• 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

Main Turn - 6 - AFE 23:9

GuyThatRunsAGame

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AFE 23:9

While you understand and to some degree agree to the intent behind COMPNORs proposed language standard, there are much more important matters to use our limited manpower and time for than accent classes. People from Imperial Center would probably also point to you being a stubborn Corellian as a reason, but you are a Corellian and an Imperial, you can be both with equal zeal as Corellia is part of the Empire.

With the administration and science wings of the university built, your university can now offer deeper specialization in those fields to students. While education in political fields will lag behind without their own specialized wing, that will be rectified in time as construction is finished.

The new month begins with the inauguration of the Imperial Starfighter Corps as an independent entity from the Imperial Navy, this causes a stir of approval from the starfighter pilots as they can now lobby for improved fighters without having their voices drowned out by superiors who have never piloted one.
You decision not to split of the Support Fleets as an independent supply corps also came as a relief to many captains. As such a change would have stripped them of their prestige as naval officers, and turned them into simple freighter captains. That it retains organic supply ships is more or less incidental to many of them, even though that was one of the main reasons to not separate them into their own branch.

The paperwork for the reorganization and reassigning pilots is finished just a few days before the new month rolls around, leaving you a little leisure time. You spend some of this going over your personal collection, memories of the Clone Wars. While every piece of the collection holds sentimental value to you, a memory made physical, your current situation might mean it's a good idea to allow your researchers access to it, to reverse engineer certain parts of equipment. That's a issue for the future however, as you currently lack production capabilities to make use of it.

Furthermore both the Stormtrooper Corps and ISB has sent polite inquiries as to the reason why they don't have proper offices yet. Seeing as how COMPNOR as well as both the Army and the Navy does, with the Starfighter Corps having had theirs constructed as part of the reorganization.
While not a problem yet, neglecting them for much longer may result in a loss of trust.

Hypermatter Supplies 9m
Fuel Supplies 9m
Tibanna Supplies 9m
Spare Supplies 9m
Food Supplies 9m
Bacta Supplies 5m
Aurodium Stockpile: 5

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
Other Skills: Personal Combat & Fitness 10, Intelligence & Subterfuge 10, Ground Strategy & Tactics 8, Politics & Influence 7, Ground Vehicles & Gunnery 7, Piloting & Gunnery 6, Astrogation & Physics 2, Field Survival & Navigation 1
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
Other Skills: Naval Strategy & Tactics 10, Ground Strategy & Tactics 10, Intelligence & Subterfuge 9, Politics & Influence 6, Administration & Logistics 6, Piloting & Gunnery 6, Ground Vehicles & Gunnery 3, Field Survival & Navigation 1
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
Other Skills: Politics & Influence 7, Intelligence & Subterfuge 7, Piloting & Gunnery 7, Personal Combat & Fitness 6, Leadership & Command 6
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: Energy Department (Science Office gains +10 to rolls using the Physics & Energy Skill)
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.

Personal Intelligence Network
Actions
: 1 Intelligence Action
Administrator Skill: -
Professional Skill: -
Expansions: -
Bonus: +10 to Counterintelligence Rolls to keep the Personal Intelligence Network secret.

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)
Dossier: Systems Admiral Cric Horne (+10 to all Actions targeting Cric Horne)

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!!

[] - 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!!

[] - Grant the IDMR and the Science Office access to individual items from your personal collection on a per item basis on request. These are almost all important mementos or trophies, and you'll want them back.
Free Action

[] - 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 x2

[] - 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)

[] - 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

[] - Expand Imperial Academy: With a separate branch for starfighters established, letting them have a specialized wing of the Imperial Academy is only sensible.
Ordinary Roll
0/3 Fourth Wing (Imperial Starfighter Corps)

[] - 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.
-[] Imperial Starfighter Corps: Gain +1 Relation Imperial Starfigher Corps. Higher Quality Starfighter Pilots.

