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 .
Turn 3 (Q1 2507) Results
Turn 3 (Q1 2507) Results

Resources: (120 stockpile + 330 incoming - 25 personal = 425 initial) - 320 expended + 300 gained = 405 remaining
Paranoia: 40 initial + 10 gained - 5 lost = 45 total

Infrastructure
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 133/300, -10R per die, -10 Paranoia) [3, 37]

"I'm tellin' you, Earl, don't be a damn fool! There's no such thing as curses!"
- Augustgrad labor team leader to a subordinate, two minutes and seventeen seconds before vanishing down a sinkhole

Construction on the Imperial Palace has hit another run of bad luck. The sinkhole problem, which was thought to be a localized phenomenon at Site 1, has abruptly begun to recur around Site 2. A team of surveyors brought in to investigate the issue find themselves baffled; the consistency of the soil and known qualities of the supporting rock do not lend themselves to random holes opening up beneath people's feet. While the survey team is helpful in mitigating further casualties by sonic-mapping potential sinkhole sites, the problem itself remains unresolved by the end of the quarter.

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.
(Provides one-time Resource gain)
(Progress 406/300, -15R per die) [69, 66, 99] [nat 100]
[+300 Resources, -5 Paranoia] [106 Progress toward next phase]

"We called it the Battleball, or the Battlelode, depending on the day. Basically, best we can tell, the Sons battlecruiser Nemesis was going down, so the captain put it on autopilot and abandoned ship. It rammed the Confed ship Sonny Crockett and took it out of the fight. During the next fight over Brontes, the battlecruiser Enron was taking shelter behind the two ships' wreckage, but it got caught by a wing of Wraith fighters and pummeled to death, so it merged with the Battleball. Then, at some point during the later War, the 'ball drifted through the Ahab and the Traveler, picking them up too. No idea why it was so round, but..."
- Treasury salvager, sending a vid-mail home; ship names later redacted by DSS

With the majority of the Zerg presence over Brontes cleared out (or at least broken up) by Alpha Squadron, work resumes in earnest on the massive debris field choking the skies. A shock effort is further spurred on by the rather ingenious deployment of Labor Corps salvage crews onto the largest chunks of salvage. While DLC workers are normally not suited for space reclamation efforts, the sheer size of some of these wreckage agglomerations allows multiple work crews to be dedicated to their recovery. The result is a tremendous haul of valuable materials, and an attaboy from the Emperor for 'creative personnel management.'

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 78/500, -10R per die) [78]

"Hab-Block A7-33 is cleared for refurbishment. Beginning sweep of Hab-Block A7-34..."
- Labor Corps surveyor, testing hab-block structural integrity

Much of the preliminary work for rebuilding the first batch of hab-blocks is completed this quarter, as Dominion assessors descend on the so-called "Blue Zone" of military protection on Nephor. Their aim is to determine whether a hab-block is fit for refurbishment using Labor Corps workers, or whether heavy machinery needs to be brought in for either rebuilding or outright demolition. These three categories are variously termed "Green," "Yellow," and "Red," making the entire affair quite colorful, though proposals for a fourth "Teal" category are sadly shot down in the initial planning phases.

Heavy Industry
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.
(Provides Resource income)
(Progress 80/400, -10R per die) [61, 19]

[inarticulate noise]
- Nephor Security Patrol officer, encountering a bolt-thrower trap

Efforts to survey the old Industrial Megacomplex quickly run into certain difficulties when rumors of "tribes" of refugees inhabiting the facility are confirmed across multiple encounters. While some of the refugees are quite friendly and amenable to being moved out of the Megacomplex and into prefab housing, others are less open to diplomacy. NSP patrollers are met with a variety of traps and clever ambushes; some of the most lethal include the controlled detonation of chemical tanks, causing explosions and noxious gas clouds that render areas entirely unapproachable. These run-ins slow the rate of progress in reclaiming the main facility, though some progress is made.

