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 .
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.

Sorry for the double post but, remember, we can't put two of our free dice into Personal. It's just not allowed because we picked the most boring man alive to be Vice-Chancellor.
 
Rough outline from me:

Infra
Use 5 dice, split between Augustgrad, Brontes and Neophor. No more than 1 dice on Augustgrad; we're still got 3 turns of time left, and with the cost-reduction from the T&D, and a possible cost-reduction from the SCVs, we can IMO afford some slack. Especially since completing it before the deadline is unlikely to earn us any headpats or the like.

HIndustry
All 4 dice, plus up to 4 Free dice, as needed. SCV Factory and NIM, for R income and additional labor-savings. Try to complete both, but if forced to choose, I'd prioritize the SCVs due tot he possibility that they'll provide a bonus to NIM and potentially allow for a sort of last-minute completion like the Recruitment Offices.

LIndustry
All 4 dice, plus any spare Free dice. Refugee Workshops and the Neotextile Plant. The latter might only require ~50 progress to complete, with the labor-savings from T&D Works, and either provide further R-cost reduction, or possibly provide R-income, and the Refugee Workshops provide both R-income and improve the situation for people in the Dominion, plus being part of our [Reconstruction] mandate.

Environment
All dice on Farmsteads. Because people are still suffering major food-shortages, and it's also part of our [Reconstruction] mandate.
We'll want to green Korhal eventually, but talking about how doing that might, perhaps, possibly help people *eventually* is kind of a shitty and callous thing to do when there are people in need of food *right now*, in my opinion.

Services
Well, based on the update the UNN option might be closed due to the crappy dice results, which would majorly suck. Still, splitting dice between the news-service (whether UNN or DIS), and Healthcare; the latter both because it procudes a little less Paranoia, and the ongoing refugee crisis makes healthcare a much, much bigger priority than education.

Military
All dice; try to complete Fort Hornier, then put the rest into the fleet. Not like we currently have all that many other options, unless something new crops up.

Research
3 dice on New Model Weaponry, for the chance to complete it (thus potentially gaining ourselves some new options in Military), the final die into BM.

Bureaucracy
Finish the T&RC, dump the rest into the Census. Again; don't think people's opinions are all that split, though I'd desperately like to get the Statistics up and running so we might get a better idea what some projects do.

Personal
Contact the Neophor Union, and see what sort of new options have cropped up regarding the Raiders.

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.
Dude, will you give it a rest? Yeah, Mengsk's a scumbag, but that doesn't mean the things we do - like setting up workshops and farms or rebuilding factories - doesn't benefit the people of the Dominion as a whole.

Infrastructure honestly takes care of itself - the palace counts, it doesn't have the Reconstruction tag.
That might not count since it's a separate requirement already, so it's pretty much only the Frontier Bunkers that we can do.
In every other category it's not really that much of an issue, since we have way more wriggle room in those.
 
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.
That's good to know; knowing that, I don't mind dropping a dice or two on it as the turns go by, but I'd still prefer prioritizing immediate food production over eventual food production.
 
Upon review, Augustgrad does indeed count as a Revitalization Goal. I hadn't considered that when designing the difficulty challenge, but it makes sense both mechanically and thematically, so we're going with it. Your promise to Mengsk just makes explicit that you're definitely committed to finishing Augustgrad by the end of the plan period, rather than slow-rolling it and doing Supply Bunkers or something else instead.
 
Turn 4 (Q2 2507)
Turn 4 (Q2 2507)

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 be done ASAP, or at least to have consistent progress on; this can be ignored in exchange for Paranoia.


Resources: 405 stockpile + 340 incoming - 25 personal = 720 available
Paranoia: 45/100
Free Dice: 4 (2 non-Personal)

Current Promises

Complete all phases of all [Reconstruction] projects by the end of Q4 2511
Complete one non-[Reconstruction] project in each Revitalization Goals 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, +4 modifier)
[] 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.
(-10 Paranoia when complete)
(Progress 133/250, -5R per die)

[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction] [NEW]
Brontes orbit has been cleared of the largest and most potentially dangerous debris (as well as any Zerg bio-signature large enough to be a hatchery), but the approach vectors are still full of small and medium-size debris that need to be removed before transit can be considered truly safe. The next phase of the effort involves both removing the mid-size pieces and neutralizing major danger zones, including the poetically-dubbed "River of Daggers."
(Provides one-time Resource gain upon completion)
(Progress 106/400, -15R per die)

