Attempting to Subvert the Plan: Dominion Edition

Retcon: Should General Horner (the MC) have been The Magistrate (Starcraft 1 PC)?

  • Yes

    Votes: 35 43.8%
  • No

    Votes: 29 36.3%
  • This does not matter to me

    Votes: 16 20.0%

  • Total voters
    80
  • Poll closed .
The rollout is stupendous, and you're more than a little proud of yourself despite the unsettling authoritarian overtone the entire project is steeped in. Volunteers vastly outnumber recruiters, many of them disaffected and living in poverty, or displaced from their homes forever. Labor gangs stream out of refugee camps to work sites on Korhal, Brontes, and Tyrador, all charged with purpose if not endowed with relevant expertise. The Labor Corps may be a despot's vision of humanity all joined together in uplifting him personally, but the hope it offers and the works it's going to build exist entirely apart from Mengsk's self-aggrandizement.

One thing that it's very important we don't forget from our internal perspective of sabotage and stopping a dark future is that Mengsk is genuinely very popular and he is currently at the peak of that popularity.
 
Turn 2 (Q4 2506)
Turn 2 (Q4 2506)

QM Notes:

Some projects have impacts which are currently invisible. As you build up a more functional department, those effects will become more apparent.

Anything labeled [MANDATORY] is something Mengsk expects to be done ASAP, or at least to have consistent progress on; this can be ignored in exchange for Paranoia. Anything labeled [Reconstruction] is part of the plan goal.


Resources: 215 stockpile + 230 incoming = 445 available
Paranoia: 30/100
Free Dice: 4

Infrastructure (4 dice)
[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 25/300, -10R per die, -10 Paranoia when complete)

[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field.
(Progress 149/300, -20R per die, Resource gain)

[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction]
The industrial world of Nephor II was hit hard by the Great War; while the Zerg presence was minimal, the fighting between the Sons and the Confederates was fierce, especially once the factory workers started taking sides. Many of the world's valuable manufactories are in ruins, its hab-blocks burnt out and abandoned, and productivity is at an all-time low. This is not a workable state of affairs; the Dominion needs those factories, and to restart them it needs housing for their workers.
(Progress 0/600, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort.
(Progress 0/500, -10R per die)

[] Fringe Worlds: Supply Bunker Construction (Phase 1)
While not the well-populated and productive Core Worlds, the so-called fringe or "colony" worlds represent nearly a tenth of the Dominion's population... or they did before the War, anyway. While the situation out on the Fringe is very much still in flux, what's undeniable is that those people are dealing with banditry and deprivation on a scale unknown in the Core, where the Dominion Military and Internal Security reign supreme. By deploying the new Supply Bunkers to major Fringe settlements, their defensibility and sustainability will be substantially improved. This is great news for the colonists... but will be less than warmly received by the authorities.
(Progress 36/200, -10R per die, +5 Paranoia when started, +5 Paranoia when completed)

Heavy Industry (3 dice)
[] Korhal: Keresh Mining Complex (Phase 2)
With the initial open-pit mine complete over the main deposit, the Keresh complex can begin expanding toward secondary deposits with smaller, less manpower-intensive shaft mining. Subterranean mining with hand tools carries its own specific dangers, but the secondary deposits are expected to include several rare elements like jorium and crystallized xenon, promising greater resource yields in the process.
(Progress 14/300, -10R per die, Resource income, cost reduction to all Augustgrad phases)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Progress 0/400, -15R per die, Resource income)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable.
(Progress 0/600, -20R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)

Light and Chemical Industry (3 dice)
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output.
(Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] Vardona: Vespene Extraction Operations (Phase 1)
The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage.
(Progress 0/600, -15R per die, Resource income)

[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions.
(Progress 82/400, -10R per die, Resource income)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Progress 0/200, -20R per die, variable results)

Environmental (3 dice)
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present.
(Progress 0/200, -5R per die, +5 Paranoia when complete)

[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three Scourge with one AA rocket?
(Progress 122/400, -10R per die)