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 253/200, -15R per die) [63, 105, 77]
[-50 Progress needed for land-based construction projects] [53 Progress toward next phase]

"Conditions are even better than expected. Aside from the data system being wiped, a few instances of faulty wiring, and some truly disgusting carpeting in the offices, this place is more or less ready to go. Oh, and the roof fell in. Probably someone should fix that."
- DLC foreman, reporting to Special Advisor Archibald

The looting and burning that characterizes most of Nephor II's industry-scape seems to have largely passed by the old TerraUnion works. Instead, it is largely suffering from a combination of disuse and neglect. A whole cadre of trained engineers, many of whom used to work for TerraUnion before the war, filter into their old place of employment and begin rebuilding. The main focus of the effort is re-roofing the factory after a particularly bad acid rainstorm burned a hole in the aluminum sheeting, but the new low-grade neosteel plating should prove far more resilient in the future. The machines themselves are quite simple to switch over to HFC production, and rapidly begin churning out new tools for the Labor Corps.

Light and Chemical Industry
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.
(Provides Resource income)
(Progress 463/400, -10R per die) [87, 80, 25]
[+10R/turn] [63 Progress towards next phase]

"New from My Marine Buddy, it's the actual working 1:18 My C-14 Gauss Rifle, as seen on real-life Dominion Marines! This marvel of modern engineering includes a working gun sight and fully automatic fire! Just press the button on the back of your MMB and he'll pull the trigger for you! Prepare to blow away your friends and the Hideous Zerg Swarmers (sold separately)! Depleted-uranium ammunition not included, please purchase separately. My Marine Buddy does not accept liability for any consequences that may result from use of the My C-14 or the My Marine Buddy action figure. No returns. No refunds."
- Televid toy advertisement featuring a new Tyrador-made product line

The first wave of prefab factories is now fully online across Velocis, and job applications far outweigh available slots on the assembly lines. From each workshop pours kitchen appliances, hand tools, paper goods, plastic toys, and faux-wood furniture. Much of this output is consumed by overburdened Tyrador itself, as refugee camps and worker hab-blocks alike are furnished and outfitted properly for the first time, but some exports make their way off-planet to the other Core Worlds, improving standards of living in a small but noticeable way.

Nephor II: Phoros Neotextile Fabrication Plant (Phase 1)
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 316/200, -15R per die) [60, 71, 107]
[-5R/die needed for land-based construction projects] [116 Progress towards next phase]

"Oh shit, I just triggered the auto-turrets. RUN FOR IT, FELLAS!"
- Treasury specialist, outside the Phoros plant; only light injuries were reported

Acquisition of the Phoros Neotextiles plant is easy; the ownership has relocated to Vardona and is happy to get out of the business voluntarily, given that the unstated alternative is nationalization. What they are unable to do is provide the security codes for the facility, which were apparently lost with the home office back on Tarsonis. Instead, you're forced to subcontract out to one of Arendt's "acquisitions experts" to help you break into your own factory, which is defended by a paranoid's dream lineup of automated defenses. After a few minor hiccups, the factory is reopened, revealing a pristine structure whose machines and facilities are untouched by the ravages of war. Getting it to produce the Ensemble is almost an afterthought.

Environmental
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 398/400, -10R per die) [0, 0, 24, 90] [+15] [Close Enough]

"What the hell is 'close enough' supposed to mean? I was promised a chicken farm, dammit! Where the hell are the damn chickens?!"
- A Tyradorian homesteader, confronted with the cruel realities of life

By the end of the quarter, the first batch of instant farms are surveyed, sectioned off, and built, allowing families from across the continent to move into their new homes and lives. Unfortunate livestock shortages aside, the program is a rousing success, enabling tens of thousands of refugees to be converted from a listless, hopeless existence to productive, hard-working members of the Dominion. Tyrador may still suffer from periodic food shortages and lack of proper variety, but at least no one's starving anymore.