[] 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 78/450, -5R 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 0/350, -5R 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 36/150, -5R per die, +5 Paranoia)

Heavy Industry (4 dice, -1 modifier)
[] Korhal: Keresh Mining Complex (Phase 2)

With the initial open-pit mine complete over the main deposit, the Keresh complex can begin expanding toward secondary deposits with smaller, less manpower-intensive shaft mining. Subterranean mining with hand tools carries its own specific dangers, but the secondary deposits are expected to include several rare elements like jorium and crystallized xenon, promising greater resource yields in the process.
(Provides Resource income, cost reduction to all Augustgrad phases)
(Progress 14/250, -5R per die)

[] 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 80/350, -5R per die)

[] 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.
(-10 Paranoia when complete)
(Progress 0/600, -15R per die)

[] 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"...
(Multiple projects finish faster upon completion) (+5 Paranoia when complete)
(Progress 153/250, -10R per die)

[] Nephor II: TerraUnion Tool and Die Works (Phase 2) [NEW]
The Tool and Die Works is up to its pre-War level of output, but the Labor Corps is a massive and rapidly growing body with an insatiable need for handheld cutters. As such, the TerraUnion Works must be expanded outward substantially, necessitating the demolition of neighboring blocks and facilities, in order to improve overall output and efficiency.
(Reduces some project lengths upon completion)
(Progress 53/250, -10R per die)

Light and Chemical Industry (4 dice, -1 modifier)
[] 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.
(Improved yields from all Vespene projects upon completion.)
(Progress 0/350, -15R per die)

[] 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.
(Provides Resource income upon completion)
(Progress 0/550, -10R per die)

[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] [NEW]
While the core factories on Velocis have been completed, many smaller refugee communities remain without viable sources of employment. As such, the next push in factory construction will be a series of dispersed mid-range workshops focused on the literal nuts and bolts of industry: fasteners, small hand tools, and other mass-produced metal items.
(Provides Resource income upon completion)
(Progress 63/450, -10R per die)

[] 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.
(Unlocks recolonization and extraction projects upon completion)
(Progress 0/200, -15R per die)

[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) [NEW]
One of the many innovations made during the Great War was the development of a next-generation fabric extruder, capable of incorporating cybernetic components seamlessly into a length of polymer. Originally designed for the Confederate Ghost program's stealth suits, these extruders can be modified and incorporated into the Phoros Neotextiles plant to substantially streamline the Protective Ensemble creation process, eliminating the need to manually insert the kinetic feedback systems and life support components.
(Reduces some per-die project costs upon completion)
(Progress 116/250, -10R per die)

Environmental (4 dice, -6 modifier)
[] 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.
(+5 Paranoia upon completion)
(Progress 0/150, -5R per die)

[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] [NEW]
The initial focus of the Velocis farmstead program has shifted away from small-scale family plots and towards larger-scale communal farms based around planned villages, with the intention of improving both efficiency and output. While small farmsteads are still available to those who prefer the frontier lifestyle, this new emphasis on large communes should allow us to absorb more of the refugee population and improve food output at the same time.
(Progress 0/450, -5R 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.
(+5 Paranoia upon completion)
(Progress 0/150, -5R per die)

[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium
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 0/150, -10R per die)

Services (4 dice, -6 modifier)
[] 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.
(+5 Paranoia when started, +5 Paranoia when complete)
(Progress 0/200, -10R per die)

[] The Dominion Health Service (Phase 2) [NEW]
Now that the first wave of hospitals are built and operational, the Sub-Ministry for Health and Welfare can focus its effort on building a second series of local clinics and emergency care stations. Their locations are planned network-style to improve accessibility across the board, though serious injuries will still need to be routed to regional hospitals.
(+5 Paranoia when complete)
(Progress 3/350, -5R per die)

[] 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.
(+5 Paranoia when complete)
(Progress 2/100, -10R per die)

[] 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.
(-5 Paranoia when complete)
(Progress 0/100, -10R per die)

Military (5 dice, -1 modifier)
[] 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.
(-10 Paranoia when complete)
(Progress 0/300, -20R per die)