[] - 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
5/5 One wing complete (Your choice of Administration, Politics or Science)
7/7 Two wings complete (Your choice of Administration, Politics or Science)
8/9 All three wings complete (Administration, Politics and Science)

[] - Construct an Arsenal Complex: While you currently have more troops and materiel than you can use, this won't always be the case. Constructing a factory complex dedicated purely to military equipment might be better to have done ahead of time. The core complex will be surrounded with a large perimeter wall, with space for future expansions for specialized facilities.
Ordinary Roll
0/4 Core Complex (5 Personal Equipment lines, and 1 Vehicle line, each line supplies 100 Production Points per month)

[] - 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, your advanced industry is anemic)

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

[] - Reverse Engineer Foreign Ship: The corvette we captured is extremely close to ancient Republic designs. Taking it apart and looking at how it works might help with deducing whether it is a question of convergent design or if the area they hail from is a lost child of the Republic, and as such, rightful Imperial territory.
Available Maintenance Schematic: No +0
Available Example Ship: Yes +10
Difficult Roll 0/6


[] - Reverse Engineer Foreign Equipment: The captured personal equipment of the crew are ready to be investigated, while most of it is nothing special, the advanced pulse-wave weaponry and the stealth field belts are promising advancements if adapted to our own technological base.
Pick One
Stealth Field Generator Belt
Challenging Roll

Pulse-Wave Pistol
Challenging Roll

Pulse-Wave Rifle
Challenging Roll

Advanced Pulse-Wave Pistol
Difficult Roll

Advanced Pulse-Wave Rifle
Difficult Roll

[] - Reverse Engineer Personal Collection: Your personal collection contains several items that are superior to or sufficiently different from general issue equipment that it may be beneficial to try and copy some of the objects within. Whether for eventual mass adoption, specialist issue, or even just one off vanity projects for custom orders.
Pick One
Must have done the free action to grant access to your personal collection.
Phrik Alloy Electrostaff
Ordinary Roll
Geonosian Sonic Blaster
Challenging Roll

BlasTech E-5 Blaster Rifle
Ordinary Roll

BlasTech DC-15S Blaster Carbine
Ordinary Roll

BlasTech DC-15A Blaster Rifle
Ordinary Roll

BlasTech DC-17m Interchangeable Weapon System
Challenging Roll

BlasTech DC-17 Hand Blaster
Ordinary Roll

BlasTech Bryar Rifle
Challenging Roll

BlasTech A-280 Blaster Rifle
Ordinary Roll

Theed Arms S-5 Heavy Blaster Pistol
Ordinary Roll

Arakyd Industries Accelerated Charged Particle Array Gun
Ordinary Roll
Merr-Sonn Class-A Thermal Detonators
Challenging Roll
Katarn-class Commando Armor
Challenging Roll

Mandalorian Protector Armor
Challenging Roll
BX Commando Droid
Challenging Roll

IG-100 MagnaGuard Droid
Difficult Roll
Balutar-class Swoop
Ordinary Roll 0/2

Flitknot Speeder Bike
Challenging Roll 0/2

[] - 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. While so far no progress has been made, with none of your researchers being able to make heads or tails of the item, there must obviously be some mechanism behind its function.
Difficult Roll

[] - Death Trooper Cybernetics: Your personal protective detail contains a squad of Death Troopers, these elite soldiers are augmented with advanced cybernetic implants that require occasional calibration and tuning. Going over the technical manuals and data gathered from the checkups may give avenues for more widespread adoption of some of the less advanced and less invasive implants.

[] - 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

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 still have access to Bacta, your reserves will run out in just a few months, and Thyferra is a long way away. 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. With more specialized medicine and treatments solved for now, you can refocus on discovering an alternative or synthetic replacement for bacta.
Difficult Roll 3/10

INTELLIGENCE ACTIONS

[] - Interrogate Duro Captives: The crew of the ship we captured are ready to be interrogated. This will shed light on where they come from and what if anything will need to be done about it.

[] - 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: I'd recommend doing at least one Advanced Industry action soon, as that will allow you production of starships and other matériel.
Sorry for the close to a week long wait to get this up.
 

The Whispering Monk

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I think it’s time that I go over what my goals are so everyone can see.

1. Get us to self-sufficiency in Food Production. We’re at 9 points there which puts us firmly in the Scarcity realm. We’re 17 points away from getting us to our current level of rationing. This is something I plan on blitzing so we don’t have to worry about it.