Services
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 303/300, -10R per die, +5 Paranoia) [35, 15, 83]
[3 Progress towards next phase]

"JOIN THE HEALTH SERVICE! HUMANITY NEEDS YOU!"
- Dominion Health Service poster, once again proving the tragic absence of moral fiber among government officials

Across the Core Worlds, a system of clinics and hospitals is now fully operational, servicing everywhere from war-torn Nephor to overpopulated Tyrador. Each hospital is centrally located in the areas of most need, with a number of affiliated clinics arrayed out in a network around it, allowing for efficient transfer of patients and personnel between facilities. The medical treatment offered at these locations is free of charge (so long as you're on record as a taxpayer) and readily available, a marked departure from the old Confederate system.

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 2/100, -10R per die, +5 Paranoia) [2]

"Chancellor, please find enclosed my report on the Confederate Security program known as 'Operation Blindeye.' I have also enclosed a list of responsible officials, in case you deem specific measures necessary to address the issue."
- Vice-Chancellor Smith's private report on the UNN issue, sent to the Office of the Chancellor, forwarded to Jacob Arendt for special attention

Your well-meaning efforts to restart the Universal News Network run into immediate and intractable problems when you are unable to find any legacy staff. That's when Smith's report on Blindeye hits your desk. During the Great War, Confederate Security spent a sizable fraction of its resources on "high-profile dissident neutralization," which was their special phrase for murdering journalists. Ghost operatives were tasked by the handful with shooting, stabbing, and blowing up every anchorperson, program manager, and camera operator they could find. This went on for years. That's when you realize that it's impossible to staff the new UNN with its old employees. There simply aren't any left.

Military
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 151/200, -10R per die, -5 Paranoia) [2, 19, 15] [+15]
[Project will autocomplete in Q2 2507]

"What do you mean, you don't have any display CMCs left? That's the whole centerpiece of the office! I'm over here trying to help you, you miserable bucket of bolts, and you're—wait wait wait, no no no, don't put me on hold agaiaaaaaaargh–"
- Vidcom call between a Treasury crew leader and General Duke's adjutant

While most of the military surplus shipments go off without a hitch, certain supply chain issues do arise from such a massive quantity of equipment being moved all about in a hurry, and one of them has to do with decommissioned Marine power armor. As previously mentioned, each office prominently features a single suit of power armor in the window as an aspirational form of advertising; they're big and shiny and make people feel all patriotic. Unfortunately, due to a mixup with the quartermaster, they're also all currently sitting on Korhal's moon. No, the other one. Once they're picked up again and put in their proper places, the offices can be fully opened.

Research
Korhal: Broken Mesa Xenobiology Institute

The Imperial Guard 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 50/200, -20R per die, -10 Paranoia) [50]

"I'm tellin' you, Trish, the site ain't just level — it's perfectly level. We're talking the epitome of flatness, here. The pinnacle of straight across. Why, sometimes I like to get down on my belly and look out over — look, no, sweetie, honey, I'm sorry, I promise I'll stop talking about the site. No, I do not want to marry it instead! Can't a lady just take pride in her work?"
- DLC crew leader in a vidcom call to her fiancee; cited for inappropriate workplace behavior

The Broken Mesa site is as advertised in the name: an expanse of extremely rough terrain, not so much 'flat' like you'd expect from a mesa but more 'spiky' in character. The Labor Corps spends the next three months fixing that as it lays down the foundation. The project demands perfectly clear fields of fire for the numerous wall-mounted gun emplacements, and so there's a half-mile of absolutely level terrain around the 'closed city' site, even as the multi-story walls themselves begin going up.

Bureaucracy
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 146/200, -5R per die, +5 Paranoia) [52, 44, 26]

"Received: Shipment, containing 419 standard file boxes with hard copies..."
- A receipt for files received from the Bureau of Prisons, one of 117 shipments in total

Having surrendered the essential points that the secret prisons do in fact exist and that there are people in them, the Bureau of Prisons has adopted a new stratagem: the paper deluge. As truck after truck of boxes full of paper files come in (digital copies being "insufficiently secure"), you are forced to rent a whole new floor in your leased Vardona skyscraper just to hold them all. Unfortunately for the geniuses at the BoP, you're in the midst of a massive hiring push to get the first real census done in a decade-plus, and so your pool of literate manual laborers is at capacity. Three months later, you've collated all the raw data, and can begin reviewing the list of prisoners in earnest.