[] 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.
(-5 Paranoia when complete)
(Progress 0/150, -5R per die)

[] Brontes: Fort Riley Orbital Training Center [NEW]
Another special training camp request from General Duke, this one is located in an out-of-the-way debris field in Brontes orbit. The basic intent is to set the facility up on the same derelict space platform that used to host a Zerg hatchery, then use the platform and the debris field to train troops and pilots in navigating hostile space.
(-10 Paranoia when complete)
(Progress 0/400, -15R per die)

[] Vardona: Treasury Reserve Uniformed Service Troops [NEW]
Whereas the Confederacy was in the habit of letting the military function semi-autonomously and entirely separately from the civilian government, the Dominion is self-consciously a military regime all the way down. Black-and-red uniforms are ubiquitous, as are military ranks. By adopting this trend and officially making your department employees part of a uniformed "reserve" service, you can (possibly) gain official imperial favor and bring yourself up to effective organizational parity with both the Armed Forces and the Imperial Guard.
(Unlocks additional TRUST projects) (Paranoia either gained or lost on completion)
(DC 40/80/120, -5R per die)

Research (4 dice, -6 modifier)
[] 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.
(-10 Paranoia when complete)
(Progress 50/150, -15R per die)

[] 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 most 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.
(+5 Paranoia when complete)
(Progress 0/150, -10R per die)

[] Iris-class Light Airship (Tech)
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.
(-5 Paranoia when complete)
(Progress 0/150, -10R per die)

[] New Model Weaponry (Phase 1) (Tech)
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.
(-10 Paranoia when complete)
(Progress 0/150, -10R per die)

Bureaucracy (4 dice, +4 modifier)
[] 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.
(-5 Paranoia when complete)
(Progress 0/100, -5R per die)

[] 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.
(+5 Paranoia when complete)
(Progress 146/200, -5R per die)

[] 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)

[] Flesh Out the Remainder of the Bureaucracy
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 upon completion) (+5 Paranoia when complete)
(Progress 62/200, -5R per die)

[] Establish the Office of the Inspector-General
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 upon completion) (+10 Paranoia when complete)
(Progress 0/200, -5R per die)

[] Re-Establish the Bureau of Planning and Statistics
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 upon completion) (+10 Paranoia when complete)
(Progress 0/200, -5R per die)

Personal (4 dice, -6 modifier)
Discretionary Funds (F): 40 initial + 25 incoming = 65 total

[] Private Investments

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.
(DC 30/50/70, -10F per die, +5 Discretionary Funds per quarter per DC passed, failure incurs +5 Paranoia)

[] Raynor's Raiders: Leak Embarrassing Intel [NEW]
The Dominion is barely a year old and already there are a number of potential scandals that could spoil Mengsk's carefully cultivated aura of competence, if only people knew about them. The Augustgrad project alone is rife with problems, many of them directly attributable to the Emperor himself. Wouldn't it be terrible if someone happened to send the incriminating documents along to, say, a well-motivated rebel group?
(DC 100 to avoid +20 Paranoia, -5F per die, +3 Relations with Raynor's Raiders if successful, may have unforeseen consequences)

[] Raynor's Raiders: Request an Update [NEW]
While the Dominion is aware of the broad strokes of what happened at the conclusion of the Great War due to its various observation efforts, the exact sequence of events is unknown even to the Emperor. Raynor, on the other hand, was actually present when things went down on Aiur, and should be able to satisfy Chuck's curiosity, thus providing a more complete picture of what's going on out in non-Dominion space.
(DC 40 to avoid +5 Paranoia, -5F per die, +1 Relations with Raynor's Raiders if successful)

[] Raynor's Raiders: "Lose" Military Surplus [NEW]
While Raynor himself is off God knows where with the Protoss, the rest of the Raiders are out around the Fringe Worlds, providing the protection and security that the Dominion presently either can't or won't. Despite having quite a few skilled personnel, their operational ability is constrained by their lack of dedicated manufacturing facilities. Given our access to a vast pool of surplus military equipment, it would be easy enough to simply "lose" some of it, for a good cause.
(DC 60 to avoid +10 Paranoia, -10F per die, +1 Relations with Raynor's Raiders if successful)

