Quest Star Wars - Unknown Regions Imperial Warlord Quest

Voting is open

Blasterbot

Well-known member
There's a few clues to what it is you're dealing with that you players may figure out if you've played through the first KotOR. Though no character in game has the slightest clue.
it has been a decade for me since I last played KOTOR. I used Hax to be darksid while choosing lightside options cause darkside had better powers.
 
Info - Colony Stats

GuyThatRunsAGame

Well-known member
Colony Stats

Scarce
: -10 to Logistics Rolls
Low: -5 to Logistics Rolls
Medium: No Bonus or Penalty
High: +5 to Logistics Rolls
Abundant: +10 to Logistics Rolls

Hypermatter Supplies: 12 months Medium (Not Producing) Needed to keep capital ships running.
Fuel Supplies: 12 months Medium (Producing at Scarce) Needed to keep fighter wings and non-capital ships running.
Tibanna Supplies: 12 months Medium (Not Producing) Best available blaster gas.
Bacta Supplies: 8 months Medium (Not Producing) Best available medicine.
Food Supplies: 12 months Medium (Producing at Scarce) Self explanatory.
Spare Supplies: 12 months Medium (Producing at Scarce) Needed to keep any ship running.

Regular Recruits: Anyone from the workforce you decide you want in the military instead.
Superior Recruits: 10% of your Regular Recruits.
Elite Recruits: 10% of your Superior Recruits.

Industry: Production of general goods, consumables and spare parts. Requires an equivalent level of Metals to not experience shortages.
Advanced Industry: Production of advanced components for starship production. Requires an equivalent level of Rare Minerals as well as Chemicals to not experience shortages.
Dockyard Points: Construction cost of starships.
Factory Lines: How many factory lines are devoted to production of a specific piece of equipment or vehicle. One line supplies one regiments worth of equipment monthly.

Civilian Administration: 1 Free Political Action, headed by Administrator Vinis Desyc.
Ministry of Production: 1 Free Expand Resource Extraction/Industry/Advanced Industry Action, headed by Minister Mina Andard.
--Bonus: Victory Gardens (+1 Food Production per 2.000.000 Workforce.)
Exploration Office: 1 Free Exploration Action, headed by Administrator Explorer Rake Bastra.
--Bonus: Head Explorer Valin Vil (Grants a +5 Bonus to any Exploration Action taken by the Exploration Office.)
Science Office: 1 Free Research Action, headed by Administrator Delak Bek.
Private Intelligence Network: 1 Free Intelligence Action, currently headed by no one.
--Bonus: Hidden Headquarters (Grants a +10 Bonus to Counterintelligence Rolls for keeping the Personal Intelligence Network secret.)
--Bonus: Imperial Intelligence Liasions (Grants a +10 Bonus to Actions targeting Imperial Intelligence)
--Bonus: ISB Dossiers (Grants a +10 Bonus to Actions targeting COMPNOR)

COMPNOR: Influence 1 (Takes one independent Political Action per turn.)
Imperial Security Bureau: Influence 1 (Takes one independent Intelligence Action per turn.)
Imperial Intelligence: Influence 2 (Takes one independent Intelligence Action per turn.)
Imperial Department of Military Research: Influence 2 (Takes one independent Research Action per turn.)
Imperial Navy: Influence 3 (Takes one independent Dockyard or Naval Action per turn.)
Imperial Army: Influence 3 (Takes one independent Procurement or Ground Action per turn.)
Imperial Special Forces: Influence 0 (Takes one independent Intelligence or Ground Action per turn.)
Stormtrooper Corps: Influence 1 (Take one independent Procurement or Ground Action per turn.)
Imperial Starfighter Corps: Influence 1 (Take one independent Procurement or Naval Action per turn.)

Administrator Vinis Desyc - Civilian Administration
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Politics & Influence 24, Leadership & Command 12, Administration & Logistics 10
Relations: COMPNOR -1, Imperial Intelligence 1, Imperial Special Forces 2, Imperial Army 1, Stormtrooper Corps 1, Imperial Navy 1

Minister Mina Andard - Ministry of Production
Loyalty
: Zealous Aggression: Driven Bravery: Fearless
Best Skills: Administration & Logistics 23, Politics & Influence 15, Intelligence & Subterfuge 11
Relations: Imperial Intelligence 1, Imperial Department of Military Research 1, Imperial Army 1

Administrator Rake Bastra - Exploration Office
Loyalty
: Loyal Aggression: Driven Bravery: Fearless
Best Skills: Intelligence & Subterfuge 23, Administration & Logistics 20, Leadership & Command 19
Relations: Imperial Department of Military Research 1, Imperial Special Forces 1, Imperial Army 1

Administrator Delak Bek - Science Office
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Biology & Medicine 22, Chemistry & Materials 22, Administration & Logistics 15
Relations: Imperial Intelligence 1, Imperial Department of Military Research 1, Stormtrooper Corps 1

Kodooine System
Single Yellow Star

The star system we arrived in following our hyperspace accident.

Total Workforce: 10000000
Total Industry: 7
Total Advanced Industry: 1

Total Food Production: 28 (+5 From Victory Gardens)
Total Fuel Production: 6
Total Chemical Production: 5
Total Metal Production: 9
Total Rare Mineral Production: 4

Total Available Regular Recruits: 0
Total Available Superior Recruits: 0
Total Available Elite Recruits: 0
Total Unassigned Naval Crews and Troopers: 0

Total Aurodium: 1
Total Carbonite: 1


Inner Cluster
Planetary Remnant Asteroid Cluster
Mineral Rich, Aurodium Deposit

Remains of a destroyed planet, rich in minerals and holds a sizable aurodium deposit.

Workforce: 5000
Growth: 0 (until turn 180)
Industry: -
Advanced Industry: -

Fuel Production: 1/1
Chemical Production: 1/4
Metal Production: 1/7
Rare Mineral Production: 1/7

Aurodium Production: 1/2

ORBITAL FACTORIES
-

Silik
Small Rocky Planet
Low Gravity - No Atmosphere - Burning Climate
No Native Flora - No Native Fauna - Uninhabited

A small planet best described as a ball of lava.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/2
Chemical Production: -/1
Metal Production: -/3
Rare Mineral Production: -/3

FACTORIES
-

ORBITAL FACTORIES
-

Reus
Large Rocky Planet
High Gravity - Corrosive Atmosphere - Burning Climate
No Native Flora - No Native Fauna - Uninhabited

A large planet that is utterly hostile to life.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/6
Chemical Production: -/5
Metal Production: -/11
Rare Mineral Production: -/6

FACTORIES
-

ORBITAL FACTORIES
-

Kodu
Moderate Rocky Planet
Normal Gravity - Breathable Atmosphere - Temperate Climate
Primitive Native Flora - No Native Fauna - Our Colony

Our first colony, located in the same star system we arrived in.
Loyal Populace: +10 Bonus to Counterintelligence vs. coups and undermining.