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 42/300, -10R per die) [42]

"This is your clipboard! There are many like it, but this is yours! Failure to return it at the end of shift will be noted on your disciplinary record! You may receive performance coaching! Do not test my patience; I am fully trained in management strategy!"
- Andrezj Czarnowek, former Marine Corps drill sergeant turned Treasury senior census-taker

Even after the horrors of the Great War, the Dominion is projected to have somewhere around four billion people. In theory, given the ancient and accepted ratio of one census-taker for every 500 people, that means enlisting a labor force of nearly 8 million census-takers, which is... daunting. Moreover, these people all require at least a week of training, and they have to be fully literate, or at least literate enough to fully comprehend the process. This is a lengthy undertaking, to say the least, but by the end of the quarter you've at least made some serious headway.

Personal
Discretionary Funds (F): (25 initial + 25 incoming) - 10 expended = 40 remaining

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) [63, 0] [63 vs DC 40; pass]

"On behalf of the senior partners, let me extend my warmest welcome to you, Chancellor Horner, upon the commencement of our new working relationship. As our most illustrious client, please know that you can contact me for anything, no matter the time nor the issue, and I will be completely at your disposal."
- Joseph Taylor, Esq., of Cruikshank and Taylor, in a hand-calligraphed letter to the Chancellor

Some people might have hired a team of brilliant technocrats or incisive consultants to augment their personal staff, but those people aren't you. Instead, you have an entire high-powered firm specializing in governmental and corporate law at your beck and call, scrutinizing every contract and poring over every sub-clause. No amount of legal representation will get you out of a Dominion black site if your true intentions are ever discovered, but hopefully enough legal obfuscation will keep you from ever landing in that situation in the first place.

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) [25, 51] [76 vs DC 40; pass]

"Dear Nephew, I hope this letter finds you well. I am well too. The weather on Vardona is nice. Carla is well..."
- Excerpt from Chuck's hand-written letter to Matt

Your letter is carefully sealed and handed over to one of Arendt's most trustworthy associates, who in turn pays a visit to the Prospectorium in downtown Vardona. A Vespene miners' bar, the Prospectorium is a thoroughly rowdy place despite its hi-falutin' name, and it attracts a serious hard-drinking crowd. Despite this, your operative successfully makes contact via a dead drop, into which your letter disappears. A month later, the dead-drop contains a compact text-only comm unit, designed to send and receive transmissions piggybacked on routine system traffic. The pipeline is now open.
 
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Hmm, interesting!

"Much of this output is consumed by overburdened Tyrador itself, as refugee camps and worker hab-blocks alike are furnished and outfitted properly for the first time, but some exports make their way off-planet to the other Core Worlds, improving standards of living in a small but noticeable way." So presumably as we fix up Tyrador, we could potentially lead to improving the income further.
 
I see that Augustgrad is now unofficially classed as cursed just 250 more foremen until it gets upgraded to official status.
 
I think, maybe.

Augustgrad: 2 dice
Nephor II Reconstruction: 6 dice

NIM: 3 dice, should be at /350 now, so it's more sure to be done by Q3's end.
SCV, which should be out of 250 now, can safely be done with 3 dice, especially because it's on Vardona, which for now is the "Capital" and thus gets a +5 bonus to rolls.

That'd be all of our Free Dice.
 
We should take the Battleball and use it's proceeds to invest in the Dylarian Shipyards.
...what do you mean ' land-based construction projects' only? The Dylarian Shipards would only take like 12 dice, and the battle-ball was worth 300 resources, of which our windfall would cover 180R worth of!

Actually, I'm interested to see if doing another phase of the Keresh Mining Complex (Phase 2) would push Augustgrad down to 0R per die.
 
"Chancellor, please find enclosed my report on the Confederate Security program known as 'Operation Blindeye.' I have also enclosed a list of responsible officials, in case you deem specific measures necessary to address the issue."
- Vice-Chancellor Smith's private report on the UNN issue, sent to the Office of the Chancellor, forwarded to Jacob Arendt for special attention
. . . Well, I think we know what one of the first stories run by the reborn UNN will be, the tragic fate of their predecessors.

