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Quest Star Wars - Unknown Regions Imperial Warlord Quest

Info - Upkeep & Supply Requirements

GuyThatRunsAGame

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Hypermatter Requirements
1/10 Heavy Cruiser or Greater ships, 1/1 Dreadnought

Fuel Requirements
1/1000 Starfighters, 1/100 Cruiser or Lesser ships

Tibanna Requirements
1/100.000 Ground Personnel, 1/1.000 Starfighters, 1/100 Cruiser or Lesser ships, 1/10 Heavy Cruiser or Greater ships, 1/1 Dreadnought

Bacta Requirements
1/100.000 Ground Personnel

Food Requirements
1/1.000.000 Personnel and Workforce

Spares Requirements
1/1000 Starfighters, 1/100 Cruiser or Lesser ships, 1/10 Heavy Cruiser or Greater ships, 1/1 Dreadnought

0 Dreadnoughts
53 Heavy Cruiser or Greater Ships
919 Cruiser or Lesser Ships
4.668 Starfighters
2.930.732 Personnel (397.249 Ground Personnel)
10.000.000 Workforce

Hypermatter Supplies
Scarce: 1-5 Hypermatter Production
Low: 6-11 Hypermatter Production
Medium: 12-17 Hypermatter Production
High: 18-23 Hypermatter Production
Abundant: 24+ Hypermatter Production

Fuel Supplies
Scarce: 1-20 Fuel Production
Low: 21-41 Fuel Production
Medium: 42-62 Fuel Production
High: 63-83 Fuel Production
Abundant: 84+ Fuel Production

Tibanna Supplies
Scarce: 1-24 Tibanna Production
Low: 25-49 Tibanna Production
Medium: 50-74 Tibanna Production
High: 75-99 Tibanna Production
Abundant: 100+ Tibanna Production

Bacta Supplies
Scarce: N/A (1-3)
Low: N/A (4-7)
Medium: N/A (8-11)
High: N/A (12-15)
Abundant: N/A (16+)

Food Supplies
Scarce: 1-12 Food Production
Low: 13-25 Food Production
Medium: 26-38 Food Production
High: 39-51 Food Production
Abundant: 52+ Food Production

Spare Supplies
Scarce: 1-20 Industry
Low: 21-41 Industry
Medium: 42-62 Industry
High: 63-83 Industry
Abundant: 84+ Industry

Ships in reserve count as half.
Mothballed ships aren't counted.

You can of course decide you don't want to supply some specific group with for example Tibanna or Bacta, that will stretch reserves, as that group won't be added to the requirements, but it will cause resentment instead.

A/N: As I stated, It might look unfair, but you have a 3m military to a 10m (actually right now 4m) civilian population, and no previous industrial presence, that's not a situation anyone want to find themselves in.
 
Last edited:

GuyThatRunsAGame

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Calling the vote here.

I have a few errands I need to run but I will start writing after that.

Edit: So I had to re-roll the entire turn, because I had used a warped die. That's not what delayed writing though, what delayed writing was me getting too into minecraft and losing track of time as I was waiting for an email.
 
Tallied on
  1. [x]PLAN: BUILD A STRONG FOUNDATION
    --[x] Begin Rationing <Admiral Kan Styndath> + Imptel DiploServ Advisor Group (+10 to Political Action)
    --[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>
    --[x] Settle [Kodu] <High Col. Terrend>
    --[x] Assemble [Haven Medical Facility-Kodu Orbit] <Admiral Arden>
    --[x] Expand Resource Extraction [Kodu-Food] <Adm. Kore>
    --[x] Alternative to Bacta <Adm. Dalsar-Tagge> (Challenging) + IDMR R&D Team (+5 Bonus to Research Actions)
    --[x] Build Dossier [Adm. Dalsar-Tagge] <Agent Senk> + Imperial Intelligence Agents (+5 to Intelligence Actions)
    --[x] Chart Hyperspace Route <Adm. Jandi> (from Kodooine System)
    2 people have voted
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Main Turn - 2 - AFE 23:5 Results

GuyThatRunsAGame

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AFE 23:5 Results

[2/3, Free Time] - Eckers Belongings

Begin Rationing Supplies: Acting Moff Kan Styndath, DiploServ Advisor Group
-Hypermatter Supplies (From Abundant to Medium)
-Fuel Supplies (From Abundant to Medium)
-Tibanna Supplies (From Abundant to Medium)
-Bacta Supplies (From Abundant to Medium)
-Food Supplies (From Abundant to Medium)
-Spare Supplies (From Abundant to Medium)
Success 2 DoS