Workforce: 9994000
Growth: 0 (until turn 188)
Industry: 6
Advanced Industry: 4

Food Production: 28 (+5 from Victory Gardens)
Fuel Production: 2/2
Chemical Production: 3/5
Metal Production: 7/7
Rare Mineral Production: 2/4

FACTORIES
-

ORBITAL FACTORIES

Cardan V-class Space Station
Dockyard Points: 30+2d10
Largest Capability: 1000 Dockyard Points
Starfighter Lines: 2
Shuttle Lines: 1

Outer Cluster
Planetary Remnant Asteroid Cluster
Ruins (Unknown)

Remains of a destroyed planet, contains several ancient ruins of unknown origin.

Workforce: -
Growth: 0 (until turn 180)
Industry: -
Advanced Industry: -

Fuel Production: -/1
Chemical Production: -/2
Metal Production: -/8
Rare Mineral Production: -/1

ORBITAL FACTORIES
-

Ekaya
Moderate Rocky Planet
Standard Gravity - Inhospitable Atmosphere - Cold Climate
No Native Flora - No Native Fauna - Uninhabited

A cold planet where supplemental oxygen tanks would be required.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/4
Chemical Production: -/4
Metal Production: -/8
Rare Mineral Production: -/2

FACTORIES
-

ORBITAL FACTORIES
-

Gora Beinn
Large Rocky Planet
High Gravity - Toxic Atmosphere - Chilly Climate
Primitive Native Flora - Primitive Native Fauna - Uninhabited

Cold and toxic planet with high gravity, but sports native life adapted to these conditions.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/5
Chemical Production: -/4
Metal Production: -/11
Rare Mineral Production: -/5

FACTORIES
-

ORBITAL FACTORIES
-

Maatua
Small Rocky Planet
Low Gravity - No Atmosphere - Frozen Climate
No Native Flora - No Native Fauna - Uninhabited

Small ball of ice.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/1
Chemical Production: -/5
Metal Production: -/5
Rare Mineral Production: -/2

FACTORIES
-

ORBITAL FACTORIES
-

Inner Belt
Asteroid Belt
Mineral Rich, Large Fuel Deposit, Carbonite Deposit

Strategically important mining location due to the presence of carbonite ore.

Workforce: 6000
Growth: 0 (until turn 180)
Industry: 1
Advanced Industry: -

Fuel Production: 4/12
Chemical Production: 1/5
Metal Production: 1/8
Rare Mineral Production: 1/2

Carbonite Production: 1/5

ORBITAL FACTORIES
-

[Unnamed]
Gas Dwarf

A rather unremarkable gas dwarf.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/2
Chemical Production: -/13

ORBITAL FACTORIES
-

Outer Belt
Asteroid Belt
Mineral Rich, Large Fuel Deposit, Large Fuel Deposit

Fuel rich asteroid belt marked for exploitation.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/15
Chemical Production: -/2
Metal Production: -/20
Rare Mineral Production: -/3

ORBITAL FACTORIES
-

Kaze
Massive Gas Giant
Water Ice Disc - Rock Disc

The planet furthest from the systems star, massive and a boon for future industry.

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/17
Chemical Production: -/26
Metal Production: -/2
Rare Mineral Production: -/2

ORBITAL FACTORIES
-
Unnamed Star System
Single Orange Star

Large Rocky Planet
High Gravity, Burning Climate, Crushing Corrosive Atmosphere
Mineral Rich, Mineral Rich

Workforce
: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/9
Chemical Production: -/10
Metal Production: -/28
Rare Mineral Production: -/18
Phrikite Production: -/9
Aurodium Production: -/7

Inner Belt
Mineral Rich

Workforce
: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/5
Chemical Production: -/4
Metal Production: -/3
Rare Mineral Production: -/6

Dust Cloud
Sensor Disruption

Small Rocky Planet
Low Gravity, Cold Climate, Thin Toxic Atmosphere

Workforce
: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/2
Chemical Production: -/5
Metal Production: -/4
Rare Mineral Production: -/3

Middle Belt

Workforce
: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/2
Chemical Production: -/1
Metal Production: -/3
Rare Mineral Production: -/5

Outer Belt

Workforce: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/5
Chemical Production: -/1
Metal Production: -/1
Rare Mineral Production: -/1

Small Rocky Planet
Low Gravity, Frozen Climate, No Atmosphere
Large Fuel Deposit

Workforce
: -
Growth: -
Industry: -
Advanced Industry: -

Fuel Production: -/10
Chemical Production: -/5
Metal Production: -/1
Rare Mineral Production: -/2
 
Last edited:
Info - Dockyards & Factories

GuyThatRunsAGame

Well-known member
Harbor-class Mobile Space Dock
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements: -
Dockyard Cost: 10000

Novator-class Mobile Dockyards
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 10
Strategic Material Requirements: -
Dockyard Cost: 8000

Cardan V-class Space Station
Blueprint Available: No
Industry Requirements: Industry 24, Advanced Industry 14
Strategic Material Requirements: -
Dockyard Cost: 6000

Lormar-class Refinery Station
Blueprint Available: No
Industry Requirements: Industry 18, Advanced Industry 6
Strategic Material Requirements: -
Dockyard Cost: 1000

X7 Deep Space Manufacturing Facility
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 8
Strategic Material Requirements: -
Dockyard Cost: 400

Golan I Space Defense Platform
Blueprint Available: No
Industry Requirements: Industry 18, Advanced Industry 10
Strategic Material Requirements: -
Dockyard Cost: 800

Golan Space Defense Platform
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements: -
Dockyard Cost: 1400

Golan Space Defense Platform
Blueprint Available: No
Industry Requirements: Industry 24, Advanced Industry 14
Strategic Material Requirements: -
Dockyard Cost: 2500

Ld-12 Laser Defense Satellite Platform
Blueprint Available: Yes
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -
Dockyard Cost: 10

Md-12 Missile Defense Satellite Platform
Blueprint Available: Yes
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -
Dockyard Cost: 10

Pd-12 Plasma Defense Satellite Platform
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 2
Strategic Material Requirements: -
Dockyard Cost: 20
Executor-class Star Dreadnaught
Blueprint Available: No
Industry Requirements: Industry 40, Advanced Industry 25
Strategic Material Requirements:
Dockyard Cost: 18000

Bellator-class Star Dreadnought
Blueprint Available: No
Industry Requirements: Industry 32, Advanced Industry 20
Strategic Material Requirements:
Dockyard Cost: 16000

Mandator II-class Star Dreadnought
Blueprint Available: No
Industry Requirements: Industry 30, Advanced Industry 18
Strategic Material Requirements:
Dockyard Cost: 15000

Mandator III-class Star Dreadnought
Blueprint Available: No
Industry Requirements: Industry 30, Advanced Industry 20
Strategic Material Requirements:
Dockyard Cost: 15500
Praetor II-class Star Battlecruiser
Blueprint Available: No
Industry Requirements: Industry 28, Advanced Industry 16
Strategic Material Requirements:
Dockyard Cost: 14000

Allegiance-class Star Battlecruiser
Blueprint Available: No
Industry Requirements: Industry 30, Advanced Industry 20
Strategic Material Requirements:
Dockyard Cost: 16000
Imperial I-class Star Destroyer
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 1000

Imperial II-class Star Destroyer
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 1100

Tector-class Star Destroyer
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 1000

Secutor-class Star Destroyer
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 1250

