• Attention All Comstar Customers, Due to unexpected interference by suspected Word of Blake operatives, the HPG systems update was *not* successful. No data was lost due to our careful and extensive backups; however, we will need to try again next weekend. Sincerely, Comstar Precentor Dune

Quest Star Wars - Unknown Regions Imperial Warlord Quest

GuyThatRunsAGame

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This has been up for a while now, so I'll call it in a couple of hours.

Edit: This slipped my mind today, but consider it called for "Plan: HIGHER LEARNING".

Edit 2: So everything mechanically is done, I just have to actually write it all out properly, but this has been one of those no-inspiration-at-all days. But I'll try to have it up tomorrow at least.
 
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Main Turn - 4 - AFE 23:7 Results

GuyThatRunsAGame

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AFE 23:7 Results


Found Personal Intel Cell [IMF]: Moff Kan Styndath, Double Down
5 DoS
9/10 DoS

Expand Ministry of Production: Department of Agriculture: Admiral Jandi
Success

Expand Ministry of Production: Department of Industry: Admiral Kothari
Success

Expand Ministry of Production: Department of Natural Resources: Civilian Administration
Success

Expand Ministry of Production: Department of Strategic Materials: Admiral Lorres
Success

Search for Head of an Administrative Branch: Science Office: Admiral Horne, DiploServ Advisor Group
Success

Expand Resource Extraction [Kodu-Metal]: Ministry of Production
3DoS
+1 Metals

Expand Resource Extraction [Kodu-Chem]: Admiral Korray
1DoS
+1 Chemicals

Expand Resource Extraction [Kodu-Rare Minerals] Admiral Hir
1DoS
+1 Rare Minerals

Expand Resource Extraction [Kodu-Metal] Admiral Kore
1DoS
+1 Metals

Build Imperial Academy: Fleet Admiral Delste
1DoS
1/3 Academy Core Buildings
1/5 One Wing complete (Your choice of Navy, Army or Stormtrooper)
1/7 Two Wings complete (Your choice of Navy, Army or Stormtrooper)
1/9 All three Wings complete (Navy, Army and Stormtrooper)

Build Dedicated Academy [Stormtrooper]: High Colonel Terrend
6/4 DoS

Build University: Major General Avik
3DoS
3/3 University Core Buildings Done
3/5 One wing complete (Your choice of Administration, Politics or Science)
3/7 Two wings complete (Your choice of Administration, Politics or Science)
3/9 All three wings complete (Administration, Politics and Science)

Explore [Unknown Red Dwarf System]: Exploration Office
4DoS

Archaeological Excavation [Planetary Remnant]: Admiral Dalsar-Tagge, Tech Analysis Group
4DoS

Give up on Finding a Miracle Cure: Science Office, IDMR R&D Team (+5 to Research Action)
2DoS
2/2 - Basic Treatments Done
5/5 - Intermediate Treatments Done
6/10 - Advanced Treatments In Progress

Build a Dossier [Cric Horn]: Agent Senk, Imperial Intelligence Operatives (+5 to Intel Actions)
3DoF
No Dossier


COMPNOR: Boost Influence
Failed 1 DoF

Imperial Department of Military Research: Reverse Engineer: Imperial Cargo Ship
Success 4 DoS
Imperial Cargo Ship Blueprints 4/6 DoS

Imperial Navy: Fleet Reorganisation Suggestions
Failure 1 DoF

Imperial Army: Troop Rotations
Success 1 DoS



This month has seen massive progress on your personal intelligence cell, as you have gotten your hands on a lot of the staff you will need, the secret headquarters hidden within your palace has been a great help in keeping their existence secret, and as far as you know, you're the only one who knows of them so far. That will inevitably fail in time, but the longer they are secret the better.

The Ministry of Production has also been expanded massively, with four new departments, with Minister Andard being in charge of picking the department heads you can be assured that productivity will be prioritized appropriately.

Admiral Horn and the DiploServ advisors have found three candidates for the post of Science Office Head Administrator. What is surprising is that COMPNOR has given up on trying to push Tilles into this, and instead given him a post at their headquarters. One less headache you suppose.

Alongside the expansion of the Ministry of Production has been an ongoing expansion of actual production, with more resources available, the shortages plaguing your industry has been resolved.

The largest change however is the fact that there is now seats of learning on Kodu. A specialized Stormtrooper Academy, staffed with instructors picked out by the six High Colonels present. And a university, though it thus far lacks several of the wings for specialized learning. The foundation for a full Imperial Academy Complex has been built, but progress was slow, there was progress nonetheless.

The Exploration Office reports that they have a full report on the nearby red dwarf system, it lacks planets and suffers frequent solar flares, but the brunt of them is generally absorbed by a large dust cloud surrounding the star. There is also an asteroid belt with a small amount of resources. Of special interest is that the system contains a massive starship graveyard, with wrecks of different sizes and in wildly different states of decay or destruction, though there is no indication of who put them there or of anyone salvaging them.

Admiral Dalsar-Tagge reports to you that after analysis of the ruins and careful excavation a spider-like droid was eventually found, it had been non-functional for thousands of years, but the Tech Analysis Group was able to coax fragments of data out of it. With great effort, and cross-referencing any historical records available to your fleets and the colonists you finally managed to find out that the ruins belong to an extinct alien species that was active over 25000 years ago. They were allegedly force using slavers and are said to have had an empire in the unknown regions, and a relic of their time played an important role in the Jedi Civil War some 4000 years ago, but none of that can be reliably confirmed.

In more tangible news on the research front the search for better medical treatments continue. While most ailments or wounds can now be cured, the procedures or medicines often come with side-effects or take an extreme amount of time to heal. And nothing that accelerates healing like bacta would has been found yet to ameliorate these problems. Though the Science Office assures you they have not exhausted any research avenues yet, and regardless, refinement on already discovered techniques is also an option.

