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 .
Oh right. Forgot to vote...and it doesn't matter at this point since I don't care if the Guard Intervention action is taken.
 
Vote closed
Scheduled vote count started by Etranger on Nov 14, 2022 at 10:05 PM, finished with 27 posts and 21 votes.
 
Turn 3 (Q1 2507)
Turn 3 (Q1 2507)

Overall, you'd rate this year's poker game – er, the budget negotiations – as a pretty strong success. Warfield agreed to lean on Duke to give up some of his surplus materials in exchange for that Zerg lab, and Starke's boys are already hard at work ferreting out the grifters and scammers in your civilian suppliers. You were a little nervous about agreeing to the census, but ultimately you realized that it had to be done anyway, and that there was no keeping the data from Security once the process was complete. After that clusterfuck on Brontes, the budget increase just slid by, albeit with a raised eyebrow from Mengsk.

Meanwhile, Arendt's brainstorm is already paying dividends. Victoria is hard at work digging up potential project sites on Nephor that could be repurposed toward immediately useful ends with only a little investment. With her producing a plethora of potential plans, Jacob has gone unnoticed in his own, less public efforts to find fun little side projects to keep him busy.

All told, the office is humming along quite nicely, even if the Emperor's once-monthly gentle requests for progress reports have turned into once-weekly firm nudges, particularly on the subject of Augustgrad. For every increase in capability and available resources, there appears to be yet another demand on both. Like pushing a boulder up a hill.



QM Notes:

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

Anything labeled [MANDATORY] is something Mengsk expects to see investment in every quarter; failure to do so may result in Paranoia.


Resources: 120 stockpile + 330 incoming - 25 personal = 425 available
Paranoia: 40/100
Free Dice: 4

Current Promises

Complete all phases of all [Reconstruction] projects by the end of Q4 2511
Complete one non-[Reconstruction] project in each listed category by the end of Q4 2511
Complete Korhal: Capital City Augustgrad (Phase 1) by the end of Q4 2507
Complete one subsequent Augustgrad phase each year until the end of Q4 2511
Complete Korhal: Build the Broken Mesa Xenobiology Institute by the end of Q4 2507
Complete Conduct a Dominion-Wide Census by the end of Q4 2507

Revitalization Goals
Infrastructure
Heavy Industry
Light and Chemical Industry
Environmental
Services

Infrastructure (5 dice, -3 per die)
[] 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 93/300, -10R per die, -10 Paranoia)

[] 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 172/300, -15R 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 0/500, -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 0/400, -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 good for the colonists... but will be less than warmly received by the authorities.
(Progress 36/200, -10R per die, +5 Paranoia)

Heavy Industry (4 dice, -3 per die)
[] 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 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, -10R 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, -15R 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 153/300, -15R per die, +5 Paranoia, multiple projects finish faster)

[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW]
The old Tool and Die Works on Nephor II is ideal for conversion into a producer of handheld fusion cutters. The precision machinery there is in need of recalibration and refurbishing, but the facilities themselves are sound and fully capable of being converted over to the necessary standards. TerraUnion may have gone bust along with the Confederacy, but her works will live on in the Dominion Labor Corps.
(Reduces some project lengths) (Progress 8/200, -10R per die)

Light and Chemical Industry (4 dice, -3 per die)
[] 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 271/400, -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)

[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW]
Phoros Neotextiles Ltd is still a going concern, albeit in name only. For a nominal fee, the owners of the defunct plant will sell you their interest and their factory, allowing you to reorient it towards production of the new Integrated Protective Ensemble. Those synthetic fabric-spinners will be back in action before you know it, all in service to the Dominion.
(Reduces some per-die project costs) (Progress 78/200, -10R per die)

Environmental (4 dice, -8 per die)
[] 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)

[] 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 269/400, -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)