Found an Administrative branch (Civilian Administration): Fleet Admiral Rego Delste
Success 6 DoS

Found an Administrative branch (Exploration Office): Admiral Varlo Korray
Failure 1 DoF (Auto-completes next turn)

Found an Administrative branch (Ministry of Production): Admiral Jan Kothari
Success 2 DoS

Found an Administrative branch (Science Office): Admiral Salth Hir
Success 5 DoS

Grant Faction Offices (Imperial Army): Major General Typho Avik
Success 1 DoS

Grant Faction Offices (Imperial Navy): Admiral Cric Horne
Success 7 DoS

Settle [Kodu]: High Colonel Garo Terrend
Success 8 DoS
12/10 DoS

Assemble [Haven-class Medical Facility]: Admiral Gavin Ardan
Success 2 DoS

Expand Resource Extraction [Kodu, Food]: Admiral Jerrel Kore
Success 1 DoS

Alternative to Bacta: Admiral Lucio Dalsar-Tagge, IDMR R&D Team
Failure 1 DoF
0/10

Build a Dossier on [Admiral Lucio Dalsar-Tagge]: Agent Ronar Senk, Imperial Intelligence Agent
Success 1 DoS

Chart Hyperspace Route: Admiral Carlist Jandi
Kodooine System Connections
Success 3 DoS

Although there was some unavoidable grumbling, everyone under your command understands the need for rationing, as you have no access to Imperial supply lines, and your own industry is some ways away. With the supply use restricted, you have bought four more months of time before you need to have basic production in place. The bantha in the room for that issue is of course hypermatter, as it takes very specialized and advanced productions plants to create in any reasonable amount.
Throughout your time in command you have worked closely with your DiploServ advisors for most of it, and they've offered to help advance your own understanding of their craft, if you have time of course.

Fleet Admiral Delste has performed exceptionally well with founding a civilian administration, helping High Colonel Terrends effort with integrating the planning of offices and future expansion with the ongoing colonization effort. The Administration is supplied a building, staffed and running withing a mere week, leaving Delste a lot of time to find candidates to head the administration among the staff, sparing you the future effort.

The opposite situation has arisen with Admiral Korray, as most of the personnel that would be useful for his office was already tagged for and had left on Admiral Jandis mission. Though this setback is temporary, and both a ground based office and one on the Cardan station has been assigned and furnished, the Exploration Office will take the next month to settle into their roles.

Admiral Kothari reports a success in founding a Ministry of Production, though there was some strife with the ISB regarding jurisdiction regarding forced labour, but in the end it was agreed that arrests and initial processing was the ISBs job, but allocation and storage would fall to the Ministry of Production. Though that solution necessitates them either being assigned Army or Stormtrooper assets as guards, or being allowed an internal security force responsible only for guarding forced labour assets.

The Science Office has been founded without any real disruption, with large amounts of Supply Fleet technical personnel being shuffled into it as administrators and researchers. Although it has only just been founded, they have already began hounding you for dedicated laboratories. The IDMR has also approached you and are wondering whether they'll be getting their own offices soon, and if the Science Office will do research that by all right belong to the IDMR.

Major General Avik simply reports that the Army has constructed a reinforced office building close to the Garrison Base, and would prefer to start construction of a true base soon, but have full understanding for the fact that there are supply issues to work out first. That understanding is generally held to be solely due to the General having experienced the Clone Wars, and that a younger officer would play politics instead. Being the highest ranking member of the Army, Major General Avik has decided to head the office. He won't leave field service right away, but has let you know that he will be selecting a replacement for his position within the year. You can with your authority as Moff block this, should you want to.

Admiral Horne contacts you from the newly constructed Naval Offices on Kodu, a reinforced building overlooking the landing fields. He relates that although he has staffed the office, there remains the issue of who should head it, and that the Navy would prefer an Admiral to take the position, as they understand the scale of issues better than lower ranked officers would.
The settlement of Kodu is complete, and in the span of just two months ten million Imperial citizens have been taken out of suspended animation in carbonite, to live on a new world. The largest achievement in this settlement effort however has not been the movement of people, but rather the sheer efficiency of the people involved in constructing the necessary buildings. There are no prefabricated habitats, but rather proper homes, courtesy of the Civil Industrial construction droids. And with time over, High Colonel Terrend directed the construction efforts towards assisting in building the offices of the administrative branches. Though the plaza is currently empty, it will in the future sport statues and sculptures, and makes for a good location for military parades.

