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 .
[] 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)
--[] 3 dice, 45 R

[] 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)
--1 dice, 20 R
[] 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)
--2 DC, 20 RP
[] 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)
--1 dice, 15 R
[] 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)
--3 dice, 30 R
[] 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)
--1 Dice, 5 R
[] 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)
--2 dice, 20 R
[] 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)
--2 dice
[] 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)
--1 dice 10 R
[] 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)
--3 dice, 30 R
[] 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)
--1 dice, 10 R
[] 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)
--1 dice, 10 R

[] 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)
--2 dice, 10 R
[] 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)
--2 Bureaucracy Dice, 10 R
[] 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)
--2 Free Dice, 10 R

[] 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)
--1 dice, no cost.


Resource cost, 215... leaving us with even more room to work next turn.

This is, like, a vague idea for a plan? I'd need to look at bonuses first, but this won't increase Paranoia TOO much, and it does plenty of Mandatory and Paranoia-reducing things, though some will take time to complete.
 
This plan is what i'd imagine can get us more resource income, bonus to actions (but no new dice), and do the bare minimum for the "mandatory" tag project. Now i don't know how much it costs because i can't math.

[] Plan I can't math
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] x1
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] x3
-[] Korhal: Keresh Mining Complex (Phase 1) x3
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] x3
-[] Sara System: Imperial Chemical-Mineral Survey x2
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] x3
-[] Obligatory National Service [Reconstruction] [MANDATORY] x1
-[] Re-Establish the Universal News Network [Reconstruction] x2
-[] Korhal: Eastcliff Military Academy x2
-[] Tyrador IX: Military Recruitment Offices x2
-[] Integrated Protective Ensemble (Tech) x3
-[] Appoint a Vice-Chancellor x2
-[] Hire an Executive Assistant x1
 
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)
That "MANDATORY" looks pretty serious, but it's a start. I think we should put one die per turn on it while we concentrate on supporting projects like Keresh Mining Complex.

[] 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)
Oof. These are rough. We gotta get started, but the budget is a big problem...

Sounds like if we're trying to reboot our industrial base, Nephor II is the priority, but if we're thinking about the military situation (and it's Horner, so...) then Brontes is the priority. Tyrador IX, meanwhile, is apt to turn into a humanitarian crisis if left alone, but we can only juggle so many plates.

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)
This is a must. It'll make the Korhal reconstruction less of a pain in the ass, while also having general economic positives.

[] 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)
Ugh. We're gonna need those SCVs, so this project is one we might as well bite the bullet on and do as soon as possible, despite the paranoia.

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)
I'm thinking Canis, then Tyrador, then Sara, then Vardona.

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)
@Etranger , why is this an increase to Paranoia? I'd expect it to lower Paranoia...?

[] 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)
This may help avert ongoing humanitarian crisis on Tyrador, so it's probably worth some time. Also, relatively cheap.

[] 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)
Not an immediate priority.

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)
Ugh. Well, this is gonna have to happen, and we should probably throw 2-3 dice at it to make sure we get a good 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)
@Etranger , again I ask, why are all of these +Paranoia options? I get the reason behind Mass Literacy Movement increasing Paranoia, but I don't see why he even feels bad about the Dominion Health Service option, and Re-Establish UNN seems like a great way to broadcast Mengsk's speeches, which should make him happier if anything...?

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)
Okay yeah, definitely this first. Cheap, quick, -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)
Good to see these.

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)
Zerg research. Oh boy oh boy... -_-

[] 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)
I think we need to go ahead with Supply Bunkers (I'm guessing they increase paranoia because they let people fend off Dominion troops) and Integrated Protective Ensemble even if we do restart SCV production.

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)
Ugh. I think we need the experts.

[] 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)
On the other hand, I don't think we need the Mengsk aggro from an idealistic Truth and Reconciliation Committee. We cna probably kick that can down the road at least one turn though, and frankly I think we should, because...

[] 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)
We definitely need a vice-chancellor.

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)
Step one: hire that executive assistant.
 