[] Dylar IV: Orbital Hydroponics
Dylar IV is a singularly unpleasant planet, selected to host the Confederacy's shipyards only due to its rich mineral deposits and technically breathable atmosphere. It has always been entirely dependent on external food shipments for its numerous personnel, which led to several perilous moments during the Great War when freighters failed to get through. By building a series of hydroponics habitats capable of producing their own fresh foodstuffs, we can alleviate, if not solve, the Dylarian Shipyards' need for a constant influx of outside food.
(Progress 0/200, -15R per die)

[] Vardona: Subsidiary Hydroponics Effort
As a largely urban planet, Vardona relies on substantial food imports to sustain its population. This led to a substantial shortage during the worst parts of the Great War, as interplanetary shipping broke down entirely, resulting in starvation and civil unrest. While Vardona will never actually be self-sustaining given how much of its surface is covered by settlements, building and staffing a number of small hydroponics farms will at least reduce its dependence on outside imports, should disaster strike again.
(Progress 0/200, -10R per die, +5 Paranoia)

Services (3 dice)
[] Mass Literacy Movement (Phase 1)

The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce.
(Progress 0/200, -10R per die, +5 Paranoia when begun, +5 Paranoia when complete)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 0/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures.
(Progress 0/100, -15R per die, +5 Paranoia)

[] Establish the Dominion Information Service [Reconstruction]
Alternatively, we could dispense with the pretense of independent journalism altogether and set up a centralized, government-controlled news network. DIS newscasters would work directly for the Sub-Ministry for Public Information and adhere strictly to Treasury guidelines regarding which news stories to publish and which to quash. This would generally result in a steady stream of pro-Mengsk propaganda, but it would also ensure that the media is entirely at our disposal, should that ever prove necessary.
(Progress 0/100, -10R per die, -5 Paranoia)

Military (4 dice)
[] Korhal: Eastcliff Military Academy
The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place.
(Progress 128/200, -10R per die, -10 Paranoia)

[] Brontes: Refloating the Fleet (Phase 1)
While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly.
(Progress 0/300, -20R per die, -10 Paranoia)

[] 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 0/200, -10R per die, -5 Paranoia)

Research (3 dice)
[] Korhal: Broken Mesa Xenobiology Institute

The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means.
(Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata.
(Progress 0/200, -15R per die, +5 Paranoia)

[] Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions.
(Progress 36/100, -5R per die, -5 Paranoia)

[] Handheld Fusion Cutters (Tech)
The fusion cutter is a technological marvel: multi-purpose, efficient, easy to use... and about half the weight of the average worker. However, it may be possible to simplify the cutter's basic design and miniaturize it down to perhaps a third of its current size by using certain insights gleaned from Protoss energy-circuit technology. The power output would be commensurately less, but it would still be an invaluable tool for our work crews.
(Progress 0/200, -5R per die, -5 Paranoia)

Bureaucracy (3 dice)
[] Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast.
(Increases available dice) (Progress 62/100, -5R per die, +5 Paranoia)

[] Refill the Upper Echelons (Cronies)
Alternatively, you could call up a bunch of your friends and close associates, without regard for their particular expertise. No one who's openly incompetent, of course, just a few good ol' boys and gals. Mengsk will surely understand; after all, he put you here, didn't he?
(Increases available dice) (Progress 0/100, -10R per die, -10 Paranoia)

[] Truth and Reconciliation Committee (Utilitarian)
The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free.
(Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(Progress 0/200, -5R per die, +5 Paranoia)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 0/300, -10R per die)

Personal (2 dice)
[] Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors?
(-25R, DC 10 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked)

[] Hire a Personal Staff
With your new assistant in place, it is now time to begin filling out your so-called "inner office." This cadre of secretaries, lesser assistants, messengers, and bodyguards will relieve you of your various minor cares, like doing your own paperwork or ordering your own lunch. Unlike your top-level political hires, you can stack your inner office with cronies and loyalists, minimizing any potential leaks or breaches.
(Increases Personal dice) (DC 20/40 to determine personnel quality, -5R per die)

[] Hire Advisors
Much of your technical expertise is expected to come from the Treasury's legion of bureaucrats and tame experts, but that doesn't mean all of it has to. Putting your own independent advisors on the payroll may raise a few small red flags over in the throne room, but that's the price you pay for good advice.
(Provides project die bonuses) (DC 20/40 to determine personnel quality, -5R per die, +5 Paranoia)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer.
(DC 40 to avoid +10 Paranoia)



Loving all the discussion and interaction. Thank you to everyone who's participating, even just by reading or voting.

