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 .
Your new personal ride notwithstanding (gotta set aside some time to learn those controls, if you can ever pry Carla out of it), the first batch of Dominion SCVs made with all domestic parts and labor goes out the door without any fanfare whatsoever.

We really need a main or sidestory threadmark post with Carla, she sounds awesome! XD

How'd Chuckles get so lucky, and when did he find the time while fighting all them zerg, protoss and confederates? :V
 
Unless of course it results in the Dominion getting bogged down in a trade war with a key industrial supplier while our industries are still suffering the worst hangover in recorded history.
Then that would be very bad.
Never said we immediately go in it is more a long time plannen if we(Dominion) start the war we better be industrial independent as we can be
 
These 'outdoor yards' are little more than adjustable metal skeletons on motorized tracks, capable of being expanded outward to a single vast space or shrunk down and partitioned into several more manageable areas. They're liberally festooned with maintenance areas that come equipped with power plugs, oxygen rechargers, and propellant tanks, which is good, because they're open to space and require all workers to be in SCVs.


can we use standard yards to make these piece by piece assemble them in their most compact state and then ship them to worlds that need shipyards? can we have the outdoor yards produce more outdoor yards by making the yards in their most compact form and then deploying them in orbit?
 
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I think that acts to reduce Suspicion will almost inevitably be acts that involve either:

1) Horner permanently sacrificing power and independent power bases, so that he cannot be as much of a threat to Mengsk. Giving Mengsk's most trusted agents more of an 'in' on Treasury, convincing him that some of our immediate subordinates are giving him a full accounting of our every move and it's relatively harmless, and so on.

2) Horner sacrificing autonomy so that he dare not be as much of a threat to Mengsk. To take an extreme case, imagine Horner's wife Carla being forced to accept graciously offered a suite in Mengsk's palace guarded by a company of his most loyal troops as a hostage. Mengsk might be less suspicious of a Horner he had by the balls like that.

2) Horner doing things that would greatly weaken his reputation and make it less likely that he could continue holding power (or for that matter living) if Mengsk were ever overthrown. Such as being the 'face' of a series of bloody purges.

None of those are things we're going to want to do, in my opinion.
 
Great update as always. Fantastic to see a bit more of Carla too.

The little italic quotes add so much to this quest - a great way of getting across the StarCraft wackiness
 
@Simon_Jester so while I totally agree with you on these being the most likely options I also have hope that our dear QM will give us some palatable Suspicion reducing options as well. But yeah, no disagreement, I totally think things like that are the most likely.
 
I'm not sure about us making her the leader, but I do figure she will be giving us information that basically gets new military options. So at that point yeah there might be an action to 'recruit' or 'transfer' her to our forces. Not sure though.

Wouldn't it be more useful to have a leader of the local forces that aren't 'ours' that is loyal to us and has troops loyal to her?
 
Maybe suggest to Dia that instead of meteor strikes, she could have them gift wrapped and fired onto the surface of Char. Then hit them with meteor strikes.

Starke's probably loyal and sneaky, though. There must be an entire set of fake inhibitors in stock for psychics. Does Mengsk know about Matt yet? I can't remember.
 
I don't think that we should try to actively reduce suspicion. What we should do, is work on a palace coup, revolution, or something else that actually gets with the subvert part of subverting the plan. Until Suspicion actually gets to uncomfortable levels like 40 or 60, it's not a real impediment to us.

Which means taking actions which improve resources flow, and more personal actions so we can actually work on greasing the wheels to a revolution. The best timing, IMO, would be right after the Brood War or even during the Brood War.
 
If we're about to go to war with Kel-Moria, maybe we should work on getting our industrial center up to phase 2 sooner rather than later. The Dylarian shipyards are kinda sucking all the air out of the HI dice though, so it would have to be free dice.
 
We should be working to delay the attack on the combine. Our first major hurdle in the quest is to get the dominion ready for the UED. Going to war with the combine is detrimental to that goal.

Worse case scenario, the combine draws the war out long enough that the UED arrives to find the combine and their industry willing collaborators. In game, we don't know that but blowing up the place where we're getting our fancy mass produced toys is a good enough reason.

Besides the combine is 100% corporations all day every day. We should be attacking when they enter into a recession which is when the dominion slows down their bulk orders in the future. So a decade or so?
 
I'm not even sure a successful raid/war on the Kel Morians to loot their wealth and assets is actually a bad idea if we can keep from getting bogged down. Canonically that's exactly what Kerrigan and Friends did to get the resources to launch the invasion of Korhal against the UED.

It's not ideal, it's not exactly moral- but a successful war absolutely could be quite a shot in the arm. Even if it's only for an incredibly favorable trade relationship with a gun pointed at their head. OOC we do need a strong dominion to resist the UED, Kerrigan, and potentially Amon, and IC- there's honestly probably very littleove lost between a Guild Wars veteran and the people trying to twist his arm for rebuilding a shattered civilization. It's not worth getting more poor bastards killed sabotaging the war to shoot the Dominion in the foot.
 
I don't favor our odds because the guy actually in charge of any invasion is gonna be duke and he's the biggest loser on team dominion by far.

What we need to gain from this is nothing less than a short and victorious war so we can hollow out the kel-morians and I don't see that happening.
 