Interdictor-class Star Destroyer
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 15
Strategic Material Requirements:
Dockyard Cost: 1500

Gladiator-class Star Destroyer
Blueprint Available: No
Industry Requirements: Industry 16, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 800
Lucrehulk Battleship
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 3200
Victory I-class Heavy Cruiser
Blueprint Available: No
Industry Requirements: Industry 15, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 800

Victory II-class Heavy Cruiser
Blueprint Available: No
Industry Requirements: Industry 15, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 850

Vindicator-class Heavy Cruiser
Blueprint Available: No
Industry Requirements: Industry 15, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 700

Immobilizer 418 Heavy Cruiser
Blueprint Available: No
Industry Requirements: Industry 16, Advanced Industry 15
Strategic Material Requirements:
Dockyard Cost: 900

Venator-class Attack Cruiser
Blueprint Available: No
Industry Requirements: Industry 14, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 750

Dreadnaught-class Heavy Cruiser
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 6
Strategic Material Requirements:
Dockyard Cost: 800
Strike-class Medium Cruiser
Blueprint Available: No
Industry Requirements: Industry 14, Advanced Industry 8
Strategic Material Requirements:
Dockyard Cost: 400

Tartan-class Patrol Cruiser
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 300

Carrack-class Light Cruiser
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 350

Quasar-Fire II-class Cruiser-Carrier
Blueprint Available: No
Industry Requirements: Industry 14, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 600

Ton-Falk-class Escort Carrier
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 500

Broadside-class Cruiser
Blueprint Available: No
Industry Requirements: Industry 16, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 750

Arquitens-class Light Cruiser
Blueprint Available: No
Industry Requirements: Industry 13, Advanced Industry 8
Strategic Material Requirements:
Dockyard Cost: 250

C-ROC Gozanti-class Light Cruiser
Blueprint Available: No
Industry Requirements: Industry 11, Advanced Industry 7
Strategic Material Requirements:
Dockyard Cost: 200

Gozanti-class Light Cruiser
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 6
Strategic Material Requirements:
Dockyard Cost: 150

Gozanti-class TIE Carrier
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 6
Strategic Material Requirements:
Dockyard Cost: 150
Nebulon-B-class Frigate
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 400

Lancer-class Frigate
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 11
Strategic Material Requirements:
Dockyard Cost: 300

Acclamator II-class Assault Ship
Blueprint Available: No
Industry Requirements: Industry 16, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 600

Pelta-class Frigate
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 225
Marauder-class Corvette
Blueprint Available: No
Industry Requirements: Industry 14, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 275

CR92a Assassin-class Corvette
Blueprint Available: No
Industry Requirements: Industry 13, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 250

CR90-class Corvette
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 8
Strategic Material Requirements:
Dockyard Cost: 200

Raider-class Corvette
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 300

Vigil-class Corvette
Blueprint Available: No
Industry Requirements: Industry 14, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 300

IPV-1-class Corvette
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 6
Strategic Material Requirements:
Dockyard Cost: 125
MRX-BR Pacifier-class Scout Vessel
Blueprint Available: No
Industry Requirements: Industry 8, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 100

IGV-55 Surveillance Vessel
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 14
Strategic Material Requirements:
Dockyard Cost: 250

Skywatcher-class Deep Space Scout Ship
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 100

SCT Scout Craft
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 150
Evakmar-class Transport
Blueprint Available: No
Industry Requirements: Industry 16, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 600

Altor-class Replenishment Ship
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 1200

MedStar-class Medical Frigate
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 12
Strategic Material Requirements:
Dockyard Cost: 500

Pelta-class Medical Frigate
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 200
Lucrehulk-class Transport
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 8
Strategic Material Requirements:
Dockyard Cost: 2800

Acclamator I-class Transport
Blueprint Available: No
Industry Requirements: Industry 16, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 550

Field-Secured Container Vessel
Blueprint Available: No
Industry Requirements: Industry 20, Advanced Industry 10
Strategic Material Requirements:
Dockyard Cost: 800

Imperial Cargo Ship
Blueprint Available: Yes
Industry Requirements: Industry 15, Advanced Industry 9
Strategic Material Requirements:
Dockyard Cost: 500

Action VI Transport
Blueprint Available: No
Industry Requirements: Industry 12, Advanced Industry 8
Strategic Material Requirements:
Dockyard Cost: 200

Gozanti-class Transport
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 5
Strategic Material Requirements:
Dockyard Cost: 100

E-11 Blaster Rifle
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

DH-17 Blaster Pistol
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

BlasTech DLT-19 Heavy Blaster Rifle
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

BlasTech DLT-20A "Longblaster" Blaster Rifle
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

SE-14C Blaster Pistol
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

EC-17 Hold-Out Blaster Pistol
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

T-21 Light Repeating Blaster
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

E-Web Heavy Repeating Blaster
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

PLX-2M Missile Launcher
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

Field Armour
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements: -

Flight Suit
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 2
Strategic Material Requirements: -

Scout Trooper Armour
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 2
Strategic Material Requirements: -

Stormtrooper Armour
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 2
Strategic Material Requirements: -

Zero-G Assault Stormtrooper Armour Mark II
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 2
Strategic Material Requirements: -
Heavy: Requires 2 Lines

Zero-G Assault Stormtrooper Armour Mark II
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 3
Strategic Material Requirements: -
Heavy: Requires 2 Lines

Merr-Sonn C22 Fragmentation Grenade
Blueprint Available: Not Required
Industry Requirements: Industry 1, Advanced Industry -
Strategic Material Requirements:

Baradium-core Code Key Thermal Detonator
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 2
Strategic Material Requirements:

Field Kits
Blueprint Available: Not Required
A standard set of tools and survival gear.
Industry Requirements: Industry 1, Advanced Industry -
Strategic Material Requirements: -

Utility Belts
Blueprint Available: Not Required
A belt for equipment, including a small medical kit, a toolkit and several pockets for grenades and power packs.
Industry Requirements: Industry 1, Advanced Industry -
Strategic Material Requirements: -

Field Medic Kits
Blueprint Available: Not Required
Equipment to enable field medics to do their work more efficiently than the personal kits in the utility belt alone would allow.
Industry Requirements: Industry 1, Advanced Industry -
Strategic Material Requirements: -

Uniforms
Blueprint Available: Not Required
Duty wear for any member of the military.
Industry Requirements: Industry 1, Advanced Industry -
Strategic Material Requirements: -
TIE/ap-1 Mauler
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

CAV/W PX-10
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry -
Strategic Material Requirements:

PX-4 Mobile Command Base
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 2
Strategic Material Requirements:
Heavy: Requires 2 Lines

HAVw A6 "Juggernaut" Heavy Assault Vehicle
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 1
Strategic Material Requirements:
Heavy: Requires 2 Lines

HAVt B5 "Juggernaut" Heavy Assault Transport
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 1
Strategic Material Requirements:
Heavy: Requires 2 Lines

AT-PT All Terrain Personal Transport
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

AT-RT All Terrain Reconnaissance Transport
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

AT-DP All Terrain Defense Pod
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 1
Strategic Material Requirements:

AT-ST All Terrain Scout Transport
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 1
Strategic Material Requirements:

