his own way, but another wonders if he's creating a fortress to prevent you from simply attacking his soon-to-be disciples. (Choose 2)
Integrate Jedi And Sith Techniques - As a possessor of one Sith and one Jedi Holocron each, Kanuas has a great deal of experience in the practices of both organizations. This will allow him to most readily include a wide variety of abilities. However, the tensions between the light side and dark side users will be a problem. Cost: None. Time: 1 turn. Reward: Trainees begin learning actual force techniques.
Mundane Training: Although Kanuas wishes for his order to focus primarily on uncovering the secrets of the Force, its members must still be instructed in the less... mystical skills that they will likely need to make use of. Blaster training, field medicine, starship piloting, mechanical engineering, and survivalism are but a few examples of such courses. While it may be wise to wait until their force training is settled, having them focus on the less mystical aspects primarily would be useful. Cost: None. Time: 1 turn. Reward: Trainees get better at non-Force skills.
Fortress For The Order - Just as the Jedi and the Sith have had their own temples and enclaves throughout the ages, Kanuas desires that the same be constructed for his own order. In this time of conflict, defensibility will be a more significant factor in its design than usual, but it will still possess all of the facilities required to further the students' education. However, you suspect that his desire for a fortress stems from another factor that he has yet to share. Despite this, his insistence on the importance of this action must be taken into account. Cost: 200. Time: 2 turns. Reward: Fortress for the order. Order name subvote.
Ensure A Secular Identity Within The Organization - Xuyul Kanuas intends to produce an order of Force users who will have access to all of its powers rather than being entirely dedicated to one part of the force. However, the interaction between adherents of the "Light" and the "Dark" in the past has had a tendency to erupt into violent schisms, and as a result, much effort will be required to ensure his new students at least tolerate one another. Cost: None. Time: 1 turn. Reward: Reduce tensions between students in the order.
There's a Deeper Mystery Here - One of the questions that you've come to ask is why is it that Kanuas can use both the dark and light sides of the force with seemingly no issue? There's extensive literature on why such a thing should be impossible. And while this will certainly anger Kanuas, an investigation must occur. However, if Kanuas' trust was first gained, then such an investigation would be more likely to succeed. Cost: 100. Time: 1 turn. Reward: ???
Personal: You must admit that there are a myriad of issues to concern yourself with. Nuso Esva is currently engaged by a fraction of your fleet, and while you have successfully tracked Zaarin to To-phalion Base, you have yet to take action against him. With two separate battlefields to pursue, you find yourself having to rely on your subordinates. You do hope that they succeed. (Choose 2).
Take Command - While Admiral Baidan may be the leader of your military forces, you are simply a superior commander. Take control of your military for a short period of time, and take action against your enemies personally. While your threats do remain small, and you remain confident that your forces can likely slowly deal with them. A personal touch would ensure that they are dealt with, and if your military reforms begin, such an operation would be far more difficult than normal. Cost: None. Time: 1 turn. Reward: Thrawn takes personal command of the Empire of the Hand's forces.
Spend Time With - Your circle of advisors, although clearly very skilled, are also not very known to you personally. You have their files of course, but those do not necessarily grant insights into their true personalities. Take some time to get to know one of your close contacts outside of pure business. Cost: None. Time: 1 turn. Reward: Spend time with subvote.
Personal Attention - You have found that one of the tasks you have resolved to undertake is in need of a more direct touch. You will take a personal interest in this activity to ensure it succeeds... or in the more pessimistic view, does not fail too horribly. Cost: None. TIme: 1 turn. Reward: Applies Thrawn's bonuses to a particular action in addition to your advisors'.
Create An Art Gallery - While you certainly do not advertise your appreciation for the creative fields, it is no secret that you enjoy the study of art. While your personal collection is indeed of impeccable quality, it is also somewhat small for your tastes. With only a comparatively small budget you can open a proper art gallery and museum, not only for your benefit but for all who might take an interest in more cultured pursuits. Cost: 10. Time: 1 turn. Reward: Create a basic art gallery.
Create A Custom Bodyguard Unit - Eshu is a fantastic bodyguard. Patient, alert, highly trained, and seemingly never requiring sleep, at least for as long as anyone can see her. However she is still but one person, and in her view, this is not sufficient to protect you. With your permission, she may hire and train additional bodyguards who will both be capable of complementing her skills and functioning autonomously if she were indisposed. Cost: 10. Time: 1 turn. Reward: Elite bodyguard force for Thrawn obtained.