This month, for the first time as long as you have made use of his services Agent Senk has failed to produce a dossier on the target of his investigation. Much of this was due to his attention being diverted by news from the orange star system that was surveyed last month. At the start of this month a signal from one of our probes left behind alerted us to the presence of a starship in the system. The frigate sized ship appeared from hyperspace, traveled to to where our scout ships had appeared and left from and activated sensors, their search continues for a number of days, before they left on apparently the same trajectory they came from. The fleet has requested you expand patrols to newly explored nearby systems for advance warning.

This month COMPNOR has been busy with attempting to get more of their people into supervisory positions in the industries you have. They have met little success but also no backlash, as this is simply what COMPNOR does.

The IDMR reports that by next month they expect to have a proper production blueprint for the Imperial Cargo Ship, but that this is just a step in a longer term project they are looking into.

The Imperial Navy reports that they've been working on suggestions for the future Fleet Reorganisation that's been spoken of, they have nothing to show for it as of yet, but will keep on working.

The Imperial Army has been keeping up troop rotations and training, but without much in the way of actual tasks for the Army, that's about what they can do right now.



Science Office Administrator

[] Kylath Tong - A Middle Aged Kuati specializing in engineering and materials sciences, and a skilled starfighter pilot in his free time. He went to the University of Coruscant, and has good relations with Imperial Intelligence.

[] Telon Alavai - A Young Corellian polymath educated at the University of Byblos, and has a wide education in many scientific disciplines. He is also well spoken and a practicing athlete and has good relations with both Imperial Intelligence and the Stormtrooper Corps.

[] Delak Bek - An Old Coruscanti, specialized in biology and chemistry and educated at the University of Corulag. Exceptionally loyal to the Empire and has connections to Imperial Intelligence, the Imperial Department of Military Research as well as the Stormtrooper Corps. Aside from his academic skills he is also gifted at administration. Large parts of his previous work in biology since the end of the Clone Wars is secret even to you.


Main Turn 4 Effects
Ministry of Production Expanded with a Department of Agriculture
Ministry of Production Expanded with a Department of Industry
Ministry of Production Expanded with a Department of Natural Resources
Ministry of Production Expanded with a Department of Strategic Materials
Metal Production on Kodu increased by +2
Rare Mineral Production on Kodu increased by +1
Chemicals Production on Kodu increased by +1
Stormtrooper Academy Constructed
University Core Buildings Constructed
Unnamed Red Dwarf System Explored
Archaeological Excavation Completed
Intermediate Medical Treatments and Medicines Developed
Lead on Local Civilizations Gained
Stormtrooper Corps Relations +1
High Colonel Garo Terrend gains Stormtrooper Corps Relations +1


A/N: This update fought me, despite not being exceptional in any way, but I repeatedly sat down and looked at the screen for a few minutes and then closed the document, several days in a row. So that's why it took some time, not a lot of work, just a lot of time, as I just couldn't get the words down.
 

The Whispering Monk

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A/N: This update fought me, despite not being exceptional in any way, but I repeatedly sat down and looked at the screen for a few minutes and then closed the document, several days in a row. So that's why it took some time, not a lot of work, just a lot of time, as I just couldn't get the words down.
I hate when that happens to me as well. EDIT - Realized I hadn't put my vote in!


[] Kylath Tong - A Middle Aged Kuati specializing in engineering and materials sciences, and a skilled starfighter pilot in his free time. He went to the University of Coruscant, and has good relations with Imperial Intelligence.
*I think this guy is just wrong for the Administerial head of anything. Might be a good troubleshooter down the line or naval experimentation/research.
[] Telon Alavai - A Young Corellian polymath educated at the University of Byblos, and has a wide education in many scientific disciplines. He is also well spoken and a practicing athlete and has good relations with both Imperial Intelligence and the Stormtrooper Corps.
*A good candidate. I feel like this guy needs to be the head of a singular project first, or possibly a professor at our up and coming university.
[X] Delak Bek - An Old Coruscanti, specialized in biology and chemistry and educated at the University of Corulag. Exceptionally loyal to the Empire and has connections to Imperial Intelligence, the Imperial Department of Military Research as well as the Stormtrooper Corps. Aside from his academic skills he is also gifted at administration. Large parts of his previous work in biology since the end of the Clone Wars is secret even to you.
*Best Fit. Lots of experience to bring to the table and a penchant for handling the actual job.

Any other thoughts on our candidates y'all?
 
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Jarow

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[] Kylath Tong - A Middle Aged Kuati specializing in engineering and materials sciences, and a skilled starfighter pilot in his free time. He went to the University of Coruscant, and has good relations with Imperial Intelligence.

Probably good for starfighter development, but doesn't really stand out to me.

[] Telon Alavai - A Young Corellian polymath educated at the University of Byblos, and has a wide education in many scientific disciplines. He is also well spoken and a practicing athlete and has good relations with both Imperial Intelligence and the Stormtrooper Corps.

Sounds like a really good scientist, and possibly a good future successor for the role, but not my favorite for the role.

[X] Delak Bek - An Old Coruscanti, specialized in biology and chemistry and educated at the University of Corulag. Exceptionally loyal to the Empire and has connections to Imperial Intelligence, the Imperial Department of Military Research as well as the Stormtrooper Corps. Aside from his academic skills he is also gifted at administration. Large parts of his previous work in biology since the end of the Clone Wars is secret even to you.

Biggest thing here - gifted in administration. That's more important than pure science skill for something like this. Biology focus is also useful for our current medical project.
 

GuyThatRunsAGame

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Calling it for Delak Bek then.
 
