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 .
Turn 1 (Q3 2506): Personnel Subvote
August 22, 2506
Dominion Treasury Building (Temporary)
Vardona


There's nothing to do about it. You've delayed the enemy long enough. Every holding action has proven temporary, every setback irreversible. You're on the back foot, and they're advancing on you from all sides.

Yes, that's right. You're going to have to start stacking files along the windows now.

Your office is a very nice corner affair, situated on the 135th floor of a skyscraper in downtown Vardona City (what an original name). You're pretty sure it used to belong to a Kel-Morian mining executive, before their firm fled Confederate space during the war. That would explain all the mineral dust you keep having to vacuum out of the carpet. The building's owner was happy to lease all of the mining company's formerly occupied floors for an excellent price, probably because she knew the alternative was forced requisition.

The problem you're facing today is the steady flow of documents coming into your office without any appreciable outflow. You're being buried – no, drowned beneath the advancing tide. You're not what they'd call a speed-reader, not when you use your finger to mark your place on the page and occasionally pause to sound out the longer, more technical terms. But then, your particular genius was never on paper, anyway. Let's see one of these pencil-pushers put a successful orbital drop into hostile territory together without soiling their britches, eh?

Fortunately, your salvation is at hand. You've managed to corral three strong possibilities to serve as your executive assistant, and their interviews are today. Well, two of the interviews are today. The third candidate needs no introduction, after all.

Shifting the stack of files snugly into the corner between two floor-to-ceiling glass walls (your desk and the other brick-and-mortar walls being stacked high already), you breathe a sigh of relief and settle back into your plush executive's chair. This thing is coming with you to Korhal when you move in, that's for damn sure. After a moment, you tap a command into the keyboard, calling up the three possibility files for review...



[] Irina Koslova
Former executive assistant to the CEO of a major shipping concern, with an impeccable resume that includes a stint as a high-school math teacher. You get the strong impression that she's accustomed to tutoring inept executives on how to do their jobs, and to be perfectly honest that's probably her greatest selling point as far as you're concerned. She's also got this strict-librarian thing going on that'd be tempting if you weren't such a happily married man.

Highly Professional: +1 Personal die
Schoolmarm: +5 to all Services and Bureaucracy dice
Eyes On Your Paper: When rolling to reduce High School Dropout, roll twice and take the higher result

[] Jacob Arendt
This guy's resume, on the other hand, is full of very promising euphemisms. Anyone who's done time (and you're using that phrase advisedly) as an "import-export specialist," a "transaction facilitator," and a "high-stakes contract negotiator" knows their way around a dark alley. By no means do you expect this guy to be bad at the paperwork side of things, but as accomplices go, you'd be hard-pressed to find someone more experienced.

Specialist: +1 Personal die
Facilitator: -20 difficulty to all Personal DCs
Negotiator: 5R discount on all Personal project dice

[] Adjutant SA-117
Affectionately known as "Sally," this is your personal Adjutant cybernetic assistant from the Great War. You've enlisted a crackerjack programmer to shift her over from military tactics and logistics to a more civilian bent, and she'll come equipped with a full software suite of Confederate law and regulations (such as they ever were) and their Dominion replacements (once they're written). Also, as a non-sapient machine, she doesn't require days off or fall asleep while reading like you tend to. The downside is that she's not exactly a creative thinker, and if you want to get up to any scheming you'll have to do it yourself.

Inhumanly Efficient: +2 Personal dice
I Don't Sleep, I Wait: Once per turn, reroll a single project die and take the higher result; does not apply to natural 1s or 100s



The Vice-Chancellor slot is much thornier. Unlike your assistant, who Mengsk will likely consider a piece of mobile furniture (or immobile, in Sally's case), your second-in-command will be just as political as you, without nearly as much history or affection shielding them from scrutiny. You'll have to consider your position carefully.

[] Victoria Archibald III
A blue-blooded scion of the Confederate Old Families who made the very wise decision to defect prior to the fall of Tarsonis rather than afterwards, she has neatly avoided the wave of arrests and prosecutions that followed the Dominion takeover. She served as Deputy Secretary for Industry under the previous regime, which was fitting given that the Archibalds used to own a sizable chunk of Nephor II. It's a shame that Mengsk (himself descended from the oldest of Old Families) hates aristocrats with a passion. (+5 Paranoia on hire)

Titan of Industry: +1 Free die, +1 HI die, +1 LCI die
Uncrowned Queen: +20 to all project dice on Nephor II; more Nephor II projects
Imperial Disfavor: 50% chance of +5 Paranoia per turn