We'll do a 24-hour moratorium so people can come up with plans. Feel free to tag or quote me with any questions (for the record, I prefer being called "Etranger" or "Etran" over "QM").
 
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[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 25/400, -10R per die, -10 Paranoia when complete)
Isn't the progress requirement for this supposed to have gone down by 100 due to the Keresh Mining Complex?
 
We definitely want to grab the inner office and private expert options under personal order. Former gives more dice and latter hands us real dependable insight that we alone know.

The slush fund is extremely attractive too as it really elevate that scale of shenanigans we can do.
 
[] Plan: We Hold The Course, We Keep Costs Down
- [] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
--[] 2 dice, 20 R
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
--[] 2 dice, 40 R
- [] Korhal: Keresh Mining Complex (Phase 1)
--[] 3 Dice, 30 R
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
--[] 3 Dice, 30 R
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
--
[] 2 Dice, 20 R
[] Korhal: Regreening Effort (Phase 1)
--
[] 1 Dice, 5 R
-[] Korhal: Eastcliff Military Academy
--[] 3 Dice, 30 R
-[] Tyrador IX: Military Recruitment Offices
-1 Dice, 10 R
-[] The Dominion Health Service (Phase 1)
-[] 3 dice, 30 R
-[] Integrated Protective Ensemble (Tech)
--[] 2 dice, 10 R
[] Handheld Fusion Cutters (Tech)
-[] 1 dice, 1 Free dice, 10 R
-[] Truth and Reconciliation Committee (Idealistic)
--[] 1 Bureaucracy Dice, 1 Free Dice, 10 R
[] Refill the Upper Echelons (Experts)
--[] 2 Bureaucracy dice, 10 R
- [] Set Up a Personal Expense Account
--[] 2 Personal Dice, 25 R flat.
-[] Hire a Personal Staff
--[] 2 Free dice, 10 R


290 Resources.

This is a bit expensive, but it's actually pretty hard to avoid otherwise. I am a bit worried about still not starting Reconstruction activities in Heavy categories, but we need that "cheap"/quick Resource boost and the cheaper Resource cost per action.
 
Personnel Qualities (Canon)
Personnel Qualities

There was something to be said about keeping things in order. The world consisted of churning seas, one's mind must be the calms without being the shallows. Samuel Smith hadn't come up with that metaphor, but he'd read it in a guide to accountancy he'd had the good fortune to stumble across when he was twelve.

He did not, of course, think of his past often. But he thought of that book.

He was settled in a creaky chair, across from a man he did not fully trust and certainly did not understand.

Jacob Arendt dressed well in a suit, but his incisor, glittering gold, and his whole posture gave the impression of a boxer or some other athlete stuffed into a suit. To be entirely fair to him, this is also the impression that the Chancellor gave off sometimes. He had a fast, slick way of talking that reminded him of sales executives he'd known.

Arendt was nearly six feet tall, with tanned skin and black eyes, brown hair cut close--Samuel Smith carefully kept these sorts of mental details on file at all times, if needed to provide a description. One would not think that this would be all that useful, but it absolutely was.

They were sitting at a fine wooden table, looking over two different personnel files. It was, he was quite aware, a courtesy visit. He could not stop the decision that had been made. But he could ask for clarifications on it. He looked down at the data slates for the two candidates for head of the inter-departmental Treasury.

The first file on Andrew Wellington noted his experience as an accountant, his skill in years of work at managing the books at a corporation, his military service that interrupted it, and his good results on examinations both during his education and into this position. He was thirty-four, single and unmarried, which could be a bonus for working hours at times.

The second, Eliza Chase, was nearly forty and had even more extensive experience. She did not serve in the frontlines during the war, but did participate in an administrative capacity. Her experience was wide, broad, and deep, and she had equally impeccable educational results and equally solid results on the entrance examinations and other such tests designed to sort out the best of the best.

