Voting is open
Are you sure about not doing Adjusting for Palpatine's Death?

We've gotten several indications that we should do it.
If we're going to be reforming the entire government then I'm not sure how much of Adjusting for Palpatine's Death is going to stick. But if it's what Vipik says to do I guess I'll switch to it.
 
[] Plan Secured Borders

-[] Military (1 locked, choose 1)
--[] 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.

-[] Diplomacy (Choose 2)
--[] 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.

-[] Stewardship (Choose 2)
--[] 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)
--[] 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.

-[] Intrigue (Choose 2)
--[] 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.
--[] 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.

-[] Learning (Choose 2)
--[] 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.
--[] 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.

-[] Lore (Choose 2)
--[] 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.
--[] 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.

-[] Personal (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.


Cost: 900 (+/- Reform)
Upkeep: 0 (+/- Reform)
Income: 220 (+/- Reform)

Here is my plan for this turn. It is all about getting the greater powers around us to like us and to make it better for us by removing threats without war.

For military right now we have a chance to get the Chiss to side with us by helping them take out the Space Dinos so while the supply lines are still stretched we should be able to help in dealing with it by sending a competent Commander.

For Diplomacy we want to be seen as a stable power that isn't going to go on a murderous rampage. So we cultivate that rep get the other powers to back off and leave us alone. And normalizing relations means it is easier to interact with others. If the meeting with Kaine goes well and does the same thing we can use this on the Chiss if not then use it on the Pentastar Alignment. This should open up trade relations and other such diplomatic options.

Stewardship is pretty clear the reforms and the stimulus for the Emperor's death. I was tempted to do the small business stimulus instead but had to choose. Either way that option is going to be needed to be used next turn to keep the economy running while we reform it.

Intrigue while standards were mentioned right now our defensive operations are already very good. So we need to take advantage of that and sweep for other agents before we really can deal with other things. And we need the aliens in order to work in the vast reaches of the galaxy.

Learning getting the faster growth rates without spaarti tubes is important so getting that would be important. And with an option to get the military some better gear we must take it we need to boost it easily wherever we can.

Lore the fortress and the techniques since they are the only options that won't piss the guy off anymore. And since we have him we have no choice but to try and keep him happy.

Personal like I said we need to get the major powers around us to be cordial with us. So meeting with Kaine is required and with us in command of the forces we can send our new superstar to fight the space dinos if the Grand Adrimal doesn't go herself.
 
For military right now we have a chance to get the Chiss to side with us by helping them take out the Space Dinos so while the supply lines are still stretched we should be able to help in dealing with it by sending a competent Commander.
This is actually something to consider.

@Daemon Hunter if the Take Command option is used, does Thrawn apply himself to all current wars or only one?
I don't see any of the Lore choices in your plan. Also, if you don't mind me saying, the lack of categories makes it a little hard to read.
That is weird I could've sworn i pasted them in. Well done it now. Also added the segments
 
For military right now we have a chance to get the Chiss to side with us by helping them take out the Space Dinos so while the supply lines are still stretched we should be able to help in dealing with it by sending a competent Commander.

Um...

We are already in the middle of fighting someone and our military strength is cut in half.

This seems like a horrifically bad time to add in more martial stuff to fight.
 
[X] Plan: Prepare For Trouble 2.0
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.
Diplomacy:
-[X] 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.
-[X] 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%).
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] 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)
Intrigue:
-[X] 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.
-[X] 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:
-[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] 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.
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] 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.
Personals:
-[X] 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.
-[X] 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.
 
[X] Plan Let's Stay Flexible
-[X] Military
--[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] Diplomacy
--[X] 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.
--[X] 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%).
-[X] Stewardship
--[X] 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)
--[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] Intrigue
--[X] 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.
--[X] 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.
-[X] Learning
--[X] 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.
--[X] 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.
-[X] 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] 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.
-[X] Personal
--[X] 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.
--[X] 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.

Total cost: 920 (+??? from reforms)
Income increase: 225 (+??? from reforms)
Upkeep increase: 220 (+??? from reforms)
Net income gain: 5 (or so we think)
 
Um...

We are already in the middle of fighting someone and our military strength is cut in half.

This seems like a horrifically bad time to add in more martial stuff to fight.
We are "fighting" someone that is trapped, has no hope of reinforcement, and has lost their main advantage Thrawn taking control of a small force is more than able to defeat him especially since he has a more than 10 times multiplier effect for when he commands against Imperials which that guy is.

As for the military that is effectiveness not numbers we still have the same amount of forces we started with and a small amount of those is more than enough to deal with the Invaders since when they invaded in legends they were literally beat by a quasar carrier and a Imperial patrol ship. Deploying a task force of about 10 ships would be more than enough with a good commander or an unorthodox one.

Actually we have more forces than we started with. Because we also gained the ships from last turn because our Admiral wiped the floor with them and captured a bunch. Once we study them they are added to the fleet.

[X] Plan Secured Borders

-[X] Military (1 locked, choose 1)
--[X] 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.

-[X] Diplomacy (Choose 2)
--[X] 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.
--[X] 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.

-[X] Stewardship (Choose 2)
--[X] 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)
--[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 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] Intrigue (Choose 2)
--[X] 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.
--[X] 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.

-[X] Learning (Choose 2)
--[X] 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.
--[X] 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.

-[X] Lore (Choose 2)
--[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] 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.