AT-MP All Terrain Missile Platform
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 1
Strategic Material Requirements:

AT-TE All Terrain Tactical Enforcer
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 1
Strategic Material Requirements:
Heavy: Requires 2 Lines

AT-AP All Terrain Attack Pod
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 1
Strategic Material Requirements:

AT-AT All Terrain Armored Transport
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 2
Strategic Material Requirements:
Heavy: Requires 2 Lines

AT-AA All Terrain Anti-Aircraft
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

Self Propelled Heavy Artillery - Turbolaser
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 2
Strategic Material Requirements:
Superheavy: Requires 3 Lines

Self Propelled Heavy Artillery - Ion Cannon
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 2
Strategic Material Requirements:
Superheavy: Requires 2 Lines

Self Propelled Heavy Artillery - Anti-Vehicle Laser
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 2
Strategic Material Requirements:
Superheavy: Requires 2 Lines

Self Propelled Heavy Artillery - Concussion Missile
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 1
Strategic Material Requirements:
Superheavy: Requires 2 Lines

Self Propelled Heavy Artillery - Thermobaric Burst
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 2
Strategic Material Requirements:
Superheavy: Requires 2 Lines

Self Propelled Heavy Artillery - Mass Driver
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 1
Strategic Material Requirements:
Superheavy: Requires 2 Lines

Self Propelled Medium Artillery - Turbolaser
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 2
Strategic Material Requirements:
Heavy: Requires 2 Lines

74-Z Speeder Bike
Blueprint Available: No
Industry Requirements: Industry 1, Advanced Industry 1
Strategic Material Requirements:

LAVr QH-7 Chariot
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

LAVr QH-7Chariot 714-D Command Speeder
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

TX-130T Fighter Tank
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

2M Saber-class Repulsor Tank
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

TIE/sk Striker
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:
TIE/LD Light Duty
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 1
Strategic Material Requirements:

TIE/LN Line Fighter
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

TIE/rc Recon
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

TIE/In Interceptor
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 3
Strategic Material Requirements:

TIE/ad Avenger
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 6
Strategic Material Requirements:
Advanced: Requires 3 lines

TIE/D Defender
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 5
Strategic Material Requirements:
Heavy: Require 2 Lines

TIE/HU Hunter
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 6
Strategic Material Requirements:

TIE/AG Aggressor
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 6
Strategic Material Requirements:

TIE/fc Fire Control
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

TIE/gt Ground-Targeting
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

TIE/sa Bomber
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

TIE/ca Punisher
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 4
Strategic Material Requirements:
Heavy: Requires 2 Lines

TIE/ph Phantom
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 8
Strategic Material Requirements: Stygium Crystal 1
Advanced: Requires 3 Lines

TIE/sr Scout
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 3
Strategic Material Requirements:

TIE Oppressor
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 4
Strategic Material Requirements:

TIE Vanguard
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 3
Strategic Material Requirements:

TIE Sentinel
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 4
Strategic Material Requirements:
Heavy: Requires 2 Lines

Scimitar Assault Bomber
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 3
Strategic Material Requirements:

GAT-12g Skipray Blastboat
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 5
Strategic Material Requirements:
Heavy: Requires 2 Lines

IRD-A Starfighter
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

Z-95 Headhunter
Blueprint Available: No
Industry Requirements: Industry 2, Advanced Industry 1
Strategic Material Requirements:

ARC-170
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

V-19 Torrent
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

Alpha-3 Nimbus-class
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

Eta-2 Actis-class
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

Delta-7B Aethersprite-class
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 3
Strategic Material Requirements:

BTL Y-Wing
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 1
Strategic Material Requirements:
Sentinel-class Landing Craft
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 4
Strategic Material Requirements:

Lambda-class T4-a Shuttle
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 4
Strategic Material Requirements:

Mu-class Model 3 Shuttle
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 4
Strategic Material Requirements:

Gamma-class Assault Shuttle
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 6
Strategic Material Requirements:

Theta-class AT-AT Barge
Blueprint Available: No
Industry Requirements: Industry 8, Advanced Industry 6
Strategic Material Requirements:
Heavy: Requires 2 Lines

Y-85 Titan-class Dropship
Blueprint Available: No
Industry Requirements: Industry 10, Advanced Industry 6
Strategic Material Requirements:
Superheavy: Requires 3 Lines

Theta-class T2-c Shuttle
Blueprint Available: No
Industry Requirements: Industry 5, Advanced Industry 3
Strategic Material Requirements:

Low Altitude Assault Transport/sg Space Gunship
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 5
Strategic Material Requirements:

Low Altitude Assault Transport/infantry (x1)
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 1
Strategic Material Requirements:

Low Altitude Assault Transport/carrier (x1)
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 1
Strategic Material Requirements:

Low Altitude Assault Transport/vehicle (x1)
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 1
Strategic Material Requirements:

Low Altitude Assault Transport/Stealth (x1)
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 4
Strategic Material Requirements:

Multi Altitude Assault Transport (x1)
Blueprint Available: No
Industry Requirements: Industry 4, Advanced Industry 2
Strategic Material Requirements:

Kappa-class Troop Shuttle
Blueprint Available: No
Industry Requirements: Industry 6, Advanced Industry 4
Strategic Material Requirements:

TIE/br Boarding Shuttle Squadron
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

TIE/sh VIP Shuttle Squadron
Blueprint Available: No
Industry Requirements: Industry 3, Advanced Industry 2
Strategic Material Requirements:

PROCUREMENT PENALTIES & BONUSES
Rolls are made per Legion/Regiment/Starship/Wing

Equipment Low Availability = -2 Penalty
Equipment Scarce Availability = -1 Penalty
Equipment Medium Availability = No Penalty nor Bonus
Equipment High Availability = +1 Bonus
Equipment Abundant Availability = +2 Bonus
Individual Issue: -3 Penalty
Squad Issue: -1 Penalty
Support Issue: No Penalty

Vehicle/Starfighter Low Availability = -20 Penalty
Vehicle/Starfighter Scarce Availability = -10 Penalty
Vehicle/Starfighter Medium Availability = No Penalty nor Bonus
Vehicle/Starfighter High Availability = +10 Bonus
Vehicle/Starfighter Abundant Availability = +20 Bonus


Individual Issue: Uniform, Field Armour, E-11 Blaster Rifle, Merr-Sonn C22 Fragmentation Grenade, Utility Belt, Field Kit
Squad Issue: Field Medic Kit, DLT-19 Heavy Blaster Rifle
Support Issue: E-Web Heavy Repeating Blaster, PLX-2M Missile Launcher
Individual Issue: Uniform, Stormtrooper Armour, E-11 Blaster Rifle, Baradium-core Code Key Thermal Detonator, Utility Belt, Field Kit
Squad Issue: Field Medic Kit, DLT-19 Heavy Repeating Blaster, T-21 Light Repeating Blaster
Support Issue: E-Web Heavy Repeating Blaster, PLX-2M Missile Launcher, Scout Trooper Armour, EC-17 Hold-Out Blaster Pistol
Individual Issue: Uniform, DH-17 Blaster Pistol
Squad Issue: -
Support Issue: -
Individual Issue: Uniform, Flight Suit, SE-14C Blaster Pistol
Squad Issue: -
Support Issue: -
 
Last edited:
Main Turn - 2 - AFE 23:5

GuyThatRunsAGame

Well-known member
AFE 23:5


[X] - Keep his body alive for now. We don't know what we're dealing with here.
You determine that keeping Admiral Coths body alive and await future developments is the best course of action. At this point the resources taken up is negligible anyways.