She was the better candidate, though Samuel Smith would of course have advised that both could be hired. Perhaps Mr. Wellington could serve as an understudy, and Ms. Chase could be moved to another position as the departments expanded in the wake of coming bureaucratic success.

"I am uncertain, Mr. Arendt, why Mr. Wellington was chosen over Ms. Chase," Samuel Smith stated, looking across at the younger man. "Her credentials are impeccable, I do not believe that such matters as gender would interfere here, as she is not in a front-facing capacity." He stated it blandly--it was of no concern to him at all, but he was aware this was not the case for all people. If he had been told to hire according to gender biases he would have frowned but integrated that into his evaluation criteria, preferably in a formal way that could be tracked and measured.

But he had not been, and so he had not done so.

"Oh, no no no, not that at all," Mr. Arendt said, flashing another one of those grins. "Mr. Smith, and I hope you don't mind the formality there," Mr. Arendt said, his voice low and confiding. "The Chancellor decided on Andrew Wellington because of his personal qualities. One might even say that it's a decision based on personnel qualities. Eliza Chase is very qualified, and we will find a good position for her. But even though he has a few years less experience, can you truly say there's anything objectionable about his skills?"

"No, his status reports and career reputation all do seem to be solid," Samuel admitted, frowning across at him. "But I do not understand what you mean by personal qualities."

"He's flexible, and for this position that will be important, because of course we have many different budgetary pressures. The Chancellor, you know, he chooses based on all sorts of criteria. The man trusts his gut, and it's the same reason he chose you. Personal qualities. I don't want to be too revealing," Mr. Arendt said, with an insinuating tone, "But he considered Victoria, you know her?"

"She would have been quite competent."

"It's impressive, really, how you can't even be unfair about someone who could have taken the position from you."

"The position does not belong to me as a birthright," Samuel Smith said, and then paused. He'd almost expressed an opinion there, and he did not like doing so, especially on such matters. It was not his job to have such opinions.

"No, and yet it was granted to you for the same reason. Personal qualities."

"Personal qualities?" Smith did not think he had such things. He had labored carefully not to demonstrate any such thing--he believed he had succeeded. Perhaps he was wrong.

"Your reputation includes the ability to turn around disasters, and for all that you are said not to be flexible in one sense… I don't think that's quite true." Mr. Arendt smiled carefully, "For instance, your resume includes a wide variety of positions within different organizations. You're great at being flexible within certain bounds, and once you're within them you're rigid and have the ability to just bull ahead." He made little horns, as a child might. "So you see, it's personal qualities that brought you here too."

"I see."

"I'm not sure you do," Mr. Arendt said. "But we'll have plenty of time to work things out, pal."

He was nobody's 'pal' but he knew that an argument would just lead to raised voices, and that would almost inevitably lead to emotionally charged words. It was best to simply watch and endure, and so he nodded and let Mr. Arendt return to talking about his boss' schedule.

He was nobody's idea of an executive assistant. He did not know how a man so seemingly brutally strong, allergic to servility and yet also addicted to smarm--

But perhaps there was the answer.

Mr. Smith kept his back straight and rigid and did not comment and Jacob spun his stories and explained a few other seemingly inexplicable choices.

A/N: This Omake is written assuming that dice are invested relatively close together into both the Slush Fund and finishing the Upper Bureaucracy, as it would be a little odd not to do both of them as one is vital to expanding the section and the other is almost done and comes with huge rewards. But if it doesn't happen, it doesn't happen.
 
So which is the preferred option for the news Service?

This by a mile:

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures.
(Progress 0/100, -15R per die, +5 Paranoia)

Our goal is in fact to subvert the plan, not empower a dictatorship *AND* we don't lack for Paranoia-reducing options anyways. We could get as low as 10 Paranoia in the next two turns.
 
So which is the preferred option for the news Service?
From my understanding the re establish one will report a more honest view of the dominion and mengsk while the dominion one is only going to say good things about it and have heavy mensgk propaganda. Since I assume we are trying to subvert the plan and go against mengsk we should take the re establish one.
 
Most of the projects we need to do take between 400-600 progress so here's a plan aiming to try and reduce that.