Admiral Ardan reports that due to all the construction work in orbit being done, he could avoid the settlement effort this time and actually get the Haven station into its proper orbital position, it has been staffed and is operating at full capacity already. Although treating eighty thousand patients may seem like much, to a population of almost thirteen thousand it is woefully inadequate, and will need to be complemented with proper hospitals in the future. But nonetheless you now have a true medical facility rather than ship med-bays.

Admiral Kore reports to you that while expanding the food production capacity of Kodu, an incident occurred with one of the captains assigned to ship seed-grain to the designated area. He seemed reluctant to dock and load foodstuffs for some reason, and upon further investigation it was discovered that his ship, a Gozanti-class Transport, was infested with gizka. The fact that he and his crew had hidden a gizka infestation for this long is bad enough, but that he would be insubordinate rather than honest was the final straw. Admiral Kore tells you that the captain is one of the captains from the old Support Fleet, and as such under your command, he however has a fitting punishment rather than simple arrest. Near the equator of Kodu, there is an archipelago far from any other landmass, and while demotion and dismissal is obvious, rather than arresting the captain and the crew, they could be deposited on the largest island, with the engines stripped from their ship, as removing the infestation is a hassle. So since they didn't report or get rid of the gizkas, they get to breed gizkas for the rest of their lives.

Admiral Dalsar-Tagge simply reports that no real progress has been made on alternatives to bacta, neither you, nor he, nor the researchers are especially surprised by this. But the effort to be seen working on it as a priority has been appreciated by everyone aware of the project.

Agent Senk is the perfect professional as always, and delivers the full dossier on Admiral Dalsar-Tagge without issue or delay. It is always good to know what your subordinates think that they may not say to you. But the Admiral seems to have inherited very little of the duplicity and opportunism that his name may indicate. He apparently washed out of Stormtrooper training, although not fatally, and after that went to the Navy.

Admiral Jandi and the scouts sent with him returns at the end of the month reporting that they've found two somewhat stable hyperspace routes to nearby star systems. One orange star with a moderate amount of orbital features and one red dwarf with sparse orbital features. Surveys of the actual systems would need to be done separately, but the hyperspace routes are known to us now.


Civilian Administrator
[] Mina Andard - A middle aged coruscanti woman, the child of a mid-rim senator, and orphaned during the clone wars, educated at the university of coruscant. Vehemently hates everything that hinders the Empire. Frighteningly competent at administrative duties and logistical concerns with almost no care for who is caught between the gears. Also tagged as a possible leader of the Ministry of Production.
[] Deng Tilles - A young kuati man, unfailingly cautious and usually positioning himself to stand to gain personally from any policy he supports. He was a somewhat successful bureaucrat in the Empire, but his position came more from services rendered to superiors and skill at blackmail than any actual skill at politics. His good relations to COMPNOR is the only reason he is on the list.
[] Vinis Desyc - A young corellian educated on coruscant. Who while well liked by both imperial intelligence as well as all branches of the military, he is openly disliked by COMPNOR despite his record of loyal service. He is exceptionally skilled at politics but only middling at administration.

Ministry of Production
[] Imperial Army Guards
[] Stormtrooper Guards
[] Ministry of Production Security Troopers

Science Office
[] Science Office will perform any Research deemed necessary
[] Science Office will not perform military research (+1 IDMR Relations)

Imperial Army
[] Allow Major General Avik to head the Army (Imperial Army Influence +1, Lose Major General Typho Avik in 5 Turns)
[] Block Major General Avik from heading the Army (Imperial Army Relations -1, Imperial Army Influence -1)

Imperial Navy
[] Pick one of your Admirals (Imperial Navy Influence +1, Lose one Admiral in 5 Turns)
[] Settle for a lesser officer (Imperial Navy Relations -1, Imperial Navy Influence -1)