Turn 8 (Q2 2508)
Turn 8 (Q2 2508)

QM Notes:

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 (R): 200 stockpile + [360 taxes + 95 other] 455 income - [450 * ~10%] 45 personal = 600 available
Funds (F): 50 initial + 60 incoming = 110 total
Paranoia: 30/100
Suspicion: 10

Free Dice: 4 (2 non-Personal)

Current Promises

Complete Korhal: Capital City Augustgrad (Phase 2) by the end of Q4 2508
Complete one subsequent Augustgrad phase each year until the end of Q4 2511
Complete Dylar IV: Dylarian Shipyards (Phase 2) by the end of Q4 2508
Complete Brontes: Refloating the Fleet (Phase 2) by the end of Q4 2508
Complete Mar Sara: Endureum Extraction Operations (Phase 1) by the end of Q4 2508
Complete Korhal: Have a Talk with Director Starke by the end of Q4 2508
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

Revitalization Goals
Infrastructure
Heavy Industry
Light and Chemical Industry
Environmental
Services

Infrastructure (6 dice, +11 modifier)
[] Korhal: Capital City Augustgrad (Phase 3) [MANDATORY] [NEW]

Now that the city center is more or less complete, it's time to start expanding outward in a big way. Mengsk intends to mandate that any corporation or business with a multi-planetary footprint (read: most of the big ones) must have its main office on Korhal. As such, the next stage of construction calls for a vast commercial district, along with plenty of new housing and space for supporting businesses and industries.
(-10 Paranoia)
(Progress 51/400, -10R per die)

[] Brontes: Orbital Cleanup (Phase 3) [Reconstruction] [NEW]
With much of Brontes orbit clear of wreckage, all that remains is tracking down the so-called 'tiny terrors' of nearby space: those pieces of debris large enough to cause a civilian ship noticeable upset upon impact, but that were too small to previously bother going after. Once that's done, Brontes' sky will be about as clear as any Terran planet's.
(Provides one-time Resource gain upon completion)
(Progress 3/300, -10R per die) [LOCKED until Q3 2508]

[] Nephor II: Planetary Reconstruction (Phase 3) [Reconstruction]
With the tramways up and running again, it's time for another sustained housing effort. This phase will concentrate on the remaining underserved areas of the Blue Zone as well as the outlying secured areas, mostly surrounding reactivated industrial centers. It will also include a major demolition effort; much of Nephor's sprawl was wasteful, low-density, and hopelessly obsolete, so clearing it away is necessary for further redevelopment.
(Progress 114/400, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 2) [Reconstruction]
While much of Velocis' agricultural and industrial output has been absorbed by internal needs up until this point, there is a growing capacity for surplus in both fields. Unfortunately, what there isn't is adequate infrastructure to move the goods where they need to go. This phase of reconstruction will principally deal with building rails and roads between the new settlements on the second continent, as well as freight links to several coastal sites suitable for harbors. Once built, these seaside towns will send Velocisan produce and goods across the waters to the continent of Doria, where more consumers and off-planet shipping await.
(Progress 66/200, -5R per die)

[] Brontes: Planetary Reconstruction (Phase 1) [Reconstruction]
While Brontes is free of any Cerebrates and hive clusters that might cause serious problems, the once-prosperous world, formerly the artistic and commercial capital of the Confederacy, is now a ruined, post-apocalyptic hellscape with a sizable feral Zerg presence in the outskirts and badlands. The first order of business is establishing a zone of control within New Thornton, the central borough of West Landing City, and then expanding outward to fortify and rebuild the former city center. By sectioning off each area of the former capital into a network of walled enclaves, Treasury work crews can restore the city piece by piece while minimizing the risk of Zerg incursions.
(Progress 0/300, -5R per die)

[] Mar Sara: Planetary Resettlement (Phase 1)
Initial resettlement efforts will be focused on the site of the largest known endureum reservoir, which will likely serve as the hub of planetary activity for the foreseeable future. The first wave will be sturdy prefab shelters and surplus military barracks for worker housing, which will be supplanted in turn by permanent structures and a cargo spaceport suitable for off-world haulage. Workers who sign up for a Mar Sara hitch will be offered priority relocation rights and choice parcels of land... or, well, land that'll be choice once there's a biosphere again, anyway.
(Progress 0/400, -5R per die)

[] Fringe Worlds: Supply Bunker Construction (Phase 2)
Now that the major and at-risk settlements have been seeded with supply bunkers, the second and final phase of the project is simple: make sure all the rest have them, too. Such a broad program will require substantial investment, but each fortification could very well make the difference between destruction and salvation.
(+10 Paranoia)
(Progress 66/200, -5R per die)

Heavy Industry (5 dice, +6 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, reduces project length of all Augustgrad phases upon completion)
(Progress 14/100, -5R per die)

[] Nephor II: Nephor Industrial Megacomplex (Phase 2) [Reconstruction]
The Megacomplex's virtues were extolled as such: it could produce anything you needed, and it could do so by taking in raw materials at one end and spitting out fully finished products at the other. The actual reality was somewhat less impressive, but this remains a goal to be striven for nonetheless. As such, this phase focuses on support facilities and intake centers, which produce and process the necessary materials for the Megacomplex's efficient operation.
(Increases Megacomplex rate of income increase, increases Megacomplex income cap)
(Progress 0/300, -10R per die)

