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)