A year has passed since the Battle of Endor and the deaths of both the Emperor and Darth Vader. Your empire has changed fundamentally, with several branches given a freer hand. Admiral Baidan, Athaen, Vipik, and Dr. Nairtuu have taken advantage of their new found power to begin a series of projects. Private initiatives have sprung up, seeking to create a new market within your economy. Your fleet has grown by a half, and most importantly, your intelligence service stands ready to begin a far more active stance. The future is bright, at least, for you.
Behind you, Eshu frets, overworking herself to close off possible assassination avenues. Ten trillion credits is a flattering amount for your death, and like all sane sophonts, you would prefer it if that bounty is never claimed. It most likely won't be, but luck in this galaxy can often be fickle.
Current Military Strength: -44%
Military: Despite the minor setbacks over the previous months in regards to your reforms, Admiral Baidan is rather excited by the new Tie fighters, the new bridge design, and the much freer hand she has been given. She has even managed to impress Pellaeon a few times even if she has yet to truly win a wargame. At this time, she has taken control over the reforms, taking it under her own umbrella allowing you to have slightly more influence over your navy and armed forces as is proper. With your military free, she has proposed a more daring expedition into the Unknown Regions but does admit that there is an element of risk involved in doing so. (Choose 1)
Extend Anti-Piracy Patrols - With the past year's success in dealing with pirates and Admiral Baidan's name being spoken of more by military researchers and economists, you have an opportunity to leverage this image 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 an outcry from other major powers in the galaxy. Cost: 260. Time: 1 turn. Reward: Extends anti-pirate patrols. Boost reputation. Likely gain territory and systems.
[ADVISOR ACTION] 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.
Systemic Fortification Construction Stage 1 - Your navy is … still anemic. With a mere few hundred 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: 3. 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)
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. Your fleet is currently unoccupied, so perhaps you can manage it. Cost: 26. Time: 1 turn. Reward: Explore 4000 systems in the Unknown Regions.
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 - With the number of new Tie designs available to you, and the designs for the superior Tie Defenders and Tie Avengers still in your databases, it seems like one of the ways to improve your military would be to replace your suite of Tie craft with more modern ones. Zsinj's designs alongside the Tie Phantom would make for a potent upgrade. Admiral Baidan has also managed to make use of the slight delay from the past year to combine this project with her own reforms. Cost: 1000. Upkeep: 10. Time: 1 turn. Reward: Replace Starfighter Complement with Improved Ties.
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 certain 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: 150. 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: 70. 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: 250. 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. (Must be Taken With Train the Order).
Diplomacy: While Athaen is displeased about the events concerning the bankers over the last year, she is still looking forward to her greater political power. Like most of your advisors, she has already indicated what projects she would be pursuing during the year, electing to focus on deepening lobbying within other empires along with cultivating your reputation as one that desires stability. The independent media in both your empire and others have begun to transition to reports on the New Republic due to several recent scandals, but your actions against Zaarin still have you as a minor public figure. (Choose 1)
The Fate of Zaarin - Now that Zaarin has been captured, you find yourself with the question of what to do with him. While he is being held in a secure location, you cannot justify keeping him indefinitely. But should you simply execute him, convene an interstellar tribunal, or perhaps even release him? This is a question you will have to answer eventually, although it is far from an urgent question. Cost: None. Time: 1 turn. Reward: Fate of Zaarin subvote.
[ADVISOR ACTION] 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, especially if their military success continues. Cost: 100. Time: 1 turn. Reward: Major relationship improvement in the New Republic.
[ADVISOR ACTION] 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.
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.
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 still stands on the precipice of collapse according to Vipik, and he plans to take as many steps as possible to prevent it from doing so. Both mechanization grants and public cloning facilities will be opened up in the upcoming months according to him. With the increased centralization allowing for an increase in tax revenue, you hope that for his sake he succeeds. (Choose 1).
[ADVISOR ACTION] Increase Automation - A major weakness of the Empire of the Hand's economy is that it has a great deal of industrial demands and not enough capacity to meet it all, separated as it is from the wider labor and technological bases of the galaxy it previously depended upon. This most recently has come to a head with the near-collapse of the entire financial system, caused by a critical shortage of labor. However, you and Vipik, with minor input from Admiral Baidan, have come to a solution that involves the expansion of automation and droid labor. By investing in businesses both new and old which specialize in droid manufacturing, the market should at last rebalance itself with the new influx of labor compensating for your Empire's previous lack of productivity. Cost: 800. Time: 1 turn.
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: 650. Time: 3 turns (40 Turns to Completion). Reward: Increase income by ~140 per turn for 40 turns.
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%. +17 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: ~200 income increase.
Finance 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 4000 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: ~150 income increase. Tax fraud is now harder.
[ADVISOR ACTION] 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: None. Time: 2 turns. Reward: Increase income by ~700 per turn for 2 turns. Increases poverty.
