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 .
Starting off by making the SCV completion chance adjustments. No omake bonuses are included in the chances. I also don't know how to account for the "no negative dice" rule, so all of these are somewhat pessimistic.

Infra
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/300 (4 dice, 20 R) (10.59% chance)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (1 die, 5 R) (43% chance)

Heavy Industry
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 234/300 (2 dice, 10 R) (80.47% chance)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200 (3 dice, 15 R) (27.74% chance)

Light Industry
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 224/200- AUTOCOMPLETING, you have a Free Die spare that can maybe go on Statistics
--[] *Vardona: Vespene Extraction Operations (Phase 1) 0/500 (5 dice, 50 R) (5/10? median)

Enviornmental
--[] Korhal: Regreening Effort (Phase 1) 0/100 (2 dice, 10 R) (43.71% chance)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/400 (3 dice, 15 R) (11.36% chance)

Assuming no changes in Services, although it's plausible the Health Services might drop to 3/300 since it involves constructing more clinics.

Military
--[] Brontes: Refloating the Fleet (Phase 2) ???????
--[] Brontes: Fort Riley Orbital Training Center 0/300 (1 die, 15 R) (1/6 median)

Research
--[] Imperial Science University 87+15=102/100- AUTOCOMPLETING, you have a spare die to shuffle to another project. Unfortunately, not a Free Die, and in a not-that-busy category atm, but still nice. Who knows, with the SCV factory up we might have some vehicle development researches available, and if nothing else we can drop it in the phased gun project or maybe the blimps.

Assuming no changes in Bureaucracy

Assuming no changes in Personal


This all being said, I like your plan and would be fine if it went through, given minor adjustments to account for the incoming turn. Mostly I just don't think we can easily pull off Stats AND Truth and Reconciliation AND our Census promise all in the two turns we have left and that we're going to need to get lucky, drop Free Dice in here, or drop one of the projects.
 
Last edited:
Hmm. Let's just do 2/3 TR&C/Census this turn in government. We probably can get away with one year of vibes based management.
 
[] 2507Q3 Plan Trust without loyalty
-[] Infrastructure (6/6 dice, +6 bonus, 30 R)
--[] Korhal: Capital City Augustgrad (Phase 1) 31/??? (1 die, 5 R) (1/? median)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/350 (5 dice, 25 R)

-[] Heavy Industry (5/5 dice +1 penalty 25 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 234/350 (2 dice, 10 R)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/250 (3 dice, 15 R)

-[] Light Industry (5/5 dice +1 penalty, 55 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R)
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 224/250 (1 die, 10 R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (3 dice, 30 R)

-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/150 (3 dice, 15 R)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/450 (2 dice, 10 R)

-[] Services (5/5 dice, -4 penalty, 30 R)
--[] Mass Literacy Movement 156/200 (1 die, 10 R)
--[] The Dominion Health Service (Phase 2) 3/350 (4 dice, 20 R)

-[] Military (6/6 dice, +1 penalty, 60 R)
--[] Brontes: Refloating the Fleet (Phase 1) 237/300 (2 dice, 40 R)
--[] Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (4 dice, 20 R)

-[] Research (5/5 dice, -4 penalty, 50 R)
--[] Imperial Science University 87/150 (1 die, 10 R)
--[] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R)
--[] Iris-class Light Airship (Tech) 0/150 (1 die, 10 R)

-[] Bureaucracy (7/5 dice, +6 bonus, 55 R)
--[] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census 62/300 (4 dice, 40 R)
--[] Re-Establish the Bureau of Planning and Statistics (1 dice, 5 R)

-[] Personal (6/4 dice, -4 penalty, 60 F)
--[] Raynor's Raiders: Request an Update 3 dice, 15 F
--[] Fringe Worlds: Divert Supplies to Independent Settlements (DC 40) (3 dice, 45 F)

330 R
60/75 F
4/4 Free dice
 
Last edited:
Budget:

355 R Stockpiled
+315 RpT
75 F Slush Funds
+40 FpT

360/315 R (2507Q4 stockpile to 310 R)
60/75 F (2507Q4 slush fund to 55 F)
4/4 Free dice

(Calculating all success chances without omake bonuses, since we only have so many)

[] 2507Q3 Plan Draft Attempting to Establish TRUST
-[] Infrastructure (6/6 dice, +6 bonus, 35 R)
--[] Korhal: Capital City Augustgrad (Phase 2) 62/400 (1 die, 10 R) (1/6 median)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/300 (4 dice, 20 R) (11% chance)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (1 die, 5 R) (43% chance)

-[] Heavy Industry (5/5 dice, +1 penalty, 25 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 256/300 (2 dice, 10 R) (92% chance)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200 (3 dice, 15 R) (27% chance)

-[] Light Industry (5/5 dice + 1 Free die, +1 penalty, 65 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R) (35% chance)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (5 dice, 50 R) (5/10 median)

-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (2 dice, 10 R) (44% chance)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/400 (3 dice, 15 R) (11% chance)

-[] Services (5/5 dice, -4 penalty, 70 R)
--[] Mass Literacy Movement 156/200 (1 die, 10 R) (53% chance)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 0/400 (4 dice, 60 R) (4/8 median)

-[] Military (6/6 dice, +1 bonus, 40 R)
--[] Korhal: Fort Romulus Lunar Garrison 0/300 (2 dice, 20 R) (2/6 median)
--[] Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (4 dice, 20 R) (~100/99.7/96.8% chance)
---[] Factors in the lawyer bonus to Vardona actions