"This is your clipboard! There are many like it, but this is yours! Failure to return it at the end of shift will be noted on your disciplinary record! You may receive performance coaching! Do not test my patience; I am fully trained in management strategy!"
- Andrezj Czarnowek, former Marine Corps drill sergeant turned Treasury senior census-taker
lol :eyeroll:
 
We should take the Battleball and use it's proceeds to invest in the Dylarian Shipyards.
...what do you mean ' land-based construction projects' only? The Dylarian Shipards would only take like 12 dice, and the battle-ball was worth 300 resources, of which our windfall would cover 180R worth of!

Actually, I'm interested to see if doing another phase of the Keresh Mining Complex (Phase 2) would push Augustgrad down to 0R per die.

No, that wouldn't really make sense? A building project can't actually be free. If someone says it is, then there's creative accounting going on.
 
Nephor II: Phoros Neotextile Fabrication Plant (Phase 1)
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 316/200, -15R per die) [60, 71, 107]
[-5R/die needed for land-based construction projects] [116 Progress towards next phase]
Is anyone else astounded by the impact this 200 progress project will have? I knew Neotextiles' cost reduction would be helpful, but not "all land-based projects" helpful! Seriously, if we had it active this turn, we would have saved 105R, more than enough to activate all dice! The words "killer app" come to mind.

Admittedly just because we would have saved over a hundred R this turn doesn't mean we'll save that much next turn. Still, looking at the very early proto-plans put forth by @Simon_Jester and @The Laurent, the savings should be considerable. Based only on the Infra and HI categories (admittedly where most of the savings will likely be), we should save 60R and 55R respectively.

Throw in the absolute haul we got from Brontes, and I think our days of letting Research and Military dice lie fallow because we need the R for other projects probably are over, at least until the next budget meeting. Good thing too, given how many of those projects reduce Paranoia.
 
You've really nailed the dark comedy of the Terrans, makes seeing the industrial complex coming online and us actually being able to put our backs into fixing the sector feel even more rewarding.
 
Prelim Thoughts

Infrastructure

I'm thinking 2 on Augustgrad, which is now at 144/250, and so there's a chance it completes on two, and if it doesn't it can be trivially finished off next turn with a single dice.

Six on Nephor II reconstruction, which on average will be 78+6d100+84 (+14 per dice), which is to say 162+6d100, or 462/500, and if it gets a reduction from the Land Based, which I'm not assuming but could happen, it'd be on average complete. But saying it's not, it'd then just be one dice from completion. We've seen the way that industrial complexes have a lot of their R-income sieved off to support reconstructing planets. So fixing that will help empower...

HI

Nephor Industrial Megacomplex: Starting at 80/400, but it'd be 80/350 unless I'm missing the mark. 3 dice on it means average progress of 80+3d100+27 (+9 per die)=107+3d100=257/350 average, thus just two dice away from completion Q3.

Meanwhile, the SCV factory is in Vardona, and so for now it gets +5, so with progress at 153/250 (because it's pretty obviously a land-based construction), 3 dice will have an average progress of 153+3d100+12 (+4 net, x3), or 165+3d100, or on average complete with an overflow, and thus with wiggle room.

LCI

Vardona Vespine Extraction, 4 dice. Hear me out. It still gets the +5 because Vardona, so it's a somewhat better investment for now and so I think it'd be cool to do. 4 dice on average would be 216/550 progress, and yes apparently it does count as land-based, maybe? So it's also less R-intensive than last turn.

Environmental

Korhal Regreening, 4 dice. This is valuable, this is good, we finally have the dice to do it, so let's do it.

Services

UNN, 3 dice... I want this thing finished, bad dice or no. I want to get it done with and over with, and R isn't that much of an object.

And then either 1 dice into Mass Literacy, or 1 dice into Healthcare 2. Why Healthcare 2? It depends on how Paranoia conscious we are. I honestly think we're going to be fine because we have a bunch of -10s that are about to pop off.