Complete Security Overhaul - It is times like these where it is very clear that Eshu Tenrar was once an assassin of impeccable quality. According to her, within only a week of exploration, she has found two avenues to allow your demise within your personal home, and if a contract killer worth their salt was given the task of killing you there would be months for them to find more. If given the resources, she could redesign the palace into a veritable nightmare for any would-be hitman to overcome... You just hope that the aesthetics remain pleasing. Cost: 100. Time: 1 turn. Reward: Palace completely swept and security holes closed.
Bodyguards For Other Advisors And Agents - "No man is an island" is a saying common across the galaxy. It is so common in fact that no linguist or historian has yet been able to trace back its origin. Regardless, it certainly holds true, and it would behoove you not to heed those words. While you are well-protected courtesy of your bodyguard and some of your compatriots are indeed capable of defending themselves, it would be irresponsible not to ensure that such vital personnel are kept safe. Eshu has proposed that she get into contact with trustworthy individuals who can fulfill a similar role for your advisors and VIPs as she does for you. Cost: 100. Time: 1 turn. Reward: Advisors and admirals given skilled bodyguard forces.
Well there is a lot of options I want here and I can't take even a fraction of them. Fair enough I suppose so let's get into it, this first turn so like all starting turns should be us just building our foundation of our nation, so military we take one of the reform options and start working on it(I'm inclined for the officer reform) and then I don't know handle the supply problem now or the Piracy one. With Diplomacy I say we just create our image and hire some lobbyists, for Stewardship we should take the actions that will either reduce corruption now and one of the ones that increase our income or go all in on improving our economy. Really you get the idea at this point of what I have in mind.
Research- Due the Incermental research options to start them up
Intrigue- Restructure the agency is a must in my eyes don't know what else though
Lore- Integrate the Sith and Jedi techniques and perhaps Mundane training here?
Personal- Bodyguard unit is a must we'll need one sooner then later so best get it up now, and perhaps a security overhaul to see if there's any holes in our grid?
This is by no means a plan just me typing down the first thoughts that came to mind.
Also a question @Daemon Hunter if we take one of the big multi turn options will it take all 20 turns before we can use that action again or just for the initial three turns or whatever?
Also a question @Daemon Hunter if we take one of the big multi turn options will it take all 20 turns before we can se that action again or just for the initial three turns or whatever?
Just for the initial three turns. The first turn number is how long it takes the action for, the second is how long it takes for the admin staff in the background to finish it.
Just for the initial three turns. The first turn number is how long it takes the action for, the second is how long it takes for the admin staff in the background to finish it.
Fortress For The Order - Just as the Jedi and the Sith have had their own temples and enclaves throughout the ages, Kanuas desires that the same be constructed for his own order. In this time of conflict, defensibility will be a more significant factor in its design than usual, but it will still possess all of the facilities required to further the students' education. However, you suspect that his desire for a fortress stems from another factor that he has yet to share. Despite this, his insistence on the importance of this action must be taken into account. Cost: 200. Time: 2 turns. Reward: Fortress for the order. Order name subvote.
I have a theory... Operation Knightfall flashbacks? Because that was quite the powerful event for Jedi overall. You could literally feel the deaths of all those Masters, Knights, Padawans, and Younglings from across the galaxy. "If only the Temple were more defensible"
Definitely seeing how we went for the slow start, high potential option. Suggested priorities/options:
Martial: Start on one of the reforms as early as possible, with the other action focusing on one of the more urgent options. I'm hoping by Turn 10 we'll have a military that can hold its own against the Empire and New Republic. Thrawn's true weapon was information, and as such I'd suggest Military Intelligence Restructuring as our Urgent/Important option, and Farryn's Officer Retraining Crash Course for our Important option. Next turn, once we get the ball rolling for the officers, I'd like to do Farryn's Complete Military Overhaul, with the hope that having the officers going will make the military overhaul go smoother.
Diplomacy: The key to our survival will be keeping would-be foes at bay with our Diplomancy while building up our military. With that in mind, Hire Lobbyists in other Empires should help placate our neighbors while we get our military running well. For short-term actions with long-term consequences, Begin Taking in Chiss Refugees will be helpful, I think, as a potential source of intel, recruits, and goodwill in the Unknown Regions. It's also inexpensive, which is nice. And Chiss soldiers tend to have a very high standard baseline for operations.
Stewardship: Income, income, income. We have a lot of costly actions coming up, and we need to have a source of income to match. I'd like to focus on our foundations first, with Banking and Finance Reform and Anti-Corruption Initiatives both increasing our revenue stream and giving us more favorable interest rates for loans. It'll also reduce income loss from corrupt officials, and hopefully improve the quality of our economic officials.