2. Once that’s done, we reorganize the fleet. We need to put a decent portion of is in mothballs, some on reserve status. At the same time, we’ll need to figure out how we’re going organize what remains active, and how we reserve the personnel. This will reduce our consumption a LOT, and allow us to stretch our supplies for Tibanna, Fuel and Spare Parts.

3. Build up Industry and Production so that we can get off life support for our Strategic Supplies.

[x]Plan: Gotta Have Goals

-PERSONAL ACTIONS
--[x] Free Action - Grant IDMR & Science Office access to Personal Items
--[x] Work with Ministry of Production to incentivize Colonists to increase Food Production <Moff’s Palace>
**I have no idea what this will accomplish, but I want to start working outside the box a bit.
--[x] Double Down on Infiltration [COMPNOR] <Kan Styndath]
-POLITICAL ACTIONS
--[x] Expand Science Office [Bio] <Civil Administration>
--[x] Begin Rationing Supplies [Bacta/Low] <Adm. Kothari> + <Imptel DiploServ Group> (+10 to Political Action)
--[x] Grant Faction Offices [Stormtrooper Corp] <High Col. Terrend>
-CONSTRUCTION ACTIONS
--[x] Expand Imperial Academy w/Starfighter Branch <Adm. Delste> 0/3
--[x] Build University <Maj. Gen. Avik> 8/9
--[x] Expand Resource Extraction [Kodu/Food] <Ministry of Production>
---[x] <MoP: Dept. of Agriculture>
---[x] <Adm. Korray>
---[x] <Adm. Hir>
---[x] <Adm. Jandi>
---[x] <Adm. Arden>
---[x] <Adm. Kore>
--[x] Expand Industrial Infrastructure [Kodu] <MoP: Dept. of Industry>
--[x] Expand Resource Extraction [Kodu/Metal] <MoP: Dept. of Natural Resources>
--[x] Expand Resource Extraction [Kodu/Chemical] <MoP: Dept. of Strategic Materials>
--[x] Expand Advanced Industry [Kodu] <Adm. Horn>
-DOCKYARD ACTIONS-NA
-EXPLORATION ACTIONS
-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] Alternative for Bacta <Science Office> + <IDMR R&D Team> (+5 to Research Actions)
-INTELLIGENCE ACTIONS
--[x] Build a Dossier [Admiral Varlo Korray] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
--[x] Infiltrate [COMPNOR] <Pers. Intel Network> + <Imptel Infiltration Team> (+10 to Infiltration Action)
**THE IMPTEL TEAM WILL ONLY GET USED AS LONG AS WE CAN ENSURE THAT THEY DON'T KNOW OR GET WIND THAT MY PERSONAL INTEL TEAM IS A THING. SECRECY IS THE KEY HERE, AND I WANT THIS CAPABILITY TO REMAIN HIDDEN AS LONG AS POSSIBLE.
-NAVAL ACTIONS
--[x] Continue Patrol [Red Giant System w/Ship Graveyard] <Adm. Lorres>
-GROUND ACTIONS
 

GuyThatRunsAGame

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--[x] Work with Ministry of Production to incentivize Colonists to increase Food Production <Moff’s Palace>
**I have no idea what this will accomplish, but I want to start working outside the box a bit.
Victory Gardens doesn't even have to change name for it to work with Imperial propaganda.

--[x] Infiltrate [COMPNOR] <Pers. Intel Network> + <Imptel Infiltration Team> (+10 to Infiltration Action)
**THE IMPTEL TEAM WILL ONLY GET USED AS LONG AS WE CAN ENSURE THAT THEY DON'T KNOW OR GET WIND THAT MY PERSONAL INTEL TEAM IS A THING. SECRECY IS THE KEY HERE, AND I WANT THIS CAPABILITY TO REMAIN HIDDEN AS LONG AS POSSIBLE.
Using your own intel team will always result in me doing a counter intelligence test for them to see if their target start suspecting their existence or if the roll goes sufficiently catastrophic, reveal them outright. Using the Imperial Intelligence assets means another counterintelligence roll regarding them as well. But your new service does have an inherent bonus to avoid detection.
 

