Voting is open
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.
And, again, the first Death Star was destroyed by only a handful of starfighters because they had the plot on their side. Heck, without Solo making a surprise rescue Vader would have just cleaned house alongside the fuckton of TIE Fighters the DS-1 had, not even considering the fact that the battle station was only moments away from destroying the Rebellion's Yavin IV base anyway. But they were still taken out by just a few guys in X-Wings, so it is not much of a threat.

If it turns out that Thrawn's bonus would be applied to the Ssi-Ruu as well I will make the change toward that action. But I want confirmation on that first
 
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We're already dealing with a dangerous opponent in Zaarin, can we not fight wars on multiple fronts right after taking out half of our military strength? Also, respectfully, I would not appeal to the plot for protection here, we already have confirmation that plot armor is not a thing in this quest.
 
We're already dealing with a dangerous opponent in Zaarin, can we not fight wars on multiple fronts right after taking out half of our military strength? Also, respectfully, I would not appeal to the plot for protection here, we already have confirmation that plot armor is not a thing in this quest.
That is precisely what I am saying. A lot of victories in SW which are the unlikely, nail-biting climaxes and depend greatly on our heroes being lucky and/or villains making bad decisions are not going to happen here. That means that an enemy which was beaten by a couple of ships aided by hero work in Legends aren't going to have that same outcome unless it makes consistent, logical sense. So these potential enemy civilizations are likely more dangerous than what one may think just by reading the stories containing them.
 
I just hope we intend to do an investigation into Kaunas once we've gained enough of his trust. I've done a Dark-Side Sith Inquisitor playthrough before, and the fact that this guy is getting advice from (or could possibly be) the Sith equivalent to the Joker should be blaring everybody's alarms as loudly as possible.
 
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I just hope we intend to do an investigation into Kaunas once we've gained enough of his trust. I've done a Dark-Side Sith Inquisitor playthrough before, and the fact that this guy is getting advice from the Sith equivalent to the Joker should be blaring everybody's alarms as loudly as possible.
I'm quite certain we will. Or at least I intend to. Just not now obviously because we don't want the guy to leave.

Also, as mentioned before Nox is something of a mystery to us as well considering we don't know if they became the Outlander and/or if they underwent character development in general during their lifetime. It doesn't help that SWTOR is still ongoing so we have no clue how anyone's story ends.
 
We're already dealing with a dangerous opponent in Zaarin, can we not fight wars on multiple fronts right after taking out half of our military strength? Also, respectfully, I would not appeal to the plot for protection here, we already have confirmation that plot armor is not a thing in this quest.
To quote a very wise man:

"Only an idiot fights a war on two fronts. Only the heir to the throne of the kingdom of idiots would fight a war on twelve fronts."
 
[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.
 
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.
No we are not fighting any peer enemies dude. The other Grand Admiral is beaten back to a single station and Thrawn is more than able to deal with him with little trouble even with a smaller force. That is the entire point of sending him out there. The space dinos are not anywhere a peer either. If and this is a big if we had fought them at their height then they might be a peer. But they are not and are also stuck on a single world that already has taken a massive beating. Pirates are not a threat either as the units deployed to dealing with that is still there. To deal with both the problems quickly only requires a small amount of forces because Thrawn can handle one and the other has forces from the Chiss and NR so we aren't doing jack on our own. We are not overextending anything we are taking advantage of a strategic opportunity to wipe out two threats and gain massive loot, prestige, rep, and relations with the other nations we want to "like" us. All you guys are doing is leaving it fallow and we get nothing out of it because there is next to no chance we will be able to help the Chiss and NR in the fight next turn. It is called an opportunity cost for a reason.
If it turns out that Thrawn's bonus would be applied to the Ssi-Ruu as well I will make the change toward that action. But I want confirmation on that first
What the hell are you talking about. Thrawn is not going to be there either our new star Pellaeon is or our Grand Admiral with a times 8 multiplier for first time conflicts will. And we need her out there to gain experience so her base stat goes up.
 
What the hell are you talking about. Thrawn is not going to be there either our new star Pellaeon is or our Grand Admiral with a times 8 multiplier for first time conflicts will. And we need her out there to gain experience so her base stat goes up.
That is exactly what I was trying to say: mechanically, would "Take Command" apply itself to all wars in a turn or to only one? Since it didn't say that we had to point out where we want Thrawn to go I am not sure if it is limited as you describe or if it is universally applied. Hence why I pinged the QM: to clarify.
 
Just one. There might be rare cases where it's more than one, but it's almost always just one.
Makes sense, he can only be physically present for one front at a time.

For now... (laughs in Hand of Thrawn)

Speaking of which, does Thrawn already have his fortress there, or has he not yet discovered it? And if so, what sort of bonuses would it offer? For contest, in Legends it was carved from blaster-proof stone and was the site of Thrawn's personal data library.
 
Makes sense, he can only be physically present for one front at a time.

For now... (laughs in Hand of Thrawn)

Speaking of which, does Thrawn already have his fortress there, or has he not yet discovered it? And if so, what sort of bonuses would it offer? For contest, in Legends it was carved from blaster-proof stone and was the site of Thrawn's personal data library.

He already has his fortress, he just has a palace as well that he uses as a misdirection for public meetings as well as a slight misdirection fo assassins.
 
So, as the vote seems to be one sided, I'm just going to close the vote here, I'll hopefully get the update out in a day or two.

Edit: Highlights to come include :
1) A near depression that was pulled out of via deals with foreign banking clans and guilds.
2) A very nice and efficient military-industrial complex
3) Kanuas disappearing for a few months before returning with a few holocrons from Jedi and Sith
4) Probability deciding to fuck off and giving you the galaxies' best intelligence service in the galaxy
5) A very nice library detailing the history of the force in the galaxy and a cultural analysis of various force sects.
Scheduled vote count started by Daemon Hunter on Jul 2, 2021 at 1:24 AM, finished with 37 posts and 18 votes.

  • [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.
    [X] Plan: Prepare For Trouble 2.0
    -[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] 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] 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)
    -[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.
    -[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.
    -[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] 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 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.
 
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For reference, here's your intrigue advisor's rolls:

Setting Up Galactic Intelligence Systems - (89, 98, 99)
Increased Agency Standards- (56, 97, 98)

This ... might have just upended my plans for the future.
 
5) A very nice library detailing the history of the force in the galaxy and a cultural analysis of various force sects.
...This gives Thrawn a deep insight into the weaknesses of a bunch of Force Sects, doesn't it? Because art.

What else does it do?
3) Kanuas disappearing for a few months before returning with a few holocrons from Jedi and Sith
"Where did you get those?"
"Trade secret."

Edit: Wait... do we know Palpatine is alive now? Since iirc he did contact a fair number of former Imperial personnel in secret.
 
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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
I just thought of a tech tree that might be useful to us later. What would you guys say to reverse-engineering Mandalorian tech? Between their armor and Legends ships, those could offer a significant boost to our military. I'd also like to suggest recruiting Mandalorian remnants, or even entire clans, as elite forces. Clans Fett, Wren, Ordo...I foresee a lot of potential here.
 
I hope the part involving the Ysalamiri turned out well. We're going to need their accelerated aging if we want to start having clone troopers on a regular and convenient basis.
 
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