Intrigue: Within your governmental apparatus, your intrigue department has seen a massive amount of new administrative officials hired. Despite this, the quality and loyalty have yet to fall thanks to a new novel screening and training procedure that was implemented last year. Nonetheless, Cen Kam stands ready to do your bidding and has proposed a massive number of projects. (Choose 3)
T5 Upgrade: The Pentastar Alignment - Although you have effectively absolute access to the Empire's intelligence network, your infiltration of the other major powers of the galaxy is, although still extensive, not quite so impressive. With the required funding, your finest agents will attempt to penetrate the highest stratum of an organization of your choosing. Cost: 200. Upkeep: None. Time: 1 turn. Reward: T5 intelligence ring in the Pentastar Alignment.
T5 Upgrade: The Zsinj Empire - Although you have effectively absolute access to the Empire's intelligence network, your infiltration of the other major powers of the galaxy is, although still extensive, not quite so impressive. With the required funding, your finest agents will attempt to penetrate the highest stratum of an organization of your choosing. Cost: 200. Upkeep: None. Time: 1 turn. Reward: T5 intelligence ring in the Zsinj Empire.
T5 Upgrade: The New Republic - Although you have effectively absolute access to the Empire's intelligence network, your infiltration of the other major powers of the galaxy is, although still extensive, not quite so impressive. With the required funding, your finest agents will attempt to penetrate the highest stratum of an organization of your choosing. Cost: 200. Upkeep: None. Time: 1 turn. Reward: T5 intelligence ring in the New Republic.
Prepare For Coup - Using Agent Sole's position within the Empire, you now have the ability to overthrow the Imperial Ruling Council and take over the government's remaining assets. However, Cen Kam recommends that you tip the scales in your favor for such an endeavor first. Claiming military equipment, letting slip a few unfortunate secrets, gaining new allies, and politically weakening the power bases of the present leadership would be quite beneficial for ensuring the plan succeeds. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Improve coup success chance.
Launch Coup - Using your assets within the Empire, enact the plan to overthrow the Imperial Ruling Council, and take over the remaining Empire yourself. This will grant you control over all the industry, military equipment and personnel, and civilian economy of the Remnant, and under your guidance it may be enough to defeat not only the New Republic but your rival warlords as well. At the moment, the odds are not in the favor of this particular course of action, but it is not impossible. In fact, swifter action, if successful, would provide more meaningful gains than if undertaken later, assuming the Empire continues to be pushed back. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Launch Coup (Current Chance of Success, Very Low. Chance of Bloodless Success: Nonexistent)
Loot the Jedi Temple - With your intelligence services' penetration of the Galactic Empire, the Jedi Temple on Coruscant has become a possible target for a heist. Cen Kam would prefer to run this operation entirely in house, and recommends against bringing in Kanuas, citing his unknown motivations as a possible security concern. Nonetheless, taking the artifacts within the temple would be profoundly helpful. Cost: 200. Upkeep: None. Time: 1 turn. Reward: Loot the Jedi Temple.
Loot Palpatine's Stashes - The late Emperor Palpatine was a man of many secrets and interests. It was something of an open secret that there were many special projects and hidden bases under his control, scattered throughout the galaxy. However, you did not expect them to be quite so... numerous. With Palpatine dead, you see no reason to let these potentially valuable assets go to waste, especially when it is well within your power to take them for yourself. Cost: 200. Upkeep: None. Time: 1 turn. Reward: ??? Gain ????.
Investigate the Unknown Unknowns - The recent bombing of Kashyyyk and the anonymously funded bounty on your head were not able to be traced to any of the great powers of the galaxy despite your impressive galactic intelligence network. One cannot fight the unseen, and whoever or whatever this ghost is, it has the power to devastate entire planets and move tens of trillions of credits for the purpose of eliminating galactic political figures. However, a paper trail must exist, and with enough effort, it can and will be found. Cost: 200. Upkeep: None. Time: 1 turn?. Reward: Investigate the Unknown Unknown.
Expand To Minor Powers - Now that the most important players in the game of galactic politics have been infiltrated, the time has come to extend your reach to the notable, but not critical, factions and nations of known space. If the political or military situation should ever stagnate or slow, it will be the neutral or unaffiliated systems that may tip the scales, and you want them to tip in your favor should the time come. Cost: 200. Upkeep: 30. Time: 1 turn. Reward: Expand intelligence services to minor powers.
Expand To The Underworld - You declined to invite the Hutts and the largest slaver bands to your recent diplomatic outreach, and you are disinclined to believe that people in their line of work would merely leave the matter be. In the absence of legitimizing them as proper galactic organizations, it would behoove you to keep a very close watch over them. With your bodyguard and your spymaster both being familiar with the criminal underworld, it should be more than possible to infiltrate these seedy elements, provided you give your agents the resources and direction to do so. Cost: 200. Upkeep: 30. Time: 1 turn. Reward: Expand intelligence services to the Underworld and Hutts.
