The first half year of your rule has passed, and you must admit that the galaxy appears to be less stable than you had initially hoped. Zaarin remains at large, and the Ssi-Ruu appear to be a more dangerous threat than you had initially anticipated. Your economy is nearing collapse, and you have deep suspicions as to Kaine's reasons for requesting a meeting.
But by the same token, your victories and opportunities are equally as profound. Nuso Evsa has died, and you stand to learn from his own technologies. While Zaarin lives, you are confident that you can make his new fighters yours. While the Ssi-Ruu live, the Chiss Ascendancy seeks mercenaries to supplement their fleet. While your economy nears collapse, there is a complete governmental restructuring possible to shift from the Emperor's own policies.
There is much work to do, and you would say that it is too much at times. Things must change, and thankfully, you understand how to make it so. For you are Thrawn, the new Emperor, and you will reshape this galaxy as you see fit.
Absent-mindedly, you glance at your bodyguard, noting that she displays no signs of her injuries. You don't react in any discernible way to her well-being, but you admit that it's good that her injuries weren't permanent. She's too valuable to simply be lost.
Current Military Strength: -46%
Military: Admiral Baidan has been extremely excited by the reforms underway. The Enchani is a perpetual ball of energy, going from report to report, barely even noticing your presence when you arrive. At this point in time, she seeks to continue her reforms, although she acknowledges that further disruption to the command structure may be unwise with the battles against Zaarin that will take place. That is, unless you personally take command. While Pellaeon is maneuvering his forces to join Voss, the two of them may not be enough on their own. (1 Locked. Choose 1)
Extend Anti-Piracy Patrols - With the success of your border security measures, and the large amounts of pirates in the galaxy, you have an opportunity to bring stability to the area around you, while also strengthening your reputation for desiring stability. While an inherently less efficient method than aggressive posturing, it is also less likely to result in outcry from other major powers in the galaxy. Cost: 260. Time: 1 turn. Reward: Extends anti-pirate patrols. Boost reputation. Possibly gain territory and systems.
[LOCKED ]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: 1/3 turns (1/25 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: -20% 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 combating 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. With the Chiss Ascendancy hiring mercenaries, you have an opportunity to assist.. Cost: None. Time: 1 turn. Reward: Send forces against the Ssi-Ruu subvote. Various amounts of wealth.
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 Pellaeon 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 is rather pleased with current events and seeks to capitalize on the events of the last six months. According to her, you have already been depicted as a tyrant seeking stability by a number of independent news media, and by taking advantage of it to run a propaganda campaign, you can further influence the galaxy as a whole to your viewpoint. She strongly encourages that you take advantage of this while you can. (Choose 2).
Deepening Lobbyists - With the success of your lobbyists, deepening their hold is a logical next step. By targeting politicians on sector scales, where the bureaucracy is both less and more prone to corruption, you can spread your own message to a wider base. However, each individual politician takes more effort to effect, leading to an increased cost. Cost: 100. Time: 1 turn. Reward: Moderate relationship improvement in other empires.
Targeting New Republic Senators - The New Republic is uniquely vulnerable to lobbying. Combined with propaganda and hiring propaganda agencies on democratic worlds, you could act to sway the opinion towards the Empire of the Hand as a whole. While this would inherently target just a single empire, you do expect the New Republic to become the foremost power in the galaxy within a matter of years. Cost: 100. Time: 1 turn. Reward: Major relationship improvement in the New Republic.
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. And with the recent assassination attempts on your life, perhaps securing some additional safety is for the better. 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%).
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: Your economy stands on the verge of collapse according to Vipik, and he has been extremely insistent that you must adjust for Palpatine's death immediately or face dire consequences. Your governmental budget is also far outside of what he would hope for, but you have accepted it as a fact of life. One must spend money to make money after all. The only question is, what shall you do over these following financial quarters? (Choose 2)
Diversify Centers of Production - The military reforms underway have shown that your military-industrial complex is essentially a single monolithic entity. While this may help standardize equipment, it has led to several inefficiencies in production that have helped increase costs. By building a large number of factories, along with establishing several new companies, the cost of military equipment and maintenance will fall accordingly. Cost: 1000. Time: 2 turns. Reward: Reduce military ship and equipment costs by 10%. Reduce maintenance by 10%. ~150 upkeep reduction.