[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium [NEW]
Prior to the Zerg invasion of Nephor II, the factory world had a single notable food export: Cap'n Yum-Yum's Ultra-Tasty Num-Num Bars. Despite the cutesy branding and kid-focused advertising campaign, the UTNBs were bland, highly efficient nutrient packages consisting of all necessary vitamins, minerals, and caloric intake for any given meal. They became staples of the factory worker diet, and were later included in Confederate military rations. If we resurrect the Foodularium, we'll ensure better sustenance for the Dominion's laborers, if not more appealing meals.
(Progress 0/200, -10R per die)

Services (4 dice, -8 per die)
[] 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 started, +5 Paranoia when completed)

[] 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 170/300, -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, -10R 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 (5 dice, -3 per die)
[] 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 115/200, -10R per die, -5 Paranoia)

Research (4 dice, -8 per die)
[] 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)

[] Iris-class Light Airship (Tech) [NEW]
Sometimes, to move forward, you have to look backward. This is the case for the Iris, a lighter-than-air craft that uses a derivative of Vespene gas to float effortlessly above the ground. The Emperor intends to use these vessels as propaganda blimps, broadcasting pro-Dominion messages and his own speeches from low-cost, low-maintenance platforms, but the light airship has a number of other potential uses, and may pave the way for future investment in lighter-than-air technology.
(Progress 0/150, -10R per die, -5 Paranoia)

[] New Model Weaponry (Phase 1) (Tech) [NEW]
Right now, Dominion conscripts and installation guards are armed with the Ferromag SMG, a cheap and easy-to-produce automatic weapon with poor range, low stopping power, and a high likelihood of jamming unexpectedly. While this might be acceptable to the Emperor, who plans to trade bodies for ground gained, you think you can do better. Your designers have come to you with a design for an improved light machine gun, the B-2, which boasts improvements in reliability, accuracy, and overall firepower. All they need is the budget to do field trials and work out the kinks.
(Progress 0/150, -10R per die, -10 Paranoia)

Bureaucracy (4 dice, -3 per die)
[] 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 24/200, -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)

[] Flesh Out the Remainder of the Bureaucracy [NEW]
While middle management is indeed a scourge upon all thinking people, there are some actual jobs with real responsibilities in the center of your org chart that need people in them. These are principally subject-matter experts and trained professionals who provide input and oversight on technical issues rather than mindless paper-pushers, and their help could prove invaluable.
(Provides additional dice) (Progress 62/200, -5R per die, +5 Paranoia)

[] Establish the Office of the Inspector-General [NEW]
Under the previous regime, hunting for corruption and inefficiency was like trying to install smoke detectors in Hell. However, with the wholesale departure of many of the worst offenders, you actually have a chance of building a halfway-functional bureaucratic edifice. To do so, you'll need an inspector-general: someone to provide oversight, ferret out graft, and tamp down on any little palace coups that might arise within your department.
(Unlocks internal review projects) (Progress 0/200, -5R per die, +10 Paranoia)

[] Re-Establish the Bureau of Planning and Statistics [NEW]
The Confederate Bureau of Statistics and Long-Term Planning was, to put it bluntly, a den of liars and crooks. The employees there were retained as professional forgers of documents and obfuscators of numbers. Charlatans, frauds, scam artists, you get the drill. But hey, what if you hired real statisticians and engineers to populate the department? You might get a better picture of what's actually going on in the Dominion.
(Unlocks stats) (Progress 0/200, -5R per die, +5 Paranoia)

Personal (4 dice, -13 per die)
Discretionary Funds (F): 25 initial + 25 incoming = 50 total

[] 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 or F 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.
(Unlocks Raynor's Raiders Personal projects) (DC 40 to avoid +10 Paranoia)

[] Private Investments [NEW]
One of the most basic things you can do with money is use it to make more money. Arendt is more than happy to shuffle a portion of your discretionary budget through a number of shell companies and dummy corporations, then begin investing in those concerns which will see the most growth in the coming years. "Insider trading" is a nasty turn of phrase... but an accurate one in this case.
(DC 30/50/70, -10F per die, +5F/quarter per DC passed, failure incurs +5 Paranoia)

