Turn 3 (Q1 2507) Results
- Location
- the Republic
- Pronouns
- He/They
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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