Gizkas
[] No, we'll do this the traditional way, they'll be arrested as usually would be done.
[] While it costs us a ship, it adds a bit more variety to our fresh food, and also serve as ironic punishment. The rapid breeding of gizkas will also make expansion throughout the archipelago easy. (-1 Gozanti-class Transport, +1 Food Production in 5 Turns)
[] Why waste a ship on them, deposit the captain, crew and gizkas along with basic tools on the island and let them make the best of it. Then simply radiation sweep the ship to kill any remaining pests. If they are successful, expansion can be done through normal channels at that point. (May gain +1 Food Production at some point past 10 Turns)


Main Turn 2 Effects
All supplies reduced from Abundant to Medium
Civilian Administrative Branch founded and staffed.
Civilian Administration Executive picked.
Exploration Office founded and staffed next month.
Ministry of Production founded and staffed.
Science Office founded and staffed.
Imperial Army granted Offices.
Imperial Navy granted Offices.
Dossier on Admiral Dalsar-Tagge completed.
Two hyperspace Routes to nearby systems discovered.

6 Million Residents settled on Kodu.
Haven-class Medical Facility assembled and staffed in orbit above Kodu.
Food Extraction on Kodu increased by +1.

Admiral Cric Horne gains Imperial Navy Relations +1.
Imperial Army gains Influence +1 (Total 1)
Imperial Navy gains Influence +1 (Total 1)

INFLUENCE
When a faction reaches 5 influence they can perform an additional independent political action.
When a faction reaches 10 influence they can perform an additional independent intelligence action.

A/N: Politics! Disgusting isn't it. Look at how pretty the Undermine intelligence action is.
 

The Whispering Monk

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Decent turn for us. I was actually expecting more to go wrong!
EDIT: for votes on Science Office and Ministry of Production

Civilian Administrator
[] Mina Andard - A middle aged coruscanti woman, the child of a mid-rim senator, and orphaned during the clone wars, educated at the university of coruscant. Vehemently hates everything that hinders the Empire. Frighteningly competent at administrative duties and logistical concerns with almost no care for who is caught between the gears. Also tagged as a possible leader of the Ministry of Production.
**I think her downside is going to be too big of a problem for this role. She'll better serve in the Production side of things.
[] Deng Tilles - A young kuati man, unfailingly cautious and usually positioning himself to stand to gain personally from any policy he supports. He was a somewhat successful bureaucrat in the Empire, but his position came more from services rendered to superiors and skill at blackmail than any actual skill at politics. His good relations to COMPNOR is the only reason he is on the list.
**Too blatantly self serving. I want us to move as FAR from that as Empirically (see what I did?) possible.
[] Vinis Desyc - A young corellian educated on coruscant. Who while well liked by both imperial intelligence as well as all branches of the military, he is openly disliked by COMPNOR despite his record of loyal service. He is exceptionally skilled at politics but only middling at administration.
**Best choice in my mind. Will do decently well, and the distrust by COMPNOR will work as a natural brake on this Administration's power. We're going to have to play the game Tito did IRL and balance the Factions against each other.
[X] Vinis Desyc - A young corellian educated on coruscant. Who while well liked by both imperial intelligence as well as all branches of the military, he is openly disliked by COMPNOR despite his record of loyal service. He is exceptionally skilled at politics but only middling at administration.
**Also, he may prove a useful ally against COMPNOR if/when we have to start accepting non-human species into our Sector as well as actually welcoming women in the services. Our population is really minimal on a Galactic scale. We're gonna need all the warm bodies we can get.

Ministry of Production
[] Imperial Army Guards
**Best choice b/c I want the Imperial Army to constantly have ways of staying in training even though we don't look to have a use for them at the moment. This will give the Imperial Army MPs a training/proving ground without giving them any real additional power outside their standard purview.
[] Stormtrooper Guards
**Stormtroopers are a rare enough quantity that I want them to be focused on Assaults and Shipboard actions.
[] Ministry of Production Security Troopers
**I don't want to have any of our Ministries able to develop and build their own internal military/police forces. So not voting for this.
[X] Imperial Army Guards

Science Office
[] Science Office will perform any Research deemed necessary
[] Science Office will not perform military research (+1 IDMR Relations)
@GuyThatRunsAGame - Can this be modified to this, "Science Office will not perform military research except in times of War" and still maintain the +1 IDMR Relations? IF so, I'd definitely go that way. **Got the OK for this!
[X] Science Office will not be able to perform military research except in times of war (+1 IDMR Relations)