-[] Research (5/5 dice, -4 penalty, 50 R)
--[] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R) (43% chance)
--[] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R) (9% chance)

-[] Bureaucracy (5/5 dice + 2 Free dice, +6 bonus, 60 R)
--[] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R) (89% chance)
--[] Conduct a Dominion-Wide Census 62/300 (5 dice, 50 R) (47% chance)

-[] Personal (4/4 dice + 1 Free die, -4 penalty, 45 F)
--[] Nephor II: Contact the Industrial Workers' Trust (DC 40) (3 dice, 30 F) (99% chance)
--[] Fringe Worlds: Divert Supplies to Independent Settlements (DC 40) (2 dice, 30 F) (95% chance)



Infrastructure:
Augustgrad can be left to tick over at one die per turn for a bit, since we're on the clock for Phase 2 six turns from now. We'll kick into high gear later, but for now I want to attend to Tyrador IX. However, completing the reconstruction there in one turn is not a top priority for me, so I'll settle for four dice to do the bulk of the work (~226/300 expected progress) and leave us with one die to attack the supply bunker problem. That's good for the masses on the fringe worlds.

Heavy Industry:
The +RpT and/or Progress cost reductions to future Augustgrad phases strongly incentivize us to work on the next phase of the Keresh mine. Our other priority is the Nephor II megacomplex. I know it's tempting to double down on mass production of construction equipment with the SCV plant and the fusion cutter factory ("tool and die"), but we can't ignore the Dominion economy's fundamentals, and having machine tool production is important, as is having raw material throughput.

Notice that we're eating into our (admittedly sizeable) Resource stockpile just to activate all our dice on desirable projects. That means we need to be thinking about how to get more actual money and goods to activate dice with, not just how to make it easier to complete construction projects. Given that we still don't have statistical planning going, it would probably be really easy to do the equivalent of building a jillion factories for construction equipment and tractors, and forget to increase the available supplies of concrete, steel, and diesel fuel.

Light Industry:
In the same spirit as above, I want to direct most of our efforts to vespene extraction on Vardona. That's a vital thing for our economy and we know our supplies are a potential bottleneck for the economy. Fundamentals matter.

Environmental:
As I discussed in my previous posts, I think there are good reasons of basic safety and common sense why we should be trying to regreen Korhal's surface. It's worth dice investment, though not unlimited investment, so we should also keep trying to settle people on Tyrador IX.

Services:
Continue work to polish off the literacy project, but also lean heavily into Angustia Orbital Shipyard Complex. This sounds like a solution to the exact problem we know we have with shortages of civilian spacelift. Again, an economy depends on its fundamentals.

Military:
I really want to get TRUST going, because it gives us troops we can make personally loyal while also, if we play our cards right, actively appealing to Mengsk, or that's how it sounds. Thus, four dice. Take minimal chances. Meanwhile, get moving on the obvious next -Paranoia war project, which is Fort Romulus. I'd charge straight ahead on Refloating the Fleet except, well, it's locked.

Research:
I know there are cool new options, but I want to clear out the straightforward -Paranoia stuff, especially since we can now foresee a number of projects that are likely to increase Paranoia quite a bit (such as Phase 2 of the SCV plant, which is high up on my to-do list after the Keresh mine and the NIM).

Bureaucracy:
Just finishing existing projects. Two dice on getting people out of the prison camps, and five dice on the census to give us roughly coinflip odds of either finishing it or (realistically) putting it in very easy range of completion next turn.

Personal:
Redirecting supplies may save thousands if not millions of lives, and will make Raynor happy and help sow the seeds of his support base in the long run. Contacting the labor union on Nephor gives us advantages likely to help with further major industrial projects there- great for synergy and generally beneficial to us.
 
Last edited:
I have my own plan I'll draw up, but some notes. Because Tyrador Reconstruction is now /300, we can literally just complete it next turn if we're willing to actually invest in it. And it's literally a major reconstruction project.

Second, for Environmental, I think too much focus is being put on Tyrador Farming when we have a bunch of /100s that will also have a huge impact on the food supply. I think we should just let the Farmsteads lie fallow for a turn in favor of big moves for Yum Yum and Vardona, the latter of which of course ALSO frees up food to be shipped places, and then 1 dice on Regreening, to start progress on it and finish it the turn after.

I have no idea why Simon is back on his game of putting 3 fucking dice into Nephor Unions, a DC 40 that will be rolling +6 per dice because it's a Nephor action.

I also think we can, should, will and most cool it with Bureaucracy free dice and just... focus on the Census and T&R instead of getting cute.

Don't actually object to LCI, tbh.
 
Last edited:
Turn 5 (Q3 2507)
Turn 5 (Q3 2507)

QM Notes:

Some projects have impacts which are currently invisible. As you build up a more functional department, those effects will become more visible.

Anything labeled [MANDATORY] is something Mengsk expects to be done ASAP, or at least to have consistent progress on; this can be ignored in exchange for Paranoia.