Although your subordinates have worked incredibly quickly to set up basic resource extraction and the first signs of industry, there is still much to be done. With almost half of your colonists settled in a mere month, a logistical undertaking only possible through the Empire, you are well on your way to be able to look outwards. And in time, corewards, home.

With these thoughts in mind, you begin planning the coming month as you call the meeting to hand out the tasks and priorities that will need to be solved.

Hypermatter Supplies 9m
Fuel Supplies 9m
Tibanna Supplies 9m
Spare Supplies 9m
Food Supplies 9m
Bacta Supplies 5m

YOU HAVE ONE PERSONAL ACTION, SUBORDINATES CAN EACH PERFORM ONE ACTION

AVAILABLE SUBORDINATES
:
Assign a subordinate to an action, this will use the subordinates skill and relations instead of yours.

Admiral Cric Horne - Commander Force Superiority 1
Loyalty: Zealous Aggression: Cautious Bravery: Unflinching
Best Skills: Administration & Logistics 18, Leadership & Command 13, Naval Strategy & Tactics 15
Relations: Imperial Navy 1, COMPNOR 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 2, Imperial Army 1

Admiral Varlo Korray - Commander Force Superiority 2
Loyalty
: Zealous Aggression: Driven Bravery: Fearful
Best Skills: Personal Combat & Fitness 13, Intelligence & Subterfuge 14, Piloting & Gunnery 16
Relations: Imperial Navy 1, COMPNOR -1, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 1, Imperial Army 1

Admiral Jan Kothari - Commander Force Escort 1
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Politics & Influence 14, Leadership & Command 14, Naval Strategy & Tactics 11
Relations: Imperial Navy 1, COMPNOR 1, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 1, Imperial Army 1

Admiral Salth Hir - Commander Force Escort 2
Loyalty
: Zealous Aggression: Cautious Bravery: Fearless
Best Skills: Personal Combat & Fitness 11, Intelligence & Subterfuge 12, Naval Strategy & Tactics 15
Relations: Imperial Navy 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 3, Imperial Army 1

Admiral Carlist Jandi - Commander Force Technical Services 1
Loyalty
: Zealous Aggression: Cautious Bravery: Unflinching
Best Skills: Leadership & Command 14, Piloting & Gunnery 17, Astrogation & Physics 14
Relations: Imperial Navy 1, COMPNOR 4, Imperial Intelligence 1, Imperial Department of Military Engineering 1, Stormtrooper Corps 1

Admiral Gavin Ardan - Commander Force Support 1
Loyalty
: Zealous Aggression: Cautious Bravery: Unflinching
Best Skills: Intelligence & Subterfuge 14, Administration & Logistics 9, Naval Strategy & Tactics 8
Relations: Imperial Navy 1, COMPNOR 2, Imperial Special Forces 1, Stormtrooper Corps 1, Imperial Army 1

Admiral Adan Coth - Commander Force Technical Services 2
Loyalty: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Politics & Influence 11, Administration & Logistics 17, Naval Strategy & Tactics 10
Relations: Imperial Intelligence 1, Imperial Department of Military Research 1


Admiral Jerrel Kore - Commander Force Support 2
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Personal Combat & Fitness 13, Administration & Logistics 17, Leadership & Command 13
Relations: Imperial Navy 1, COMPNOR 2, Imperial Intelligence 1

Admiral Lucio Dalsar-Tagge - Commander Force Support 3
Loyalty
: Loyal Aggression: Driven Bravery: Fearless
Best Skills: Personal Combat & Fitness 11, Leadership & Command 11, Astrogation & Physics 11
Relations: Imperial Navy 1, COMPNOR 1, Stormtrooper Corps 1, Imperial Army 1

Fleet Admiral Rego Delste - Commander Deepdock Fleet
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Administration & Logistics 16, Naval Strategy & Tactics 15, Astrogation & Physics 11
Relations: Imperial Navy 2, COMPNOR 2

High Colonel Garo Terrend - Commander Flagship Stormtrooper Complement
Loyalty: Zealous Aggression: Reckless Bravery: Fearless
Best Skills: Personal Combat & Fitness 14, Ground Strategy & Tactics 15, Field Survival & Navigation 13
Relations: Stormtrooper Corps 3, COMPNOR 1, Imperial Intelligence 1, Imperial Special Forces 1, Imperial Navy 1

Major General Typho Avik - Commander Imperial Army Line Corps
Loyalty
: Zealous Aggression: Reckless Bravery: Fearless
Best Skills: Ground Strategy & Tactics 15, Personal Combat & Fitness 11, Leadership & Command 10
Relations: Imperial Army 2, Imperial Intelligence 1, Imperial Special Forces 1, Stormtrooper Corps 1

Investigations Agent Ronar Senk - Imperial Security Bureau Investigations Agent
Loyalty
: Zealous Aggression: Driven Bravery: Unflinching
Best Skills: Personal Combat & Fitness 13, Intelligence & Subterfuge 18, Ground Strategy & Tactics 10
Relations: COMPNOR 3, Imperial Intelligence 1, Imperial Special Forces 2, Stormtrooper Corps 2, Imperial Army 1

AVAILABLE ADVISORS:
Assign to an action to gain the bonus, passive bonuses are not granted when advisors are assigned to other tasks, but are otherwise always active. All bonuses are cumulative.

Imperial Department of Military Research Research & Development Team (+5 Bonus to Research Actions)
Imperial Intelligence DiploServ Advisor Group (+5 Bonus to Political Actions)
Imperial Intelligence Tech Analysis Group (+10 Bonus to Reverse Engineering Actions)
Imperial Intelligence Renik Team (+10 Bonus to Defense vs. Intelligence Actions passive)
Imperial Intelligence Infiltration Team (+10 Bonus to Infiltration Actions)
Imperial Intelligence Destab Team (+10 Bonus to Sabotage & Assassination Actions)
SpecNav Force Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
Death Trooper Squad (+5 Bonus to Defense vs. Assassination passive, +5 Bonus to Sabotage Actions)
Imperial Intelligence Operative (+5 to Intelligence Actions)

ACTIVE INFILTRATIONS & DOSSIERS:
Infiltration and dossier bonuses are always active. All bonuses are cumulative.

Dossier: Fleet Admiral Rego Delste (+10 to all Actions targeting Fleet Admiral Rego Delste)

PERSONAL ACTION
Personal actions can only be taken by Kan Styndath, but advisors can still be assigned. Bodyguards are assumed to be present.

[1/3, Free Time] - Eckers Belongings: As he held the rank of Fleet Admiral, Ecker had about the same amount of leeway as you did in collecting curios, mementos or nonstandard equipment. More really, as he had better political connections. The ISB have delivered his personal collection to you in gratitude for handing them proper facilities. If you want to sort through it and see if there is anything you want to keep, it will take some time to go through it all.
No roll, only time, automatically progresses slowly.