GuyThatRunsAGame

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Gonna call it for Plan: Gotta Have Goals.

Your rolls have gone well overall, I'm just stuck on actually writing this thing.
 
Last edited:
Main Turn - 6 - AFE 23:9 Results

GuyThatRunsAGame

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AFE 23:9 Results

Free Action - Grant IDMR & Science Office access to Personal Items

Work with Ministry of Production to incentivize Colonists to increase Food Production <Moff’s Palace>
Critical Success

Infiltrate [COMPNOR] <Pers. Intel Network> + <Imptel Infiltration Team> (+10 to Infiltration Action)
Double Down on Infiltration [COMPNOR] <Kan Styndath]
Success

Expand Science Office [Bio] <Civil Administration>
Success

Begin Rationing Supplies [Bacta/Low] <Adm. Kothari> + <Imptel DiploServ Group> (+10 to Political Action)
Success

Grant Faction Offices [Stormtrooper Corp] <High Col. Terrend>
Critical Success

Expand Imperial Academy w/Starfighter Branch <Adm. Delste> 0/3
Success 2 Dos

Build University <Maj. Gen. Avik> 8/9
Success 4DoS
13/9 DoS

Expand Resource Extraction [Kodu/Food] <Ministry of Production>
Success 2DoS

Expand Resource Extraction [Kodu/Food] <MoP: Dept. of Agriculture>
Success 1DoS

Expand Resource Extraction [Kodu/Food] <Adm. Korray>
Success 4DoS

Expand Resource Extraction [Kodu/Food] <Adm. Hir>
Success 1DoS

Expand Resource Extraction [Kodu/Food] <Adm. Jandi>
Success 1DoS

Expand Resource Extraction [Kodu/Food] <Adm. Arden>
Success 3DoS

Expand Resource Extraction [Kodu/Food] <Adm. Kore>
Success 5DoS

Expand Industrial Infrastructure [Kodu] <MoP: Dept. of Industry>
Failure 1DoF

Expand Resource Extraction [Kodu/Metal] <MoP: Dept. of Natural Resources>
Success 3DoS

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

Expand Advanced Industry [Kodu] <Adm. Horn>
Success 1DoS

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)
Success 1DoS

Alternative for Bacta <Science Office> + <IDMR R&D Team> (+5 to Research Actions)
Failure 1DoF

Build a Dossier [Admiral Varlo Korray] <Agent Senk> +Imptel Operatives (+5 to Intel Actions)
Success 5DoS

Continue Patrol [Red Giant System w/Ship Graveyard] <Adm. Lorres>
Success 2DoS

COMPNOR: Build Influence
Success 1DoS
Sabotage -1DoS
Failure 1DoS

Imperial Department of Military Research: Reverse Engineer: Acclamator I-class Assault Transport
Success 2DoS
2/8 DoS

Imperial Navy: Patrol Asteroid Filled Nebula
Success 1DoS

Imperial Army: Ground Support Wing Integration Training
Success 3 DoS


Most of your time this month is spent alongside your staff, Minister Andard as well as her Ministry staff figuring out a way to improve access to food that won't strain your resources unduly. By the end of the month a plan to promote private and communal gardens ran at ones normal housing area has been reached. These small but numerous gardens will reduce the strain on food requirements, and can be useful in propaganda besides. While it won't cover subsistence on its own, and won't be applicable to your armed forces, the sheer scale of it will ease demand significantly.
After one of these meeting Minister Andard quietly requests that directing the efforts of the various departments of the ministry be governed by the ministry itself, rather than centrally. Regardless of what you decide on the matter, you will always be able to override any of their decision by Moff's decree at any point.

You spend the remaining time of the month in various meetings with different parts of COMPNOR, ostensibly to ease cooperation between your staff and theirs, and integrate your food initiative into their propaganda. In actuality, you were running interference and forcing them to alter schedules so that your infiltrators would have an easier time to slip between the cracks.
The infiltration went unnoticed as far as either you or Imperial Intelligence could discern, and you now have agents, both Imperial Intelligence and your own, in place inside COMPNOR. To your relief, both COMPNOR and Imperial Intelligence shows no sign of being aware of you own intelligence service existing as of yet.