Tallied on
  1. [X] Delak Bek - An Old Coruscanti, specialized in biology and chemistry and educated at the University of Corulag. Exceptionally loyal to the Empire and has connections to Imperial Intelligence, the Imperial Department of Military Research as well as the Stormtrooper Corps. Aside from his academic skills he is also gifted at administration. Large parts of his previous work in biology since the end of the Clone Wars is secret even to you.
    2 people have voted
Main Turn - 5 - AFE 23:8

GuyThatRunsAGame

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AFE 23:8

You decide that Delak Bek is probably the best candidate for heading the Science Office, being the most administratively adept of the choices. And should you want to assign the other candidates special positions or enforce that they head specific projects you certainly have the powers to do so with impunity. Though that is a future consideration.

With that matter handled you look to plan the coming month.

Hypermatter Supplies 10m
Fuel Supplies 10m
Tibanna Supplies 10m
Spare Supplies 10m
Food Supplies 10m
Bacta Supplies 6m

Aurodium Stockpile: 4

YOU HAVE TWO PERSONAL ACTIONS, SUBORDINATES CAN EACH PERFORM ONE ACTION
Due to the Moffs Palace, you have Two Personal Actions instead of the regular one.

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 Davin Lorres - Commander Force Technical Services 2
Loyalty
: Loyal Aggression: Driven Bravery: Fearless
Best Skills: Naval Strategy & Tactics 15, Leadership & Command 13, Personal Combat & Fitness 13
Relations: Imperial Navy 1, Imperial Special Forces 2, Stormtrooper Corps 2, Imperial Army 2



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: 10
Professional Skill: 24
Expansions: -
Bonus: -

Ministry of Production
Actions
: 1 Expand Resource Extraction or Expand Industrial Infrastructure or Expand Advanced Industrial Infrastructure Action
Administrator Skill: 23
Professional Skill: 23
Expansion: Department of Agriculture (1 Free Expand Resource Extraction (Food) Action per Turn)
Expansion: Department of Industry (1 Free Expand Industrial Infrastructure Action per Turn)
Expansion: Department of Natural Resources (1 Free Expand Resource Extraction Action (Minerals/Rare Minerals) per Turn)
Expansion: Department of Strategic Materials (1 Free Expand Resource Extraction Action (Strategic Resource) per Turn)
Bonus: -

Science Office
Actions
: 1 Research Action (No military research)
Administrator Skill: 15
Professional Skill: 22/22/10/10
Expansions: -
Bonus: +10 to any Research Actions related to Disease.

Exploration Office
Actions
: 1 Exploration Action
Administrator Skill: 20
Professional Skill: 18
Expansions: -
Bonus: +5 to any Exploration Actions

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)
Dossier: Administrator Andard (+10 to all Actions targeting Mina Andard)

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

[] - 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. You have made good progress on establishing this network, and there are facilities available for them hidden in the Palace, all that remains is the few small finishing touches.
Challenging Roll
9/10 DoS


[] - Stormtrooper Training: Your immediate and rapid support of the Stormtrooper Corps request for a specialized academy has led to an offer of training. Since you're already an Academy graduate, a lot of the education can be cut out and the rest of the training focused. Should you succeed this training the stormtrooper corps will consider you to have earned the white armour. Should you wash out, that's it, no second chances without damaging your reputation with your stormtroopers.
Every successful turn grants a skill point in either Culture & Duty, Personal Combat & Fitness, Ground Strategy & Tactics or Field Survival & Navigation. Which skill is determined by random.
Successfully completing all ten turns of training grants you +1 Relations Stormtrooper Corps and a set of Stormtrooper Armour.
Challenging Roll
!!THIS ACTION LOCK IN FOR TEN TURNS OR UNTIL YOU FAIL A ROLL, WHICHEVER COMES FIRST!!

[] - Double Down [Action taken by Kan Styndath]: With the Moff Palace handling much of your day to day, you now have more time to devote to other goals. With this in mind, while you could undertake more tasks, you can also focus more work on something you're already working on.
Doubles Kan Styndaths Skill Bonus to the actions Chance of Success.

POLITICAL ACTIONS

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

[] - 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.

[] - Grant Faction Offices (You can sacrifice advisors to grant their bonuses to the branch)
--[] ISB (ISB takes one independent Intelligence Action per turn.)
--[] Imperial Intelligence (Imperial Intelligence takes one independent Intelligence 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.)

[] - Expand Science Office
--[] Engineering Department (Science Office gains +10 to rolls using the Engineering & Technology Skill)
--[] Biology Department (Science Office gains +10 to rolls using the Biology & Medicine Skill)
--[] Chemistry Department (Science Office gains +10 to rolls using the Chemistry & Materials Skill)
--[] Energy Department (Science Office gains +10 to rolls using the Physics & Energy Skill)

[] - Expand Exploration Office
--[] Hyperblazer Office (Exploration Office gains a +10 bonus to Chart Hyperspace Route Actions)
--[] Planetary Surveys Office (Exploration Office gains a +10 bonus to Explore System Actions)

CONSTRUCTION ACTIONS

[] - 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
1/3 Academy Core Buildings
1/5 One Wing complete (Your choice of Navy, Army or Stormtrooper)
1/7 Two Wings complete (Your choice of Navy, Army or Stormtrooper)
1/9 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.

[] - 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
3/3 University Core Buildings
3/5 One wing complete (Your choice of Administration, Politics or Science)
3/7 Two wings complete (Your choice of Administration, Politics or Science)
3/9 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 some industrial capabilities, 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

[] - Investigate Foreign Ship: Last month an unknown ship appeared in a neighboring system, we should send explorers to investigate hyperspace routes in the trajectory it came from.