[] Deadman's Rock: Authorize Arendt's Working Vacation [NEW]
In a turn of events that surprises absolutely no one, Arendt casually mentions that he has "certain connections" within the criminal underworld during a discussion of how to disburse the black budget. He proceeds to indicate that he would be willing to reactivate those connections, but it would require a personal visit on his part to Deadman's Rock, a pirate-infested asteroid outside Dominion Space. You, of course, are morbidly curious to see exactly what he plans on digging up there.
(Unlocks crime-related Personal projects) (DC 20 to avoid +10 Paranoia, -10F per die)

[] Nephor II: Contact the Industrial Workers' Trust [NEW]
During the later years of the Confederacy, as central control began to unravel, various groups began coming together to form mutual aid and self-defense organizations. The largest and most prominent of these so-called 'unions' was the Industrial Workers' Trust on Nephor II. Originally founded as a co-operative workers' insurance scheme, the Trust grew to represent a staggering number of Nephor's laborers until it was finally broken up by force in the late 2480s. Unbeknownst to the authorities, the Trust's leaders merely went underground rather than disperse, and according to your special advisor there should be some left to contact...
(Unlock labor-related Personal projects) (DC 40 to avoid +10 Paranoia, -10F per die)

[] Korhal: Go Drinking with Colonel de Santo [NEW]
Diamond "Dia" de Santo is the third of the three survivors of Dominion Section, Captain Arcturus Mengsk's command in the Confederate Marines during the Guild Wars. Never one to kowtow or keep her mouth shut, De Santo returned to duty along with you when the Sons of Korhal rose up against Confederate rule. Unlike you, and despite her loyalty to Mengsk, the old boys' club has conspired to keep her at a lesser rank while all the men have become generals and admirals. Maybe it's time to take her out for a friendly drink and see how she's feeling, now that she commands the Marine garrison on Korhal.
(Unlocks military-related Personal projects) (DC 60 to avoid +10 Paranoia, -5F per die)

[] Vardona: Have a Talk with Director Starke [NEW]
Devon Starke has indicated to you that he is not averse to a friendly, mutually beneficial working relationship. That is very interesting. You've also heard that he has some sort of connection to the much-rumored secret son of the Emperor, who Arcturus has alluded to while in his cups but never formally brought up or introduced to you. Why not have a chat, see if he's got anything to offer?
(Unlocks security-related Personal projects) (DC 80 to avoid +10 Paranoia, -5F per die)



Welcome to Turn 3! 24-hour moratorium, please post your proposals in the form of a plan, more organization and clearly laid out costs are always preferred. Feel free to inquire if you have any questions, or ping me if you notice any errors, either here or on Discord.

I've listed the black budget as Discretionary Funds with the notation F. Arendt's cost-reducing ability applies to those projects that consume F as well as R.
 
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[] Plan: Nephor Lives?
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (2 dice, 30 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] (1 dice, 2 Free dice, 30 R)
-[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) (2 dice, 30 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (1 dice, 1 Free dice, 20 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1) (3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (4 dice, 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 free dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)

360 R, and this is EVEN WITH leaving off 3 Military dice to go fallow. I'm kinda tempted to just drop Research except for a dice towards the Broken Mesa facility, tbh. That'd get us down to 330 R, because we can't afford to bleed this heavily UNTIL we actually get some more income.

That'd look like this:

[] Plan: Nephor Lives? (Pinching Pennies)
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (2 dice, 30 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] (1 dice, 2 Free dice, 30 R)
-[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) (2 dice, 30 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (1 dice, 1 Free dice, 20 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1) (3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (4 dice, 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 free dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)

330 R, which would only be 25 above the limit, and hopefully we can build up some more income later.


...actually, while it leaves SCVs fallow for a quarter, I could also see this as a possibility:

[] Plan: Nephor Lives? (Pinching Pennies+More Nephor)
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (2 dice, 30 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] (1 dice, 2 Free dice, 30 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1) (3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (4 dice, 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 free dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)

Only costs 220 R, and the 4 dice on the Industrial Megacomplex probably put us well over halfway to completing it... which comes with more Resource Income to spend later on.
 