[] Dylar IV: Dylarian Shipyards (Phase 2) [Reconstruction]
Now that Dominion battlecruisers can begin cycling through the drydocks for long-delayed maintenance, a dedicated effort is needed to resupply them with strike fighters. Wraith space-superiority fighters are expensive, capable craft, often refitted in the field for additional stealth capability or power output. By overhauling the old fighter factories with modern equipment, our Wraiths can come off the production line with those features built in standard, saving lives and resources.
(-15 Paranoia)
(Progress 22/600, -10R per die)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 3) [NEW]
The final phase of the factory complex is simple: more. More production, more input, more output. By expanding and relocating each piece of the production cycle, along with adding even more support buildings and infrastructure, SCV production can finally move toward meeting the Dominion's internal demand.
(Reduces groundside and space-based construction project lengths upon completion) (+10 Paranoia)
(Progress 73/300, -15R per die)

[] Nephor II: TerraUnion Tool and Die Works (Phase 3) [NEW]
Now that the industrial park is cleared and work is underway, it's time to start building up. Some of this will be more output capacity for the current fusion cutter lines, but more will be set aside for future expansion, thereby giving the facility plenty of room to grow with the Dominion's need for construction tools, or to bring more elements of the process into the factory proper. Never has the phrase 'vertical integration' been meant so literally.
(Reduces groundside construction project lengths upon completion)
(Progress 53/200, -15R per die)

[] Nephor II: Dynamic Integrated Arms Factory (Phase 1)
Your special advisor has located a prime site for the production of the new model weapons being developed by the research division. Dynamic Integrated Arms was the premier private military materiel company in the decades leading up to the Great War, until it was nationalized, stripped for parts, and then left to rot by the Confederacy during the height of the conflict. The old Dynamic arms factory still has very suitable bones, and is ripe for refurbishment.
(-5 Paranoia)
(Progress 0/200, -15R per die)

[] Vardona: Donette Terrestrial Shipyards
Part of the Confederacy's unique approach to economic development was its extremely Tarsonis-centric policy regarding vehicular production. Many Old Families were deeply invested in Tarsonis's heavy vehicle industries, and they wielded their influence to strangle most local competition in its crib. As such, despite its numerous interconnected seas, the planet Vardona does not possess any domestic shipbuilding facilities, and its ability to import new ships went up in smoke along with the old capital. This is a major problem, and a straightforward one to fix.
(Progress 0/200, -10R per die)

[] Korhal: Simonson Munitions Factory (Phase 1) [NEW]
From the 8mm spikes fired by the C-14 gauss rifle to the 120mm shock shells launched from an Arclite siege tank, the Dominion military runs on bullets, bombs, and other things that go 'boom.' Right now, various factories on Nephor and other Core Worlds are working to replenish Terran Space's depleted supply of ammunition, but much more is required. Simonson Munitions is planned to be a massive industrial center, located on the outskirts of Augustgrad, which will be capable of churning out bucketloads of brass by the minute.
(-5 Paranoia)
(Progress 0/300, -10R per die)

Light and Chemical Industry (5 dice, +6 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 0/200, -10R per die)

[] Vardona: Vespene Extraction Operations (Phase 2)
While the major undersea reservoirs have been tapped, there remain numerous smaller, isolated pockets that require less intensive drilling operations to be properly exploited. By developing and deploying a lighter, more efficient version of the heavy rigs currently at work, those pockets can be brought into production on a scale roughly equivalent to their larger cousins.
(Provides Resource income upon completion)
(Progress 17/600, -10R per die)

[] Tyrador IX: Refugee Workshops (Phase 3) [Reconstruction] [NEW]
The final wave of workshops on Tyrador is actually a consolidation of prior efforts, bringing several smaller 'shops' in the same locality together into a single factory complex. By streamlining production and expanding facilities, more employment can be provided while greatly improving output.
(Provides Resource income upon completion)
(Progress 0/400, -10R per die) [LOCKED until Q3 2508]

[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3)
While the Neotextiles Plant is fully capable of taking a bunch of fabric and components and turning it into a Protective Ensemble from the beginning of the process right up until the end, what it lacks is the sheer output needed to supply the Dominion Labor Service. This final phase of development will vastly expand the Plant's footprint and make it into a megacomplex in its own right, capable of handling not just the IPE but other future developments in user-assistive protective wear.
(Reduces some groundside construction project per-die costs upon completion)
(Progress 24/200, -10R per die)

[] Mar Sara: Endureum Extraction Operations (Phase 1)
What used to be Saramar City is now a flat, almost glassy plain, but beneath the surface lurks an endureum reservoir of monumental proportions. With fine-detail surveying, the full extent of the reservoir can be mapped and quantified. Several distributed wells will be sunk across the reservoir, including one devoted entirely to pressure relief, allowing extraction operations to begin in earnest.
(Unlocks endureum refinement projects)
(Progress 67/300, -5R per die)

[] Chau Sara: New Andares Orbital Platform (Phase 1)
The intense and unpredictable tectonic activity on Chau Sara makes it unsuitable for groundside habitation, but the promising mineral and endureum deposits make it impossible to simply pass up for development. If the planet cannot host a permanent urban settlement on its surface, then we must build one in the sky. New Andares will thereafter function as a hub for all future extraction efforts.
(Progress 0/500, -5R per die)