[] Fringe Worlds: Divert Supplies to Independent Settlements [NEW]
While the Confederacy officially numbered thirteen planets in total, and the Dominion exercises control of roughly half of those, the true number of Terran-inhabited planets is up in the dozens. Outside the Core Worlds, settlements are spread-out and focused mainly on mining or procuring planetary exotics, with little in the way of help or support from any official body. By creatively editing our shipping manifests, we can redirect relief supplies out to those fringe communities in greatest need, potentially staving off disaster for millions of people.
(DC 40 to avoid +10 Paranoia, -15F per die, +1 Relations with Raynor's Raiders if successful)

[] Deadman's Rock: Authorize Arendt's Working Vacation
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 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, -15F per die)

[] Nephor II: Contact the Industrial Workers' Trust
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 worker-related Personal projects)
(DC 40 to avoid +10 Paranoia, -10F per die)

[] Korhal: Go Drinking with Colonel de Santo
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 everyone else has 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
Devon Starke has indicated to you that he is not averse to a friendly, mutually beneficial working relationship. That is 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)



24-hour moratorium on voting. Two notes:

1) The Status of the Treasury page now includes Group Relations, which are somewhat self-explanatory. As you reach higher Relations levels, more actions will be unlocked.
2) When making plans, please refer to THIS PAGE. Correct formatting makes my life much, much easier.

As usual, feel free to ping me here or on Discord with any questions you might have. Enjoy!
 
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I'll probably add a location-based die bonus section (now that you have more than one) when I get back to my computer. But yeah, it's functional, as is Uncrowned Queen.
 
I find myself inclined to pour most of our free actions into Infrastructure projects. We have 3 fairly large Reconstruction projects to do there and they all have multiple phases.

In contrast, Heavy Industry and Services each have 2 Reconstruction projects, while Light Industry, Environmental, and Bureaucracy each only have 1 Reconstruction project.

Infrastructure is where more dice are needed the most in the long run.
 
[] Plan Breaking The Limits, Restoring Nephor
-[] Infrastructure (4/4 dice + 2 Free, 35R)
--[] Korhal: Capital City Augustgrad (Phase 1) 133/250 (2 dice, 10R)
--[] Nephor II: Planetary Reconstruction (Phase 1) 78/450 (5 dice, 25R)
-[] Heavy Industry (4/4 dice+ 2 Free dice, 35R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 80/350 (3 dice, 15 R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153/250 (3 dice, 30 R)
-[] Light Industry (4/4 dice, 40R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (4 dice, 40 R
-[] Environmental (4/4 dice, 25R)
--[] Korhal: Regreening Effort (Phase 1) 0/150 (3 dice, 15 R)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/150 (1 dice, 10 R)
-[] Services (4/4 dice, 40R)
-- [] Re-Establish the Universal News Network [Reconstruction] 2/100 (3 dice, 30 R)
-- [] Mass Literacy Movement (Phase 1) 0/200, (1 dice, 10 R)
-[] Military (5/5 dice, 40R)
--[] Nephor II: Fort Horner Marine Training Camp 0/150 (4 dice, 20 R)
--[] Brontes: Refloating the Fleet (Phase 1) 0/300 (1 dice, 20 R)
-[] Research (4/4 dice, 50 R)
--[] Korhal: Broken Mesa Xenobiology Institute 50/150 (2 dice, 30 R)
--[] New Model Weaponry (Phase 1) (Tech) 0/150 (2 dice, 20 R)
-[] Bureaucracy (4/4 dice, 30R)
--[] Truth and Reconciliation Committee (Idealistic) 146/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census [Reconstruction] 42/300 (2 dice, 20 R)
-[] Personal (4/4, 30 F)
--[] Raynor's Raiders: Request an Update [NEW] DC 40 (2 dice, 10 F)
--[] Nephor II: Contact the Industrial Workers' Trust, DC 40 (2 dice, 20 F)

...cost 295 R, which, wow. Huh.
 
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Some people might say you need to spend dice on immediate projects-I say spend dice on getting MORE DISCOUNTS. SCVs, Neotextiles, and Tool and Die projects are all pushed reasonably hard, Military goals are split in order to um, delay stomping on any more necks, and we build up the fringe worlds at the same time we dump a lot of 'relief supplies' out there. Mass literacy efforts coincide with ramping up the Census, and we start working on a statistics branch to actually tell us what the census MEANS. Military projects are split to ensure nothing finishes up in a timely manner, because heck, why would we want Minsk to have anything nice tommorow? I am speedrunning the university though, because everyone loves higher learning. Environmental, I'm a bit unclear on-maybe we should do something liek Dylarian hydroponics instead of the Yum Yum Foodularium.