On Paranoia
Horner's got a pretty good amateur psychologist's grasp on Mengsk's general deal, so let me lay out my criteria for what constitutes a potential Paranoia issue:

1) Doing anything that contradicts Mengsk's personal vision. Regreening even part of Korhal doesn't fit with his vision of a perfect ecumenopolis shining like a jewel in the night sky, even if it would produce a more resilient and sustainable ecosystem.

2) Doing anything that might accrue glory or public regard for the person doing it. Public healthcare is going to be very popular with the average person, and even though Mengsk will get the lion's share of the credit, people will also be grateful to you personally for getting it done.

3) Doing or implementing anything not entirely within Mengsk's personal control. UNN will expect the pretense of journalistic independence to be respected, in name if not in fact, and even that concession will rankle the Emperor.

4) Doing or implementing anything that gains the person doing it power, influence, or resources. Hiring independent experts falls under this category, as does growing your staff beyond a certain point.

Now, some of you might be saying, "Wow, Etranger, isn't that kind of comprehensive? Like, it covers almost everything?" and my answer to that is, well... yeah. It sort of does. You work for a despot.
 
[] Hire an Executive Assistant
[] Appoint a Vice-Chancellor


Yeah these two as a priority, need a Sir Humphrey and a Bernard to point at our problems.
 
Budget: 225+225 R

Resources: 250/450
Free dice: 2/2

[] Plan Attempting to Extinguish The Dumpster Fires
-[] Infrastructure (4/4 dice + 1 Free die, 60 R)
--[] Korhal: Capital City Augustgrad (Phase 1) 0/400 (2 dice, 30 R) (2/9 median dice to finish)
--[] Nephor II: Planetary Reconstruction (Phase 1) 0/600 (3 dice, 30 R) (3/14 median dice to finish)
-[] Heavy Industry (3/3 dice, 35 R)
--[] Korhal: Keresh Mining Complex (Phase 1) 0/200 (3 dice, 30 R) (3/5 median dice to finish)
-[] Light Industry (3/3 dice, 60 R)
--[] Korhal: Canis Chemical Refinery (Phase 1) 0/400 (3 dice, 60 R) (3/10 median dice to finish)
-[] Environmental (3/3 dice, 30 R)
--[] Tyrador IX: Establish Farmsteads (Phase 1) 0/400 (3 dice, 30 R) (3/10 median dice to finish)
-[] Services (3/3 dice, 0 ?? R)
--[] Obligatory National Service (3 dice, 0 R)
--[] (4% chance fail, 4% chance DC 30, 8% chance DC 50, 84% chance DC 70)
-[] Military (4/4 dice, 40 R)
--[] Korhal: Eastcliff Military Academy 0/200 (2 dice, 20 R) (2/5 median dice to finish)
--[] Tyrador IX: Military Recruitment Offices 0/200 (2 dice, 20 R) (2/5 median dice to finish)
-[] Research (3/3 dice, 20 R)
--[] Supply Bunkers 0/50 (1 die, 10 R) (41% chance to complete)
--[] Integrated Protective Ensemble 0/100 (2 dice, 10 R) (33% chance to complete)
-[] Bureaucracy (2/2 dice, 10 R)
--[] Appoint a Vice-Chancellor (2 dice, 10 R)
--[] (11% chance fail, 6% chance DC 30, 6% chance DC 40, 77% chance DC 50)
-[] Personal (1/1 + 1 Free die, 0 R)
--[] Hire an Executive Assistant (2 dice, 0 R)
--[] (7% chance fail, 4% chance DC 20, 6% chance DC 30, 83% chance DC 40)

Rationales for decisions:

Infrastructure:
We need to at least break ground on Augustgrad, but we also need time for the infrastructure to support its construction. Thus, one die two dice (EDIT: I'm bold but I'm not crazy) on it, and we throw a bunch of dice at the mining complex and the Canis refinery. The rest of Infrastructure goes to reconstruction on the factory world of Nephor II, which will hopefully enable us to revitalize our crippled industrial base.

