- Pronouns
- They/Them
[] 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diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date.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.
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.