In other news the Science Office has been expanded with a specialized biological sciences division. This department has been considered extremely important for future work on replicating bacta, and are now ready to begin work.

Related to that work is the work of Admiral Kothari, who has been easing the concerns your troops have over the reduced availability of bacta in infirmaries, as most is held as strategic reserve to prolong any availability at all. The presence of alternative treatments and remedies has however done much to calm the worst fears.

High Colonel Terrend took a personal hand in the construction and design of the Stormtrooper Corps headquarters. The monolithic building is more akin to a small citadel than an office building, though that isn't immediately obvious. Disregarding the obvious turrets outside, the building contains hidden firing ports and retractable autoblasters throughout, it is clearly meant as an unassailable bastion. It has further been positioned close to the Moff's Palace in order to be able to respond rapidly to any incidents there.

Fleet Admiral Delste reports that work on the Starfighter Corps wing of the Imperial Academy is underway, and will in all probability be completed without incident soon enough.

The university is completed with its last wing, for political sciences and diplomacy. With the university fully complete, any future administrators trained locally will be up to an acceptable standard expected in any Imperial core system.

With the massive expansion of farmland, ranching and hydroponics being undertaken this month one would expect the problems of previous such large scale endeavours, that resources end up in the wrong place or equipment is reassigned, but surprisingly, no such incidents occur this month, and availability of food is massively increased. Along with your work on promoting home gardens and communal farming in the habitat blocks, the regular population are now firmly in your camp as they see you directly addressing the most important point on the regular workers agenda, having food on the table.

The problems that didn't occur in the food production expansion did occur in the industrial expansion however. With so much industry directed to support expanding food production, and the prospects of getting some advanced factories up and running, the regular industrial expansion simply fell to the bottom of the priority list for materials, and as such has not been to schedule.

The Ministry of Production does however report that extraction of both industrial metals and chemical precursor resources have been expanded, so any future factories will not lack for materials.

Admiral Horne reports the successful construction of the advanced facilities required for manufacturing the required materials and parts for proper military equipment and starship components. With the first such facilities online, you can now start looking at actually producing materiel. Although your fleet is larger than you can support right now, the ability to replace losses in the future is now being worked on.

This month signals a breakthrough in the work on the alien artifact you uncovered. Using specialized instruments usually classified for sole use by the Inquisitorius, replicated painstakingly trial and error by the Imperial Intelligence Tech Analysis group has produced results. The artifact has a mechanism, one which functions through the force somehow. And though you can't operate it due to that, it now opens up a future possibility should you acquire force sensitive prisoners.
The main breakthrough though is that you now have equipment for measuring force sensitivity available, is somewhat unreliable and finicky.

The Science Office regrets to inform you that no further progress on finding an alternative to bacta has been made, as most of their bioscience personnel has been busy setting up their department. Though they promise that future work on the project will be easier due to this.

Agent Senk reports no issues in compiling a full report on Admiral Korray, and hands you the datapad with everything collected on it.

The patrols in the system with the starship graveyard is further reinforced by an additional heavy cruiser and escort, should anyone come looking for the Duros ship your troops captured. So far, no sign of anyone else has been found, but rather safe than sorry.

COMPNOR had tried to piggyback on your home garden project to gain more sway in rationing and allocations, but mysteriously suffered leaked instructions to the public, the Ministry of Production and the Imperial Army quartermasters. This set back their attempt and they have been stalled. Imperial Intelligence has not taken any credit for this, and your own intelligence service was not involved.

The IDMR has reported some success in the creation of construction blueprints for the Acclamator I-class Assault Transports. Once those blueprints are done, they have declared to you and the navy that they intend to create a conversion blueprint for Imperial Cargo Ships into Acclamators, while not strictly necessary, a specific conversion process to follow would make any such attempts substantially easier.

The Navy has expanded their patrols to include the asteroid filled nebula where you apprehended the Duros ship. Though the patrol is light, there is now an Imperial presence there.

The Imperial Army has successfully and surprisingly rapidly integrated their attached ground attack wings into the army proper, and any friction that might have affected future operations will now be minimized.