Imperial Army
[] Allow Major General Avik to head the Army (Imperial Army Influence +1, Lose Major General Typho Avik in 5 Turns)
**I think this is a great way to make sure that the Army is founded on principles shaped by an ally we generally trust.
[] Block Major General Avik from heading the Army (Imperial Army Relations -1, Imperial Army Influence -1)
**We'll miss the Major General on the field, but I doubt we'll have too much need for him in the short term. Plus, there's no reason to take the hit to Relations.
[X] Allow Major General Avik to head the Army (Imperial Army Influence +1, Lose Major General Typho Avik in 5 Turns)

Imperial Navy
[] Pick one of your Admirals (Imperial Navy Influence +1, Lose one Admiral in 5 Turns)
**I'm definitely in favor of this, and I'm really leaning towards Delste because he's already shown that the Empire comes first. It will show that actions are rewarded when merited.
[] Settle for a lesser officer (Imperial Navy Relations -1, Imperial Navy Influence -1)
**Don't think we need to do this since we're going to be putting a bunch of people on Reserve and Inactive Reserve anyway. Might as well make use of someone that has served well.
[X] Pick one of your Admirals [Admiral Rego Delste] (Imperial Navy Influence +1, Lose one Admiral Rego Delste in 5 Turns)

Gizkas
[] No, we'll do this the traditional way, they'll be arrested as usually would be done.
**Make use of all your assets. Turn the mistakes of others to your advantage.
[] While it costs us a ship, it adds a bit more variety to our fresh food, and also serve as ironic punishment. The rapid breeding of gizkas will also make expansion throughout the archipelago easy. (-1 Gozanti-class Transport, +1 Food Production in 5 Turns)
** A single Gozanit is well worth a Resource Production Point. That's a sweet exchange!
[] Why waste a ship on them, deposit the captain, crew and gizkas along with basic tools on the island and let them make the best of it. Then simply radiation sweep the ship to kill any remaining pests. If they are successful, expansion can be done through normal channels at that point. (May gain +1 Food Production at some point past 10 Turns)
**Not a bad idea, but the ship ain't worth the extra time required to get Food Production up. Quicker is better.
[X] While it costs us a ship, it adds a bit more variety to our fresh food, and also serve as ironic punishment. The rapid breeding of gizkas will also make expansion throughout the archipelago easy. (-1 Gozanti-class Transport, +1 Food Production in 5 Turns)
 
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GuyThatRunsAGame

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Decent turn for us. I was actually expecting more to go wrong!
If I hadn't discovered that one of my dice consistently only landed on 80 (plastic die, sat to close to a tealight for to long, tossed it now) it would have been catastrophic.

On the Army, Stormtroopers or new security.
For your thought about that, the custody of forced labourers starts with the ISB, who already have their ISB Stormtroopers and security force. This is about whether the Ministry of Production should have their own security force or use Army Troopers or Stormtroopers. Mostly as a "Assets that won't be moved elsewhere in a pinch" worry from the newly founded ministry. I just wanted to clarify that MoP security wouldn't be an ISB asset as you seemed to have interpreted it.

@GuyThatRunsAGame - Can this be modified to this, "Science Office will not perform military research except in times of War" and still maintain the +1 IDMR Relations? IF so, I'd definitely go that way.
HOLDING MY VOTE HERE TILL I HEAR FROM THE GUY.
Sure, I'd consider that to work like the "Won't perform military research option" just that you'll automatically suspend it should you be at war, so that's fine.
 
Main Turn 3 - AFE 23:6

GuyThatRunsAGame

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AFE 23:6

For the head of your Civilian Administration you pick Vinis Desyc, although COMPNOR aren't happy about it, there isn't anything they can do about it, as he is flawlessly loyal and has friends in Imperial Intelligence to boot. The man is clearly very clever and intuitive, and will probably grow into an extremely proficient leader with time.

The Ministry of Production would have preferred to get their own little slice of the military cake of course, but you decide to have the Army protect their assets instead. It's part of the job description of the Army after all. The Ministry of Production is to focus on production, not on protecting that production.

Though the Science Office isn't happy about having their research curtailed like that, the IDMR is happy that their position isn't threatened. And they half expected wartime suspension of any such policies. It's clear they'd intended for such a suspension to be done through integrating the Science Office into the IDMR, but this is still a win for them.