[] - Reorganize Fleets: Your current fleet composition is woefully inefficient for the circumstances, you could use your authority to reorganize them completely into smaller independent fleets reporting directly to you. There may be some animosity from the Navy for this, but overall, they like you well enough and you are in charge, so it would be fleeting unless you absolutely bungle it.
Challenging Roll
0/2 DoS
THIS TASK WILL OCCUPY ALL YOUR ADMIRALS UNTIL IT IS DONE

POLITICAL ACTIONS

[] - Undermine: [Select Character or Organisation], spreads uncertainty about the loyalty or purpose of a rival.
Challenging Opposed Roll

[] - Build Trust: [Select Character or Organisation], builds a rapport with a character or group, binding them to you through trust and loyalty. (can only improve Relations with a group twice through this, failed attempts don't count)
Challenging Roll
Already Improved: Imperial Navy x1, Stormtroopers x2, Imperial Special Forces x1 Imperial Intelligence x2, COMPNOR x1

[] - Lower Age of Majority: Although you don't have a pressing need for all ten million settlers just yet, to ensure future expansion it might be prudent to make sure your workforce and recruiting base grows quicker.
--[] 1 Year: Growth begins at turn 170. Easy Roll.
--[] 2 Years: Growth begins at turn 160. Ordinary Roll.
--[] 3 Years: Growth begins at turn 150. Ordinary Roll.
--[] 4 Years: Growth begins at turn 140. Challenging Roll.
External factors may change when this occurs regardless, this is for any offspring of your 10 million colonists to start counting as workers.

[] - Begin Rationing Supplies: Although we've started production of certain goods already, and will get to others in time at this point, it may be in our interest to ration our remaining supplies. As it stands, our projections for how long they will last is based on normal Imperial supply use, but with stricter rules we may extend them noticeably.
--[] Hypermatter Supplies (From Abundant to one of Scarce/Low/Medium/High)
--[] Fuel Supplies (From Abundant to one of Low/Medium/High)
--[] Tibanna Supplies (From Abundant to one of Scarce/Low/Medium/High)
--[] Bacta Supplies (From Abundant to one of Scarce/Low/Medium/High)
--[] Food Supplies (From Abundant to one of Low/Medium/High)
--[] Spare Supplies (From Abundant to one of Low/Medium/High)
Only one action for any number of changes. Supplies start at Abundant, for every level below gain +2 months of supplies.

[] - Found an Administrative branch. (You can sacrifice advisors to grant their bonuses to the branch)
--[] Civilian Administration (1 Free Political Action with no Skill Bonus / Turn)
--[] Exploration Office (1 Free Research Action focused on Exploration with no Skill Bonus / Turn)
--[] Ministry of Production (1 Expand Resource Extraction/Industry/Advanced Industry Action with no Skill Bonus / Turn)
--[] Science Office (1 Free Research Action excluding Exploration with no Skill Bonus / Turn)

[] - Search for a Head for an Administrative Branch
--[] Civilian Administration (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
--[] Exploration Office (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
--[] Ministry of Production (Grants the appropriate skill to the free roll, cannot be tasked with other actions)
--[] Science Office (Grants the appropriate skill to the free roll, cannot be tasked with other actions)

[] - Grant Faction Offices (You can sacrifice advisors to grant their bonuses to the branch)
--[] COMPNOR (COMPNOR takes one independent Political Action per turn.)
--[] ISB (ISB takes one independent Intelligence Action per turn.)
--[] Imperial Intelligence (Imperial Intelligence takes one independent Intelligence Action per turn.)
--[] Imperial Navy (Imperial Navy takes one independent Dockyard or Naval Action per turn.)
--[] Imperial Army (Imperial Army takes one independent Factory or Ground Action per turn.)
--[] Imperial Department of Military Research (IDMR takes one independent Research Action per turn.)
--[] Stormtrooper Corps (Stormtrooper Corps take one independent Factory or Ground Action per turn.)
--[] Imperial Special Forces (Imperial Special Forces take one independent Intelligence or Ground Action per turn.)

CONSTRUCTION ACTIONS

[] - Assemble [Haven-class Medical Facility]: With all the other stations assembled, the only remaining facility is the medical station, with a standard capacity of 80000 patients simultaneously it will be a useful asset until proper hospitals can be constructed on planet.
Ordinary Roll

[] - Settle [Kodu]: We can continue to thaw out colonists and settle them on Kodu.
Easy Roll
4/10 DoS

[] - Expand Resource Extraction [Select Planet & Resource]: While the Lormar-class Refinery Stations where helpful in giving a head start, from now on you will need to exploit resources on a case-by-case basis.
Ordinary Roll

[] - Expand Industrial Infrastructure [Select Planet]: Although you have a single orbital factory available, you're going to need a great deal more industry if you are to expand and even to long-term support your fleet.
Ordinary Roll

[] - Expand Advanced Industry [Select Planet]: With access to better parts, more advanced projects will be available.
Ordinary Roll

DOCKYARD ACTIONS
None Available (actually, you do have actions available, but none that your industry can support, so best not to worry about it yet)

RESEARCH ACTIONS

[] - Archaeological Excavation [Planetary Remnant]: Though last month saw catastrophe with Admiral Coth having an incident at the site, learning more about the location might help with at least understanding what happened.
Challenging Roll

[] - Create Production Blueprints [Select Ship/Vehicle/Equipment]: Although you have maintenance schematics and spare parts for most of the fleet, you do not have access to high quality blueprints fit for ground-up construction. This would require reverse-engineering.

Harbor-class Mobile Space Dock
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/30

Novator-class Mobile Dockyards
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/25

Cardan V-class Space Station
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/20

Lormar-class Refinery Station
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/20

X-7 Deep Space Manufacturing Facility
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/15

Golan Space Defense Platform
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/24
Executor-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/50

Bellator-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/40

Mandator II-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/36

Mandator III-class Star Dreadnought
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/40
Praetor II-class Star Battlecruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/30

Allegiance-class Star Battlecruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/30
Imperial I-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/20

Imperial II-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/22

Tector-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/22

Secutor-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/22

Interdictor-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/25

Gladiator-class Star Destroyer
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/16
Lucrehulk Battleship
Available Maintenance Schematic: No -10
Available Example Ship: Yes +10
Difficult Roll 0/10
Victory I-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/14

Victory II-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/15

Vindicator-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/10

Immobilizer 418 Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/20

Venator-class Attack Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/15

Dreadnought-class Heavy Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/12
Strike-class Medium Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Tartan-class Patrol Cruiser
Available Maintenance Schematic: Yes/No +10/-10
Available Example Ship: Yes/No +10/+0
Difficult Roll 0/12

Carrack-class Light Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/10

Quasar-Fire II-class Cruiser-Carrier
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Ton-Falk-class Escort Carrier
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Broadside-class Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/12

Arquitens-class Light Cruiser
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/10

C-ROC Gozanti-class Light Cruiser
Available Maintenance Schematic: Yes+10
Available Example Ship: No +0
Difficult Roll 0/5

Gozanti-class Light Cruiser
Available Maintenance Schematic: Yes+10
Available Example Ship: No +10
Difficult Roll 0/5

