- Location
- Mid-Atlantic
Budget:
355 R Stockpiled
+315 RpT
75 F Slush Funds
+40 FpT
360/315 R (2507Q4 stockpile to 310 R)
65/75 F (2507Q4 slush fund to 50 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, 65 F)
--[] Nephor II: Contact the Industrial Workers' Trust (DC 40) (2 dice, 20 F) ()
--[] Deadman's Rock: Authorize Arendt's Working Vacation (DC 20) (1 die, 15 F) ()
--[] 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.
1) We haven't actually hired any advisors who know much about terraforming or agriculture, and
2) Chuck Horner knows precisely sweet fuck-all about it himself.
So if nothing else, I want to lean against that trend and push for Korhal Regreening, especially since I put two and two together on the radiation thing. We know radioactive dust-storms are a big problem. Dust accumulates in crevices. That means radioactive material is going to wind up concentrated in corners, hollows, cracks, and piled up against walls and shit, all over Korhal, until we get the dust storms to settle down.
Keeping buildings on Korhal decontaminated and making it even possible to set foot outside in true safety from the radiation environment, even in an environment suit, is going to be very, very hard if the planet is basically a giant dust bowl.
...
Think about how in the Chernobyl Exclusion Zone there are "hot spots" where you can fatally irradiate yourself just by digging a hole in the ground and staying there for a few hours. That's the kind of stuff we want to at least tamp down and keep isolated in one place (held there by plants), not have blowing all over the world and settling down in a thin layer across our office window.
Because, again, we're gonna be moving there. There's a direct in-character motivation to figure this out, y'know?
355 R Stockpiled
+315 RpT
75 F Slush Funds
+40 FpT
360/315 R (2507Q4 stockpile to 310 R)
65/75 F (2507Q4 slush fund to 50 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, 65 F)
--[] Nephor II: Contact the Industrial Workers' Trust (DC 40) (2 dice, 20 F) ()
--[] Deadman's Rock: Authorize Arendt's Working Vacation (DC 20) (1 die, 15 F) ()
--[] 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.
I think we're institutionally set up to underestimate the Environmental category because:...*FACEPALM*
I misread that as Forecasting, not Foresting. Making edits.
As for Korhal Regreening, I'm not super invested in the environmental category beyond "oh yeah we gotta build lots of farms on Tyrador" and "oh that's a lot of low-hanging fruit." Personally I'd like to build the Vardona and Dylan Hydroponics just because of their value for at least partial food independence and therefore hardening against military forces like the Zerg or Mengsk, but I don't feel like either of them are super urgent.
1) We haven't actually hired any advisors who know much about terraforming or agriculture, and
2) Chuck Horner knows precisely sweet fuck-all about it himself.
So if nothing else, I want to lean against that trend and push for Korhal Regreening, especially since I put two and two together on the radiation thing. We know radioactive dust-storms are a big problem. Dust accumulates in crevices. That means radioactive material is going to wind up concentrated in corners, hollows, cracks, and piled up against walls and shit, all over Korhal, until we get the dust storms to settle down.
Keeping buildings on Korhal decontaminated and making it even possible to set foot outside in true safety from the radiation environment, even in an environment suit, is going to be very, very hard if the planet is basically a giant dust bowl.
...
Think about how in the Chernobyl Exclusion Zone there are "hot spots" where you can fatally irradiate yourself just by digging a hole in the ground and staying there for a few hours. That's the kind of stuff we want to at least tamp down and keep isolated in one place (held there by plants), not have blowing all over the world and settling down in a thin layer across our office window.
Because, again, we're gonna be moving there. There's a direct in-character motivation to figure this out, y'know?
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