Ministry of Production

[] Allow the Ministry of Production direct control over what their departments are used for. This clears up your desk of paperwork and streamlines decision making. You will still direct the Ministry of Production in general, but the smaller departments will be out of your hair.
(This will result in me picking what the departments do, but I won't sabotage my players, I will prioritize the MoP as striving to first meet any eventual shortages, and secondly balance industrial capacity. Players will still be able to override this by including them in the plans regardless, but that might have the consequence of the Ministry starting to dislike your constant meddling.)

[] Disallow the Ministry of Production direct control over what their departments are used for. Having direct control is preferable in all circumstances. No other person has the same level of insight into the large scale direction of your domains as you do.
(Continue as before, with players having to continue allocating the departments every turn.)

IDMR and Science Office granted access to Personal Collection
Food Production is increased by +1 per 2.000.000 Workforce.
Loyal Populace: +10 Bonus to Counterintelligence vs. coups and undermining.
COMPNOR Infiltrated by Imperial Intelligence
COMPNOR Infiltrated by Personal Intelligence Service
Science Office Expanded with Biology Department
Bacta Rationing reduced to Low without incident
Stormtrooper Corps granted Faction Offices
Imperial Academy Expansion [Imperial Starfighter Corps] Progress 2/3
University fully constructed.
Food Production on Kodu increased by +7
Metal Production on Kodu increased by +1
Chemicals Production on Kodu increased by +1
Advanced Industry on Kodu increased by +1
Prototype Force Sensitivity Detection researched
Dossier on Admiral Varlo Korray completed
Patrol around Red Giant w. Starship Graveyard reinforced
High Colonel Garo Terrend gains +1 Relations Stormtrooper Corps
Added Asteroid Filled Nebula to Patrols

Stormtrooper Corps gain +1 Influence

A/N: It's finally out. I'd tried to write every day since I called the vote, but just couldn't get anything out. Today it all got written in one go. I'm extremely relieved to have that block gone, as I dislike letting the quest sit in limbo like this.

Any concerns I had over the quality of the writing is overshadowed by the happiness of actually having any writing whatsoever.
 

Jarow

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[X] Allow the Ministry of Production direct control over what their departments are used for. This clears up your desk of paperwork and streamlines decision making. You will still direct the Ministry of Production in general, but the smaller departments will be out of your hair.

Given no one's voted yet, guess I'll go for this one (unless you'd prefer not too; having us do it could potentially be easier for you)
 

The Whispering Monk

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Thanks for posting @Jarow for some reason I thought I'd already voted! :p

[X] Allow the Ministry of Production direct control over what their departments are used for. This clears up your desk of paperwork and streamlines decision making. You will still direct the Ministry of Production in general, but the smaller departments will be out of your hair.
 

GuyThatRunsAGame

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Given no one's voted yet, guess I'll go for this one (unless you'd prefer not too; having us do it could potentially be easier for you)
It won't burden me, I would just not have given the option if it would be a problem.
I already have to pick actions for the different factions, so no big change really. This was mostly about giving anyone interested in making a plan less "filler" (for lack of better description) options to pick.
 

Jarow

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As someone who doesn't make plans for this quest (I have enough issues trying to get Sunhawk's quest plans by my mostly self-assigned deadline, after which people start asking me when I'll have the plan ready), I have no idea how much effort it takes or not, just thought the idea sounded reasonable. Given both you and Monk seem happy with that choice, that decision seems fully reasonable, but didn't really want to be saying "do more work for me!" entirely on my own.
 

The Whispering Monk

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@Jarow
I'm trying to keep it as simple as possible since there is likely to be suitable bloat if/when we start getting other planets. I work a lot of hours in the week, and it will keep me sane. ;)
 

GuyThatRunsAGame

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The update is on its way, mechanically it's done and I'm just shit at actually writing it.

As to complexity and bloat, I'll actually try to decrease it over time, with more departments, ministries, governors and the like available, so that in time future decisions will be more friendly to write-ins as they will be more along the lines of broader directives. Of course, specific decrees have their place as well, it is an autocratic regime with no real checks on power after all.
 
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