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 .
can I ask why the hell everyone is voting for a plan with --[] Korhal: Fort Romulus Lunar Garrison 143/300 (5 dice, 25 R)? That's stupidly overkill on a project that doesn't have a second phase.
 
can I ask why the hell everyone is voting for a plan with --[] Korhal: Fort Romulus Lunar Garrison 143/300 (5 dice, 25 R)? That's stupidly overkill on a project that doesn't have a second phase.
Certainty of completing it. Could reduce it down to four dice, but they really want the Paranoia drop from it this turn.
Plus hopes of the overflow going into the Korhal Vespine Refinery project, but mostly because the paranoia drop.
 
...I admit, it does feel weird to see an offshoot of my plan that doesn't even begin working with the unions in ANY capacity. It's not enough to make me start rambling and ranting, since it's mostly still my plan, but it does seem to value Raynor more than literally everything else in the entire section? Which seems a weird evaluation to me.
Maybe it'll help if I explain my reasoning. First, some background. The main driver for me modifying your plan was that I felt we really need PlanStats ASAP. To help compensate for the increased Paranoia, I wanted to add a free die on both New Model and Dylarian. This meant that I had to take one off from Personal, so I had 5 dice that I needed to spend in a way that limited Paranoia gain as much as possible.

Now for the projects in question. I already explained why I am not interested in Worker Aid at the moment. Legalizing the Union is a great project that I can easily see myself devoting a full turn of Personal dice to at some point in the near future. It'd be a great way to give our F stockpile a quick breather to recover. Unfortunately, given the guaranteed Paranoia gain, it's a non-starter at this point in time.

The Civil Auxiliary Pilot Program, hereafter shortened to CAPP, probably came closest to getting into the plan. Once you factor in our bonus to Nephor projects, it's comparable to the Raiders projects in price, and gives a good amount of relationship improvement. I was sorely tempted to just do CAPP and Diverting Supplies. Use the die freed up to lock down Vespene or get a bit of progress done on T&D. Or just not take the free die off Bunkers.

In the end though, it came down to timing. We won't need actual troops for a good while yet. I mean, we aren't even close to finishing the training ground. Raynor's Raiders, though, are in desperate need of those weapons. The freed up free die simply wasn't worth the delay to making meaningful change that won't strengthen Mengsk. We've had to delay that far too often already. A similar thought process is why I didn't replace Diverting Supplies.

As for the other possible Personal actions, I have already said my piece as to why I want to strengthen ties with those we already have contacted a bit more before unlocking yet more actions. That eliminates Orbital Station and contacting de Santo and Starke. I would rather do some good right now instead of gladhanding with criminals, which deals with making friends. As for the VIEC, it's pretty tempting I won't lie. Unfortunately, it both costs quite a bit and has a high DC. We'd need three dice and 45F on it to be safe, and that would make doing just about anything else rather tricky. Definitely a fan of doing it ASAP though.
 
I'll be honest, I really don't understand the thread hivemind sometimes. We've simultaneously angsted about the budget while the frontrunning plan is both incredibly expensive and only has one action likely to succeed which will actually increase income (and even then only barely).
 
I'll be honest, I really don't understand the thread hivemind sometimes. We've simultaneously angsted about the budget while the frontrunning plan is both incredibly expensive and only has one action likely to succeed which will actually increase income (and even then only barely).

...that's not really accurate? I was worried about the Budget Meeting, not the budget in the sense of the R we currently make and the excess R above the budget we're given based on projects such as NIM.
 
I'll be honest, I really don't understand the thread hivemind sometimes. We've simultaneously angsted about the budget while the frontrunning plan is both incredibly expensive and only has one action likely to succeed which will actually increase income (and even then only barely).
The expensive bits are shipyards and shipyard hardening and guns research. Guns research is a paranoia tax, and shipyards are required to gear up for incoming Kerrigan (and UED, but we don't know about them IC yet). Literally everything else that isn't a personal action is 5RpD. I guess the Dylar Hydroponics isn't necessary RIGHT NOW but it's only 20R more than if we'd put the dice somewhere else in Enviornmental and it'll be useful for making sure that if Dylar's supply lines get shut down or damaged the shipyards won't starve. The Vardona shipyards ARE necessary now though, we've had repeated problems with "YOU REQUIRE MORE SPACELIFT."
 