Military

Nephor II Marine Camp, 4 dice, average progress 59 per dice, so 236, excess progress might go to Augustgrad, so neat. Could be the difference between not completing and completing.

Refloat the Fleet: 1 dice, may be helped by SCV completion on subsequent turns. The point here is to get it within striking distance for a cool -10 Paranoia Q3.

E: Though if the Marine Camp is Land-Based construction we could also go 3/2? Meh, either way.

Research

Broken Mesa, 2 dice. It is out of 150 now, or at least it's clearly a construction and obviously land-based,, so it's at 50/150, so average progress is 50+2d100-12=138/150 Progress on average. So it won't complete on average, but it'll be close next turn so we can trivially finish it off, along with...

New Model Weapons, Phase 1, 2 dice: 2d100-12=88/150 on average.

Bureaucracy

2 dice T&R Idealistic, I've been convinced we can't let it wait, and who knows, maybe the overflow will help with Census or reconstruction or something.

2 dice Census, making further progress, I don't think this is controversial enough to argue about, NGL.

Personal

This is going to be controversial, but I think we should do two dice each on [] Deadman's Rock: Authorize Arendt's Working Vacation [NEW]

Nephor II Unions stuff, both because of plan synergy but ALSO because I want to unlock as many options as possible this year so we know what we're working with. Turn after next we can toss 3 into our Corrupt Practices and 1 into just... one of the probably huge number of actions we'll have available by then.

This is all, of course, subject to change! Just kinda wanted to explain my logic and where I am right now in my thinking.
 
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Environmental

Korhal Regreening, 4 dice. This is valuable, this is good, we finally have the dice to do it, so let's do it.
I'm skeptical; I don't think it's worth the paranoia hit right now, especially when we could focus on the next phase of farms, or the foodarium instead.

Research

Broken Mesa, 2 dice. It is out of 150 now, or at least it's clearly a construction and obviously land-based,, so it's at 50/150, so average progress is 50+2d100-12=138/150 Progress on average. So it won't complete on average, but it'll be close next turn so we can trivially finish it off, along with...

New Model Weapons, Phase 1, 2 dice: 2d100-12=88/150 on average.
I would put 3 dice on the weapon research and 1 on the facility.

We have 2 more turns after this to finish the facility, but the sooner we roll out improved weapons, the better.

LCI

Vardona Vespine Extraction, 4 dice. Hear me out. It still gets the +5 because Vardona, so it's a somewhat better investment for now and so I think it'd be cool to do. 4 dice on average would be 216/550 progress, and yes apparently it does count as land-based, maybe? So it's also less R-intensive than last turn.
I would prefer to do the next phase of the Refugee Workshops or the textile factory.
Maybe a dice or two on vespene, but not all of them.
 
I'm skeptical; I don't think it's worth the paranoia hit right now, especially when we could focus on the next phase of farms, or the foodarium instead.


I would put 3 dice on the weapon research and 1 on the facility.

We have 2 more turns after this to finish the facility, but the sooner we roll out improved weapons, the better.


I would prefer to do the next phase of the Refugee Workshops or the textile factory.
Maybe a dice or two on vespene, but not all of them.

We're honestly not doing even remotely bad on Paranoia? I don't get the concern here.

Research seems mostly a matter of goose and gander, could see it either way.

The LCI, in order to do the Vespene we need to... do the Vespene. We've already gotten a phase of the other two done, and Vespene Gas won't get more done being left to slowly accumulate points even when we have a limited-time advantage on dice investments on it that will end as soon as Augustgrad Phase 2 is completed sometime next year.
 
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We're honestly not doing even remotely bad on Paranoia? I don't get the concern here.
I don't like the trend of ever increasing paranoia; there should be turns with net negative paranoia, so there's an ebb to the flow.

Otherwise we'll edge too close to the line, and bad dice will tip us over it into places we don't want to be.

We've had a few turns of net gain, so it's time for one of net loss.
 
I don't like the trend of ever increasing paranoia; there should be turns with net negative paranoia, so there's an ebb to the flow.

Otherwise we'll edge too close to the line, and bad dice will tip us over it into places we don't want to be.