[] Korhal: Fort Leary Biochemical Production Site [NEW]
A vast chemical complex located near Broken Mesa, Fort Leary is intended to be the Dominion's premier development and production plant for all things biochemical in nature. Knowing Mengsk's turn of mind, this probably means more than just stimpacks and performance-enhancing battle drugs.
(-5 Paranoia)
(Progress 0/200, -15R per die)

Environmental (5 dice, +1 modifier)
[] Korhal: Regreening Effort (Phase 2) [NEW]

Having reintroduced water to Korhal, it's now time to start filling out the park districts. In addition to hardy grasses and certain subspecies of tree that can thrive in low-moisture environments, you'll also need to reintroduce small animals, in preparation for building the ecosystem up to handling large grazers and predators.
(+5 Paranoia)
(Progress 11/100, -10R per die)

[] Tyrador IX: Establish Farmsteads (Phase 3) [Reconstruction] [NEW]
The final phase of Tyradorian farmsteading is the establishment of farms suitable for water-intensive crops, like rice and almonds. Unlike their predecessors, which were uniquely suited for the expansive flat grasslands of Velocis, this will require rerouting the few extant rivers and building a major irrigation network, which is necessarily much more arduous.
(Progress 125/400, -10R per die)

[] Mar Sara: Restoring the Biosphere (Phase 2) [NEW]
Now that the water is flowing, it's time to expand soil conditioning efforts. Breaking up the terrain's glassine surface and reprocessing it into viable turf is an arduous and technically involved process, but Terrans have terraformed much less welcoming planets in the past, and for far less promising prospects of vast resource reservoirs.
(Progress 9/200, -15R per die) [LOCKED until Q3 2508]

[] Dylar IV: Shipyard Amenities
The bleak terrain and treacherous atmosphere of Dylar IV make it eminently unsuitable for shore leave, and most people tend to get a little space-crazy when they're forced to live in orbit for too long. The solution: several dedicated habitats dispersed around the Shipyards, each one with full gravity and terrestrial biomes. This will go a long way for morale, and the sustainability of shipbuilding operations.
(Progress 22/250, -5R per die)

[] Vardona: Supplemental Aquaculture Effort
The ongoing exploitation of Vardona's underutilized seas raises the prospect of an additional food source: fish and aquatic life. Coastal fish farms will further augment the flow of fresh meat into Vardona's markets and shopping centers, further reducing reliance on external imports and improving quality of life.
(Progress 0/250, -10R per die)

[] Korhal: Korhal Imperial Zoo [NEW]
The Sovereign of All Mankind has seen the Vardona Zoo's ursadon cub, and he thinks the throne world deserves one, no, two ursadon cubs, each twice as cute as Vardona's. As such, it's time to begin planning the new Imperial Zoo, a sprawling complex intended to house interesting and appealing fauna from across known space. Kids will love it, surely.
(-5 Paranoia)
(Progress 0/200, -10R per die)

[] Korhal: Mengsk Family Villa Reconstruction [NEW]
Once upon a time, the Mengsk family had an idyllic summer retreat a hundred miles outside of Styrling. It, along with the rest of Korhal, went up in nuclear fire during the Decimation. Now, the Emperor has indicated that it should be rebuilt, precisely how he remembers it, on the exact same site. If not for the ultra-high security walls and Guard garrison called for on the blueprints, it'd be quite nostalgic.
(-10 Paranoia)
(Progress 0/400, -15R per die)

Services (5 dice, +1 modifier)
[] Mass Literacy Movement (Phase 2)

Great strides have been made in the overall literacy rate by picking the low-hanging fruit of those populations best able to dedicate their free time or otherwise incentivized to achieve technical literacy. Now you have to focus on resistant or underserved groups, including recent school dropouts, the elderly, the disabled, and the inhabitants of dense urban or remote rural areas. These people may require a more personal approach than the literacy classes, but the rewards should be substantial.
(+10 Paranoia)
(Progress 0/300, -10R per die)

[] The Dominion Health Service (Phase 2)
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)
(Progress 3/300, -5R per die)

[] Vardona: Angustia Orbital Shipyard Complex (Phase 2)
The current quartet of drydocks at Angustia are hard at work churning out medium freighters, but there are no facilities suitable for building or overhauling the largest of the superfreighters, whose massive cargo holds are necessary for true bulk haulage. This next phase of the Complex will establish several 'outdoor yards' with variable frames capable of adjusting to the massive tonnage of the superfreighters, perhaps even allowing for development of the Dominion's first domestic heavy-haul design.
(Progress 281/400, -10R per die)

[] UNN Planetary Bureaus
Right now, the Universal News Network is temporarily headquartered on Vardona, pending the construction of a suitable building on Korhal for its main offices and broadcast towers. However, while that glorious day awaits in the future, the need for a UNN footprint on the rest of the Core Worlds exists right now. Building and staffing a UNN bureau on each planet will improve their news-gathering and information-disseminating capabilities.
(+5 Paranoia)
(Progress 9/300, -5R per die)