Resources (R): 385 stockpile + 340 incoming - 25 personal = 700 available
Funds (F): 35 initial + 40 incoming = 75 total
Paranoia: 25/100
Free Dice: 4 (2 non-Personal)

Current Promises

Complete all phases of all [Reconstruction] projects by the end of Q4 2511
Complete one non-[Reconstruction] project chain in each Revitalization Goals category by the end of Q4 2511
Complete Korhal: Capital City Augustgrad (Phase 1) by the end of Q4 2507
Complete Korhal: Capital City Augustgrad (Phase 2) by the end of Q4 2508
Complete one subsequent Augustgrad phase each year until the end of Q4 2511
Complete Korhal: Build the Broken Mesa Xenobiology Institute by the end of Q4 2507
Complete Conduct a Dominion-Wide Census by the end of Q4 2507


Revitalization Goals
Infrastructure
Heavy Industry
Light and Chemical Industry
Environmental
Services


Infrastructure (6 dice, +6 modifier)
[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]
With the base of the Imperial Palace and most of the central Imperial District complete, your crews can begin expanding outward and upward. In addition to finishing the Palace's upper floors, they'll start building the second ring of inner districts, which are slated to include most of the necessary government offices, various supporting enterprises and service establishments, and a variety of cultural sites, including the vast and baroque Korhal Planetary Opera House.
(-10 Paranoia when complete)
(Progress 62/400, -10R per die)

[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction]
Brontes orbit has been cleared of the largest and most potentially dangerous debris (as well as any Zerg bio-signature large enough to be a hatchery), but the approach vectors are still full of small and medium-size debris that need to be removed before transit can be considered truly safe. The next phase of the effort involves both removing the mid-size pieces and neutralizing major danger zones, including the poetically-dubbed "River of Daggers."
(Provides one-time Resource gain upon completion)
(Progress 106/300, -15R per die)

[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] [NEW]
While DLS labor gangs begin fanning out across the rest of the Blue Zone to replicate the success of the initial residential district, they will also be hard at work restoring the smashed, torn-up, and otherwise obliterated linkages connecting the various portions of the megacity. Transit between them is currently restricted to air-shuttles and ground vehicles, but Nephor once had a substantial network of intra-urban tramways capable of conveying masses of workers across the planet's surface. Most of them are obsolete, but they still need to be rebuilt; modernization can come later.
(Progress 224/500, -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 0/300, -5R per die)

[] Fringe Worlds: Supply Bunker Construction (Phase 1)
While not the well-populated and productive Core Worlds, the so-called Fringe or "colony" worlds represent nearly a tenth of the Dominion's population... or they did before the War, anyway. While the situation out on the Fringe is very much still in flux, what's undeniable is that those people are dealing with banditry and deprivation on a scale unknown in the Core, where the Dominion Military and Internal Security reign supreme. By deploying the new Supply Bunkers to major Fringe settlements, their defensibility and sustainability will be substantially improved. This is good for the colonists... but will be less than warmly received by the authorities.
(+5 Paranoia when complete)
(Progress 36/100, -5R per die)


Heavy Industry (5 dice, +1 modifier)
[] Korhal: Keresh Mining Complex (Phase 2)
With the initial open-pit mine complete over the main deposit, the Keresh complex can begin expanding toward secondary deposits with smaller, less manpower-intensive shaft mining. Subterranean mining with hand tools carries its own specific dangers, but the secondary deposits are expected to include several rare elements like jorium and crystallized xenon, promising greater resource yields in the process.
(Provides Resource income, reduces Augustgrad project length when complete)
(Progress 14/200, -5R per die)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Provides Resource income)
(Progress 256/300, -5R per die)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable.
(-10 Paranoia when complete)
(Progress 0/500, -15R per die)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) [NEW]
Now that the central factory is up and running, you can begin the process of vertically integrating SCV production. Secondary industrial sites will be established across the valley, each capable of mass-producing a necessary part or component, or of refining raw materials into useful metals and polymers. This will dramatically speed up production time, while minimizing reliance on external freight.
(Reduces groundside and space-based construction project lengths upon completion) (+10 Paranoia when complete)
(Progress 33/300, -15R per die)

[] Nephor II: TerraUnion Tool and Die Works (Phase 2)
The Tool and Die Works is up to its pre-War level of output, but the Labor Corps is a massive and rapidly growing body with an insatiable need for handheld cutters. As such, the TerraUnion Works must be expanded outward substantially, necessitating the demolition of neighboring blocks and facilities, in order to improve overall output and efficiency.
(Reduces groundside construction project lengths upon completion)
(Progress 53/200, -10R per die)


Light and Chemical Industry (5 dice, +1 modifier)
[] Korhal: Canis Chemical Refinery (Phase 1)
The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output.
(Improved yields from all Vespene projects upon completion)
(Progress 0/300, -15R per die)

[] Vardona: Vespene Extraction Operations (Phase 1)
The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage.
(Provides Resource income upon completion)
(Progress 0/500, -10R per die)

[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction]
While the core factories on Velocis have been completed, many smaller refugee communities remain without viable sources of employment. As such, the next push in factory construction will be a series of dispersed mid-range workshops focused on the literal nuts and bolts of industry: fasteners, small hand tools, and other mass-produced metal items.
(Provides Resource income upon completion)
(Progress 63/400, -10R per die)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Unlocks recolonization and extraction projects upon completion)
(Progress 133/200, -15R per die)

[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) [NEW]
While the Neotextiles Plant is fully capable of taking a bunch of fabric and components and turning it into a Protective Ensemble from the beginning of the process right up until the end, what it lacks is the sheer output needed to supply the Dominion Labor Service. This final phase of development will vastly expand the Plant's footprint and make it into a megacomplex in its own right, capable of handling not just the IPE but other future developments in user-assistive protective wear.
(Reduces groundside construction project per-die costs upon completion)
(Progress 24/300, -15R per die) [LOCKED until Q4 2507]