We've had a few turns of net gain, so it's time for one of net loss.

We're on the way to -40 Paranoia in a single turn. Like, I think the idea of once again neglecting Korhal Regreening because +5 Paranoia is somehow going to be the death of us is... a bit odd?

Like, my plan puts us in line to get -40 Paranoia Q3.

Finishing Augustgrad (-10), Brontes Refloating 1 (-10), Broken Mesa (-10), SMW (-10), and probably progress to the -5 Airships.

Also, it's not a trend of ever-increasing paranoia, it's, uh... ONE turn of increasing paranoia? We added Paranoia at the end of last turn/start of this turn as part of budget negotiations, and then gained a staggering, terrifying total of +5 Paranoia Q1.
 
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To clarify, our Paranoia path has been...

We started Turn 1 at 35 Paranoia, ended Turn 2 at 20 Paranoia, added 20 Paranoia through getting things that ultimately will help complete key projects in budget negotiations, and then in Turn 3 have added a net of +5 Paranoia, to bring us to 45.

We've had two net-negative Paranoia turns followed by one net-positive turn.
 
We're on the way to -40 Paranoia in a single turn. Like, I think the idea of once again neglecting Korhal Regreening because +5 Paranoia is somehow going to be the death of us is... a bit odd?

Like, my plan puts us in line to get -40 Paranoia Q3.

Finishing Augustgrad (-10), Brontes Refloating 1 (-10), Broken Mesa (-10), SMW (-10), and probably progress to the -5 Airships.

Also, it's not a trend of ever-increasing paranoia, it's, uh... ONE turn of increasing paranoia? We added Paranoia at the end of last turn/start of this turn as part of budget negotiations, and then gained a staggering, terrifying total of +5 Paranoia Q1.
You asked about the paranoia, but the bigger reason I don't want to do regreening is because I'd rather be increasing food production and settling more refugees. What's the point in focusing on regreening when people need help getting enough food?

The refugee crisis isn't exactly over.

As for the paranoia, as far as I can tell the count went:
Turn 0: 35
Turn 1: 30
Turn 2: 40
Turn 3: 45

Looking it over, things aren't as bad as I had thought, you're right about that.

But still, several projects in progress that we don't want to stop (SCV's, the Prisons, most Service projects) are going to be getting us more paranoia, so I think it's worth the effort to focus our secondary efforts on Paranoia reduction and avoid unnecessary paranoia gain for a turn or two.

Returning to the 30's seems like a good place to be.
 
You asked about the paranoia, but the bigger reason I don't want to do regreening is because I'd rather be increasing food production and settling more refugees. What's the point in focusing on regreening when people need help getting enough food?

We already just did a Farmstead action.

Also at least according to the QM, Regreening will also eventually lead to help/aid as to Korhal as a planet being able to feed itself at least partially as opposed to instantly starving to death the moment shipments of food are cut off.
 
So, one thing I want us to be conscious about now rather than biting us in the ass halfway through the plan is that we we kind of have to pick one project from a few fields and run it down to completion in addition to all Reconstruction projects.
 
So, one thing I want us to be conscious about now rather than biting us in the ass halfway through the plan is that we we kind of have to pick one project from a few fields and run it down to completion in addition to all Reconstruction projects.

That's a point, yeah. I was thinking Supply stuff for Infrastructure? Services will be fine, we don't have to worry there. Research should also be fine? Ditto Bureaucracy, and probably Environmental is fine too. It's HI, Infra, and LCI where we need to pick something up eventually.
 
We should be putting all or almost all our free dice into personal actions. Personal actions are where the fun happens. It's where we get the opportunity to make decisions and influences things instead of being just another pawn in Mengsk's grand plan to oppress everyone other than himself.
 
That's a point, yeah. I was thinking Supply stuff for Infrastructure? Services will be fine, we don't have to worry there. Research should also be fine? Ditto Bureaucracy, and probably Environmental is fine too. It's HI, Infra, and LCI where we need to pick something up eventually.

Infrastructure honestly takes care of itself - the palace counts, it doesn't have the Reconstruction tag.
 
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