Major General Avik already has command of all Imperial Army forces present, so might as well give him command over future army forces as well. Though he dislikes leaving command to someone else, he doesn't trust anyone else to run the army either.

Fleet Admiral Delste is happy to have been selected to head the Navy, although you'll still be High Admiral, as is custom for a moff, he will run the day to day and represent Navy interests in requests to you.

You decide that Admiral Kores suggestion is a fitting punishment, and as it does look towards the needs of your situation as well you decide to allow it. The captain and crew are not happy, but they don't get a say, they should be grateful they get away so easily. The ISB has also shown interest in the Gizka farms, as they could be a good location for any failed Re-Education graduates. The work is not complicated and it would allow some use to come of them.

As you prepare the orders for the coming month, High Colonel Terrend contacts you, on behalf of the Stormtrooper Corps. They will in the future want a dedicated Stormtrooper Academy, they understand that supply issues will make it unfeasible for the closest future, maybe for years even, but as long as it is eventually built they'll be happy. If you build it, due to your support in the Stormtrooper Corps they will waive the normal entrance requirements, as you'd normally be to old, and allow you to attempt an accelerated course of Stormtrooper training. As Stormtroopers usually are recruited as teens and trained through the Academy for four years, this is an exceptional offer, and likely would have no chance of happening in normal circumstances. Although if you wash out, that's it, no second chances, should you succeed though, the Stormtrooper Corps will acknowledge that while you aren't one of them properly, you will have earned the right to wear the white armour.

With that in mind, it is time to send out your instructions to your subordinates for the coming month.

Hypermatter Supplies 12m
Fuel Supplies 12m
Tibanna Supplies 12m
Spare Supplies 12m
Food Supplies 12m
Bacta Supplies 8m

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 2, 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 (Lost on turn 7)
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 (Lost on turn 7)
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 ADMINISTRATIONS
Assign an Administrative Branch to an action, this will use the administrators skill and relations instead of yours.

Civilian Administration
Actions
: 1 Political Action
Administrator Skill: 24
Bonus: -

Ministry of Production
Actions
: 1 Expand Resource Extraction or Expand Industry or Expand Advanced Industry Action
Administrator Skill: -
Bonus: -

Science Office
Actions: 1 Research Action (No military research)
Administrator Skill: -
Bonus: -

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 Delste (+10 to all Actions targeting Rego Delste)
Dossier: Systems Admiral Dalsar-Tagge (+10 to all Actions targeting Lucio Dalsar-Tagge)

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

[Autocompletes] - 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.

[] - 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!!

[] - Found a Personal Intelligence Cell: Although the ISB and Imperial Intelligence do good work, for handling those two organizations themselves there might be merit to having personally loyal spies and agents available.
Challenging Roll
0/10 DoS

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 Medium to one of Scarce/Low)
--[] Fuel Supplies (From Medium to Low)
--[] Tibanna Supplies (From Medium to one of Scarce/Low)
--[] Bacta Supplies (From Medium to one of Scarce/Low)
--[] Food Supplies (From Medium to Low)
--[] Spare Supplies (From Medium to Low)
Only one action for any number of changes. Supplies start at Abundant, for every level below gain +2 months of supplies.

[Autocompletes] - Found an Exploration Office (1 Free Exploration Action with no Skill Bonus / Turn)

[] - Search for a Head for an Administrative Branch
--[] 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)
---[] Appoint Mina Andard (Won't see other candidates, Doesn't take an action)
--[] 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 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

[] - Build a Moffs Palace on Kodu: While a lot of the day to day of your responsibilities can easily be done from you flagship, a proper Moffs palace with a staff focused on making your work easier would be welcome. It would also help cement you position. This would also confirm Kodu as the Capital of the new sector you're founding.
Ordinary Roll
0/5 DoS
Grants an Additional Personal Action

[] - Build an Imperial Academy: Though you'll probably have a glut of troops, crews and officers compared to your needs for the immediate future, it never hurts to put the institutions in place for future expansion. Though you'll need to staff it as well, just having the building in place this early in the settlements construction will ease planning for other things.
Ordinary Roll
0/3 Academy Core Buildings
0/5 One Wing complete (Your choice of Navy, Army or Stormtrooper)
0/7 Two Wings complete (Your choice of Navy, Army or Stormtrooper)
0/9 All three Wings complete (Navy, Army and Stormtrooper)

[] - Build a dedicated Academy: Although the Imperial Academy system is a good solution for massive training and education, sometimes more specialized facilities, with more select faculty is called for. If nothing else, it will show the branch you pick that you care about their needs.
Ordinary Roll
0/4
-[] Imperial Navy: Gain +1 Relation Imperial Navy. Higher Quality Navy Crews.
-[] Imperial Army: Gain +1 Relation Imperial Army. Higher Quality Army Troopers.
-[] Stormtrooper Corps: Gain +1 Relations Stormtrooper Corps. Higher Quality Stormtroopers.