[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY]
Mengsk has made a last-minute alteration to the Augustgrad city plan, mandating that what was originally set aside for a sports complex instead be wholly dedicated to medical care for sick and injured military veterans and their families. Katherine Mengsk Memorial will be the largest, most modern medical facility in all of Terran Space, and serve as the central pillar of the Dominion Health Service. It'll also carry the name of his sainted, martyred mother. Personally, you'd rather name it after the poor bastard who got thrown in prison for speaking his mind to Mengsk.
(-5 Paranoia)
(Progress 98/200, -10R per die)

[] Korhal: Port Bennet Interplanetary Aerospace Complex [NEW]
Port Bennet is, quite simply, intended to serve as the biggest, most modern spaceport in all Terran Space, befitting the grandeur of the Dominion's throne world. It has its own dedicated sub-district in Augustgrad, a high-security Imperial Terminal for the Emperor's personal use, and room for about half the private vessels in the sector. Still, it'll make moving things around Korhal a breeze.
(-5 Paranoia)
(Progress 0/600, -10R per die) (Applies Keresh progress reduction to all Korhal projects)

[] Korhal: Primary Resocialization Center [NEW]
Rather than reopen or refurbish existing resoc centers (currently located in and around major prisons), the Emperor wants to centralize the entire process on Korhal, alongside a special-purpose maximum-security detention center. Keeping inmates there in preparation for resocialization will vastly streamline the process of turning them into Dominion Marines. If only the thought didn't make your skin crawl.
(-5 Suspicion)
(Progress 0/400, -10R per die)

Military (6 dice, +6 modifier)
[] Brontes: Refloating the Fleet (Phase 2)

The second stage of the Brontes salvage operation involves building a permanent scrapyard and recycling facility in orbit over the planet, thereby providing the war-torn world with an immediate industry for employment and productivity. This will also substantially speed up your efforts to refloat the wrecked capital ships still floating around.
(-10 Paranoia)
(Progress 244/300, -10R per die)

[] Brontes: Fort Riley Orbital Training Center
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)
(Progress 41/200, -5R per die)

[] TRUSTrooper Recruitment Program [TRUST]
Well, you've taken the flak for making a private army, might as well actually go through with it. You'll begin recruitment efforts among those individuals who are already partway through their five-year tour of duty as conscripts, offering bonus pay and better conditions if they finish out their hitch in TRUST. With luck, plenty of them will stay on after their mandatory service is over.
(+10 Paranoia)
(Progress 0/400, -10R per die)

[] Vardona: Treasury Reserve Site Alpha [TRUST]
If you're going to have an army, that army needs a base. Smith has identified an ideal site on the outskirts of Vardona's main urban center, an abandoned industrial park that readily lends itself to being bulldozed and fortified. It'll be useful as a place to house the TRUSTroopers, perform training exercises and drills, and stockpile weapons. You know, in case of a civil emergency.
(Progress 141/200, -5R per die)

[] Korhal: Fort Davis Military Arsenal
Typically, it is considered wise to have more weapons than you absolutely need to be using at any given time. Therefore, it is equally wise to have somewhere to store those weapons. Fort Davis is that place: a highly fortified base buried in the side of a heavily-cratered mountain, formerly home to the disaster shelter for Korhal's elite families. Now, it will hold warehouses full of ammunition, service weapons, and military vehicles, all against some future need.
(-10 Paranoia)
(Progress 0/200, -10R per die)

[] Fringe Worlds: Fort Sumner Forward Operating Base [MANDATORY] [NEW]
Redstone III served as one of the major flashpoints in the Guild Wars between the Confederacy and the Kel-Morian Combine, seeing as it lies roughly on the border between the two and has an abundance of accessible mineral deposits (if you can ignore the periodic lava tides). The Emperor has "requested" a forward operating base be built and positioned in orbit over Redstone III for use by the military. You know, just in case.
(-5 Paranoia)
(Progress 0/200, -10R per die)

Research (5 dice, +1 modifier)
[] Improved Threat-Recognition Protocol [Tech]

The Zerg hydralisk is a symbol of terror on the battlefield for any soldier, both for its speed and the sheer power of the spines it fires. However, researchers at Broken Mesa believe they've uncovered the secret to the hydralisk's incredible reflexes: a subsidiary cortex with high-volume neural pathways dedicated solely to recognizing and responding to hostile stimuli. They think they can design a computer module to replicate these incredible feats of processing power, and then use it to improve the notoriously faulty IFF sensors on the Dominion's automated defenses.
(Progress 0/250, -10R per die)

[] High-Efficiency Conduits [Tech]
Most Terran vehicles run on either fusion cells or ultracompact fusion reactors, depending on their size and power needs, while structures tap into the local power grid or command center. However, what all these sources have in common is that their raw output exceeds the safe transmittable flow of energy through their old-style metal wiring. The solution: an adaptation of Protoss energy-circuit technology to create conduits that transmit electricity through an aligned, highly durable crystalline matrix. This increases allowable power output while reducing waste heat and wear and tear.
(Progress 109/200, -15R per die)

[] New Model Weaponry (Phase 3) [Tech] [NEW]
The final weapon envisioned for the Dominion trooper is the CPO-7 "Salamander," a high-powered flamethrower with super-dense back-mounted fuel tanks. The Salamander kit also includes reinforced armor plating for the IPE, both to withstand potential loss of fuel containment and the likely increased volume of fire they'll receive. Much like the firebat, a properly-trained flame trooper will be invaluable against swarms of Zerg.
(-10 Paranoia)
(Progress 47/350, -15R per die)

