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 .
There's always more to PlanQuests than the on-paper numbers. 50% of the budget means taking that much away from everyone else, and while we do want a larger budget than normal for immediate rebuilding, that much more I think is going to have some unforeseen consequences.
 
The rest of the government, the ones that need to fight over the remaining 50% budget may hate Chuck; but their numbers pale when compared with the masses. Stabilizing the Mengsk regime is incidental but not part of the job mandate nor is it in our interest. The population wants bread and milk and house and means to make a living, Mengsk regime is not a required part of that ask.
 
We're already giving them all of that with Revitalization though. Reclamation is a vanity project for Mengsk that frankly crosses the line into the unsustainable if something pops off - like, say, the Zerg.
 
I miss playing as the faceless magistrate with my trusty adjutant in starcraft 1 (and hated the retcon that it was all Jim Raynor) but this quest is nice.
 
At the risk of sounding like an asshole, I don't particularly care to be questioned on my time management or hectored about updating this or any other quest. I run quests until I run out of inspiration or they prove non-viable. This means a lot of them don't make it past a couple updates as I learn what works for me and what doesn't. If that bothers you, I completely understand; feel free not to mention it in the future and go elsewhere.

You may end up having to make this post into an Informational threadmark down the line. Also:

[X] [FUND] 40% of the Dominion Budget
[X] [PLAN] Revitalization

Rebuilding Korhal is a bad idea both in-character and out. In-character we give Mengsk his capitol which will make it harder for us to build up a better state as with the center of power complete Mengsk has no reason to be more tolerant of building up other parts of the Dominion. Out-of-character we know the UED is coming and giving them a fully centralized state to conquer will make them harder to dislodge.

Also being just the right mixture of reaching and subservient is a must to survive in an Authoritarian regime.
 
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[X] [FUND] 50% of the Dominion Budget
[X] [PLAN] Reclamation

The faster we have rebuild the Dominion all of it that includes korhal. the faster we can again fight against kerrigan the swarm the UED and the protoss. So that means military bases shipyards mines manufacutorums and terraforming.besides the uprising begane with the death of korhal it would be major symbol if we restor/rebuild and it is our capital plus i want to do the same for tarsonis
 
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During the final period of the Confederacy, the Senate would routinely allocate a quarter of the budget to the Treasury, a quarter of the budget to the security services, and the other half to the military, give or take a few percentage points.
I love how the normal budget of the Confederacy is so plainly awful. For a reference point, the US is spending about 13.9% of its budget on National Defense stuff this year. And that's massive over-spending IRL. So twice that amount for "security services" is absurd. I say we take as big a slice as we can; any amount we don't take isn't going to go to much of any good use otherwise.

[X] [FUND] 50% of the Dominion Budget
[X] [PLAN] Revitalization
 
I love how the normal budget of the Confederacy is so plainly awful. For a reference point, the US is spending about 13.9% of its budget on National Defense stuff this year. And that's massive over-spending IRL. So twice that amount for "security services" is absurd. I say we take as big a slice as we can; any amount we don't take isn't going to go to much of any good use otherwise.
Remember, the human colonies in the Koprulu Sector fought an apocalyptic war with the Zerg and Protoss just a little while ago, while simultaneously having a civil war, and will be fighting another round of apocalyptic war against multiple challengers pretty soon.

Lack of civilian economy is very bad and can ultimately cripple a polity. In this case, lack of raw military muscle could end with us just plain dead dead dead.
 
Remember, the human colonies in the Koprulu Sector fought an apocalyptic war with the Zerg and Protoss just a little while ago, while simultaneously having a civil war, and will be fighting another round of apocalyptic war against multiple challengers pretty soon.

Lack of civilian economy is very bad and can ultimately cripple a polity. In this case, lack of raw military muscle could end with us just plain dead dead dead.
Good thing we lack both. :V
 
Vote closed
Scheduled vote count started by Etranger on Nov 5, 2022 at 7:39 PM, finished with 47 posts and 34 votes.
 
Turn 1 (Q3 2506)
A few QM notes...

Dice are d100s, as per usual for a plan quest.

"Xenotechnology" is now "Research" to account for the inclusion of non-alien tech.

I've added the "Military" category, and since it makes no sense for him not to have it, Horner gets a +5 to those dice too.

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. Anything labeled [Reconstruction] is part of the plan goal. Anything labeled (Tech) is initial development of a technology; rolling it out may be a separate project.




Turn 1 (Q3 2506)

Resources: 225 stockpile + 225 incoming = 450 available

Paranoia: 35/100
Free Dice: 2

Infrastructure (4 dice)

[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday. (Progress 0/400, -15R per die, -10 Paranoia when complete)

[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field. (Progress 0/300, -20R 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 0/600, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort. (Progress 0/500, -10R per die)

Heavy Industry (3 dice)
[] Korhal: Keresh Mining Complex (Phase 1)

Keresh Province was once a lush forested wilderness, famous for its abundant game and verdant vistas. Under the protection of the ruling Mengsk family, it became a desirable tourist destination for the wealthy and powerful. Now it's a blasted wasteland, with burnt husks of dead trees and dried-up streams. While undoubtedly a tragic outcome, the nuclear destruction of Korhal also revealed several promising mineral deposits. This could prove quite useful for the reclamation efforts. (Progress 0/200, -10R per die, Resource gain, cost reduction to all Augustgrad phases)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and the NIM is in need of some serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output. (Progress 0/400, -15R per die, Resource gain)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable. (Progress 0/600, -20R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't consider SCVs to be "effete"... (Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)