[] Plan Build the Tools to Build the Tools
-[]Infrastructure 4/4 60R
--[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 2 dice 20R 0%

(Progress 25/300, -10R per die, -10 Paranoia when complete)
--[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 2 dice 40R 17%
(Progress 149/300, -20R per die, Resource gain)
-[]Heavy Industry 3/3 75R
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 3 dice + 2 dice 75R 13%

(Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)
-[]Light and Chemical Industry 3/3 30R
--[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 3 dice 30R 0%

(Progress 82/400, -10R per die, Resource income)
-[]Environmental 3/3 30R
--[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 3 dice 30R 0%

(Progress 122/400, -10R per die)
-[]Services 3/3 40R
--[] The Dominion Health Service (Phase 1) 1 die 10R 0%

(Progress 0/300, -10R per die, +5 Paranoia)
--[] Re-Establish the Universal News Network [Reconstruction] 2 dice 30R 50%
(Progress 0/100, -15R per die, +5 Paranoia)
-[]Military 4/4 40R
--[] Korhal: Eastcliff Military Academy 2 dice 20R 81%

(Progress 128/200, -10R per die, -10 Paranoia)
--[] Tyrador IX: Military Recruitment Offices 2 dice 20R 0%
(Progress 0/200, -10R per die, -5 Paranoia)
-[]Research 3/3 25R
--[] Tyrador IX: Imperial Science University 1 die 15R 0%

(Progress 0/200, -15R per die, +5 Paranoia)
--[] Integrated Protective Ensemble (Tech) 2 dice 10R 79%
(Progress 36/100, -5R per die, -5 Paranoia)
-[]Bureaucracy 3/3 25R
--[] Refill the Upper Echelons (Experts) 1 die 5R 70%

(Increases available dice) (Progress 62/100, -5R per die, +5 Paranoia)
--[] Conduct a Dominion-Wide Census [Reconstruction] 2 dice 20R 0%
(Progress 0/300, -10R per die)
-[]Personal 2/2 20R
--[] Hire a Personal Staff 2 dice 10R 87%

(Increases Personal dice) (DC 20/40 to determine personnel quality, -5R per die)
--[] Hire Advisors 2 free dice 10R 87%
(Provides project die bonuses) (DC 20/40 to determine personnel quality, -5R per die, +5 Paranoia)
-[]Free Dice 2/4
-[] 2 in Heavy Industry
-[] 2 in Personal
-[]Resources stockpile 215/215 Income 130/230 Total 345/445
 
[] Plan: We Hold The Course, We Keep Costs Down V2
- [] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
--[] 1 dice, 20 R
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
--[] 3 dice, 60 R
- [] Korhal: Keresh Mining Complex (Phase 1)
--[] 3 Dice, 30 R
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
--[] 3 Dice, 30 R
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
--[] 2 Dice, 20 R
[] Korhal: Regreening Effort (Phase 1)

--[] 1 Dice, 5 R
-[] Korhal: Eastcliff Military Academy
--[] 3 Dice, 30 R
-[] Tyrador IX: Military Recruitment Offices
-1 Dice, 10 R
-[] The Dominion Health Service (Phase 1)
-[] 3 dice, 30 R
-[] Integrated Protective Ensemble (Tech)
--[] 2 dice, 10 R
[] Handheld Fusion Cutters (Tech)
-[] 1 dice, 1 Free dice, 10 R
-[] Truth and Reconciliation Committee (Idealistic)
--[] 1 Bureaucracy Dice, 1 Free Dice, 10 R
[] Refill the Upper Echelons (Experts)
--[] 2 Bureaucracy dice, 10 R
- [] Set Up a Personal Expense Account
--[] 2 Personal Dice, 25 R flat.
-[] Hire a Personal Staff
--[] 2 Free dice, 10 R


300 R cost. This version moves one dice from Augustgrad to the Cleaning up of the Orbitals to try to stand a good chance of finishing it this or next turn... so that we can get the Resource Income we need to stop the bleeding. So we pay a bit more R upfront this turn, but the positive results should speak for themselves.
 
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Yeah, but I think we probably *could* get it down to 5 or 10 in the next turn... which doesn't mean we should try to keep it that low, because half of everything that helps people costs Paranoia. This motherfucker is like, "Safety, isn't that, like, unmanly?! Why do we need healthcare, just spit on it!"
 