Intrigue: As mentioned above, information was Thrawn's true weapon. Acquiring as much as possible for us, along with denying it to our enemies, will be critical. Two of our major foes heavily utilize Imperial Security Bureau doctrine and officers, and I don't see us making nice with Isard or Zsinj anytime soon. Reducing their ability to read us can only help, which is why I think Restructure Intelligence Agencies should be the first order of business. Along with that, Begin Recruiting Aliens will set the foundation for next turn's Increased Agency Standards and Anti-Corruption Agency, with Turn 3's Setting Up Galactic Intelligence Systems serving as the capstone for this series of actions.
Learning: Cloning is the main reason we hired our Learning advisor, and I say we take advantage of her strengths. Therefore, I propose Cloning Research as our first step for Learning, along with either Private Research Grants or Chronicle Force Techniques and Sects. Either would be useful, and arguments can be made in the favor of either. I would personally prefer to leave the Force research for next turn, once we've made a bit of work on that, and bolster our economy this turn.
Lore: Foundational work is key here, and I have to say I don't entirely trust our Force advisor. (Really wishing we had hired Jack). That said, gotta make do with what we have. Ensure A Secular Identity Within The Organization and Mundane Training should ensure a strong foundation for the Order, with going for the Fortress next turn.
Personals: Create An Art Gallery feels like a no-brainer. This is Thrawn, after all. For the other Personal, I'd suggest Complete Security Overhaul, with the new bodyguard unit for next turn once the Palace is secured and we have good protocols in place.
Farryn Stealing Zritru's Ideas
Systemic Fortification Construction Stage 1
Cultivate a Particular Reputation
Begin Taking in Chiss Refugees Anti-Corruption Initiatives
Adjusting for Palpatine's Death
Use Your Command Codes
Anti-Corruption Agency Chronicle Force Techniques and Sects
Private Research Grants
Integrate Jedi And Sith Techniques Ensure A Secular Identity Within The Organization
Complete Security Overhaul
Bodyguards For Other Advisors And Agents
Just an idea off the top of my head. Any thoughts?
One of the military options should be her reforms actions both because we choose her for them and because of how long it take's to get them done the sooner we start on them the better and because of this we can wait a few turns before we steal from the other admiral. I'd also say one of the personal actions should be to build Thrawns Bodyguard force first not our advisors.
We can't steal Zritru's ideas yet. Just look at that price! We'd be better off starting with retraining the personnel and then the droid implementation later.
I'd like to hold off on that until next turn. If we start the Officer overhaul this turn, and droid integration next turn, the preliminaries will finish just in time for us to start the military overhaul on Turn 3.
I'd prefer to hold off on this until our intelligence services are prepared for the inevitable backlash from our Imperial rivals. This is something I could see us doing on Turn 2 or 3. @Daemon Hunter Can you expound for me a bit more about how our economy works? For example, the Officer reform action costs 800. 800 of what, and how does it mesh with our economy? Sorry, I'm just having some trouble parsing the economy numbers.
So the empire is about to fall apart into feuding warlords and some of them might take a swipe at us.
I think setting up defenses in case someone tries starting something would be wise before starting the reforms.
So I'd go with Rebuild Command and Supply Centers and Systemic Fortification Construction Stage 1.
Diplomacy
Hire Lobbyists in other Empires seems like a easy choice. Improved relationships can only help.
Not sure about the second choice.
Probably Renormalize Diplomatic Relations, Insert Espionage Agents into the Diplomatic Corps, or Begin Taking in Chiss Refugees.
Stewardship
Not really sure but any of the cheaper ones that increase revenue seem good.
Intrigue
Use Your Command Codes is incredibly tempting and will probably be at its best on this first turn, with the notable downside of antagonizing the empire. I'd either do it now or not do it at all.
Restructure Intelligence Agencies and Setting Up Galactic Intelligence Systems seem prudent.
Learning
I feel like Clone Wars Era Clone Template and Cloning Research are really easy picks. If this got of the ground manpower shortages go away.
Lore
Fortress For The Order to get things started. Hopefully the guy isn't just going to go crazy and pull a Palpatine on us..
I don't really care for the dark side or Grey Jedi nonsense but if we got the guy we might as well try and do it right. Integrate Jedi And Sith Techniques
Personal
Safety first I suppose. Create A Custom Bodyguard Unit and Bodyguards For Other Advisors And Agents