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[] Plan Insert Witty Name Here
-[] Infrastructure 5/5 75R
--[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 2 dice + 1 free die 30R 10%

(Progress 93/300, -10R per die, -10 Paranoia when complete)
--[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice 45R 61%
(Progress 172/300, -15R per die, Resource gain)
-[] Heavy Industry 4/4 65R
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 3 dice 45R 47%

(Progress 153/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 1) 1 die + 1 free die 20R 0%
(Reduces some project lengths) (Progress 8/200, -10R per die)
-[] Light and Chemical Industry 4/4 60R
--[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 4 dice + 2 free die 60R 95%

(Progress 271/400, -10R per die, Resource income)
-[] Environmental 4/4 40R
--[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice 40R 74%

(Progress 269/400, -10R per die)
-[] Services 4/4 40R
--[] The Dominion Health Service (Phase 1) 3 dice 30R 48%

(Progress 170/300, -10R per die, +5 Paranoia)
--[] Re-Establish the Universal News Network [Reconstruction] 1 die 10R 0%
(Progress 0/100, -10R per die, +5 Paranoia)
-[] Military 5/5 50R
--[] Nephor II: Fort Horner Marine Training Camp 2 dice 20R 0%

(Progress 0/200, -10R per die, -5 Paranoia)
--[] Tyrador IX: Military Recruitment Offices 3 dice 30R 87%
(Progress 115/200, -10R per die, -5 Paranoia)
-[] Research 4/4 55R
--[] Korhal: Broken Mesa Xenobiology Institute 1 die 20R 0%

(Progress 0/200, -20R per die, -10 Paranoia)
--[] Tyrador IX: Imperial Science University 1 die 15R 0%
(Progress 0/200, -15R per die, +5 Paranoia)
--[] New Model Weaponry (Phase 1) (Tech) 2 dice 20R 6%
(Progress 0/150, -10R per die, -10 Paranoia)
-[] Bureaucracy 4/4 30R
--[] Truth and Reconciliation Committee (Idealistic) 3 dice 15R 26%

(Progress 24/200, -5R per die, +5 Paranoia)
--[] Conduct a Dominion-Wide Census [Reconstruction] 1 die 10R 0%
(Progress 0/300, -10R per die)
-[] Personal 4/4 40F
--[] Private Investments 4 dice 40F DC70 91%
(DC 30/50/70, -10F per die, +5F/quarter per DC passed, failure incurs +5 Paranoia)
-[] Free Dice 4/4
-[] 1 in Infrastructure
-[] 1 in Heavy Industry
-[] 2 in Light and Chemical Industry
-[] Resources stockpile 120/120 Income 295/330 Total 415/450
-[] Discretionary Funds (F) stockpile 25/25 Income 15/25 Total 40/50
 
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Ultimately we need to keep costs down. Towards the end of the year we can be more secure in knowing that unless we've fucked things up the economy's going to keep on growing, and with it our slice of the Resource pie... but this is Q1 of the year, we should try to reduce our Resource losses as much as possible while maximizing income.
 
Lets do insider trading since we're in a resource crunch and its something that pays off the sooner its done. The labor or other contacts in the dominion can be put off because they'll be in danger after the census is done but we can time it right so we talk to them a turn before or during the turn we complete the census.
 
Lets do insider trading since we're in a resource crunch and its something that pays off the sooner its done. The labor or other contacts in the dominion can be put off because they'll be in danger after the census is done but we can time it right so we talk to them a turn before or during the turn we complete the census.

Insider Trading just gives us resources for Personal, where we're kinda fine right now, meanwhile Hire Staff actually improves our dice. I guess we could do Hire Staff (2 dice) and Insider Trading (2 dice), one supposes.
 