[] Psi-Crystal Research [Tech]
Though initial tests report marked inferiority to samples of Khaydarin crystal acquired from battles with the Protoss, Saran psi-crystals nevertheless seem capable of storing and resonating with psionic energies on a reduced level of efficiency. However, they've proven singularly difficult to mine without further depleting or even nullifying their resonance capacity. Further research is therefore required.
(Progress 0/350, -20R per die)

[] Secure Integrated Defense Ensemble [TRUST] [Tech]
While the Integrated Protective Ensemble is sufficient for DLS laborers and more or less adequate for conscript troopers, you happen to believe that soldiers should go into battle with the very best possible protection. The formation of TRUST has therefore given you room to begin developing the Secure Integrated Defense Ensemble, or SIDE. SIDE is a reinforced and more-capable version of the IPE, capable of withstanding greater punishment, mounting a more robust comm system, and further augmenting the user's physical abilities. All it needs is a good field test or two.
(Progress 0/300, -10R per die)

[] Hercules-class Superheavy Cargo Freighter [Tech] [NEW]
With the expansion of the Angustia Yards well underway, it's time to start thinking about what to build there. The proposal endorsed by your engineering team is the Hercules, a truly massive design that'll use the full capacity of the expanded skeleton yards to build the biggest single vessel in Terran Space. Not only will it haul an exceptional amount of cargo, but its multiple powerful vectored boosters will even allow it to land at a terrestrial spaceport, which ought to be an impressive sight.
(Progress 0/350, -10R per die)

[] Charon Boosters [Tech] [NEW]
The development of the Hailstorm launcher led to a variety of individually minor but cumulatively substantial advances in missile technology, most notably a more agile and efficient booster. By applying the basic principles of the new booster to upgrade existing Goliath missiles, their anti-air range can be greatly improved for only a minor cost difference.
(-10 Paranoia)
(Progress 0/250, -15R per die)

Bureaucracy (5 dice, +11 modifier)
[] 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) (+10 Paranoia)
(Progress 0/200, -5R per die)

[] Establish the Office of Forecasts and Trends
While the current Planning and Statistics crew is quite adept at telling you how things are, they're less great at telling you how they're going to be. The Office of Forecasts and Trends will therefore make use of your massive pile of statistical data along with the finest prediction algorithms to give you a general idea of where things are going, so you know if improvements are being made or if you're falling behind.
(Unlocks statistical trends) (Unlocks estimated number of phases for project completion) (+10 Paranoia)
(Progress 0/200, -5R per die)

[] Services/Administration/Logistics/Operations Mechanization Endeavor
Okay, set aside the insane acronym. SALOME is the brainstorm of Vice-Chancellor Smith, who heard that your former adjutant was just sitting unused in storage and despaired at the notion of an underutilized resource. He believes that Sally can be repurposed into a central computer for the entire Treasury, capable of handling a variety of mundane tasks and serving as an all-purpose reference guide for the various laws, regulations, and protocols at work.
(Adds one die to all non-Personal categories) (+10 Paranoia)
(Progress 233/300, -10R per die)

[] Employ Pardon Recipients
With the massive outflow from the political prisons and labor camps comes a steady stream of extremely qualified, competent potential employees for the Treasury, many of them formerly affiliated with the Sons of Korhal. However, quite a few of them have been further radicalized during their stint in prison, and they seem to realize that Mengsk doesn't actually intend to live up to their once-shared ideals. Mengsk, in turn, understands that some of his former allies may not view his ascent to the throne warmly, and may not react well to their being offered government paychecks.
(Adds two Free dice) (+10 Paranoia)
(Progress 39/400, -10R per die)

[] Establish the Office of Reserve Logistics [TRUST]
TRUST began as a principally bureaucratic endeavor and the very fundamentals of its genetic code will always reside within the Treasury bureaucracy. Rather than allowing this to be a hindrance, it is far easier to enlist the uniformed civil servants on the troopers' behalf, expediting and streamlining the process for approving projects and acquiring necessary resources.
(Reduces per-die cost of all TRUST projects) (+10 Paranoia)
(Progress 0/300, -15R per die)

[] Veterans' Benefits Program [MANDATORY]
Clearly stung by his guilty conscience, the Emperor has "requested" that the Treasury set up and disburse cash subsidies for military veterans, most especially "his" veterans from the Sons of Korhal (and also, sure, Alpha Squadron). A direct and unconditional cash payout is a relatively unique program for a department used to laundering outgoing money through layers of means testing and oversight, but what the hell, why not learn something new?
(-5 Paranoia)
(Progress 39/400, -15R per die)

[] Vardona: Trevelyan Commercial Tower (Utilitarian) [NEW]
Senator Vincent Trevelyan, the Lion of the Confederate Senate and former political prisoner, died over the winter holidays. A monumental figure in Terran politics, Trevelyan was believed to have been a serious contender for the Chancellery prior to your appointment. By dedicating a new commercial skyscraper in his honor on his home planet of Vardona, you will honor the distinguished senator and give yourself a renewed foothold in the "financial capital."
(+5 Paranoia) (Gain +5 bonus to all Vardona dice)
(Progress 0/200, -10R per die)