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I mostly look towards actions chosen in a plan vs cost, with me trusting the writer of the plan that they took into consideration the numbers. I say this because I'm too new for me to point by point read the data about costs and such. If a plan has actions I don't want, I don't vote for it. But if it mostly has what I want, I support it.

In this turn it was Bunker building, bunker supplying, and strategy planning. I also like the TRUST alpha site.
 
The Kerrigan Redemption Arc project only unlocks after you complete "Give the QM a Serious Concussion."

You do get that is a thing that happens on this site? Not someone tracks you down and gives you a concussion in real life, but the dice roll in such a weird way they actually concuss a QM?

[] UNN Planetary Bureaus
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)
(Progress 0/300, -5R 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)

You left out the 9 progress again. Can someone else check if there are other errors such as this in the new turn post? I'm tired. Not sure I'm even voting this time.
 
I'd like to remind everyone to exercise restraint and kindness when addressing anyone else in the thread, whether it's me or your fellow questers. We're all doing this to have fun, after all.
 
[X] Plan: Reconstruction Blitz
 
The Statplans and Personal Fringe Benefits plan needs to fix its math, the category totals clearly don't match up.
 
By the way, as an aside to what is being talked about, rereading this action makes me think it would come in handy to implement it, once we have the resources etc etc.

Brontes: Refloating the Fleet (Phase 2)
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)
(Progress 37/400, -20R per die)

It will clean up the area, give us resources, and also provide employment - or at least it might lead to us being able to implement such a thing, and that could come in handy in the future.

I understand that costs are difficult right now, so its not as high a priority as other rebuilding attempts but I hope we don't forget about it.
Are you sure we'd get a Resource gain from this action?

I think that there are a few factors that you aren't really considering in this analysis. First, and perhaps most importantly, like @HeruKane hinted at, we don't need to push for a fully honest bureaucracy.
See, I know that, but I don't think we can get the level of fine-grained control we'd need to have for this to be a good plan.

We'd need to go after "worst offenders" while not hitting so many people and busting them for 'medium' offenses that it damages our workforce's willingness to be complicit in our own stack of corrupt and/or illegal actions. Kind of a tightrope walk.

The second can be summed up in three simple words, Mengsk already knows. Not everything, of course, but he knows we have a slush fund whose proceeds are going to who knows where. The DC's for personal actions, they're to keep him from getting a hint of what we're doing that raises his Paranoia. If we're able to hide from Mengsk's infamous paranoia, I'm fairly certain we're safe from annoying do-gooders or vengeful crooked bureaucrats. All that leaves is the fact that we have a slush fund, and again, Mengsk already knows we have one.
Yeah, but Mengsk may NOT know we're deliberately ordering supplies to be "lost" where they may end up in the hands of rebels, for example.

It's not just the part where the slush fund exists, it's that we're doing more with it than just spending it on booze and hookers.
 
[X] Plan Trust Us Mengsk, This Dagger Is Just For Measuring Your Back w/ Statplans and Personal Fringe Benefits.
[X] Plan ABC's (Always Build Capital)
[X] Plan: Stack the Deck (Metaphorically)
 
So I just finished watching Starcraft II Wings of Liberty (again) and there are elements of it that make me go "hmm, could be cool for us to have that". Now I'm watching Heart of the Swarm cause the Zerg campaign is fun. Afterward I'm going to try and watch the first game using the StarCraft II engine. Its such a great setting, for all its flaws, and its fun to watch again.

Oh, and the various Battlecruiser designs are great.
 
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