Environmental (5 dice, -4 modifier)
[] Korhal: Regreening Effort (Phase 1)
While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present.
(+5 Paranoia upon completion)
(Progress 0/100, -5R per die)

[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction]
The initial focus of the Velocis farmstead program has shifted away from small-scale family farms towards larger-scale communal farms based around planned villages, with the intention of improving both efficiency and output. While small farmsteads are still available to those who prefer the frontier lifestyle, this new emphasis on large communes should allow us to absorb more of the refugee population and improve food output at the same time.
(Progress 198/400, -5R per die)

[] Dylar IV: Orbital Hydroponics
Dylar IV is a singularly unpleasant planet, selected to host the Confederacy's shipyards only due to its rich mineral deposits and technically breathable atmosphere. It has always been entirely dependent on external food shipments for its numerous personnel, which led to several perilous moments during the Great War when freighters failed to get through. By building a series of hydroponics habitats capable of producing their own fresh foodstuffs, we can alleviate, if not solve, the Dylarian Shipyards' need for a constant influx of outside food.
(Progress 0/100, -15R per die)

[] Vardona: Subsidiary Hydroponics Effort
As a largely urban planet, Vardona relies on substantial food imports to sustain its population. This led to a substantial shortage during the worst parts of the Great War, as interplanetary shipping broke down entirely, resulting in starvation and civil unrest. While Vardona will never actually be self-sustaining given how much of its surface is covered by settlements, building and staffing a number of small hydroponics farms will at least reduce its dependence on outside imports, should disaster strike again.
(+5 Paranoia upon completion)
(Progress 0/100, -5R per die)

[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium
Prior to the Zerg invasion of Nephor II, the factory world had a single notable food export: Cap'n Yum-Yum's Ultra-Tasty Num-Num Bars. Despite the cutesy branding and kid-focused advertising campaign, the UTNBs were bland, highly efficient nutrient packages consisting of all necessary vitamins, minerals, and caloric intake for any given meal. They became staples of the factory worker diet, and were later included in Confederate military rations. If we resurrect the Foodularium, we'll ensure better sustenance for the Dominion's laborers, if not more appealing meals.
(Progress 0/100, -10R per die)


Services (5 dice, -4 modifier)
[] Mass Literacy Movement (Phase 1)
The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce.
(+5 Paranoia when complete)
(Progress 156/200, -10R per die)

[] The Dominion Health Service (Phase 2)
Now that the first wave of hospitals are built and operational, the Sub-Ministry for Health and Welfare can focus its effort on building a second series of local clinics and emergency care stations. Their locations are planned network-style to improve accessibility across the board, though serious injuries will still need to be routed to regional hospitals.
(+5 Paranoia when complete)
(Progress 3/300, -5R per die)

[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW]
Dylar IV is the unquestioned heart of Terran military production in Koprulu space, but the massive investment there has always overshadowed the needs of the overburdened, underfunded, and thoroughly mismanaged merchant marine. Between inter-faction commerce raiding and Zerg attacks, space-going and warp-capable freighters are currently at an extreme premium. The Angustia Yards are the solution: a dedicated civilian shipyard capable of replenishing and maybe even someday expanding the Dominion's shipping capacity.
(Progress 0/400, -15R per die)

[] UNN Planetary Bureaus [NEW]
Right now, the Universal News Network is temporarily headquartered on Vardona, pending the construction of a suitable building on Korhal for its main offices and broadcast towers. However, while that glorious day awaits in the future, the need for a UNN footprint on the rest of the Core Worlds exists right now. Building and staffing a UNN bureau on each planet will improve their news-gathering and information-disseminating capabilities.
(+5 Paranoia when complete)
(Progress 9/300, -10R per die)


Military (6 dice, +1 modifier)
[] Korhal: Fort Romulus Lunar Garrison [NEW]
Located on Korhal's second moon, Ursa, Fort Romulus is intended to be a major linchpin of the throne world's orbital defense network. While the Emperor anticipates blanketing Korhal's skies in defense platforms like Tarsonis some day, the presence of a natural satellite allows for a much faster and cheaper option in the interim.
(-10 Paranoia when complete)
(Progress 0/300, -10R per die)

[] Brontes: Refloating the Fleet (Phase 2) [NEW]
The second stage of the Brontes salvage operation involves building a permanent scrapyard and recycling facility in orbit over the planet, thereby providing the war-torn world with an immediate industry for employment and productivity. This will also substantially speed up your efforts to refloat the wrecked capital ships still floating around.
(-10 Paranoia when complete)
(Progress 37/400, -20R per die) [LOCKED until Q4 2507]

[] Brontes: Fort Riley Orbital Training Center
Another special training camp request from General Duke, this one is located in an out-of-the-way debris field in Brontes orbit. The basic intent is to set the facility up on the same derelict space platform that used to host a Zerg hatchery, then use the platform and the debris field to train troops and pilots in navigating hostile space.
(-10 Paranoia when complete)
(Progress 0/300, -15R per die)

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


Research (5 dice, -4 modifier)
[] Iris-class Light Airship (Tech)
Sometimes, to move forward, you have to look backward. This is the case for the Iris, a lighter-than-air craft that uses a derivative of Vespene gas to float effortlessly above the ground. The Emperor intends to use these vessels as propaganda blimps, broadcasting pro-Dominion messages and his own speeches from low-cost, low-maintenance platforms, but the light airship has a number of other potential uses, and may pave the way for future investment in lighter-than-air technology.
(-5 Paranoia when complete)
(Progress 0/150, -10R per die)