[] Plan Look At All These Discounts, Lets Have More
-[] Infrastructure (5/5 dice, 25R)
--[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 133/250 (2 dice, 10R 42%)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/150 (3 dice, 15R 83%)
-[] Heavy Industry (4/4 dice+3 free dice, 65R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 80/350 (1 die, 5 R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153/250 (2 dice 20R 52%)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 2) 53/250 (1 die+3 free dice 40R 51%)
-[] Light Industry (4/4 dice+1 free die, 60R)
--[] Korhal: Canis Chemical Refinery (Phase 1) 0/350 (2 dice, 30R)
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 116/250 [NEW] (2 dice + 1 free die 30R 61%)
-[] Environmental (4/4 dice, 25R)
--[] Korhal: Regreening Effort (Phase 1) 1/150 (3 dice 15R 38%)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/150 (1 die 10R)
-[] Services (4/4 dice, 40R)
--[] Mass Literacy Movement (Phase 1) 0/200 (2 dice 20R)
--[] Re-Establish the Universal News Network [Reconstruction] 2/100 (2 dice, 20R, 42%)
-[] Military (5/5 dice, 65R)
--[] Brontes: Refloating the Fleet (Phase 1) 0/300 (2 dice, 40R)
--[] Nephor II: Fort Horner Marine Training Camp 0/150 (2 dice, 10R)
--[] Brontes: Fort Riley Orbital Training Center [NEW] 0/400 (1 die, 15R)
-[] Research (4/4 dice, 45R)
--[] Korhal: Broken Mesa Xenobiology Institute 50/150 (1 die 15R)
--[] Tyrador IX: Imperial Science University 0/150 (3 dice 30R 38%)
-[] Bureaucracy (4/4 dice, 30R)
--[] Truth and Reconciliation Committee (Idealistic) 146/200 (1 die 5R 41%)
--[] Conduct a Dominion-Wide Census 42/300 (2 dice 20R)
--[] Re-Establish the Bureau of Planning and Statistics 0/200 (1 die 5R)
-[] Personal (4/4 50F)
--[] Fringe Worlds: Divert Supplies to Independent Settlements [NEW] DC40, 2 dice 30F
--[] Nephor II: Contact the Industrial Workers' Trust DC 40 20F
 
[] Plan: Step forward

Infrastructure 5/5 Dice 25 R
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 133/250 2 dice 10 R
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] 3 dice 76/450 15 R
Heavy Industry 4/4 Dice 40 R
-[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153/250 4 dice 40 R
Light and Chemical Industry 4/4 Dice 30 R
-[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 0/450 2 dice 10 R
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 116/250 2 dice 20 R
Environmental 4/4 30R
-[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 0/450 2 dice 10 R
-[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/150 2 dice 20 R
Services 4/4 40 R
-[] Mass Literacy Movement (Phase 1) 0/200 2 dice 20 R
-[] Re-Establish the Universal News Network [Reconstruction] 0/100 2 dice 20 R
Military 5/5 70 R
-[] Brontes: Refloating the Fleet (Phase 1) 0/300 3 dice 60 R
-[] Nephor II: Fort Horner Marine Training Camp 0/150 2 dice 10 R
Research 4/4 Dice 70 R
-[] Korhal: Broken Mesa Xenobiology Institute 50/150 2 dice 30 R
-[] New Model Weaponry (Phase 1) (Tech) 0/150 2 dice 20 R
Bureaucracy 8/4 Dice 55 R
-[] Truth and Reconciliation Committee (Idealistic) 146/200 1 dice 5 R
-[] Conduct a Dominion-Wide Census [Reconstruction] 42/300 3 dice 30 R
-[] Flesh Out the Remainder of the Bureaucracy 62/200 2 dice 10 R
-[] Re-Establish the Bureau of Planning and Statistics 0/200 2 dice 10 R
Personal 4/4 Dice 40 F
-[] Raynor's Raiders: Request an Update DC 40 2 dice 10 F
-[] Fringe Worlds: Divert Supplies to Independent Settlements DC 40 2 dice 30 F

360/710 Resources
40/65 Discretionary Funds
4/4 Free dice
 
Okay first draft plan anyone have any input?