Gozanti-class TIE Carrier
Available Maintenance Schematic: Yes +10
Available Example Ship: No +10
Difficult Roll 0/6
Nebulon-B-class Frigate
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Lancer-class Frigate
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/10

Acclamator II-class Assault Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/10
Marauder-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

CR92a Assassin-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

CR90-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: No +10
Difficult Roll 0/5

Raider-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Vigil-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

IPV-1-class Corvette
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4
MRX-BR Pacifier-class Scout Vesses
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4

IGV-55 Surveillance Vessel
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Skywatcher-class Deep Space Scout Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4

SCT Scout Craft
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4
Evakmar-class Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/5

Altor-class Replenishment Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

MedStar-class Medical Frigate
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/6
Lucrehulk-class Transport
Available Maintenance Schematic: No -10
Available Example Ship: Yes +10
Difficult Roll 0/12

Acclamator I-class Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Field-Secured Container Vessel
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Imperial Cargo Ship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Action VI Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4

Gozanti-class Transport
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4
Sentinel-class Landing Craft
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/5

Lambda-class T4-a Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4

Mu-class Model 3 Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/4

Gamma-class Assault Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/4

Theta-class AT-AT Barge
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

Y-85 Titan-class Dropship
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/8

Theta-class T2-c Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

Low Altitude Assault Transport/sg Space Gunship
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/4

Kappa-class Troop Shuttle
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

TIE/br Boarding Shuttle Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/sh VIP Shuttle Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3
TIE/LD Light Duty Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Ordinary Roll 0/3

TIE/LN Line Fighter Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/rc Recon Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/In Interceptor Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes+10
Difficult Roll 0/4

TIE/ad Avenger Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/6

TIE/D Defender Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/6

TIE/HU Hunter Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

TIE/AG Aggressor Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/5

TIE/fc Fire Control Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/gt Ground-Targeting Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/sa Bomber Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Challenging Roll 0/3

TIE/ca Punisher Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/4

TIE/sr Scout Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/3

TIE/sf Oppressor Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/4

TIE/vg Vanguard Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Scimitar Assault Bomber
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

GAT-12g Skipray Blastboat Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: Yes +10
Difficult Roll 0/5

Z-95 Headhunter Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Ordinary Roll 0/3

ARC-170 Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

V-19 Torrent Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Alpha-3 Nimbus-class Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Eta-2 Actis-class Interceptor
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

Delta-7B Aethersprite-class Light Interceptor
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Difficult Roll 0/3

BTL Y-Wing Squadron
Available Maintenance Schematic: Yes +10
Available Example Ship: No +0
Challenging Roll 0/3

IRD-A Starfighter
Available Maintenance Schematic: No -10
Available Example Ship: Yes +10
Challenging Roll 0/3
TIE/sn Sentinel Squadron
Available Maintenance Schematic: No -10
Available Example Ship: No +0
Difficult Roll 0/10

V-38 Assault Fighter
Available Maintenance Schematic: No -10
Available Example Ship: No +0
Difficult Roll 0/10

[] - Alternative to Bacta: Although you have access to Bacta for now, in time it will run out, and you have no access to get more. Since bacta is used in almost all levels of treatment against almost all wounds, ailments and illnesses an alternative will be needed. Before bacta became commonplace Kolto was used, but that is similarly unavailable. More primitive forms of medicine that target specific problems may need to be invented.
Difficult Roll 0/10

INTELLIGENCE ACTIONS

[] - Build a Dossier on [Select Character or Organisation]: Once complete, will grant bonuses to further actions involving them.
Challenging Roll

[] - Infiltrate Organisation [Select Organisation]: Places loyal people around an organisation, ready to supply information or assist operations.
Challenging Roll
0/2 Degrees of Success

[] - Assassinate [Select Character]: Attempts a covert killing of a specific character. (can be used to fake an attempt on yourself, if for some reason, that would be favorable)
Challenging Opposed Roll

[] - Sabotage [Select what to sabotage]: Attempts to engineer problems for or outright destroy a specific asset. (can be used on your own assets, if you for some reason want to conveniently be the target of sabotage)
Challenging Opposed Roll

NAVAL ACTIONS

[] - Chart Hyperspace Route: The area closest to us is completely unknown and uncharted, we need to send out hyperblazers to find safe routes we can use to secure the neighboring systems.
Challenging Roll

GROUND ACTIONS

None Available.


A/N: So I've learned today not to write up the update on the site, and instead do what I've done in the past, and copy paste it from a separate document. Also, Dockyard & Factory is soon going to be up, and useable in the future.

Edit: Action forgotten in the mixup when I accidentally pressed post.
Edit 2: Added Political action to get leaders for the admin offices.
 
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TyrantTriumphant

Well-known member
We should probably focus on researching an alternative for bacta and producing hypermatter and tibana if we can. Setting up administrative branches and rationing might also be useful.

Top priority should be not running out of supplies. Having starving soldiers generally doesn't end well.
 

The Whispering Monk

Well-known member
Osaul
I'm actually leaning towards reorganizing the fleet into smaller elements for greater flexibility and conservation of resources.
-let's us be more nimble in our responses
-Place portions of the fleet on rotating down time. Just make the officers and enlisted that are 'off duty' cross train as techs, engineers, scientists to aid in the research, development and production side of things.
--decreases consumption of resources
--uses are present assets more efficiently instead of having ALL fleet personnel sitting around the system with their thumbs up their butts.
 

GuyThatRunsAGame

Well-known member
Is there an action we need to take to promote somebody as Coth's (acting, in case we get him working again) replacement?
That'll be an automatic event for his XO.
I'm actually leaning towards reorganizing the fleet into smaller elements for greater flexibility and conservation of resources.
-let's us be more nimble in our responses
-Place portions of the fleet on rotating down time. Just make the officers and enlisted that are 'off duty' cross train as techs, engineers, scientists to aid in the research, development and production side of things.
--decreases consumption of resources
--uses are present assets more efficiently instead of having ALL fleet personnel sitting around the system with their thumbs up their butts.
Mothballing or putting in reserves is absolutely an option when reorganizing the fleet. Even completely detaching ships from navy command for economic use is on the table. I'll give you players a more or less free hand when you do that action. It's why it locks down every admiral subordinate.
 

GuyThatRunsAGame

Well-known member
Dockyard costs and requirements are done now, subject to player critique and future additions obviously, as I can't imaginably make it fully comprehensive in any reasonable sense. If you feel something is missing or is badly priced I'd be happy to hear your thoughts on it. Same goes for the blueprint list, as it's mostly the same things listed.

Industry Requirements aren't to be seen as how much industry output is needed to build something, it's more of a measure of how large your industry needs to be in order to have the different parts needed to create the different parts needed.

Production Cost/Dockyard Cost is also not only "how large is this to build" but also "how difficult is this to build" which means that TIE variants may have wildly different Dockyard Costs despite being about the same size.

Shortages for either Industry or Advanced Industry will mean only half the Production/Dockyard points will be applied, with both having shortages meaning only a quarter of the points will apply. As though the workforce is there to build it, the parts aren't there to build with.
 