[] New Model Weaponry (Phase 1) (Tech)
Right now, Dominion conscripts and installation guards are armed with the Ferromag SMG, a cheap and easy-to-produce automatic weapon with poor range, low stopping power, and a high likelihood of jamming unexpectedly. While this might be acceptable to the Emperor, who plans to trade bodies for ground gained, you think you can do better. Your designers have come to you with a design for an improved light machine gun, the B-2, which boasts improvements in reliability, accuracy, and overall firepower. All they need is the budget to do field trials and work out the kinks.
(-10 Paranoia when complete)
(Progress 0/150, -10R per die)

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


[] High-Efficiency Conduits (Tech) [NEW]
Most Terran vehicles run on either fusion cells or ultracompact fusion reactors, depending on their size and power needs, while structures tap into the local power grid or command center. However, what all these sources have in common is that their raw output exceeds the safe transmittable flow of energy through their old-style metal wiring. The solution: an adaptation of Protoss energy-circuit technology to create conduits that transmit electricity through an aligned, highly durable crystalline matrix. This increases allowable power output while reducing waste heat and wear and tear.
(Progress 0/200, -15R per die)


Bureaucracy (5 dice, +6 modifier)
[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(+5 Paranoia when complete)
(Progress 159/200, -5R per die)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 62/300, -10R per die)

[] Establish the Office of the Inspector-General
Under the previous regime, hunting for corruption and inefficiency was like trying to install smoke detectors in Hell. However, with the wholesale departure of many of the worst offenders, you actually have a chance of building a halfway-functional bureaucratic edifice. To do so, you'll need an inspector-general: someone to provide oversight, ferret out graft, and tamp down on any little palace coups that might arise within your department.
(Unlocks internal review projects upon completion) (+10 Paranoia when complete)
(Progress 0/200, -5R per die)

[] Re-Establish the Bureau of Planning and Statistics
The Confederate Bureau of Statistics and Long-Term Planning was, to put it bluntly, a den of liars and crooks. The employees there were retained as professional forgers of documents and obfuscators of numbers. Charlatans, frauds, scam artists, you get the drill. But hey, what if you hired real statisticians and engineers to populate the department? You might get a better picture of what's actually going on in the Dominion.
(Unlocks stats upon completion) (+10 Paranoia when complete)
(Progress 0/200, -5R per die)

[] Services/Administration/Logistics/Operations Mechanization Endeavor [NEW]
Okay, set aside the insane acronym. SALOME is the brainstorm of Vice-Chancellor Smith, who heard that your former adjutant was just sitting unused in storage and despaired at the notion of an underutilized resource. He believes that Sally can be repurposed into a central computer for the entire Treasury, capable of handling a variety of mundane tasks and serving as an all-purpose reference guide for the various laws, regulations, and protocols at work.
(Adds one die to all non-Personal categories) (+10 Paranoia when complete)
(Progress 0/300, -10R per die)


Personal (4 dice, -4 modifier)
[] Raynor's Raiders: Leak Embarrassing Intel
The Dominion is barely a year old and already there are a number of potential scandals that could spoil Mengsk's carefully cultivated aura of competence, if only people knew about them. The Augustgrad project alone is rife with problems, many of them directly attributable to the Emperor himself. Wouldn't it be terrible if someone happened to send the incriminating documents along to, say, a well-motivated rebel group?
(DC 100 to avoid +20 Paranoia, -5F per die, +3 Relations with Raynor's Raiders if successful, may have unforeseen consequences)

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

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

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

[] Deadman's Rock: Authorize Arendt's Working Vacation
In a turn of events that surprises absolutely no one, Arendt casually mentions that he has "certain connections" within the criminal underworld during a discussion of how to disburse the black budget. He proceeds to indicate that he would be willing to reactivate those connections, but it would require a personal visit to Deadman's Rock, a pirate-infested asteroid outside Dominion Space. You, of course, are morbidly curious to see exactly what he plans on digging up there.
(Unlocks crime-related Personal projects)
(DC 20 to avoid +10 Paranoia, -15F per die)

[] Nephor II: Contact the Industrial Workers' Trust
During the later years of the Confederacy, as central control began to unravel, various groups began coming together to form mutual aid and self-defense organizations. The largest and most prominent of these so-called 'unions' was the Industrial Workers' Trust on Nephor II. Originally founded as a co-operative workers' insurance scheme, the Trust grew to represent a staggering number of Nephor's laborers until it was finally broken up by force in the late 2480s. Unbeknownst to the authorities, the Trust's leaders merely went underground rather than disperse, and according to your special advisor there should be some left to contact...
(Unlock worker-related Personal projects)
(DC 40 to avoid +10 Paranoia, -10F per die)

[] Korhal: Go Drinking with Colonel de Santo
Diamond "Dia" de Santo is the third of the three survivors of Dominion Section, Captain Arcturus Mengsk's command in the Confederate Marines during the Guild Wars. Never one to kowtow or keep her mouth shut, De Santo returned to duty along with you when the Sons of Korhal rose up against Confederate rule. Unlike you, and despite her loyalty to Mengsk, the old boys' club has conspired to keep her at a lesser rank while everyone else has become generals and admirals. Maybe it's time to take her out for a friendly drink and see how she's feeling, now that she commands the Marine garrison on Korhal.
(Unlocks military-related Personal projects)
(DC 60 to avoid +10 Paranoia, -5F per die)

[] Vardona: Have a Talk with Director Starke
Devon Starke has indicated to you that he is not averse to a friendly, mutually beneficial working relationship. That is interesting. You've also heard that he has some sort of connection to the much-rumored secret son of the Emperor, who Arcturus has alluded to while in his cups but never formally brought up or introduced to you. Why not have a chat, see if he's got anything to offer?
(Unlocks security-related Personal projects)
(DC 80 to avoid +10 Paranoia, -5F per die)




24-hour moratorium, keep it civil, etc etc.
 