Expand To The Chiss Ascendancy - After the war against the Ssi-Ruuvi Imperium, the Chiss Ascendancy returned to its previous isolationist stance. However, as arguably the strongest interstellar civilization within the Unknown Regions, they will be, as has been seen recently, an ally of critical importance against the horrors that lurk within that mysterious realm. Although official diplomatic ties may be difficult to form at the moment, unofficially you may still acquire a great deal of information on their goings-on. Indeed, this may be crucial if the Ascendancy discovers another emerging threat to the galaxy and, in accordance with their philosophical doctrine, refuses to destroy it before it grows further. Cost: 200. Upkeep: 30. Time: 1 turn. Reward: Expand intelligence services to the Chiss Ascendancy.
Create Better Espionage Infrastructure - At the moment, your intelligence networks have been largely maintaining their operations through impeccable training and vital contacts, but there are other ways to improve their performance. Cen Kam has suggested a series of materials to support her agents, including but not limited to: more numerous boltholes, assignment of personnel to smuggling organizations, putting smuggling groups in your pocket, better identity forgery systems, better monitoring devices, and more potent spyware. This will not be a small investment, but it should significantly improve field performance. Cost: 400. Upkeep: 150. Time: 1 turn. Reward: Several Improvements to Your Intelligence Services.
Expand Senate Control In The New Republic - Recently it has come to your attention that certain members of the New Republic's Senate have suddenly decided to become... sympathetic to your cause, entirely out of rumination they assure you. However, their usefulness is limited whilst they are so low in number. On the other hand, such a problem can be remedied. It should be a simple matter to find more of these pliable individuals and make a similar offer to them as well. This would allow you to guide the flow of New Republic politics in a direction more to your tastes. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Increase Senators in your Pocket (Currently at 1% of New Republic Senate)
Maw Installation - Thanks to Cen Kam, you have uncovered the location of a secret research facility known as the Maw Installation, originally formed by the late Grand Moff Tarkin. With some effort, it should be possible to influence the Maw Installation to focus its efforts in a manner you would approve of. Alternatively, you may try to outright take whatever scientists, data, and prototypes the facility has managed to produce and put them to work under the Empire of the Hand officially. A simpler matter would be to destroy the entire Maw Installation to ensure nothing can come about to threaten you, but this would naturally prevent you from positively benefiting from it. Cost: 100. Upkeep: None. Time: 1 turn. Reward: Fate of the Maw Subvote.
Use Your Command Codes - While your command codes are certainly out of date, you know how bureaucracy functions. When combined with your intelligence services level of penetration as well as Zaarin's own command codes, you can scarcely imagine the possibilities. 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. Although Cen Kam has certainly proven herself capable of using purely human agents nonetheless. 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.
Special Operations - While you do have several targets, this galaxy is vast, and there are far more possibilities to consider. Attempting to assassinate Luke Skywalker, attempting to covertly take over a specific planet, and so many other possibilities are available to you. Perhaps you should take action. Causing a war between the Pentastar Alignment and New Republic would certainly help your own cause. Cost: Varies. Time: 1 turn. Reward: Special operations subvote.
Learning: Dr. Nairtuu has taken advantage of her newfound freedom to pursue hybridization experiments along with deconstructing Nuso Evsa' fleets. While you initially expected her to conduct incremental improvements, she mentioned that reverse engineering was a process that almost always resulted in new innovations, and at worst resulted in new discoveries. (Choose 1)
Research Flash Memory for Clones - One of the problems with your current clones is the training process that makes them so useful. By uploading skill sets into them, you can create an army of skilled laborers and soldiers at a moment's notice. A rather potent weapon to wield. Cost: 50. Time: 1 turn. Reward: Clone flash memory.
[ADVISOR ACTION] 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.
[ADVISOR ACTION] Research Nuso Evsa's Fleet - With the capture of numerous alien vessels comes a rather simple opportunity. 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.
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.
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 has been far frostier ever since you informed him that he would not be given as much freedom as some of the other advisors. However, you see little reason to trust him with that much power, not until he proves himself loyal enough for it. At the moment, he has proposed the founding of his order at last. (Choose 1. 1 Locked).
Create the Order - With the fortress about to finish, and the curriculum established, Kanuas has said he is ready to create the order. The initial group will be comprised of 40 students of the light with 40 students of the dark, and 20 that will be studying both. Kanuas has warned that he expects all of those 20 to perish for a variety of reasons. Cost: 100. Time: 1 turn. Reward: Create the force order.
[LOCKED] 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: It seems that you will have to create a bodyguard force immediately. While the security changes to your palace should suffice, you must take care and create additional redundancies. Eshu has begun screening several soldiers and specialists for the task, and you have given her a stipend to use for it. Nonetheless, you have work to do. (Choose 1. 1 Locked)
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.
[LOCKED] 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.