[] - Build a University: Although you could run all higher education through the Imperial Academy system, civilian education might be better served by a University. Although not as broad of an education as an Academy graduate, universities tend to have a deeper focus.
Ordinary Roll
0/3 University Core Buildings
0/5 One wing complete (Your choice of Administration, Politics or Science)
0/7 Two wings complete (Your choice of Administration, Politics or Science)
0/9 All three wings complete (Administration, Politics and Science)

[] - 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)

EXPLORATION ACTION

[] - 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

[] - Explore System [Select System]: Though we know where it is, we don't know anything except what kind of star there is and a general amount of objects orbiting the star. Further exploring the system we've found is necessary to plan our future expansion.
Ordinary Roll
0/1 Empty System Features
0/2 Sparse System Features
0/3 Moderate System Features
0/4 Dense System Features

RESEARCH ACTIONS

[] - Archaeological Excavation [Planetary Remnant]: Though the first attempt 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. While no progress was made last time, there is still hope that in time, advancements may be made.
Difficult Roll 0/10

Give up on finding a Miracle Cure: The chances of finding something replicating the wide applications of Bacta are so slim as to be almost nonexistent. We should instead focus on specific treatments for specific problems. This will be a large change for our medical logistics, but since our bacta is running out, they'll have the time to adapt as we find new medicines.
Challenging Roll
0/2 Basic Treatments
0/5 Intermediate Treatments
0/10 Advanced Treatments
Will remove Alternative to Bacta as an option until Advanced Treatments are complete.

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

[] - Large Scale Navy Attack Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve attempting to breach a blockade and forcing a landing against an entrenched opponent.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.

[] - Large Scale Navy Defence Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training involving all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve blockading a planet to prevent or delay an enemy landing.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.

GROUND ACTIONS

[] - Large Scale Army Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training involving all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve defending a planet against a large scale assault.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.
Must be done by Major General Avik.

[] - Large Scale Stormtrooper Exercise: Although you have a lot of troops, they have very little to actually do. You could just keep them on hand waiting, as you have, but the option for a large scale training involving all branches is something that may be useful for keeping them sharp. This level of operations is unusual in the current Era, but it helps knowing how it's done.
It will involve assaulting a planet and taking a beachhead, while liaising with the navy for orbital and starfighter support against hardened targets.
Challenging Opposed Roll
Must take all Large Scale Exercise Actions simultaneously.
Must be done by High Colonel Terrend.

A/N: As you might have caught on to by now, you will in time have very few direct subordinates, with them acting more as your personal agents in the future, with most actions being taken by bureaus, administrations, offices and ministries. Though you'll lose direct control over a lot of things, it won't be your job to micromanage the detail either way.

It is my hope that this may help me write more character interactions, as there will be fewer directly important characters to interact with. I realized the threat of bloat early, but had luckily already written the bones of a system that would ameliorate that problem.

I also made Exploration Actions their own category, as it simplified a few things for me. If anyone feels that there should be an action available to do something, feel free to ask about it.
 

The Whispering Monk

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@GuyThatRunsAGame
We've got 10 million colonists unthawed. Won't they begin to generate production of their own as they seek to meet their own needs? I mean...shouldn't the Colonists be working to sustain themselves without the necessity of "Daddy Warbucks" telling them to?
 

GuyThatRunsAGame

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@GuyThatRunsAGame
We've got 10 million colonists unthawed. Won't they begin to generate production of their own as they seek to meet their own needs? I mean...shouldn't the Colonists be working to sustain themselves without the necessity of "Daddy Warbucks" telling them to?
Now that you have a civilian administration and ministry of production, that will begin to happen. The fluff reason is that Imperialization doesn't exactly reward initiative. The IRL reason is that I've still not properly settled on a system to handle it beyond "when I feel like it needs to happen" but that's not a satisfying (to me) way to handle it.

