- Location
- Not the asylum anymore
- Pronouns
- She/Her
[X] Plan: Nephor Lives? V3C--Tool, and Die w/Raynor
[X] Plan: Nephor Lives? V3B w/Raynor
[X] Plan: Nephor Lives? V3B w/Raynor
Military 5/5 50 R
-[X] Tyrador IX: Military Recruitment Offices 0/200 3 dice 30 R
-[X] Nephor II: Fort Horner Marine Training Camp 115/200 2 dice 20 R
[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations.
(Progress 0/200, -10R per die, -5 Paranoia)
[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion.
(Progress 115/200, -10R per die, -5 Paranoia)
Ehhh, that could work, but it relies on some pretty weird shenanigans being pulled to get Horner made magistrate on Mar Sara.The basic idea I have is that Chuck spent time in the Sons under a pseudonym after Korhal, eventually moved to Mar Sara (either to legitimately retire or as part of an op), got appointed Magistrate, and then called Mengsk in when things got dicey.
The key, I think, is to make very sure that every point of R we spend over our income is on something that is very much worth it. We should probably have a plan that leaves dice fallow this turn, in areas where the economic stimulus effect is likely to not be so great.If we spend everything we have, then we'll wind up having to leave basically all of our dice other than on literally required areas fallow, even though this is far from ideal. Right now our income isn't actually sufficient, which is why we both need to massively increase it (while your plan pursues only two revenue increasing actions), while also preserving it. We shouldn't spend ONLY what we make each turn at this point, because that's too little, but we need to keep enough seed money to help us actually build up. Because the way your plan is going we'll have to basically leave not just six dice but a dozen fallow for the next three turns to make up for it... and what do you get that's worth it?
Fleshing out the bureaucracy? When we already need to increase Resources to use the dice we have? Ignoring the Census when it's both required and will pave the way for future income through the fact that census=taxation.
It's a flawed plan that sacrifices all future flexibility in the name of... not much, to be honest.
Right, but in Starcraft terms, it's also a bad idea to spend resources on anything other than the units, structures, and upgrades that will be most effective. If you're expecting the enemy to attack you with fliers, you don't waste time upgrading your melee-armed Zealots or Zerglings. Because what are they going to do, stand there angrily waving their blades at the shit that's bombing your base from above?In Starcraft terms, leaving resources unspent is called "floating minerals" or "floating gas" and is generally regarded as a bad idea - minerals sitting in your bank aren't out there harvesting more minerals or blowing up enemy bases or projecting power or whatever.
So unless we have the means to drastically increase our resource income if we save up a little, we should just spend it as it comes in.
When it's me, it's usually because the project has a low chance of completing with two dice, a medium chance with three, and a high chance with four... And I'm trying not to waste dice on overkill, so I roll two, then wait and decide whether I'm going to roll zero, one, or two next turn.I really don't understand why so many plans only put 2 dice into projects that could complete if 3 or 4 were put into them.
In this context, it frankly makes a lot of sense. Concentrating the Dominion's scattered and very depleted resources on the specific projects that will make it easiest to bring other projects online is, frankly, exactly the kind of thing you'd expect. Putting one die on each of four infrastructure projects per turn or whatever, not so much. That's the act of a government that, importantly, is not desperate. One that is not anticipating attack or major crises and where there are no great humanitarian problems- no particular sense of urgency, just the pleasant smile of things slowly and smoothly ticking over.Semi-relatedly, it hurts my soul to ignore important projects, only to crash-build them several turns later with tons of dice.
It makes much more narrative sense to me to more slowly progress at a steady pace in several fields at once. It makes the government look more stable.
Being seen making progress is often just as important as actually making progress.
@The Laurent , I am psychologically incapable of sorting through four nearly identical subtly variant plans to pick the one I like better. At least right now. Sorry. Ugh.
When it's me, it's usually because the project has a low chance of completing with two dice, a medium chance with three, and a high chance with four... And I'm trying not to waste dice on overkill, so I roll two, then wait and decide whether I'm going to roll zero, one, or two next turn.
Given the sheer size of the Progress costs for projects in this game, it's usually a bad idea to have more than two projects going in one category in one turn- one that might finish this turn, and one that you're starting.
In this context, it frankly makes a lot of sense. Concentrating the Dominion's scattered and very depleted resources on the specific projects that will make it easiest to bring other projects online is, frankly, exactly the kind of thing you'd expect. Putting one die on each of four infrastructure projects per turn or whatever, not so much. That's the act of a government that, importantly, is not desperate. One that is not anticipating attack or major crises and where there are no great humanitarian problems- no particular sense of urgency, just the pleasant smile of things slowly and smoothly ticking over.
@The Laurent , I am psychologically incapable of sorting through four nearly identical subtly variant plans to pick the one I like better. At least right now. Sorry. Ugh.
When it's me, it's usually because the project has a low chance of completing with two dice, a medium chance with three, and a high chance with four... And I'm trying not to waste dice on overkill, so I roll two, then wait and decide whether I'm going to roll zero, one, or two next turn.
Given the sheer size of the Progress costs for projects in this game, it's usually a bad idea to have more than two projects going in one category in one turn- one that might finish this turn, and one that you're starting.
In this context, it frankly makes a lot of sense. Concentrating the Dominion's scattered and very depleted resources on the specific projects that will make it easiest to bring other projects online is, frankly, exactly the kind of thing you'd expect. Putting one die on each of four infrastructure projects per turn or whatever, not so much. That's the act of a government that, importantly, is not desperate. One that is not anticipating attack or major crises and where there are no great humanitarian problems- no particular sense of urgency, just the pleasant smile of things slowly and smoothly ticking over.
Right, but in Starcraft terms, it's also a bad idea to spend resources on anything other than the units, structures, and upgrades that will be most effective. If you're expecting the enemy to attack you with fliers, you don't waste time upgrading your melee-armed Zealots or Zerglings. Because what are they going to do, stand there angrily waving their blades at the shit that's bombing your base from above?
So if we're going to blow our whole reserve budget, we need to make damn sure we are blowing it on optimally effective things. That means no overkill unless we're very sure the rewards of early completion outweigh the cost of the extra dice. And no doing projects that aren't either:
1) Strictly necessary
2) Very cheap, or
3) Very likely to pay off quickly in material rewards.