[] Plan: Nephor Lives?
In general, could you perhaps re-structure your plans to include the various sub-categories the actions your plan includes belong to? Makes it much easier to see where, for example, you're leaving dice fallow due to lack of resources, for example.

Something like:
[] Plan Example
-[] Infrastructure; 5/8 dice +1 free die, 110 R
- -[] Action 1; x dice, y R
- -[] Action 2; x dice, y R
and so on.

I'm a bit hesitant to comment on your plans because

Also, someone made a probability calculator for planquests that lets us see how likely it is to complete a project phase with a given amount of dice/resources:

@Etranger, could you include the total per-die modifier we have in each category in the turn plan updates?
Ie. Infrastructure (5 dice; +/- X per die)
 
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We have 38 non-personal dice, and our income is 330R.

To break even we want less than -10R per die on average.

That means that if 10 of those dice cost -5R, the other 28 could be -10R and we would break even.

For each -15R die, another 2 dice must be -5R to break even.

We're not going to manage to break even, but every -5R project helps.

For this turn our only good source of -5R is this:
[] Truth and Reconciliation Committee (Idealistic)


We can hopefully get more -5R with this:
[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW]
(Reduces some per-die project costs)

I would definitely prioritize resource gathering, but I would go for the Korhal: Keresh Mining Complex over Nephor II projects to start with.

Korhal will finish sooner, and with Nephor's infrastructure project on top of that, it looks like we would likely run out of resources before finishing it.
 
I'm a bit hesitant to comment on your plans because
You've got an unfinished sentence here.
Also, someone made a probability calculator for planquests that lets us see how likely it is to complete a project phase with a given amount of dice/resources:
Ah, I made that. (Should have put my name in it, I suppose.) When you link to it, I'd recommend adding /transposed to the end of the url, as that means it'll open up with the much clearer transposed option rather than the default. Or just click the 'transposed' button after you open the link up.
 
I would definitely prioritize resource gathering, but I would go for the Korhal: Keresh Mining Complex over Nephor II projects to start with.
We'll also want to keep in mind that there's no prize for only partially-completed projects or phases. This means that, for multi-phase projects it might very well be better for us to over-invest right now in order to gaurantee a phases' completion, so we'll be able to benefit from said phase next turn.
For example, in theory it would be sufficient to invest 3 dice into Tyrador 9: Refugee Workshops, since they'd average out to ~150 points (not counting modifiers), and the current phase only requires ~130 points to finish. But if we suffer from one or two sub-par rolls and miss the amount of points required to finish the phase, then we won't have the increased resource-income next turn, so it would likely be much better to spend 4 dice on Refugee Workshops, to near-guarantee completion of the phase, and provide us with additional resources next turn (in addition to other benefits such as helping people). And with multi-phase projects, there's no worry about overrun being wasted.

You've got an unfinished sentence here.
Yeah; meant to say that I'm hesitant to comment on his plans because they're difficult to parse at a glance as they currently are.

Ah, I made that. (Should have put my name in it, I suppose.) When you link to it, I'd recommend adding /transposed to the end of the url, as that means it'll open up with the much clearer transposed option rather than the default. Or just click the 'transposed' button after you open the link up.
Many thanks, then! And done; edited the addition into the link in my previous post.
 
I would definitely prioritize resource gathering, but I would go for the Korhal: Keresh Mining Complex over Nephor II projects to start with.

Korhal will finish sooner, and with Nephor's infrastructure project on top of that, it looks like we would likely run out of resources before finishing it.

With the bonuses as they are now, on average it will take 7 dice for the Korhal Mines to complete, and 8 for Nephor II Industrial Complex to complete, while also being a necessary Reconstruction target, so I think that it's a better choice to start on this turn, though we should frankly do both when we can.
 
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[] Plan: Nephor Lives?
After thinking it over more, I find I actually like this plan.
Nephore has a lot going on.

My only suggestion is to re-allocate some of those free dice to try and get Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) done this turn.