Light and Chemical Industry (3 dice)
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output. (Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] Vardona: Vespene Extraction Operations (Phase 1)
The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage. (Progress 0/600, -15R per die, Resource gain)

[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions. (Progress 0/400, -10R per die, Resource gain)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there. (Progress 0/200, -20R per die, variable results)

Environmental (3 dice)
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present. (Progress 0/200, -5R per die, +5 Paranoia when complete)

[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three scourge with one rocket? (Progress 0/400, -10R per die)

[] Dylar IV: Orbital Hydroponics
Dylar IV is a singularly unpleasant planet, selected to host the Confederacy's shipyards only due to its rich mineral deposits and technically breathable atmosphere. It has always been entirely dependent on external food shipments for its numerous personnel, which led to several perilous moments during the Great War when freighters failed to get through. By building a series of hydroponics habitats capable of producing their own fresh foodstuffs, we can alleviate, if not solve, the Dylarian Shipyards' need for a constant influx of outside food. (Progress 0/200, -15R per die)

Services (3 dice)
[] Obligatory National Service [Reconstruction] [MANDATORY]

The Dominion has two problems: masses of unemployed refugees and an enormous amount of work that needs to be done. The Emperor has proposed (well, commanded) that they be solved at the same time by simply requisitioning every idle hand into the service of the nation. Those able-bodied individuals who aren't shunted into the military will be mobilized into huge work gangs, doing with hand tools and determination what SCVs used to do with fusion cutters and bionic strength. Oh, and Mengsk wants you to oversee it. (DC 30/50/70 to determine quality, Paranoia gain or loss depending on result)

[] Mass Literacy Movement (Phase 1)
The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce. (Progress 0/200, -10R per die, +5 Paranoia when begun, +5 Paranoia when complete)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements. (Progress 0/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures. (Progress 0/100, -15R per die, +5 Paranoia)

Military (4 dice)
[] Korhal: Eastcliff Military Academy

The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place. (Progress 0/200, -10R per die, -10 Paranoia)

[] Brontes: Refloating the Fleet (Phase 1)
While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly. (Progress 0/300, -20R per die, -10 Paranoia)

[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations. (Progress 0/200, -10R per die, -5 Paranoia)

[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion. (Progress 0/200, -10R per die, -5 Paranoia)

Research (3 dice)
[] Korhal: Broken Mesa Xenobiology Institute


The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means. (Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata. (Progress 0/200, -15R per die, +5 Paranoia)

[] Supply Bunkers (Tech)
Across Dominion space, the Emperor's subjects suffer under two equally important conditions: a lack of vital supplies, and a fundamental insecurity. To address both problems at once, the Sub-Ministry for Development has proposed enhancing the standard supply depot's storehouses and workshops with fortified bunker construction, allowing for a structure that can both provide and defend. This will help make isolated communities more defensible and sustainable. (Progress 0/50, -10R per die, +5 Paranoia)

[] Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions. (Progress 0/100, -5R per die, -5 Paranoia)

Bureaucracy (2 dice)
[] Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast. (Increases available dice) (Progress 0/100, -5R per die, +5 Paranoia)

[] Refill the Upper Echelons (Cronies)
Alternatively, you could call up a bunch of your friends and close associates, without regard for their particular expertise. No one who's openly incompetent, of course, just a few good ol' boys and gals. Mengsk will surely understand; after all, he put you here, didn't he? (Increases available dice) (Progress 0/100, -10R per die, -10 Paranoia)

[] Truth and Reconciliation Committee (Utilitarian)
The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free. (Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost. (Progress 0/200, -5R per die, +5 Paranoia)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on. (Progress 0/300, -10R per die)

[] Appoint a Vice-Chancellor
This Chancellor job is no joke. People are coming to you with all kinds of technical and legal questions you are simply not prepared to answer, and yelling at them only secures a temporary retreat rather than permanent victory. You need a second-in-command, an executive officer, a vice-chancellor, if only so they can take all those awkward inquiries on your behalf. (Recruits a subordinate with bonuses) (-5R per die, DC 30/40/50 for personnel quality, subvote to pick candidate)

Personal (1 die)
[] Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors? (-25R, DC 30 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked)

[] Hire an Executive Assistant
Your inbox is threatening to collapse in on itself and take your entire desk with it. The last Treasury Secretary had a legion of personal secretaries and other capable individuals to help him do as little as possible. The least you can do is hire an assistant. Quickly, before the pile grows any larger. (Increases Personal dice) (DC 20/30/40 for personnel quality, subvote to pick candidate)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer. (DC 60 to avoid +10 Paranoia, can be reduced)



2.5-hour moratorium to discuss plans, then I'll open voting for a couple days. Feel free to drop questions here or in the Discord; I'll answer insofar as I'm able.
 
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I've also added an Informational threadmark entitled "Status of the Dominion Treasury" which includes available dice, net modifiers, and bonuses.
 
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