Last edited:
[] Plan: On Task, On Time, and On Target...to undermine Mengsk
-[] Infrastructure (6/6 dice, +1 Free dice, 40 R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]) 62/400 (1 dice, 10R)
-- [] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 0/300 (6 dice, 30 R)
-[] Heavy Industry (5/5 dice, 65 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] 256/300 (1 dice, 5 R)
--[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction] 0/500, (4 dice, 60 R)
-[] Light Industry (5/5 dice +1 Free dice, 65R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 dice, 15 R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/500 (5 dice, 50 R)
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (1 dice, 5 R)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/100 (2 dice, 20 R)
--[] Vardona: Subsidiary Hydroponics Effort 0/100 (2 dice, 20 R)
-[] Services (5/5 dice, 70 R)
--[] Mass Literacy Movement (Phase 1) 156/200 (1 dice, 10 R)
-- [] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)
-[] Military (6/6 dice, 40R)
--[] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (2 dice, 20 R)
--[] [] Vardona: Treasury Reserve Uniformed Service Troops DC 40/80/120 (4 dice, 20 R)
-[] Research (5/5 dice, 50R)
--[] New Model Weaponry (Phase 1) (Tech) 0/150 (3 dice, 30 R)
-- [] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
-[] Bureaucracy (5/5 dice +1 Free dice, 50R)
--[] Truth and Reconciliation Committee (Idealistic) 171/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census [Reconstruction] 63/300 (4 dice, 40 R)
-[] Personal (4/4 +1 Free die, 45 F
--[] Raynor's Raiders: Request an Update DC 40 (2 dice, 10 F)
--[] Deadman's Rock: Authorize Arendt's Working Vacation (1 dice, 15 F)
--[] Nephor II: Contact the Industrial Workers' Trust DC 40 (2 dice, 20 F)

This is definitely not a cheap plan, but it achieves a lot of key goals, and I think that doing the Vardona Civilian Complex combined with giving them hydroponics might make them a bigger pain in Mengsk's side than he realizes...
 
[] UNN Planetary Bureaus [NEW]
Right now, the Universal News Network is temporarily headquartered on Vardona, pending the construction of a suitable building on Korhal for its main offices and broadcast towers. However, while that glorious day awaits in the future, the need for a UNN footprint on the rest of the Core Worlds exists right now. Building and staffing a UNN bureau on each planet will improve their news-gathering and information-disseminating capabilities.
(+5 Paranoia when complete)
(Progress 0/300, -10R per die)

Hey wait:

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 109/100, -10R per die) [78, 29]
[9 Progress toward next UNN project] [+5 Paranoia]

This should be 9/300.

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(+5 Paranoia when complete)
(Progress 171/200, -5R per die)

This on the other hand begs the question of:

Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(+5 Paranoia when complete)
(Progress 159/200, -5R per die) [13]

where did we get that +12 from? Anyone know? Cause I'm kind of stumped.
 
[] 2507Q3 Plan Trust without loyalty

-[] Infrastructure (6/6 dice, +6 bonus, 40 R)
--[] Korhal: Capital City Augustgrad (Phase 1) 62/400 (1 die, 10 R)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/300 (5 dice, 25 R)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (1 die, 5 R)

-[] Heavy Industry (5/5 dice +1 penalty 25 R)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200 (3 dice, 15 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 256/300 (2 dice, 10 R)

-[] Light Industry (5/5 dice +1 penalty, 55 R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (4 dice, 40 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R)

-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (2 dice, 10 R)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/450 (3 dice, 15 R)

-[] Services (5/5 dice, -4 penalty, 70 R)
--[] Mass Literacy Movement 156/200 (1 die, 10 R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)

-[] Military (6/6 dice, +1 penalty, 40 R)
--[] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (2 dice, 20 R)
--[] Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (4 dice, 20 R)

-[] Research (5/5 dice, -4 penalty, 50 R)
--[] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
--[] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R)

-[] Bureaucracy (7/5 dice, +6 bonus, 55 R)
--[] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census 62/300 (4 dice, 40 R)
--[] Re-Establish the Bureau of Planning and Statistics 0/200 (1 dice, 5 R)

-[] Personal (6/4 dice, -4 penalty, 60 F)
--[] Raynor's Raiders: Request an Update (DC 40) 3 dice, 15 F
--[] Fringe Worlds: Divert Supplies to Independent Settlements (DC 40) (3 dice, 45 F)

360/700 R
60/75 F
4/4 Free dice
 
Last edited:
What are our plans military wise btw. Are we going to toss power armor at the Zerg like in canon or is it possible for us to create a proper combined arms military with "soft" infantry?
 
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (1 dice, 5 R)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/100 (2 dice, 20 R)
--[] Vardona: Subsidiary Hydroponics Effort 0/100 (2 dice, 20 R)
I'd rather you only pick one of the pure food options, and split the other 2 dice between regreening and refugee farms.

Settling refugees isn't something the government should just decide to stop doing for a quarter, even if it isn't a focus.
 