[] Vardona: Trevelyan Commercial Tower (Extravagant) [NEW]
But why stop at just naming some random tower after him? Go all out and make it a worthy second Treasury headquarters, with a full replica of your Korhal office and another hundred stories to boot. Build a memorial park on the tower grounds, embellish the bottom floors, and then hold a major dedication ceremony. The people of Vardona will love it.
(+15 Paranoia) (Gain +10 bonus to all Vardona dice, more Vardona projects)
(Progress 0/300, -15R per die)

Personal (4 dice, +1 modifier)
[] Raynor's Raiders: Anti-Banditry Campaign

All across the periphery, pirates and bandits reign where the roving squadrons of the Confederacy have yet to be replaced by Dominion patrols. In addition to causing untold havoc and damage to local settlements, they also make your own operations somewhat difficult. By soliciting covert aid from Raynor's Raiders (and making sure they're properly equipped for the job), you can cut down on Fringe banditry and improve project efficiency, all in one go.
(Reduces all non-Personal Fringe Worlds and Mar/Chau Sara project per-die costs) (-2 Relations with Raynor's Raiders)
(DC 80 to avoid +20 Paranoia, -10F per die)

[] Raynor's Raiders: Leak Embarrassing Intel
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?
(+3 Relations with Raynor's Raiders, may have unforeseen consequences)
(DC 100 to avoid +20 Paranoia, -5F per die)

[] Mar Sara: Backwater Station
Before it was sterilized by the Protoss, Mar Sara was considered a remote posting for any officer used to the Core. However, even Mar Sara has remote areas of its own, and Backwater Station is one of them. The original site is located in a rugged, mountainous area near a rich deposit of minerals, and it would be fairly trivial to reopen the mining settlement... and then hand it over to the Raiders as a base.
(+2 Relations with Raynor's Raiders)
(DC 80 to avoid +10 Paranoia, -10F per die)

[] Fringe Worlds: Divert Additional Supplies
While prior shipments have ameliorated some of the worst deprivation out in the Fringe, much more remains to be done. By masking the next effort as an unsanctioned smuggling operation, you will be able to both evade Security's prying eyes and take credit for "catching" the unnamed malefactors, all while serving a good cause.
(+1 Relations with Raynor's Raiders)
(DC 60 to avoid +10 Paranoia, -15F per die)

[] Deadman's Rock: Buy an Orbital Station
Operating out of the Dead Man's Arms luxury hotel certainly has its appeal, but what the Arms offers in opulence it lacks in other important areas, like the ability to stockpile an arsenal or gather up a proper mercenary force. Fortunately, there's a station orbiting the Rock that's available at an excellent price, and since its previous owner ran a now-defunct mercenary company, it comes with all the necessary amenities to run your illicit business.
(Unlocks mercenary-related projects) (+1 Relations with Mira's Marauders)
(DC 60 to avoid +10 Paranoia, -5F per die) (-5F per-turn upkeep)

[] Deadman's Rock: Make Friends and Influence People
Pirates and mercenaries are not complicated people. For them, the language of love is the language of money. By spreading the wealth around Deadman's Rock amongst the various mercenary commanders and smuggler captains, you'll be sure to engender a great deal of goodwill, even if that goodwill is a bit sticky and occasionally tries to steal your wallet.
(+3 Relations with Mira's Marauders)
(DC 40 to avoid +10 Paranoia, -10F per die)

[] Vardona: Vardonaville Import-Export Company
Arendt has been covering many of your illicit activities with a web of shell companies, but those are flimsy constructs made of little more than a single founding document. In order to make substantive inroads with the criminal fraternity, and not get caught in the process, you need a robust umbrella enterprise that can withstand sustained external scrutiny. VIEC is just the thing; a Vardona-chartered shelf company with years of back taxes and records, ready to purchase for the discerning criminal-to-be.
(Adds one Personal die) (Reduces some Personal DCs)
(DC 80 to avoid +10 Paranoia, -15F per die) (-5F per-turn upkeep)

[] Nephor II: Legalize the Dominion Industrial Workers Union
The single greatest contribution you as Chancellor can make to the labor movement is to make it legal. Mengsk has shown absolutely no sign of letting up on Confederate-era worker restrictions, and the Dominion Labor Service is a threat he can carry out at any time: stay at work or I'll bring in the conscripts. By establishing the Industrial Workers Union as an authorized organization and granting it public legal protections, you'll substantially curtail the prospect of that threat being implemented.
(+5 Relations with Industrial Workers' Trust)
(DC 120 to avoid +10 Paranoia, -5F per die) (+10 Paranoia)

[] Nephor II: Worker Aid Centers
Ostensibly intended to serve as supplementary medical and legal relief clinics, the worker aid centers are in fact slated to be IWT fronts for spreading pro-union propaganda and doing covert labor organizing. It'll do those other things, too, but giving Workers' Trust leadership a direct and official pipeline into the laboring masses of Nephor II will be invaluable. Especially since they'll take a lot of worker relations stuff off your overburdened shoulders.
(Adds one Personal die) (+1 Relations with Industrial Workers' Trust)
(DC 80 to avoid +10 Paranoia, -10F per die) (-5F per-turn upkeep)