Heavy Industry:
Two dice on Keresh is all we should spend on a 200-point project until we know what our bonus/penalty breakdown is. In light of our penalties, we should probably put three dice on Keresh. The income bonuses and lower costs for Augustgrad are vital to our long range plans, so it's our main priority. By the way, I know Vardona isn't popular with Arcturus, but damn will we need the SCVs. We can (truthfully) tell him that we're doing everything we can to make the national service corps a success, alongside the SCVs, but that the SCVs are still handy and have a role to play. Whole point of taking Horner is that we can occasionally get away with telling the boss he's wrong about something.

Light Industry:
The Canis refinery is by far the priciest project I'm proposing to undertake. But it's Korhal development and I gather it improves overall yields from other vespene mining ops, so I think it's well worth it.

Environmental:
Farming on Tyrador IX will help lower the risk of famine on the planet, and keep people busy.

Services:
Throwing all our dice at this maximizes the chance of getting a Paranoia cut, and hopefully keeps us from doing a bullshit style callup where severely ill or vital-to-local-community people are being called up as mobniks and left to freeze to death in unheated warehouses or something.

Military:
Doing stuff here that Arcturus will like, and enlisting soldiers off Tyranor IX to help further reduce crowding pressure and enforce Dominion authority on the planet's restive refugee population.

Research:
We need both those projects urgently to help address humanitarian concerns and keep the service corps from turning into a slaughterhouse for our work battalions.

Bureaucracy:
What @Khop said. Plus, we really don't want to get an idiot for our vice-chancellor, which means rolling two dice to minimize the risk of rolling below a 50. Everything else can wait until we have a suitable candidate for that position.

Personal:
What @Khop said. We need a goddamn secretary before our inbox collapses into neutronium and falls on our lap. Hopefully a good one. That is all.
 
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[] Plan: A Good General Has Good Officers

-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
--[] 2 dice, 30 R
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
--[] 2 dice, 40 R

The idea is simple. The Orbital cleanup is big, dramatic, and admittedly kinda costly, while putting two dice on the Capital City expansion will help the Emperor feel what we're doing.

Heavy Industry
- [] Korhal: Keresh Mining Complex (Phase 1)
--[] 3 dice, 30 R

It's a little bit simple, but we need to appease him and this is probably still helpful.

Light and Chemical Industry

-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
--[]3 dice, 30 R

This is something that will restore consumer confidence, help kickstart things, and could also make everything look good. Plus, it's just a good thing to do.

Environmental

- [] Korhal: Regreening Effort (Phase 1)
--[] 1 Dice, 5 R
[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
--[] 2 dice, 20 R

The Regreening will go slowly when we put just a single dice in, but that's fine. We don't need the extra Paranoia right now, and right now the goal is to draw closer to completion so that we can finish it more throughly on future turns. I'm picking Farmsteads because it seems as if it will be the best bet.

Services

- [] Obligatory National Service [Reconstruction] [MANDATORY]
--[] 2 dice
[] Mass Literacy Movement (Phase 1)
--[] 1 dice 10 R

I could see an argument for all three on Obligatory service, but I'd rather get started on the literacy needed for the news stuff to... well, capture people more thoroughly.

Military

-[] Korhal: Eastcliff Military Academy
--[] 4 dice, 40 R

It's an easy, cheap option that helps with Paranoia, we can get clever once we have a military academy.

Research

-[] Supply Bunkers (Tech)
--[] 1 dice, 10 R

-[] Integrated Protective Ensemble (Tech)
--[] 2 dice, 10 R

This seems like something where both are important, this is the one with the greatest chance of doing both.

Bureaucracy
- [] Refill the Upper Echelons (Experts)
--[] 2 Bureaucracy Dice, 10 R
-[] Appoint a Vice-Chancellor
--[] 2 Free Dice, 10 R

Pretty straightforward. Two dice is all we can spare because it's all we have for Upper Echelons, and those two free dice give us a great Vice Chancellor to finish up the Upper Echelons under next turn.

Personal

-[] Hire an Executive Assistant
--[] 1 dice, no cost.

Duh.

Total cost: 245 Resources. More than we might like, but it should help us pretty well.
 