RESEARCH ACTIONS

[] - Investigate Pyramid Artifact: The item from the ruins that put one of your Admirals in a coma should be studied, to either if possible bring him out of it, or otherwise prevent future repetitions of the incident.
Difficult Roll 0

[] - 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 4/6

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 1/10


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
2/2 Basic Treatments
5/5 Intermediate Treatments
6/10 Advanced Treatments
The Alternative to Bacta Action is unavailable 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

[] - Set Up Patrol [Select system or Hyperspace Route] (Will repeat until canceled, assigned ships are unavailable for other purposes), secures an area for Imperial use.
Ordinary Roll

[] - 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 noticed, I've slowed down the pace of this significantly, that isn't by design, and I'd rather have a higher update pace. However I've been having problems with sleep as well as lacking inspiration lately, which has impacted my ability to write.
I won't put the quest on a hiatus, because quests that go on hiatus don't go out of hiatus, they die, and I have no interest in abandoning this as I am still having fun with it.
But updates may be slow for a bit until I get back into it.

I also realized it might be a good idea to keep track of aurodium stockpiles, since those are intended for trade in the future. Or just kept in stockpile to eventually support/bribe/buy out other Imperial Warlords when you eventually get back home.

As usual, if something is missing or is repeated unnecessarily, do inform me.
 
Last edited:

The Whispering Monk

Well-known member
Sotnik
Joined
Aug 19, 2019
Reaction score
10,844
In this plan we're sending some people to look into the alien ship as well as a patrol to back them up. I've even dedicated the Exploration group to try and track the hyperspace route that alien ship used.

Personally, we're looking at ensuring our private IMF is fully vested and ready to go.

We're also trying to build trust with COMPNOR b/c I think they'll be either the biggest help or biggest hindrance to us in the future. In fact, I plan on having our IMF infiltrate COMPNOR as one of their first missions. Being a Clone Wars commander, we're used to dealing with aliens as both enemies AND allies, and I feel we're likely to be surrounded and vastly outnumbered by aliens in these unexplored regions. We may even have to embrace some of them as allies in order to succeed in our mission. This means we need to gain influence, if not outright control of COMPNOR so that the Humancentric forces in COMPNOR don't set us up for failure.

We're still working on building the Imperial Academy and University along with ramping up production of the basics as fast as possible.

As always, let me know if you see a way to make a better mouse trap.

[x]Plan: Prep School
-PERSONAL ACTIONS
--[x] Found Personal Intel Cell [IMF] <Moff Kan Styndath> Challenging 9/10
--[x] Double Down [Found Personal Intel Cell] <Moff’s Palace Bonus Personal Action>

-POLITICAL ACTIONS
--[x] Expand Science Office [Energy] <Civil Administration>
--[x] Build Trust [COMPNOR] <Adm. Horne> + <Imptel DiploServ Group> (+10 to Political Actions)

-CONSTRUCTION ACTIONS
--[x] Build Imperial Academy <Adm. Delste> + <High Col. Terrend> 1/9
--[x] Build University <Maj. Gen. Avik> 3/9
--[x] Expand Resource Extraction [Kodu/Fuel] <Ministry of Production>
--[x] Expand Resource Extraction [Kodu/Food]
---[x] <MoP: Dept. of Agriculture>
---[x] <Adm Korray>
---[x] <Adm Hir>
---[x] <Adm Jandi>
--[x] Expand Industrial Infrastructure [Kodu]
---[x] <MoP: Dept. of Industry>
---[x] <Adm Arden>
---[x] <Adm Kore>
--[x] Expand Resource Extraction [Kodu/Rare Mineral] <MoP: Dept. of Natural Resources>
--[x] Expand Resource Extraction [Kodu/Chemical] <MoP: Dept. of Strategic Materials>

-DOCKYARD ACTIONS-NA

-EXPLORATION ACTIONS
--[x] Investigate Foreign Ship <Adm. Kothari>
--[x] Chart Hyperspace Route [route Alien ship used] <Exploration Office>

-RESEARCH ACTIONS
--[x] Investigate Pyramid Artifact <Adm. Dalsar-Tagge> + Imp Tech Analysis Group (don’t know if their +10 bonus will apply here, but their expertise may prove useful)
--[x] Give up on Finding a Miracle Cure <Science Office> + IDMR R&D Team (+5 to Research Action) Challenging 6/10

-INTELLIGENCE ACTIONS
--[x] Build a Dossier [Cric Horn] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)

-NAVAL ACTIONS
--[x] Set Up Patrol [Red Giant System w/Ship Graveyard where Alien Ship was spotted] <Adm. Lorres>

-GROUND ACTIONS
 

Jarow

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[x]Plan: Prep School

Don't have time to actually analyze best choices, but seems fine to me
 

GuyThatRunsAGame

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176
Right, vote called, will start writing.
 
Tallied on
  1. [x]Plan: Prep School
    --[x] Found Personal Intel Cell [IMF] <Moff Kan Styndath> Challenging 9/10
    --[x] Double Down [Found Personal Intel Cell] <Moff’s Palace Bonus Personal Action>
    --[x] Expand Science Office [Energy] <Civil Administration>
    --[x] Build Trust [COMPNOR] <Adm. Horne> + <Imptel DiploServ Group> (+10 to Political Actions)
    --[x] Build Imperial Academy <Adm. Delste> + <High Col. Terrend> 1/9
    --[x] Build University <Maj. Gen. Avik> 3/9
    --[x] Expand Resource Extraction [Kodu/Fuel] <Ministry of Production>
    --[x] Expand Resource Extraction [Kodu/Food]
    ---[x] <MoP: Dept. of Agriculture>
    ---[x] <Adm Korray>
    ---[x] <Adm Hir>
    ---[x] <Adm Jandi>
    --[x] Expand Industrial Infrastructure [Kodu]
    ---[x] <MoP: Dept. of Industry>
    ---[x] <Adm Arden>
    ---[x] <Adm Kore>
    --[x] Expand Resource Extraction [Kodu/Rare Mineral] <MoP: Dept. of Natural Resources>
    --[x] Expand Resource Extraction [Kodu/Chemical] <MoP: Dept. of Strategic Materials>
    --[x] Investigate Foreign Ship <Adm. Kothari>
    --[x] Chart Hyperspace Route [route Alien ship used] <Exploration Office>
    --[x] Investigate Pyramid Artifact <Adm. Dalsar-Tagge> + Imp Tech Analysis Group (don’t know if their +10 bonus will apply here, but their expertise may prove useful)
    --[x] Give up on Finding a Miracle Cure <Science Office> + IDMR R&D Team (+5 to Research Action) Challenging 6/10
    --[x] Build a Dossier [Cric Horn] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
    --[x] Set Up Patrol [Red Giant System w/Ship Graveyard where Alien Ship was spotted] <Adm. Lorres>
    3 people have voted