[] 2507Q3 Plan 1 phase of establishing the fleet
-[] Infrastructure (6/6 dice, +6 bonus, 30 R)
--[] Korhal: Capital City Augustgrad (Phase 1) 31/??? (1 die, 5 R) (1/? median)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/350 (5 dice, 25 R)

-[] Heavy Industry (5/5 dice +1 penalty 25 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 234/350 (2 dice, 10 R)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/250 (3 dice, 15 R)

-[] Light Industry (5/5 dice +1 penalty, 55 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R)
--[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] Progress 63/400 (1 die,)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (3 dice, 30 R)

-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/150 (3 dice, 15 R)
--[] Dylar IV: Orbital Hydroponics (Phase 2) 0/100 (2 dice,)

-[] Services (5/5 dice, -4 penalty, 30 R)
--[] Mass Literacy Movement 156/200 (1 die, 10 R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, )

-[] Military (6/6 dice, +1 penalty, 60 R)
--[] Brontes: Refloating the Fleet (Phase 1) 237/300 (2 dice, 40 R)
--[] Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (4 dice, 20 R)

-[] Research (5/5 dice, -4 penalty, 50 R)
--[] Imperial Science University 87/150 (1 die, 10 R)
--[] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R)
--[] Iris-class Light Airship (Tech) 0/150 (1 die, 10 R)

-[] Bureaucracy (7/5 dice, +6 bonus, 55 R)
--[] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census 62/300 (4 dice, 40 R)
--[]Services/Administration/Logistics/Operations Mechanization Endeavor [NEW] 0/300 (1 dice, 10 R)

-[] Personal (6/4 dice, -4 penalty, 60 F)
--[] Korhal: Go Drinking with Colonel de Santo (DC 60) (3 dice,
--[] Deadman's Rock: Authorize Arendt's Working Vacation (DC 40) (3 dice

330 R
60/75 F
4/4 Free dice

I am not the best at math so if someone sees something wrong tell me
 
What are our plans military wise btw. Are we going to toss power armor at the Zerg like in canon or is it possible for us to create a proper combined arms military with "soft" infantry?

Uh, pretty sure canon Terrans used combined arms with power armored infantry. "Soft" infantry wasn't even a thing really. Did we play the same Starcraft?

(putting LOL MARINE RUSH multiplayer tactics and "Beat The Game With Marines Only" playthroughs aside)
 
There have been a few error fixes since release, including removing ISU and adding a new project that got lost in a version change, so check your plans to make sure they're fully updated.
 
I'd rather you only pick one of the pure food options, and split the other 2 dice between regreening and refugee farms.

Settling refugees isn't something the government should just decide to stop doing for a quarter, even if it isn't a focus.

It's really annoying that Regreening keeps on getting so comically neglected that even a single dice on it is regarded as excessive.

And this was also what I was worried about. Because we started on a Phase 2 project, IE something that we could finish Q4 next year and we'd still be on track, there's now reasons to neglect a bunch of critical low-hanging fruit. I don't think it'd be a disaster to focus on the Farmlands, but I think we have the dice to make big progress in three different categories, completing two of them this turn, and two of them next turn.

Q3: 1 Regreening, 2 Vardona, 2 Yum Yum.
Q4: 1 Regreening, 2 Farm, 2 Dy.

Or something like that. It lets us get pretty close to done with all major first-phase projects by the end of the first year.

Both Vardona and Yum Yum can complete with just two dice, leaving one over, and I wanna put it on Regreening. Simple as.
 
Last edited:
What's the obsession with re-greening anyway? It seems like a boondoggle at the moment with no obvious benefits.

(Other than the general "having forests is good", but we're talking about a civilization where people regularly live in climate controlled environments on airless worlds)
 
Uh, pretty sure canon Terrans used combined arms with power armored infantry. "Soft" infantry wasn't even a thing really. Did we play the same Starcraft?

(putting LOL MARINE RUSH multiplayer tactics and "Beat The Game With Marines Only" playthroughs aside)
Yeah that's fair, I honestly only played StarCraft 2 and don't know the lore that much but from what I remember of the cutscenes and actual gameplay there's no real use of the sort of mechanized warfare or proper combined arms tactics, on top of most of their vehicles and even power armor being way overbuilt and overly complex (their only tank is some sort of transforming monstrosity that can become light mobile artillery and doesn't have any anti infantry weapons or guided missiles, there's no sign of utility or transport vehicles, etc.) There's also the formation firing bit in the cutscene where the capital is under attack.
 
You've misunderstood me.
I meant we should do:
Regreening 2 dice
Refugee farms 1 die
Other food option 2 dice.

I guess? Like, again, I don't think it's a disaster to do it that way, but doing Regreening 1, Farms 0 has a few advantages.

First, without the Refugee Farms, it means we can do other food options and have an above-average chance of completing both. Meanwhile, with this setup we on average fall a little bit short on Regreening while making a bit of Farmlands progress and no progress on the Food Option that didn't get any dice put into it, obviously.
 
Last edited:
Meanwhile, with this setup we on average fall a little bit short on Regreening while making a bit of Farmlands progress and no progress on the Food Option that didn't get any dice put into it, obviously.
As far as I can tell the food situation is relatively stable - nobody is really starving right now - so I'm not really feeling the urgency of expanding food production at the expense of other things.

In fact, none of the environmental options are urgent to the point of sacrificing other things.

But the people living in refugee camps have nothing to do, and if they have reason to believe the government has forgotten about them (such as if all work resettling them simply stops for several months) they will grow discontent.