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[X] Plan: A Good General Has Good Officers
-[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]
--[X] 2 dice, 30 R
-[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
--[X] 2 dice, 40 R
- [X] Korhal: Keresh Mining Complex (Phase 1)
--[X] 3 dice, 30 R
-[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
--[X]3 dice, 30 R
- [X] Korhal: Regreening Effort (Phase 1)
--[X] 1 Dice, 5 R
-[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
--[X] 2 dice, 20 R
- [X] Obligatory National Service [Reconstruction] [MANDATORY]
--[X] 2 dice
-[X] Mass Literacy Movement (Phase 1)
--[X] 1 dice 10 R
-[X] Korhal: Eastcliff Military Academy
--[X] 4 dice, 40 R
-[X] Supply Bunkers (Tech)
--[X] 1 dice, 10 R
-[X] Integrated Protective Ensemble (Tech)
--[X] 2 dice, 10 R
- [X] Refill the Upper Echelons (Experts)
--[X] 2 Bureaucracy Dice, 10 R
-[X] Appoint a Vice-Chancellor
--[X] 2 Free Dice, 10 R
-[X] Hire an Executive Assistant
--[X] 1 dice, no cost.
 
Budget: 225+225 R
Resources: 250/450
Free dice: 2/2


[X] Plan Attempting to Extinguish The Dumpster Fires
-[X] Infrastructure (4/4 dice + 1 Free die, 60 R)
--[X] Korhal: Capital City Augustgrad (Phase 1) 0/400 (2 dice, 30 R) (2/9 median dice to finish)
--[X] Nephor II: Planetary Reconstruction (Phase 1) 0/600 (3 dice, 30 R) (3/14 median dice to finish)
-[X] Heavy Industry (3/3 dice, 35 R)
--[X] Korhal: Keresh Mining Complex (Phase 1) 0/200 (3 dice, 30 R) (3/5 median dice to finish)
-[X] Light Industry (3/3 dice, 60 R)
--[X] Korhal: Canis Chemical Refinery (Phase 1) 0/400 (3 dice, 60 R) (3/10 median dice to finish)
-[X] Environmental (3/3 dice, 30 R)
--[X] Tyrador IX: Establish Farmsteads (Phase 1) 0/400 (3 dice, 30 R) (3/10 median dice to finish)
-[X] Services (3/3 dice, 0 ?? R)
--[X] Obligatory National Service (3 dice, 0 R)
--[X] (4% chance fail, 4% chance DC 30, 8% chance DC 50, 84% chance DC 70)
-[X] Military (4/4 dice, 40 R)
--[X] Korhal: Eastcliff Military Academy 0/200 (2 dice, 20 R) (2/5 median dice to finish)
--[X] Tyrador IX: Military Recruitment Offices 0/200 (2 dice, 20 R) (2/5 median dice to finish)
-[X] Research (3/3 dice, 20 R)
--[X] Supply Bunkers 0/50 (1 die, 10 R) (41% chance to complete)
--[X] Integrated Protective Ensemble 0/100 (2 dice, 10 R) (33% chance to complete)
-[X] Bureaucracy (2/2 dice, 10 R)
--[X] Appoint a Vice-Chancellor (2 dice, 10 R)
--[X] (11% chance fail, 6% chance DC 30, 6% chance DC 40, 77% chance DC 50)
-[X] Personal (1/1 + 1 Free die, 0 R)
--[X] Hire an Executive Assistant (2 dice, 0 R)
--[X] (7% chance fail, 4% chance DC 20, 6% chance DC 30, 83% chance DC 40)
 
I think that we need to make good progress on creating Expert Bureaucrats so that once we have a Vice Chancellor we can quickly spin up the rest. So, like, I think that it's important enough to use Free Dice on.
 
I think that we need to make good progress on creating Expert Bureaucrats so that once we have a Vice Chancellor we can quickly spin up the rest. So, like, I think that it's important enough to use Free Dice on.
Personally, I think we will have a much, much easier time getting ahold of expert bureaucrats once we appoint a vice chancellor who themselves has a reasonable amount of expertise.