Bear Ribs

Well-known member
Hmm, don't have a complete plan yet (Working up a framework) but I'm inclined to get our basic industry and administration going before we re-org the fleet. Then during the turn where we do nothing with our actions but organize, the industry will still be producing resources to use so we'll be ahead at least a turn, possibly several since we don't know how many rolls it will take. We have several "Unattached" ships we can send on scouting missions before reorganizing at this point, notably TIE scouts and Marauder Corvettes if we need some exploration, which I kind of feel we do.

The free actions from Administrative branches are huge, our biggest bottleneck at this moment is actions we can take so I want all those bonus ones. This is especially important to have before the fleet re-org because those will be some of the only actions we'll get and we might need to react to events when every admiral is occupied. The independent actions from Offices are slightly less valuable since we have no control over what they do but free actions are still free actions. Sadly none of them take construction actions so we won't be able to get anybody to keep building industry during our down turn. I'm not sure what factory actions are, it might be setting up a factory but more likely operating an existing one else it'd be construction.
 

GuyThatRunsAGame

Well-known member
Hmm, don't have a complete plan yet (Working up a framework) but I'm inclined to get our basic industry and administration going before we re-org the fleet. Then during the turn where we do nothing with our actions but organize, the industry will still be producing resources to use so we'll be ahead at least a turn, possibly several since we don't know how many rolls it will take. We have several "Unattached" ships we can send on scouting missions before reorganizing at this point, notably TIE scouts and Marauder Corvettes if we need some exploration, which I kind of feel we do.

The free actions from Administrative branches are huge, our biggest bottleneck at this moment is actions we can take so I want all those bonus ones. This is especially important to have before the fleet re-org because those will be some of the only actions we'll get and we might need to react to events when every admiral is occupied. The independent actions from Offices are slightly less valuable since we have no control over what they do but free actions are still free actions. Sadly none of them take construction actions so we won't be able to get anybody to keep building industry during our down turn. I'm not sure what factory actions are, it might be setting up a factory but more likely operating an existing one else it'd be construction.
Dockyards and Factories will continue to produce even if no active work is put towards it, and resources are more like a cap on how much industry is viable for a specific location. Of course a higher Industry can be had on a planet with the Metals resource coming from other planets, but overall see the resource ratings as a capacity rather than an income. Excepting aurodium, that's an income, stockpiled for eventual future trade, or as a strategic reserve for when you return to the civilized parts of the galaxy.

Factory Action isn't actually an action really, it's just that group making use of factories (going to work more or less like the dockyard rules, but for equipment and vehicles), unless of course the factories are completely busy with higher priorities, that is, you putting someone's action towards overseeing production, which will be a thing in the future, not just accepting the passive points. I just didn't know what to call it. Procurement Action might be a better name, since it's essentially that faction leveraging their position to get manufacturing priority. Which, if several factions do at once, might fuck up planning. On the other hand, granting some faction offices and others not are going to make them feel sidelined and unappreciated.
 
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The Whispering Monk

Well-known member
Osaul
The colony of 10 million Imperial Citizens had to have some sort of leadership inherent to its population. Are any of those individuals available as potential advisors? Do we need to wait for the Colonization action to complete before we know?

Reason: I'm looking for a capable leader I can setup as 'sacrifice' for the Civilian Admin Branch.
 

GuyThatRunsAGame

Well-known member
The colony of 10 million Imperial Citizens had to have some sort of leadership inherent to its population. Are any of those individuals available as potential advisors? Do we need to wait for the Colonization action to complete before we know?

Reason: I'm looking for a capable leader I can setup as 'sacrifice' for the Civilian Admin Branch.
After an administrative branch is founded you can take a political action to search for suitable candidates to lead it. Actually I'll just add it since there is no reason it couldn't be done at the same time as or in preparation of the admin-branch existing.

The actual civilian leadership was supposed to arrive to the colony separately. They'll be arriving at the intended system about now actually, fun days for them, since you and the colonists are nowhere near where anyone will search, and the Empire is currently breaking into personal fiefdoms along the lines of "I have X amount of Star Destroyers, what do you have to contest my rule".
 

The Whispering Monk

Well-known member
Osaul
Better late than never! Definitely review this and let me know where you think it needs to get tweeked.

[x]PLAN: BUILD A STRONG FOUNDATION
-PERSONAL ACTIONS
-POLITICAL ACTIONS
--[x] Begin Rationing <Admiral Kan Styndath> + Imptel DiploServ Advisor Group (+10 to Political Action)
---[Hypermatter: Medium] "The fleet isn't doing much."
---[Fuel: Medium] "Train in the simulators pilot."
---[Tibanna: Medium] "I haven't told you to shoot anyone Guns."
---[Bacta: Medium] “Chicks dig scars.”
---[Food: Medium] "I'm eating what you're eating Trooper."
---[Spare: Medium] "Can't break it if we're not using it!"
***I have no idea how long it will take us to get our production up in the critical areas where we can get away from rationing. It's better that we start now and end up not needing it instead of the other way around.
--[x] Begin Civilian Administration <Adm. Delste>
--[x] Begin Exploration Office <Adm. Korray>
--[x] Begin Ministry of Production <Adm. Kothari>
--[x] Begin Science Office <Adm. Hir>
--[x] Begin Bureau of Imp. Army <Maj Gen. Avik>
--[x] Begin Bureau of Imp. Navy <Adm. Horne>
-CONSTRUCTION ACTIONS
--[x] Settle [Kodu] <High Col. Terrend>
--[x] Assemble [Haven Medical Facility-Kodu Orbit] <Admiral Arden>
--[x] Expand Resource Extraction [Kodu-Food] <Adm. Kore>
***This is THE KEY RESOURCE. We don't eat, nothing else happens.
-DOCKYARD ACTIONS-NA
-RESEARCH ACTIONS
--[x] Alternative to Bacta <Adm. Dalsar-Tagge> (Challenging) + IDMR R&D Team (+5 Bonus to Research Actions)
-INTELLIGENCE ACTIONS
--[x] Build Dossier [Adm. Dalsar-Tagge] <Agent Senk> + Imperial Intelligence Agents (+5 to Intelligence Actions)
-NAVAL ACTIONS
--[x] Chart Hyperspace Route <Adm. Jandi> (from Kodooine System)
-GROUND ACTIONS-NA
 

GuyThatRunsAGame

Well-known member
@GuyThatRunsAGame
At what point will we be producing enough Strategic Supplies so that we don't have to worry about us running out?
As it stands now, that's a fair bit of. Because a population of 10m is going to have a hard time supplying three imperial fleets.
But as long as production is available on a "Scarce" level, you won't be running out, rather you'll periodically experience massive shortages.

The thresholds are also dependent on the size of your active military (fleet & ground forces both) so with a larger military, the more resources you need to go from Scarce to Low, or Low to Medium. So if you mothball or reserve vessels, you'll need less production to supply them. And right now, you have a fleet sized for a sector, supplied by a month old colony on a single planet.

Give me a bit and I'll calculate the thresholds for you as of right now, I'll also post the way I calculate it afterwards. And though it'll look extremely unfair towards the players, that's because of how massively skewed your econ/mil balance is right now. But there'll be ways to mitigate that.

Edit: Okay, underestimated the amount of just tedious addition I had put of for future me to deal with, I'll have it up tomorrow.
 
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