Thanks to the work done so far, resettling them isn't exactly urgent, but the absolute minimum as I see it is either one die in the refugee farms, or one die in the refugee workshops. That way we don't give them reason to doubt.
 
Last edited:
As far as I can tell the food situation is relatively stable - nobody is really starving right now - so I'm not really feeling the urgency of expanding food production at the expense of other things.

In fact, none of the environmental options are urgent to the point of sacrificing other things.

But the people living in refugee camps have nothing to do, and if they have reason to believe the government has forgotten about them (such as if all work resetting them simply stops for several months) they will grow discontent.

Thanks to the work done so far, resettling them isn't exactly urgent, but the absolute minimum as I see it is either one die in the refugee farms, or one die in the refugee workshops. That way we don't give them reason to doubt.

...we're going to be investing 6 dice in Tyrador Reconstruction this turn. Which is a huge investment in giving the Refugees homes and lives.

Frankly, Tyrador Reconstruction 1 is going to do a lot more to improve their lives than either of the other Tyrador options in LCI and Enviro.
 
Last edited:
...we're going to be investing 6 dice in Tyrador Reconstruction this turn. Which is a huge investment in giving the Refugees homes and lives.

Frankly, Tyrador Reconstruction 1 is going to do a lot more to improve their lives than either of the other Tyrador options in LCI and Enviro.
You know what, I had overlooked that.
That satisfies me.
Objection withdrawn.
 
[] Plan: Attempting to gather cost reductions 470 R
-[] Infrastructure (6/6 dice 60R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]) 62/400 (1 dice, 10R)
--[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] [NEW] (5 dice, 50R)
-[] Heavy Industry (8/5 dice, 105 R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) [NEW] (5 dice, 75R)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 2) (3 dice, 30R)
-[] Light Industry (5/5 dice 55R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 dice, 15 R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/500 (4 dice, 40R)
-[] Environmental (5/5 dice, 25R)
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] (5 dice, 25R)
-[] Services (5/5 dice, 70 R)
--[] Mass Literacy Movement (Phase 1) 156/200 (1 dice, 10 R)
-- [] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)
-[] Military (6/6 dice, 40R)
--[] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (2 dice, 20 R)
--[] Vardona: Treasury Reserve Uniformed Service Troops DC 40/80/120 (4 dice, 20 R)
-[] Research (5/5 dice, 65R)
--[] High-Efficiency Conduits (Tech) [NEW]0/200 (3 dice, 45 R)
-- [] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
-[] Bureaucracy (5/5 dice 50R)
--[] Truth and Reconciliation Committee (Idealistic) 171/200 (1 dice, 10 R)
--[] Conduct a Dominion-Wide Census [Reconstruction] 63/300 (4 dice, 40 R)
-[] Personal (5/4 45 F)
--[] Raynor's Raiders: Request an Update DC 40 (2 dice, 10 F)
--[] Deadman's Rock: Authorize Arendt's Working Vacation DC 20 (1 dice, 15 F)
--[] Nephor II: Contact the Industrial Workers' Trust DC 40 (2 dice, 20 F)
 
I mostly like Laurent's plan, but there are a few tweaks I would propose.

[] Plan: On Task, On Time, and On Target... To Bring In a Tad More Dough
-[] Infrastructure (6/6 dice, +1 Free dice, 40 R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]) 62/400 (1 dice, 10R)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 0/300 (6 dice, 30 R)
-[] Heavy Industry (5/5 dice, 25 R)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200, (3 dice, 15 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] 256/300 (2 dice, 10 R)
-[] Light Industry (5/5 dice +1 Free dice, 65R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/500 (5 dice, 50 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 dice, 15 R)
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (1 dice, 5 R)
--[] Vardona: Subsidiary Hydroponics Effort 0/100 (2 dice, 20 R)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/100 (2 dice, 20 R)
-[] Services (5/5 dice, 70 R)
--[] Mass Literacy Movement (Phase 1) 156/200 (1 dice, 10 R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)
-[] Military (6/6 dice, 55R)
--[] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (4 dice, 40 R)
--[] Vardona: Treasury Reserve Uniformed Service Troops DC 40/80/120 (2 dice, 10 R)
-[] Research (5/5 dice, 50R)
--[] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
--[] New Model Weaponry (Phase 1) (Tech) 0/150 (3 dice, 30 R)
-[] Bureaucracy (5/5 dice +1 Free dice, 50R)
--[] Truth and Reconciliation Committee (Idealistic) 159/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census [Reconstruction] 63/300 (4 dice, 40 R)
-[] Personal (4/4 +1 Free die, 45 F)
--[] Raynor's Raiders: Request an Update DC 40 (2 dice, 10 F)
--[] Deadman's Rock: Authorize Arendt's Working Vacation (1 dice, 15 F)
--[] Nephor II: Contact the Industrial Workers' Trust DC 40 (2 dice, 20 F)

I'd rather start the Dylar Shipyards next year and focus on some of the other stuff we have in our HI list that are much shorter. Like Keresh, to bring in more money. Also giving an extra die to NIM so we can be more sure it'll complete this quarter. Other main tweak, shuffling dice over from TRUST to Fort Romulus. My intuition says doing too well here will actually alarm Mengsk more than reduce Paranoia.

The DLC was Arcturus' pet project. But actually militarizing a fundamentally civilian organization, nature of the Dominion notwithstanding? I'd think making them too effective will raise alarm bells. If it comes between huge success and failing? In this case I'd take failing.
 
Last edited:
Back
Top