It'll be a system that can work up to either Low or Medium production through background rolls, with better chances to increase the lower production is.
Edit: Changed mind, will be handled through ministry expansions.
 
Last edited:

The Whispering Monk

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I'm wondering how much we need to focus on basics subsistance b/c we're so far behind the curve necessary to to sustain ourselves. If I throw all our effort into bringing food and basic industrial production up when that can be done by the colonists...I'm gonna feel kinda cheated. I expect some duplication of effort. I just want to make sure my plans do not result in massive wastes of energy.
 

GuyThatRunsAGame

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I'm wondering how much we need to focus on basics subsistance b/c we're so far behind the curve necessary to to sustain ourselves. If I throw all our effort into bringing food and basic industrial production up when that can be done by the colonists...I'm gonna feel kinda cheated. I expect some duplication of effort. I just want to make sure my plans do not result in massive wastes of energy.
I'm thinking I'll probably allow future expansions of the admins or ministries. Like MoP gaining an agricultural branch that attempt Food Production increase every turn or the like. That feels like the best way to handle this honestly, command economy and all that.

That also means I won't have to implement something new really, and any actions taken in a plan on top of that will still contribute meaningfully.
 

The Whispering Monk

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And another question!

I know it takes an action to look for the head of a Ministry. Does it also take an action to appoint someone from our fleet officers to a Ministerial position?
 

GuyThatRunsAGame

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And another question!

I know it takes an action to look for the head of a Ministry. Does it also take an action to appoint someone from our fleet officers to a Ministerial position?
Nope, but that's a Leadership roll as you're essentially stripping them of Naval Command. It'll happen either way, but a failure may damage their loyalty.
 

The Whispering Monk

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So...plan is up, finally! Sorry for the delay, just couldn't figure out where I wanted to focus our efforts. So I went for the Factions and Ministries that help us the most. I didn't spend actions to build up any faction offices that just granted intelligence actions.

Feel free to critique and recommend alternatives.

I know we're going to HAVE to reorganize the Fleet within the next few turns. It's a necessary thing in order to keep our supplies working for us, as we are way over what's needed for defense of this small an area...for now. If you've got good ideas on HOW to perform the re-org...let me know!

[x]Plan: Actions! MOAR ACTIONS!
-PERSONAL ACTIONS
--[x] <Free Action> Ecker’s Belongings
--[x] Found Personal Intel Cell [IMF] <Moff Kan Styndath> Challenging 0/10
**This just seems like a necessary thing in the realm of SW/Imperial politicking.
-POLITICAL ACTIONS
--[x] <Free Action> Appoint Head of MoP [Mina Andard]
--[x] <Free Action> Found Exploration Office
--[x] Grant Faction Offices [COMPNOR] <Adm. Kothari>
--[x] Grant Faction Offices [IDMR] <Adm. Dalsar-Tagge> + Diploserv Advisor Group (+10 to Political Action)
--[x] Expand Resource Extraction [Kodu-Food] <Adm. Kore>
--[x] Expand Resource Extraction [Kodu-Food] <Maj. Gen. Avi>
--[x] Expand Resource Extraction [Kodu-Food] <High Col Terrend>
--[x] Expand Resource Extraction [Kodu-Food] <Adm. Hir>
--[x] Expand Resource Extraction [Kodu-Food] <Adm. Korray>
--[x] Expand Resource Extraction [Kodu-Fuel] <Adm. Horne>
--[x] Expand Industrial Infrastructure [Kodu] <MoP>
--[x] Expand Industrial Infrastructure [Kodu] <Adm. Arden>
--[x] Search for Head of Exploration Branch <Civilian Administration>
-CONSTRUCTION ACTIONS
--[x] Build Moff’s Palace [Kodu] <Adm. Delste> **Extra Personal Action!!
-DOCKYARD ACTIONS-NA
-EXPLORATION ACTIONS
--[x] Explore System [Orange Star w/Moderate Orbitals] <Adm. Jandi>
-RESEARCH ACTIONS
--[x] Give up on Finding a Miracle Cure <Science Office> + IDMR R&D Team (+5 to Research Action)
**Really need to get this done as Bacta is just not a findable resource outside the Galactic Core
-INTELLIGENCE ACTIONS
--[x] Build a Dossier [Mina Andard] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
-NAVAL ACTIONS
-GROUND ACTIONS
 
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