GuyThatRunsAGame

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Joined
Mar 8, 2022
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176
Had intended to have the update up today but I'm just going to take the rest of the day off from the Internet, otherwise I'd just write a massive spergrant of a fedpost instead of the update. Which is exceptionally unproductive.
I'm absolutely livid about currently occurring Internet stuff that I have no method of impacting, so no more Internet today.

Will probably have the update out tomorrow instead.

Edit: The update is done, but I've yet to go over it again in its entirety to fix it up and I'm almost falling asleep upright, so it'll go up tomorrow after I wake up.
 
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Main Turn - 5 - AFE 23:8 Results

GuyThatRunsAGame

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AFE 23:8 Results

--[x] Found Personal Intel Cell [IMF] <Moff Kan Styndath> Challenging 9/10
--[x] Double Down [Found Personal Intel Cell] <Moff’s Palace Bonus Personal Action>
Success 1DoS 10/10

--[x] Expand Science Office [Energy] <Civil Administration>
Success

--[x] Build Trust [COMPNOR] <Adm. Horne> + <Imptel DiploServ Group> (+10 to Political Actions)
Success 4DoS

--[x] Build Imperial Academy <Adm. Delste> + <High Col. Terrend> 1/9
3 DoS 5 DoS
9/9 DoS

--[x] Build University <Maj. Gen. Avik> 3/9
5 DoS 8/9

--[x] Expand Resource Extraction [Kodu/Fuel] <Ministry of Production>
Success 2DoS

--[x] Expand Resource Extraction [Kodu/Food]
---[x] <MoP: Dept. of Agriculture> Success 3DoS
---[x] <Adm Korray> Failure 4DoF
---[x] <Adm Hir> Success 4DoS
---[x] <Adm Jandi> Success 3DoS

--[x] Expand Industrial Infrastructure [Kodu]
---[x] <MoP: Dept. of Industry> Success 1DoS
---[x] <Adm Arden> Failure 3DoF
---[x] <Adm Kore> Success 1DoS

--[x] Expand Resource Extraction [Kodu/Rare Mineral] <MoP: Dept. of Natural Resources>
Success 1DoS

--[x] Expand Resource Extraction [Kodu/Chemical] <MoP: Dept. of Strategic Materials>
Success 1DoS

--[x] Investigate Foreign Ship <Adm. Kothari>
Critical Success 6DoS

--[x] Chart Hyperspace Route [route Alien ship used] <Exploration Office>
Success 1DoS

--[x] Investigate Pyramid Artifact <Adm. Dalsar-Tagge> + Imp Tech Analysis Group (don’t know if their +10 bonus will apply here, but their expertise may prove useful)
Failure 3DoF

--[x] Give up on Finding a Miracle Cure <Science Office> + IDMR R&D Team (+5 to Research Action) Challenging 6/10
Critical Success 7DoS 13/10
+2 DoS Alternative to Bacta

--[x] Build a Dossier [Cric Horn] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
Success 1DoS

--[x] Set Up Patrol [Red Giant System w/Ship Graveyard where Alien Ship was spotted] <Adm. Lorres>
Success 4DoS

COMPNOR: Boost Influence
Failed

Imperial Department of Military Research: Reverse Engineer: Imperial Cargo Ship
Success 2 DoS
Imperial Cargo Ship Blueprints 6/6 DoS

Imperial Navy: Fleet Reorganisation Suggestions
Critical Success

Imperial Army: Request Control of Ground Attack Wings
Success



As the month goes on, your new intelligence personnel start trickling in and begin work at their hidden headquarters. You spend a lot of this time personally adjusting schedules and hires for the moff's palace, creating a smokescreen for their work. And at the end of the month, you have a functioning intelligence network at your beck and call, personally loyal to you. While in the future you may want to grow them into a full agency, or even supplant or integrate the ISF and Imperial Intelligence into their structure, for now, you at least have the bones of an advanced private spy network. You are finally capable of covertly keeping tabs on both of your intelligence services without using either of them against the other. It also opens up possibilities for acting against them with more ease. If you intent to in the future expand it into a full organization, it will need a name however.

The Science Office also gets an expansion this month, with an energy research department. Very helpful for future work in research related to hyperdrives and hypermatter reactors, among other things of that nature.

Admiral Horne reports that his work with getting on COMPNOR's better side and convincing them of your good will towards them was almost effortless, as you have shown no inclinations to act against their interests apart from not promoting their chosen candidate. But since the other candidates have been capable, there is little actual complaint about it, though that was one of Admiral Horne's worries initially.

COMPNOR does have a request of you though, and while it is couched in words like "familiarity" and "reminder of home" it is clearly about human high culture. They would like to enforce the use of the Coruscanti accent of basic in all education and official matters, establishing it as the official Imperial Accent. This they claim would remind everyone of the Core and Imperial Center over the long term, and also help Imperialization, and what you are working to return to. Of course, doing so would require expanded COMPNOR oversight of education, though they more or less run most of it throughout the Empire anyways.