-[X] Personal (Choose 2)
--[X] 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.
--[X] 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.


Cost: 900 (+/- Reform)
Upkeep: 0 (+/- Reform)
Income: 220 (+/- Reform)
 
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We are "fighting" someone that is trapped, has no hope of reinforcement, and has lost their main advantage Thrawn taking control of a small force is more than able to defeat him especially since he has a more than 10 times multiplier effect for when he commands against Imperials which that guy is.

As for the military that is effectiveness not numbers we still have the same amount of forces we started with and a small amount of those is more than enough to deal with the Invaders since when they invaded in legends they were literally beat by a quasar carrier and a Imperial patrol ship. Deploying a task force of about 10 ships would be more than enough with a good commander or an unorthodox one.
On the other hand, it's been recommended that Thrawn take personal command to eliminate Zaarin even though Pellaeon has a freaking SSD under his command at the moment and is on his way, plus the fluff on this turn saying that even with Pellaeon and Parck together it may still be a loss.

Edit: I don't know precisely what the odds are, maybe it's still a probable victory with our two top admirals on their own, I just have a bad feeling about this.
 
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On the other hand, it's been recommended that Thrawn take personal command to eliminate Zaarin even though Pellaeon has a freaking SSD under his command at the moment and is on his way, plus the fluff on this turn saying that even with Pellaeon and Parck together it may still be a loss.

Edit: I don't know precisely what the odds are, maybe it's still a probable victory with our two top admirals on their own, I just have a bad feeling about this.
Why do you think I said Thrawn has a greater than 10 multiplier when fighting him. So literally with a much smaller force Thrawn would beat him allowing more of the fleet to be used in other attacks. Pellaeon would have a 7 multiplier against the space dinos and our Grand Admiral would have a 8 more than enough to deal with a much weakened force like they are with a task force.
 
Why do you think I said Thrawn has a greater than 10 multiplier when fighting him. So literally with a much smaller force Thrawn would beat him allowing more of the fleet to be used in other attacks. Pellaeon would have a 7 multiplier against the space dinos and our Grand Admiral would have a 8 more than enough to deal with a much weakened force like they are with a task force.
It's true in that sense, but if just Zaarin holds enough military-grade ships on his own to match or beat Parck's task force, then shouldn't the Ssi-Ruu have an even greater advantage in sheer tonnage if nothing else?
 
[X] Plan Secured Borders

I am going to support the action against the Ssi-Ruu. As right now it is very doable as they are heavily crippled. They were pushed back to their home system and faced two major assaults already from the Chiss and the New Republic which almost succeeded according to what was said in the rumor mill. Also we won't be alone as the Chiss will be supporting us as they are preparing the forces they need to end the war. So hopefully we can ensure they are dealt with as a threat and increase relations with the Chiss Ascendancy.
 
It's true in that sense, but if just Zaarin holds enough military-grade ships on his own to match or beat Parck's task force, then shouldn't the Ssi-Ruu have an even greater advantage in sheer tonnage if nothing else?
No Zaarin has advanced fighters as his biggest advantage not ships. And the reason he held out is because unlike other Grand Admirals he earned that position by being that fucking good along with being a genius researcher. He has 7 or 8 multiplier at least and we sent someone with a 3-5 multiplier to face him. The space dinos were literally beat by two ships and a few fighter at Bakura. They are even worse off now as all their expeditions have been defeated and even their homeworld took a beating. This isn't them with their max strength this is them on their last leg.
 
No Zaarin has advanced fighters as his biggest advantage not ships. And the reason he held out is because unlike other Grand Admirals he earned that position by being that fucking good along with being a genius researcher. He has 7 or 8 multiplier at least and we sent someone with a 3-5 multiplier to face him. The space dinos were literally beat by two ships and a few fighter at Bakura. They are even worse off now as all their expeditions have been defeated and even their homeworld took a beating. This isn't them with their max strength this is them on their last leg.
At Bakura the defenders had Luke Skywalker and the plot on their side, you could make the same argument for the first Death Star. And even not at max strength they still managed to repulse both the Ascendancy and the New Republic from their homeworld instead of being ultimately defeated, which makes me doubt that they're such an easy target now.
 
At Bakura the defenders had Luke Skywalker and the plot on their side, you could make the same argument for the first Death Star. And even not at max strength they still managed to repulse both the Ascendancy and the New Republic from their homeworld instead of being ultimately defeated, which makes me doubt that they're such an easy target now.
They didn't replus them they held them off. They are done we need to get in on this in order to get the most out of it from both the Chiss and the NR. And sorry but plot and Skywalkers or not they still lost to two ships dude. And this Luke wasn't even that strong. As for the first DS while difficult there still was a chance that someone else could have made the shot. If Vader hadn't shown up then the Y-wings had a better than average chance of making the shot.

But if people are really that scared to take advantage of a very limited time option to make the Empire of the Hand much stronger then there is going to be a major slow down in development of the Empire.
 
But if people are really that scared to take advantage of a very limited time option to make the Empire of the Hand much stronger then there is going to be a major slow down in development of the Empire.
Leeeeeerrrroy Jenkins! is not a recommended tactic. What Flexible suggests is consolidation and retention; I believe your plan would lead to overextension and fragmentation as we fight needless wars on multiple fronts. After eviscerating our military of 50% of its strength, while still fighting a Peer opponent, and while dealing with a massive upsurge in piracy.

But at least we'd have chicken.
 
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