Specifically, I'd take one die from the Truth and Reconciliation Committee, and one or two from Planetary Reconstruction and/or Orbital Cleanup.
 
[] Plan: Nephor Lives? V3
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 2 Free dice, 20 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1)
(3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (4 dice, 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 free dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)
-[] Fallow: 3 Research dice, 3 Military dice.

So this is... slightly risky, and I still think Planetary Reconstruction is really important for Nephor. But two dice still makes a decent start, and if the Brontes Orbital Cleanup gives us a good amount of Resources it'd be worth the new cost of 225 R. I mean, not worth it in the sense of all the damn dice we spent on it (terrible dice luck there), but worth it in the sense that in the moment we could really use it if the Orbital Cleanup gave us a meaningful amount of Resources, 60 or 70 or 80 or more.

After thinking it over more, I find I actually like this plan.
Nephore has a lot going on.

My only suggestion is to re-allocate some of those free dice to try and get Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) done this turn.

Specifically, I'd take one die from the Truth and Reconciliation Committee, and one or two from Planetary Reconstruction and/or Orbital Cleanup.

Hmm, maybe? The Orbital Cleanup could get us Resources. I guess we could softball actually fixing Nephor II a bit more and do something like...

[] Plan: Nephor Lives? V3B
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (3 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1)
(3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)
-[] Fallow: 3 Research dice, 3 Military dice.

The bad news is that that further increases the cost to 330 R, but it could be interesting...
 
One thing to keep in mind is that this the "Subvert the Plan" quest. We don't actually want the Dominion to succeed.
So what options do we have for sticking our thumb in Mengsk's eye?

  • Infrastructure
    • Fringe Worlds: Supply Bunker Construction (Phase 1)
      • +5 paranoia but it makes people harder to conscript or conquer. Not great but no other good options in this category
  • Heavy Industry
    • Nada
  • Light and Chemical Industry (4 dice, -3 per die)
    • Nada
  • Environmental (4 dice, -8 per die)
    • Nada
  • Services (4 dice, -8 per die)
    • Mass Literacy Movement (Phase 1)
      • +10 Paranoia (total) to have educated citizens (and thus more likely to rebel)
    • Re-Establish the Universal News Network [Reconstruction]
      • +5 Paranoia to occasionally have accurate news mixed in with propaganda, the lesser evil of the 2 news options
  • Research (4 dice, -8 per die)
    • Korhal: Broken Mesa Xenobiology Institute
      • I'm not sure why Mengsk is willing to give us -10 Paranoia to set up a research institute that can discover he was responsible for many of the Zerg attacks through Psi-Emitter usage, but I'll sure take it.
    • Tyrador IX: Imperial Science University
      • +5 Paranoia to establish higher education. Not clear from the text why Mengsk doesn't like this, but hopefully the same logic as from Mass Literacy Movement applies.
  • Bureaucracy (4 dice, -3 per die)
    • Truth and Reconciliation Committee (Utilitarian/Idealistic)
      • Emptying the prisons is an objective good, so either of these would be nice. Personally, I lean towards the Utilitarian option. While the Idealistic option seems more moral, it could be very useful to have a large population of individuals with known and increasingly good reasons to want to see the Dominion torn down and Mengsk, personally, dead. Hopefully we can get some options to funnel recruits from the prisons to Raynor by "killing" them on paper and then sending them on to a new resistance movement. Until then, Mengsk is happy with us.
  • Personal (4 dice, -13 per die)
    • [] 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.
      (Unlocks Raynor's Raiders Personal projects) (DC 40 to avoid +10 Paranoia)
      • Must take! The sooner we take this the sooner we can set about doing something good.
    • Deadman's Rock: Authorize Arendt's Working Vacation
    • Nephor II: Contact the Industrial Workers' Trust
    • Korhal: Go Drinking with Colonel de Santo

To the extent we improve infrastructure, we want to keep it as decentralized as possible. Build things in multiple locations, force Mengsk's goons to spread out.
 
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