I think trying to do both actions simultaneously may not go as well as we'd like. Plus, I really think we need to get Nephor II back up and running; as a key industrial mega-center, I think it's important to everything else we'd want to accomplish.
 
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Personally, I think we will have a much, much easier time getting ahold of expert bureaucrats once we appoint a vice chancellor who themselves has a reasonable amount of expertise.

I think trying to do both actions simultaneously may not go as well as we'd like. Plus, I really think we need to get Nephor II back up and running; as a key industrial mega-center, I think it's important to everything else we'd want to accomplish.

I think in this case it all fits together. Like, we know what the DC is. I think this is not a Quest where there will be nothing done that isn't portrayed in the option.

But the thing is, if you don't make any progress on it now, then we'll have 2-3 dice we'll have to spend later. My expectation is that, on average, the two dice mean we won't complete it this turn.

But by being almost there, it means we'll be able to have one dice to toss to finish it up under a new Vice Chancellor, and then one dice to begin the Truth and Reconcliation or the Census.

And if we DO complete it now, I feel like... it's a three month turn. An exceptional roll that lets us complete (or rather an above-average one) can easily be glossed as, "We ask the new competent Vice Chancellor for advice, and he has some names."
 
I think in this case it all fits together. Like, we know what the DC is. I think this is not a Quest where there will be nothing done that isn't portrayed in the option.

But the thing is, if you don't make any progress on it now, then we'll have 2-3 dice we'll have to spend later. My expectation is that, on average, the two dice mean we won't complete it this turn.

But by being almost there, it means we'll be able to have one dice to toss to finish it up under a new Vice Chancellor, and then one dice to begin the Truth and Reconcliation or the Census.
If we spend our free dice on Bureaucracy, then yes, we will "bump up" all our future Bureaucracy projects. We will also correspondingly "bump down" all the other projects we could have spent those dice on. For instance, we're gambling on much worse odds for our personal assistant recruitment check, which is probably not good. And we get less progress on planetary reconstruction. It's a tradeoff.

I'm willing to delay the mass hiring drives for a turn while putting the free dice elsewhere.
 
I'm kind of leaning closer towards Simon's plans, but there are two massive issues it doesn't address.

First, and most importantly, is that there are still Zerg alive in the space above Brontes. That has to take priority over any other reconstruction project, to the point that I'd honestly be willing to only put 1 die into Augustgrad until it's taken care of.

Second, as much as I do want Keresh, we need Ardonin more. We just can't do large scale rebuilding and reclamation without SCVs, and it'll probably give a reduction to Keresh itself.

As far as the argument between Refill the Upper Echelons and Appoint a Vice-Chancellor goes, I would just take the free die out of infra and throw it into Bureaucracy to get started on both.
 
I'm kind of leaning closer towards Simon's plans, but there are two massive issues it doesn't address.

First, and most importantly, is that there are still Zerg alive in the space above Brontes. That has to take priority over any other reconstruction project, to the point that I'd honestly be willing to only put 1 die into Augustgrad until it's taken care of.
Hang on. Could you expand on this? Like, I accept what you're saying, but can you just lay out for me all the information you have and how you know what you know?

I must have missed something here.

Second, as much as I do want Keresh, we need Ardonin more. We just can't do large scale rebuilding and reclamation without SCVs, and it'll probably give a reduction to Keresh itself.
The thing is, we're going to be forced to keep working on Augustgrad, so we need those cost reductions sooner rather than later. I don't know what the SCV benefits are actually going to be, mechanically speaking, but I'm willing to spend about one and a half turns knocking off a different project first.

The Keresh mines also increase our Resource income, which is important if we don't want to spend down our whole stockpile and then be force to leave dice idle because we can't pay to activate them. Our budget is a bit thin, even when we deliberately go out of our way to choose cheap projects.

As far as the argument between Refill the Upper Echelons and Appoint a Vice-Chancellor goes, I would just take the free die out of infra and throw it into Bureaucracy to get started on both.
Again, my own argument is that the "Refill the Upper Echelons" project isn't so urgent that we need to concentrate both free dice on rushing it to completion in the first turn. I could be wrong.
 
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