[] Plan Focused Effort
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 25/300, -10R per die, -10 Paranoia when complete) 2 dice 20R

-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field.
(Progress 149/300, -20R per die, Resource gain)
2 dice 40R

-[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster) 3 + 2 free dice 60R

-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions.
(Progress 82/400, -10R per die, Resource income)
3 dice 30R

-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three Scourge with one AA rocket?
(Progress 122/400, -10R per die)
3 dice 30R

-[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 0/300, -10R per die, +5 Paranoia)
3 dice 30R

-[] Korhal: Eastcliff Military Academy
The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place.
(Progress 128/200, -10R per die, -10 Paranoia)
2 dice 20R

-[] 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)
2 dice 20R

-[] Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions.
(Progress 36/100, -5R per die, -5 Paranoia)
3 dice 15R

-[] Refill the Upper Echelons (Experts)
There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast.
(Increases available dice) (Progress 62/100, -5R per die, +5 Paranoia)
2 dice 10R

-[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 0/300, -10R per die)
1 dice 10R

-[] Hire a Personal Staff
With your new assistant in place, it is now time to begin filling out your so-called "inner office." This cadre of secretaries, lesser assistants, messengers, and bodyguards will relieve you of your various minor cares, like doing your own paperwork or ordering your own lunch. Unlike your top-level political hires, you can stack your inner office with cronies and loyalists, minimizing any potential leaks or breaches.
(Increases Personal dice) (DC 20/40 to determine personnel quality, -5R per die)
2 free dice 10R

-[] Hire Advisors
Much of your technical expertise is expected to come from the Treasury's legion of bureaucrats and tame experts, but that doesn't mean all of it has to. Putting your own independent advisors on the payroll may raise a few small red flags over in the throne room, but that's the price you pay for good advice.
(Provides project die bonuses) (DC 20/40 to determine personnel quality, -5R per die, +5 Paranoia)
3 dice 15R

My ideas for next turn. because of our penalties to dice rolls, we need to focus our investments as much as possible to get anything done in a reasonable timeframe.

Heavy emphasis on the Vehicle Factory for worker safety and progress reduction which will add up. Health Services seem like something we want a handle on as lack of news is a lot less likely to get people killed vs. lack luster medical care. Integrated Protective Ensemble gets over investment as this guarantees it finishes and, if the Supply depots are any indication, any excess progress rolls over to rollout.
 
I feel like even though it's supposedly invested effort, it includes things like choices that will slow down actually gaining Resource Income... which is something that we actually desperately need because right now we can't actually afford to go full-tilt unless we want to run out of Resources.

So we need to take actions that will give us those Resources. But even though the Slush Fund is "lost" funding, it's not actually lost, it just because Personal only, which is... fine?

But ultimately we need to get the Slush Fund stuff started up because, like, our goal is in fact to color outside the lines.
 
I feel like even though it's supposedly invested effort, it includes things like choices that will slow down actually gaining Resource Income... which is something that we actually desperately need because right now we can't actually afford to go full-tilt unless we want to run out of Resources.

So we need to take actions that will give us those Resources. But even though the Slush Fund is "lost" funding, it's not actually lost, it just because Personal only, which is... fine?

But ultimately we need to get the Slush Fund stuff started up because, like, our goal is in fact to color outside the lines.
Yet we need actual funding to steal from first, and bonuses we can make use of to get anything done. If we can't even do our current job properly, how can we hope to do so with any extracurricular activities?
 
Yet we need actual funding to steal from first, and bonuses we can make use of to get anything done. If we can't even do our current job properly, how can we hope to do so with any extracurricular activities?

The Slush Fund doesn't make that money disappear, it just makes it Personal only. We already will have plenty of expenses every turn from Personal, and so it's not actually that much of a loss.
 
I think we should do a little more to revitalize the economy before setting up a slush fund on the scale we're talking about. Also, give the other personal actions some time to 'cook' and hopefully lower the penalty on Personal actions before taking Personal actions that could be problematic if we get caught.