[] Plan Private Troops and Funds
-[] Infrastructure 5/5 35R (+4 modifier)
--[] Korhal: Capital City Augustgrad (Phase 1) 2 dice 10R 52%

(-10 Paranoia when complete)
(Progress 133/250, -5R per die)
--[] Nephor II: Planetary Reconstruction (Phase 1) 3 dice + 2 free dice 25R 22%
(Progress 78/450, -5R per die)
-[] Heavy Industry 4/4 35R (-1 modifier)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 1 die 5R 0%

(Provides Resource income)
(Progress 80/350, -5R per die)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 3 dice 30R 84%
(Multiple projects finish faster upon completion) (+5 Paranoia when complete)
(Progress 153/250, -10R per die)
-[] Light and Chemical Industry 4/4 60R (-1 modifier)
--[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 3 dice 30R 0%

(Provides Resource income upon completion)
(Progress 63/450, -10R per die)
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 1 die + 2 free dice 30R 97%
(Reduces some per-die project costs upon completion)
(Progress 116/250, -10R per die)
-[] Environmental 4/4 30R (-6 modifier)
--[] Korhal: Regreening Effort (Phase 1) 2 dice 10R 7%

(+5 Paranoia upon completion)
(Progress 0/150, -5R per die)
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 2 dice 20R 0%
(Progress 0/450, -10R per die)
-[] Services 4/4 40R (-6 modifier)
--[] Mass Literacy Movement (Phase 1) 1 die 10R 0%

(+5 Paranoia when started, +5 Paranoia when complete)
(Progress 0/200, -10R per die)
--[] Re-Establish the Universal News Network [Reconstruction] 3 dice 30R 75%
(+5 Paranoia when complete)
(Progress 2/100, -10R per die)
-[] Military 5/5 25R (-1 modifier)
--[] Vardona: Treasury Reserve Uniformed Service Troops 5 dice 25R DC120 97%

(Unlocks additional TRUST projects) (Paranoia either gained or lost on completion)
(DC 40/80/120, -5R per die)
-[] Research 4/4 50R (-6 modifier)
--[] Korhal: Broken Mesa Xenobiology Institute 2 die 30R 40%

(-10 Paranoia when complete)
(Progress 50/150, -15R per die)
--[] Tyrador IX: Imperial Science University 2 dice 20R 7%
(+5 Paranoia when complete)
(Progress 0/150, -10R per die)
-[] Bureaucracy 4/4 30R (+4 modifier)
--[] Truth and Reconciliation Committee (Idealistic) 2 dice 10R 85%

(+5 Paranoia when complete)
(Progress 146/200, -5R per die)
--[] Conduct a Dominion-Wide Census [Reconstruction] 2 dice 20R 0%
(Progress 42/300, -10R per die)
-[] Personal 4/4 40F (-6 modifier)
--[] Private Investments 4 dice 40F DC70 97%

(DC 30/50/70, -10F per die, +5 Discretionary Funds per quarter per DC passed, failure incurs +5 Paranoia)
-[] Free Dice 4/4
-[] 2 in Infrastructure
-[] 2 in Light and Chemical Industry
-[] Resources stockpile 305/395 Income 0/315 Total /710
-[] Discretionary Funds (F) stockpile 40/40 Income 0/25 Total /65
 
My only thoughts about TRUST is that it frightens the heck out of me when I think about having our own paramilitary organization within the treasury that might at any time be infiltrated or turned by more adept security organizations.
 
--[] Mass Literacy Movement (Phase 1) 1 die 10R 0%
(+5 Paranoia when started, +5 Paranoia when complete)
(Progress 0/200, -10R per die)
--[] Re-Establish the Universal News Network [Reconstruction] 3 dice 30R 75%
(+5 Paranoia when complete)
(Progress 2/100, -10R per die)
It feels like these dice allotments should be flipped. Neither of these are time sensitive and it's important to be conservative with our dice to take advantage of unusually high rolls.

Also, census noted having problems with finding questioners who could read so I'll bet finishing literacy will slash progress requirements for taking a proper census.
 
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