Admiral Delste and Colonel Terrend have spent the month cooperating at getting the Imperial Academy expanded to full capacity. And in a very short time the complex has expanded to full size, barring any future requirements for simply larger capacity, or addition of new branches.

General Avik has also been involved in construction of educational facilities, in his case the university, which stands almost complete. Lacking only finishing touches on one of the wings, but overall it is ready to start receiving students in most disciplines.

The Ministry of Production reports success in expanding extraction and refinement of fuel, food, rare minerals and chemicals, along with an expansion of industrial infrastructure. The additional departments pulling their weight already and proving to have been a good investment. Administrator Andard has promised to present a plan for future expansion of production capabilities, but will need further time to work on it.

Admirals Hir and Jandi have been successful in helping coordinate the transport of materiel, personnel and livestock for the expanding farmland around smaller settlements around the planet. These settlements are more along the lines of a farm or mine, residences for workers, a shuttle pad and a guard tower with bunks for a squad of army troopers, but they are essentially the bones of your resource extraction and future civil expansion.

Admiral Korrays efforts have been frustrated on every turn however, with supplies being delayed or rerouted, but with the massive scale of expansion, that is to be expected. That all such problems happened to him is bizarre perhaps, but there is no evidence of foul play, just bad luck.

Admiral Kore has assisted in the expansion of industrial infrastructure, with factories feeding your expanding industry growing in numbers and size. Admiral Ardan however ran into problems of having been handed duplicate plans of the same expansion the Ministry of Production was working on. He lent his help to their efforts under the assumption of his orders being correct, and only when reporting on his progress at the end of the month was the mix up realized.

Admiral Kothari worked closely with the Exploration Office, and managed to catch the unknown vessel as it was making repairs. Since they didn't respond to demands the ship was caught in tractor beams and boarded. After the stormtroopers engaged in a vicious boarding action seeing nine Imperial casualties, of which four were deaths the ship was securely in your hands. With forty one dead enemies and eleven captives the ship is in your hands. The largest surprise is that the crew consists of Duros, and the ship largely but not fully conforms to an ancient model of republic corvette. Puzzling since you are beyond the great hyperspace barrier.

The equipment was confiscated and awaits examination by a research team. Containing examples of very refined pulse-wave blaster technology, as well as personal cloaking fields, although those can easily be defeated by modern sensor technology they will still fool visuals. Unremarkable but still powerful was the suit of light battle armour made from durasteel worn by one of the crew.

The most common equipment among those who fought back by far was padded combat jumpsuits, not unlike those worn by many pilots, as well as slugthrower scatterguns that while entirely useless against stormtrooper armour will still knock you down and if you are unarmoured prove devastating.

The Exploration Office hands over a report on the system in which the foreign ship was captured, it is inside a nebula, and contains a massive asteroid, by an asteroid cluster, there is also two asteroid belts surrounding it. Of further note is that the massive asteroid contains carbonite ore. The Navy has remarked that it would make for a useful naval shipyard location in the future.

Admiral Dalsar-Tagge reports the progress or rather, lack of such on figuring out the pyramid artifact that caused Admiral Coths coma. The safety rules in place around handling the artifact has made a number of test unavailable, but what tests can be done show it to contain some sort of mechanism, but absent a way to open it up and investigate it not much can be said on it.

The Science Office reports success in advancing our available medical techniques as well as treatments and medicines, as well as a possible massive breakthrough in replicating the effects of bacta in the future. This is extremely good news, as you now have signs of a neighboring hyperspace capable civilization, and being ready to handle casualties should combat be required is a very high priority.

Agent Senk comes through again this time, now no longer distracted from his work. And you have another full dossier on a subordinate. This time Admiral Cric Horne.

Admiral Lorres reports that a patrol route has been set up in the system the foreign ship was discovered in without problems.

This month COMPNOR has further attempted to gain oversight of the bureaucracy detailing food distribution in the colony. This was thwarted by the fact that the Imperial Navy quartermasters brook no interference in their domain and openly threatened to drag several COMPNOR officials before military tribunals for interfering with rationing during an emergency. COMPNOR has quietly sent a number of their own off to the ISB to be chastised for their indiscretions.

The IDMR reports success in reverse engineering a production blueprint for the Imperial Cargo Ship, and further notes that they intend to begin work on creating blueprints for Acclamator I-class Transports next. They give the rationale that while Imperial Cargo Ships take slightly more cargo than Acclamators they have a massively larger crew requirement, and are under armed for your current situation. With blueprints for both available, a program to revert ICS's to Acclamators may be possible.

The Imperial Navy has a proposal for reorganization of the navy, it is a radical restructuring, paradoxically driven by some of the more orthodox Imperial admirals and captains. They propose that the Starfighter Corps and the Supply Fleets be made into two new organisations separate from the Imperial Navy. This would allow the navy to focus solely on what they consider the most important, Star Destroyers, heavy cruisers and escorts. Following that, how you reorganize the fleet will be solely focused on the fighting ships. Even the more unorthodox and carrier focused admirals are in agreement with this, as the Starfighter Corps would then gain the ability to lobby for their interests separately, and not have their voices drowned out by the more orthodox thought. The main skepticism has come from the Supply Fleets, as they would suddenly not be Imperial Navy personnel and instead be Imperial Supply Corps personnel, which is significantly less prestigious. The proposed Supply Corps would be in control of transport ships, supply dumps and supply lines.

The Imperial Army has backed the Imperial Navy's proposal to split of the Starfighter Corps, under the provision that their attached ground attack wings are transferred to the Army permanently, not to the new Starfighter Corps.


Personally Intelligence Cell

[] Yes, I'll likely want to expand this network into a full organisation. Write In Name.

[] Defer until later, as it is now, I have more important things on my plate.