I also think it's time to go ahead with the SCV factory. Phase 2 of Keresh is all very well, but we've got insanely big projects to complete and it's pretty obvious (to everyone but Mengsk) that we need heavy construction and civil engineering equipment, not just masses of laborers with hand tools, to rebuild everything that was destroyed.

Beyond that, I'm trying to put dice aggressively into Infrastructure, one of the areas where our penalties are least, and trying to make major headway on reconstructing wrecked planets. This is a bit expensive, since the SCV plant and the Brontes cleanup are both expensive major projects. Brontes comes within shouting distance of completion; I'd rather not spend extra 20 R/die dice on overkill at this time with so much else to do.

I really, really think Nephor's gonna be important. It's an industrial hub and the workforce is miserably unproductive. The same can be said of Tyrador IX, but it's not full of existing industrial infrastructure.

Budget: 445 R (230 RpT income)
Free Dice: 4

325/445 R
4/4 Free dice

[] Plan Attempting to Rebuild The Planets

-[] Infrastructure (4/4 Dice + 3 Free dice, -3 penalty, 100 R)
--[] Korhal: Capital City Augustgrad (Phase 1) 25/300 (1 die, 10 R) (1/6 median)
--[] Brontes: Orbital Cleanup (Phase 1) 149/300 (3 dice, 60 R) (44% chance)
--[] Nephor II: Planetary Reconstruction (Phase 1) 0/600 (3 dice, 30 R) (3/12.5 median)

-[] Heavy Industry (3/3 Dice, -8 penalty, 45 R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 0/300 (3 dice, 45 R) (3/7 median)

-[] Light Industry (3/3 Dice, -8 penalty, 30 R)
--[] Tyrador IX: Refugee Workshops (Phase 1) 82/400 (3 dice, 30 R) (3/7.5 median)

-[] Environmental (3/3 Dice, -8 penalty, 30 R)
--[] Tyrador IX: Establish Farmsteads (Phase 1) 122/400 (3 dice, 30 R) (3/6.5 median)

-[] Services (3/3 dice + 1 Free die, -8 penalty, 30 R)
--[] Re-Establish the Universal News Network 0/100 (2 dice, 20 R) (36% chance)
--[] The Dominion Health Service (Phase 1) 0/300 (2 dice, 20 R) (2/4.5 median)

-[] Military (4/4 dice, -3 penalty, 40 R)
--[] Korhal: Eastcliff Military Academy 128/200 (1 die, 10 R) (26% chance)
--[] Tyrador IX: Military Recruitment Offices 0/200 (3 dice, 30 R) (8% chance)

-[] Research (3/3 dice, -8 penalty, 25 R)
--[] Integrated Protective Ensemble 36/100 (2 dice, 20 R) (69% chance)
--[] Handheld Fusion Cutters 0/200 (1 die, 5 R) (1/4.5 median)

-[] Bureaucracy (3/3 dice, -8 penalty, 15 R)
--[] Refill the Upper Echelons 62/100 (2 dice, 10 R) (86% chance)
--[] Truth and Reconciliation Committee (Idealistic) 0/200 (1 die, 5 R) (1/4.5 median)

-[] Personal (2/2 dice, -13 penalty, 10 R)
--[] Hire a Personal Staff (2 dice, 10 R) (90% to hit DC 20, 79% DC 40)[/U][/B]
 
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I'd rather fill in our staff and hire advisers since those will grant us bonuses to our die rolls.
 
Like, the 25 R "spent" on the Slush Fund doesn't go away. It literally means we start with the Slush Fund for Personal actions having 25 R. Which means we won't have to spend other R stuff on Personal, we can just spend that. So it doesn't actually increase costs.

So it's barely even a cost, and I feel like people are already threatening to forget the purpose of this entire Quest, tbh.

Other objections:

It feels like it'd be a lot smarter to just finish up the Military Academy rather than pussyfooting it. Similarly, slow-walking the Orbital Cleanup when we know it gets us more Resources per turn just seems... silly? We should just focus on completing it or getting as close as we can.

Three dice isn't overkill, not even remotely, and Brontes is something that has overflow automatically. Brontes is our best chance to increase our Resource income *this turn* which is something we need and which the plans spending 310, 315 R and not even actually getting the extra Resources don't seem to be thinking about.
 
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