Voting is open
@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.

No worries, I'm happy to answer all questions.

As for how the economy works, the way I model it is with different planets being in different categories based on development stages, and different development stages having different GDPs. Due to this, there's a tendency for most of your income to come from well developed planets, and those being the cornerstones of your empire. Adding onto their base GDPs are two things. How the galactic economy is doing as well as your own internal policies devoted to raising that value. Education is the most prominent of these for example.

Now for your actual income, that's taxes and tarrifs, which are just modelled as taking in 10% of planetary GDPs. However, much of this money is lost due to inefficiency and corruption, which is where administrative efficiency comes into play. Do note that while I am tracking admin efficiency, I'm just displaying the effects that matter on the options list. This gives you the income you get per turn. Does that clear it up?
 
Ah, that's my dumb. All costs are in billions, so it'd be 800 billion.
Wow ok that changes a lot on what we want to do thanks for telling us that now and not when we made plans.

Any who I think we'll need to improve our economy first now for sure before we can actually do any major reforms else where since we're losing money at the moment!
 
Actually, let me elaborate on debt real quick. I just added your empire's GDP to the front page, and the main things to know about debt are that it isn't bad unless it gets high up there. Interest rates do get worse the more debt you are in, but the limit on that is fairly decent. The debt doesn't really effect your economy until it start hitting around 25% of your empire's GDP.


@Daemon Hunter Is it possible to "double down" on an action? As in only take a single action for a given category but double the advisor bonus on it?

I hadn't planned on that, but I'd allow it.
 
[] Plan We Need Money
-[] Farryn's Officer Retraining Crash Course
-[] Systemic Fortification Construction Stage 1
-[] Contact Banking Guilds and Clans
-[] Begin Taking In Chiss Refugees
-[] Anti-Corruption Initiatives
-[] Banking And Finance Reform
-[] Restructure Intelligence Agencies
-[] Anti-Corruption Agency
-[] Private Research Grants
-[] Chronicle Force Techniques And Sects
-[] Ensure A Secular Identity Within The Organization
--[] Double Down
-[] Spend Time With
--[] Xuyul Kanuas
-[] Complete Security Overhaul

So presently here's my idea. I want us to keep costs low and especially keep upkeep low. We need more money most of all so I try to focus the actions on increasing our income. Also I want to know more about this mysterious Miraluka (which is conveniently free) and hopefully keep his organization stable. The last thing we need is a Force based civil war at this moment and if we give it a strong foundation then we can focus on its abilities next turn.

Edit:
Total Cost: 1600
Income Gain: 440
Upkeep: 9
 
Last edited:
OK then, revised plan in light of what we've learned about our economy.

[] Plan: Military Marchers
Martial:
-[] 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.
-[] 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.
Diplomacy:
-[] 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.
-[] 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.
Stewardship:
-[] 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.
-[] 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%)
Intrigue:
-[] 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.
-[] 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.
Learning:
-[] 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.
-[] 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.
Lore:
-[] 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.
-[] 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.
Personals:
-[] 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.
Cost: 1710. Income boost: 440, reduced corruption. Increased upkeep: 205. Net income increase: 235.

Idea is to strike a balance between remedying our financial situation and playing to our advisor's strengths and priorities. It also focuses on reforming and improving our intel apparatus, and ensuring our personal security. Last but not least, we lower the interest rates of our loans, and take some free actions that provide strength to our new Empire.
 
Last edited:
Did some quick math; if we undertake all three reforms, by the end we'll have increased our military strength by 115%. On the downside, even if we start all at once, it'll take a minimum of 12.5 years, 13 if we start the major military overhaul next turn. So; I'll probably assign one of our Martial options to the Complete Military Overhaul this turn, in the interests of getting it done ASAP. The other action I'd like to do is either the military intelligence restructuring or border security to go after pirates, and reduce the amount of lost income to pirate attacks.
 
[] Plan: Prepare For Trouble
Martial:
-[] 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.
Diplomacy:
-[] 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.
-[] 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.
Stewardship:
-[] 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.
-[] 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.
Intrigue:
-[] 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.
Learning:
-[] 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.
Lore:
-[] 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.
Personals:
-[] 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.
-[] 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.

Cost: 2260. Income boost: 440 Increased upkeep: 104.

The main thing with this plan are that it holds off on the big military projects for a turn to fix our supply lines and give our essential planets some self defense in case someone comes calling. It also takes advantage of stuff that I feel makes sense narratively on turn one like using command codes and adjusting for the emperors death. Lastly it sets the groundwork for the force order with the fortress and trying to limit conflicts before they even start training.
 
Last edited:
Changed my plan a bit to have reduced interest rates. With them at 0.5% we'll be able to incur a greater amount of debt without issue.

Edit: Changed my plan once more. Replaced Explore The Unknown with System Fortification Construction Stage 1
 
Last edited:
[X] Plan: Military Marchers
Martial:
-[X] 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.
-[X] 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.
Diplomacy:
-[X] 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.
-[X] 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.
Stewardship:
-[X] 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.
-[X] 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%)
Intrigue:
-[X] 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.
-[X] 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.
Learning:
-[X] 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.
-[X] 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.
Lore:
-[X] 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.
-[X] 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.
Personals:
-[X] 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.
-[X] 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.

Cost: 1,640. Income boost: 440. Upkeep increase: 105. Net: 335. Other bonuses: Banking interest reduced from 5% to 2%, increased trade as pirate losses go down.
 
Last edited:
[X] Plan We Need Money
-[X] Farryn's Officer Retraining Crash Course
-[X] Systemic Fortification Construction Stage 1
-[X] Contact Banking Guilds and Clans
-[X] Begin Taking In Chiss Refugees
-[X] Anti-Corruption Initiatives
-[X] Banking And Finance Reform
-[X] Restructure Intelligence Agencies
-[X] Anti-Corruption Agency
-[X] Private Research Grants
-[X] Chronicle Force Techniques And Sects
-[X] Ensure A Secular Identity Within The Organization
--[X] Double Down
-[X] Spend Time With
--[X] Xuyul Kanuas
-[X] Complete Security Overhaul
 
[X] Plan: Prepare For Trouble
Martial:
-[X] 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.
-[X] 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.
Diplomacy:
-[X] 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.
-[X] 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.
Stewardship:
-[X] 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.
-[X] 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.
Intrigue:
-[X] 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. ???
-[X] 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.
Learning:
-[X] 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.
-[X] 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.
Lore:
-[X] 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.
-[X] 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.
Personals:
-[X] 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.
-[X] 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.

Cost: 2260. Income boost: 440 Increased upkeep: 104.
 
DaemonHunter has informed me that heroes are auto-assigned according to their interests. Anyone want to speculate as to which heroes will be assigned what actions on their respective plans? I think Pellaeon would be put on the reforms, Parck on the anti-pirate campaign, and Philip on the anti-corruption agency.
 
DaemonHunter has informed me that heroes are auto-assigned according to their interests. Anyone want to speculate as to which heroes will be assigned what actions on their respective plans? I think Pellaeon would be put on the reforms, Parck on the anti-pirate campaign, and Philip on the anti-corruption agency.
For my plan Voss is probably on Fortification while Pellaeon works on reforms. Sole is on Restructure because his mind for the unconventional will be of most use.
 
Voting is open
Back
Top