Complete Governmental Reform - Recently, it has come to your attention that the problems faced by the Empire were far deeper than you had initially considered. What is needed is a thorough restructuring of your government, and you expect the sooner you do this, the better. With the number of options available to you, this will take time to decide upon, let alone implement. Cost: Variable. Upkeep: Variable. Time: Variable. Reward: Reform government subvote (taking this action does not lock it in)
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.
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 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.
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: 1600. 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 fraud 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 settled into her role and is looking into various empires in order to better train her agents. She encourages you to further develop the agency by improving standards. Beyond that, she has suggested a countersecurity sweep be done out of caution, especially if you meet with Kaine. (Choose 2)
Look into Kanuas - Your spymaster has put together a proposal to look into your force user's background. While this would have problems, namely in the necessity to investigate events that took place a decade prior, it may need to be done. Either way, you wish to know more about the light and dark side user. Cost: None. Time: 1 turn? Reward: ???
Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. While they will be less useful than they would have been six months ago, you could still gain something if you act now. However, your actions will be noticed, and the Empire may take offense. Cost: None. Time: 1 turn. Reward: Gain information, wealth, and contacts in unknown amounts. ???
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.
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: Dr. Nairtuu's research into cloning, while useful, remains somewhat limited. Nonetheless, there are a plethora of projects available to you, and some may have to be delayed as a result. You have cloning tech to research, along with two new proposed options for researching improvements to your fleet. At this point in time, you seem to have no shortage of upgrades to choose from. (Choose 2)
Hybridize Empire and Chiss Designs - With the stream of Chiss refugees, among them come those with technological knowledge on Chiss design philosophies. If combined with Empire technologies, you could see a new generation of ships that would compound with the current military reforms. However, for the immediate future, only fighters and lighter vessels would be viable to construct, with heavier vessels having to wait until the reforms complete. Cost: 50. TIme: 1 turn. Reward: Hybridized Designs.
Research Nuso Evsa's Fleet - With the capture of numerous alien vessels comes a rather simple oppurtunity. Reverse engineering the technology within. Unfortunately, these ships lack any true technological breakthroughs, but there are still components that you can take and learn from. While this will be mainly a series of minor gains, that does mean it is within Dr. Nairtuu's personal specialty. Cost: 50. TIme: 1 turn. Reward: Slight increase in military strength.
Research the use of Ysalamiri for Cloning - While you can make clones that age at four times the normal rate, that would necessitate a 5-year latency for training. For elite units that would be acceptable, but for the normal units, that simply cannot remain. You must have a more resilient and quicker process if you are to truly weaponize cloning. Thankfully, there exists a method. The Ysalamiri. Cost: 50. TIme: 1 turn. Reward: Drastically accelerated cloning.
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.
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.
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: Kanuas continues to insist upon a fortress for the order, and you are tempted to grant him his desire. However, there is some suspicion that perhaps your advisor may not truly have your best interests at heart. This was something you had already expected, as with his past, you would have been surprised if he had simply let go of his distrust of the Empire. You do have a theory that he spent much of the previous year setting up an escape route. But for now, you have orders to give him. (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.
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.
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: Perhaps you have taken a more active stance than you should have. Your involvement with galactic affairs gives you little time nowadays. And with the current state of affairs, you find your time monopolized. Kaine is unlikely to take rejection well, and so his meeting is an important aspect to consider. Not to mention that it will not be a single meeting, but rather several over the course of months. Then there is Zaarin, someone that remains at large, and someone that Voss suggests you take care of. Perhaps you should, but you also suspect that Pellaeon may be enough if you are willing to take an admittedly significant risk. (Choose 2)
A Meeting With Kaine - Kaine has done well for himself in the immediate aftermath of the Emperor's death. A wealthy empire, distant from the New Republic, one that has had time to fix its economy and military forces as well as create a semi-competent intelligence arm. Neither of you two like the other enough for a social visit, and so there is a much deeper connection that Kaine wishes to discuss. Cost: None. Time: 1 turn. Reward: A meeting with Kaine.
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.
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.
GM Note: 4 hour moratorium.