Imperial Accent Language Standard
Human High Culture Orthodoxy Test: Success (Not a critical success, so you can still disagree, it however gave you an additional choice)

[] Agree and furthermore require it be High Coruscanti. This would help an unified Imperial identity, and also give it an image of refinement. COMPNOR would jump at this opportunity to enforce the culture of the core as standard culture.
High Coruscanti is redefined as Imperial.
Imperial Accent becomes a required standard in official situations.
COMPNOR Influence +1
COMPNOR Relations +2
Human High Culture Orthodoxy +1d3

[] Agree to the proposed language standard, as a unified Imperial identity is more important now than ever, rather than who is descended from what planet originally.
Coruscanti is redefined as Imperial.
Imperial Accent becomes a required standard in official situations.
COMPNOR Influence +1
COMPNOR Relations +1

[] Disagree to the proposed language standard, you are a proud corellian, and will not give up any part of your identity, especially now that you are so unlikely to see home again within your lifetime.
No Change


University Wings Completed
Select Two
[] Administration Wing
[] Politics Wing
[] Science Wing


Navy Administrative Reorganisation

[] Disagree to any split of the Imperial Navy.
No change

[] Agree to Split of the Starfighter Corps as an independent entity.
Imperial Starfigher Corps founded as a faction, Influence 1, Relations 1.
All ground attack wings transferred to Imperial Army.
All remaining starfighters transferred to Imperial Starfighter Corps.
Imperial Navy Influence +1
Imperial Navy Relations +1
Imperial Army Influence +1
Imperial Army Relations +1

[] Agree to Split of the Supply Fleets as an independent entity.
Imperial Supply Corps founded as a faction, Influence 1, Relations 0.
All transports, technical ships and supply ships transferred to Imperial Supply Corps.
Imperial Navy Influence +1
Imperial Navy Relations +1

[] Agree to Split of both the Starfighter Corps and the Supply Fleets as independent entities.
Imperial Starfighter Corps founded as a faction, Influence 1, Relations 1.
Imperial Supply Corps founded as a faction, Influence 1, Relations 0.
All ground attack wings transferred to Imperial Army.
All remaining starfighters transferred to Imperial Starfighter Corps.
All transports, technical ships and supply ships transferred to Imperial Supply Corps.
Imperial Navy Influence +1
Imperial Navy Relations +1
Imperial Army Influence +1
Imperial Army Relations +1

Captured Materiel:
Foreign Corvette
Handful of Stealth Field Generator Belts
Several Slugthrower Scatterguns
Several Pulse-Wave Pistols
Handful of Pulse-Wave Rifles
Handful of Advanced Pulse-Wave Pistols
Single Advanced Pulse-Wave Rifle
Single suit of Light Durasteel Battle Armour

Main Turn 5 Effects
Personal Intelligence Network Established
Science Office Expanded with an Energy Research Department
Imperial Academy Fully Constructed
Imperial University Two Wings Complete
Fuel Production on Kodu Increased by +1
Food Production on Kodu Increased by +3
Rare Mineral Production on Kodu Increased by +1
Chemical Production on Kodu Increased by +1
Industry on Kodu Increased by +2
Foreign Ship found and captured.
Hyperspace Route to nearby Nebula Asteroid Field charted.
Nebula Asteroid Field explored.
Advanced Medical Treatments and Medicines developed
Alternative to Bacta gains 2 Progress
Dossier on Cric Horne completed
Patrol in nearby Red Dwarf established.
Imperial Cargo Ship Blueprints completed
Relations COMPNOR +1


A/N: Had missed that two subordinates was assigned to the same action, but since I have missed it for so long, I just allowed it this once because it's better that I get on with writing.

I also apparently failed to convey that strategic materials is stuff like carbonite, aurodium and stygium crystals, uniquely useful and specialized things. But since we're early game still it makes sense for that department to do basic resource extraction work until such a time as strategic materials are of use.

I think that due to me being distracted lately I've just skimmed the plans rather than actually read them properly, leading to these mix ups. Since that's the case, I've decided to just go with the plan as posted regardless. I'll try to give feedback on that early on in the future and actually focus on what I'm reading.

I'll also start to give a bit more info on the subordinates you have a dossier on, as that will probably help you with where you want them.

The Coruscanti accent is the typical received pronunciation Oxford English that you see Imperial Officers use in the movies. High Coruscanti is essentially an aristocratic offshoot of the coruscanti accent, and uses more flowery language, for example using emerald in place of green and the like.
 

The Whispering Monk

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...High Coruscanti is essentially an aristocratic offshoot of the coruscanti accent, and uses more flowery language, for example using emerald in place of green and the like.
So the Snooty language of choice!

All told, a pretty good turn. Definitely happy that we got both our Spies organized and the Med Research done.
 

GuyThatRunsAGame

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Yeah it would be insufferable to listen to daily in real life, but I can gladly subject imaginary characters to it.

That's two of the more or less fundamentally required actions done yes.
 

Jarow

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[X] Agree and furthermore require it be High Coruscanti. This would help an unified Imperial identity, and also give it an image of refinement. COMPNOR would jump at this opportunity to enforce the culture of the core as standard culture.

I'm here (well, somewhat here) to be Imperial, definitely accepting either this or the merely Coruscanti version.


[X] Administration Wing
[X] Science Wing

We need people trained to administer our baby colony, and we need scientists to make sure we have the knowledge to do things. Politics can wait; we probably have some training already and training lesser politicians can wait until after we're in a secure position.

[X] Agree to Split of the Starfighter Corps as an independent entity.