[] Nephor II: TRUST Civil Auxiliary Pilot Program [TRUST]
One of TRUST's major selling points is that it'll be able to pick up serious slack during civil defense efforts, freeing up the military to perform its front-line duties. However, you're not going to be able to actually do that job with just bank guards and site security. Instead, you've decided to enlist the industrial workers of Nephor II in a pilot program as special civil auxiliaries, entrusted with IPE and less-lethal sidearms to assist in crowd control. Of course, having a bunch of loyal workers you can call up has other benefits as well.
(Unlocks additional TRUST projects) (+3 Relations with Industrial Workers' Trust)
(DC 60 to avoid +10 Paranoia, -15F per die) (-5F per-turn upkeep)

[] Space Wolves: Borrow Some Advisors [NEW]
The easiest way to bring your forces up to fighting fit is to have them trained by the best. Dia de Santo's Space Wolves may have the least glamorous job in Dominion Space, but she keeps them honed to a razor's edge, and a few of their NCOs will be sure to instill your troops with the appropriate esprit de corps.
(+3 Relations with Space Wolves)
(DC 80 to avoid +10 Paranoia, -5F per die)

[] Space Wolves: Blue Team [NEW]
In Dominion parlance, the "red team" is the allied force, and the "blue team" is the enemy force. As such, when you set up a cross-training exercise with Colonel de Santo's Space Wolves and your TRUST Security Force, the Space Wolves will act as the blue aggressor against a mock-up TRUST-defended "red site." This should give your troops much-needed practice and build strong ties between your two forces.
(+1 Relations with Space Wolves)
(DC 60 to avoid +10 Paranoia, -10F per die)

[] Space Wolves: Fort Romulus Amenities [NEW]
Fort Romulus is an impressive military installation, to be sure, but it's still a military base, and a recently-constructed one at that. By dipping into your discretionary budget, you can furnish it with bigger and more varied activity rooms, a higher grade of personal in-room comforts, and even better food. They'll surely be grateful for the effort.
(+2 Relations with Space Wolves)
(DC 40 to avoid +10 Paranoia, -15F per die)

[] Nova Squadron: Psychic Countermeasures Training [NEW]
While every citizen of the Dominion is screened for psychic potential at an early age, very little is known about or done with the notion of psychic powers beyond that, leaving them largely to conspiracy theorists and hack thriller novelists. Nova Squadron, however, possesses a plethora of specialized techniques that will improve resistance against psychic intrusion, and is willing to share them with your senior staff. This is good for you, and will be one less potential avenue of intrusion for Security to worry about.
(+2 Relations with Nova Squadron)
(DC 80 to avoid +10 Paranoia, -5F per die)

[] Nova Squadron: Joint Intelligence and Research Program [NEW]
In essence, the JIRP is a commitment to share low- and medium-tier intelligence and research data between the Treasury and Internal Security on an expedited basis. The other agencies will get the fruits of your respective labors, of course, but not on quite such a preferential basis.
(+3 Relations with Nova Squadron)
(DC 60 to avoid +10 Paranoia, -10F per die)

[] Nova Squadron: Divert Neotextiles Output [NEW]
Ghost hostile environment suits require a number of specialized components, and by adopting their basic design for the Protective Ensemble, you've inadvertently created a facility capable of mass-producing what the Ghost Academy previously handcrafted. By diverting a relatively minuscule portion of the Neotextiles Plant's output, you'll greatly improve the Ghost Program's ability to field and refurbish its operatives.
(+1 Relations with Nova Squadron)
(DC 40 to avoid +10 Paranoia, -15F per die)

Special
[] Team-Building Exercise (Bureaucracy/Personal, +6 modifier)

To an outsider, the Dominion Treasury is a faceless monolith of bureaucratic power, a gray tower of ceramacrete and neosteel that stomps around and does things unaccountably. But in truth, any human endeavor is made up of individuals, and those individuals leave an indelible mark on the unique culture of the team of which they are a part. Assign your Vice-Chancellor and Personal Secretary to jointly lead a morale-boosting field exercise for the senior staff, and witness just how they've shaped the Treasury and its people by their presence.
(Unlocks a permanent legacy trait for the Treasury)
(DC 100 to achieve success, -5R and -5F per die) (Must assign Bureaucracy and Personal dice in matched pairs) (Available as long as Samuel Smith and Jacob Arendt both remain employed)



36-hour moratorium, then 12 hours to vote. Please remember to strictly adhere to the Plan Formatting Guidelines and keep all conversations civil and productive.
 
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Going to war is an absolutely terrible idea. Even if we did win quickly, we'd be in a position of having to actually garrison Kel-moria and keep production going in the face of a likely insurgency, thinning out defences when we absolutely cannot afford to. It's frankly madness, especially when we know ooc that the UED are coming
 
I love how its increasingly apparent that the best and only idea Mengsk has to achieve ultimate victory over all the non-Mengsk First Families and Confed aristocracy that betrayed him so is... just making Korhal into Tarsonis 2.0? What does he think Horner's and Duke's and Warfield's grandkids are going to be like, except just classic Confed failsons all over again?
 
Going to war is an absolutely terrible idea. Even if we did win quickly, we'd be in a position of having to actually garrison Kel-moria and keep production going in the face of a likely insurgency, thinning out defences when we absolutely cannot afford to. It's frankly madness, especially when we know ooc that the UED are coming
Yep, but I don't think Mengsk agrees with you.
 
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