Starfighter Corp seems to have agreement from everyone, so definitely should be done. Supply... it makes sense either way (naval officers need logistics knowledge, and most of the general training is needed for both Navy and Supply Fleet, so keeping the same branch able to move back and forth makes sense to me; splitting enables optimization of specific skill sets that aren't quite identical), but they don't want to be split off so I'm sticking with combining them. If there's a tie, I probably won't notice soon enough to fix it, but am perfectly fine with changing to splitting both.
 

The Whispering Monk

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[X] Disagree to the proposed language standard, you are a proud corellian, and will not give up any part of your identity, especially now that you are so unlikely to see home again within your lifetime.
**I'm in favor of NOT giving COMPNOR an advantage when we can help it simply because they are likely to be our main opposition. Additionally, I don't want to waste time on freaking accent training when we have so much other crap to do.

[X] Administration Wing
[X] Science Wing
**Definitely the way we need to go. Politics can wait.

[X] Agree to Split of the Starfighter Corps as an independent entity.
Imperial Starfigher Corps founded as a faction, Influence 1, Relations 1.
All ground attack wings transferred to Imperial Army.
All remaining starfighters transferred to Imperial Starfighter Corps.
**Give the Army and Navy a boost in Tandem. I think dedicated ground support for the Army to better integrate their tactics is a huge plus for capability. I'm also a fan of having a starfighter corps that's bent on improving themselves. I'm actually looking at turning the starfighter corps away from the standard TIE and make the Interceptor or Defender the standard TIE fighter in the fleet. We don't have the personnel to really keep running with the disposable fighter corp.

/edit forgot one thing


[X] Defer until later, as it is now, I have more important things on my plate.
 
Last edited:

GuyThatRunsAGame

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Nobody interested in letting the turbolaser cultists wash their hands of silly things like actually running their own logistics?

I'll let this one sit for a while more, as the choices are split evenly right now.


**Give the Army and Navy a boost in Tandem. I think dedicated ground support for the Army to better integrate their tactics is a huge plus for capability. I'm also a fan of having a starfighter corps that's bent on improving themselves. I'm actually looking at turning the starfighter corps away from the standard TIE and make the Interceptor or Defender the standard TIE fighter in the fleet. We don't have the personnel to really keep running with the disposable fighter corp.
I've had opinions on the TIE/D and TIE/ad for the longest time, as they are the ones people often tout as the proper replacements for the TIE Line Fighter.
I've argued in other places that an Interceptor with just an added shield is possibly the best Imperial TIE variant. As the TIE/D and TIE/ad are doctrinally confused products, with hyperdrives on starfighters not being useful as a standard variant for the Empire, seeing as the Star Destroyer (essentially a battlecarrier) is the basic building block of the Imperial Navy.
TIE/D Defenders are useful for long-range strikes, such as the ones the Rebellion needed to make, and TIE/ad Avengers are useful for elite pilots or in a similar role to the TIE/D, but as standard fighters they are quite simply to expensive to be worth it.

A TIE/In with an added shield is more manouverable and faster than an X-wing, with competitive weapons. Adding a shield would allow a pilot to make at least one mistake without exploding instantly. Most of the development work on adding shields has been done for the Avengers. They'd be more expensive per fighter than just going for the standard Interceptor, but owing to the lack of an hyperdrive, still cheaper and smaller than an X-wing, its closest competitor.
This is just my opinion and based on the costs in credits seen in most sources.

400.000cr TIE/ad (in every way except complexity and price better than the TIE/In)
300.000cr TIE/D (less compact than the TIE/ad or the TIE/In)
75.000cr TIE/In (Assuming 100.000 with shields*)
150.000cr T-65B X-Wing

So assuming a TIE/In with shields going for 100.000 credits, and pilot skills being equal, a TIE/ad would need to be able to outfight 4 TIE/In to be worth it, and a TIE/D one less opponent, but overall the loss in production numbers (and for TIE/Ds carried craft) is generally not worth it. The X-Wing is more competitive at 1.5 Interceptors.

I also feel that it is a safe assumption to make that an Interceptor has worse maintenance requirements than a Line Fighter, and a TIE/D and TIE/ad gets progressively worse due to doing to many things in to small a package.

*Most RPG systems would allow this to be much cheaper, but that is a pure game balance/player customization choice in my opinion, as there are space and energy limitations in place that are not often shown in game rules.
That rant however is based on the normal location for Star Wars, in the actual Galactic Empire, where the Empire has a rather different logistics and personnel situation than you do in this quest. Priorities may differ as a result, with the decision ultimately being in the hand of the players, not me.
 

Bear Ribs

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I'll go ahead and tiebreak then.

[X] Disagree to the proposed language standard, you are a proud corellian, and will not give up any part of your identity, especially now that you are so unlikely to see home again within your lifetime.

[X] Administration Wing
[X] Science Wing

[X] Agree to Split of the Starfighter Corps as an independent entity.
 

GuyThatRunsAGame

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Will get to writing in a while.
 
Tallied on
  1. [X] Agree and furthermore require it be High Coruscanti. This would help an unified Imperial identity, and also give it an image of refinement. COMPNOR would jump at this opportunity to enforce the culture of the core as standard culture.
    [X] Administration Wing
    [X] Science Wing
    [X] Agree to Split of the Starfighter Corps as an independent entity.
    1 people have voted
  2. [X] Disagree to the proposed language standard, you are a proud corellian, and will not give up any part of your identity, especially now that you are so unlikely to see home again within your lifetime.
    [X] Administration Wing
    [X] Science Wing
    [X] Agree to Split of the Starfighter Corps as an independent entity.
    [X] Defer until later, as it is now, I have more important things on my plate.
    1 people have voted
  3. [X] Disagree to the proposed language standard, you are a proud corellian, and will not give up any part of your identity, especially now that you are so unlikely to see home again within your lifetime.
    [X] Administration Wing
    [X] Science Wing
    [X] Agree to Split of the Starfighter Corps as an independent entity.
    1 people have voted
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