[] Samuel Smith
Possibly the blandest, most put-together person you've ever met. He expressed no firm opinions or individual thoughts during his interview and gave no hints of any personal inclinations or foibles of any kind. He was highly composed, thoroughly professional, and absolutely boring. His resume, of course, is excellent; multiple assistant deputyships under the previous government, as well as a stint in the private sector. Your only real concern is that he's about as flexible as a slab of tungsten. (-5 Paranoia on hire)

Absolute Competence: +2 Free dice, +1 Bureaucracy die
Retroactive Approvals: Convert all natural 1s into natural 100s and gain +5 Paranoia for each converted die; does not function above 80 Paranoia
No Nonsense: -5 to all Personal dice; this character's positive traits cannot be applied to Personal projects

[] Jamie Winston
A veritable wunderkind who served as an engineer for the Sons of Korhal, they are best-known in the Koprulu sector for their pioneering adaptation of the Zerg burrowing ability, which led to the development of the Supply Bunker and a revolution in subterranean construction. They're also a multidisciplinary polymath whose lack of credentials is due entirely to being expelled from Tarsonis University for political activism. If only they weren't quite so... overly excitable. (-10 Paranoia on hire)

Literal Genius: +1 Free die, +1 Environmental die, +1 Research die
Perpetual Innovator: +20 to all Tech project dice; more Tech projects
Stack Overflow: Once per turn, convert a natural 100 into a natural 1 and gain +5 Paranoia



No plans, no moratoria, just votes! Feel free to approval vote if you want; I'll leave this open for a day or so.
 
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Vote closed
Turn 1 (Q3 2506) Results
Turn 1 Results (Q3 2506)

Infrastructure
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 25/300, -10R per die, -10 Paranoia when complete) [25, 0]

"What they don't tell you about is the dust. This entire Godforsaken planet is just hard-baked exposed rock, and when the wind comes through it carries these choking clouds of radioactive dust with it. The particles, they get in your lungs, they get in your clothes... There's not enough water to rinse your mouth out, and pretty soon it starts to burn everywhere. I feel like I'm covered in ants. I feel like I'm breathing ants. I think this is what Hell is like."
- Email from National Service worker, intercepted by Internal Security; sender flagged for political re-education

Construction of the new Imperial Palace foundations is grindingly slow. The initial chosen site, located atop one of Korhal's vast desolate plateaus, turns out to be chock-full of sinkholes and other structural weaknesses. This requires hundreds of tons of building materials and construction machinery to be relocated to a secondary site, which is slowed by lack of proper protective gear amongst the conscripted workers, many of whom are unfamiliar with their power tools.

The secondary site turns out to be at the center of a vortex-like phenomenon, resulting in high winds and frequent dust storms. The remainder of the quarter is spent building tall windbreaks to divert the worst of the inclement weather, with no actual foundations being laid during that time.

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 149/300, -20R per die, Resource gain) [60, 89]

"Yes, there are still Zerg up here! No, no, I don't care if you have it marked as 'officially cleared,' the damn bugs are floating around in Sector B-12, C-3, and C-7! C-3 has a wrecked orbital platform with a no-shit hatchery on it! No no no, do not put me on hold aaaaaaargh, dammit."
- Excerpt of a recording between a Treasury foreman and General Duke's adjutant

Much of the initial effort above Brontes is one of mapping and categorization. Exploration teams in SCVs and civilian-grade freighters trawl the crowded orbitals, tagging each chunk of debris larger than a fist. There are multiple danger areas, ranging from fields of dagger-sharp metal shards in constant motion to at least one active feral Zerg hive. These zones are marked off clearly with warning beacons and left either for later specialized project teams or intervention by the Dominion Military.

Once the mapping effort is fully concluded, with only modest casualties, towing begins on the largest chunks of non-repairable salvage. Perhaps the most notable example pulled out of the debris field is the crushed-together wreckage of five separate battlecruisers, which have merged together into a kind of giant metal ball. Workers have elected to treat it as a kind of unusual asteroid, and their salvaging operations more closely resemble mining work than anything.

Heavy Industry
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 214/200, -10R per die, Resource income [+5R/turn], cost reduction to all Augustgrad phases [-100]) (14 Progress toward Phase 2) [76, 66, 72]

"We've got an old-timer in our work gang, a guy who came in just under the age cut-off. He's our only volunteer, and for a while I had absolutely no idea why anyone would sign on to work on Korhell of all places. The guy's all wiry muscle and scars, so I guess he just thinks he's the toughest worker around, maybe? Then we arrive at the Keresh site, he takes one look at the place, and he starts crying like a baby. Turns out he's a Korhal native, used to work as a game warden for one of the noble families. He saw all those burnt-out tree husks for the first time and it just... it broke him, I guess. Saddest thing I ever saw."
- Email from National Service worker, intercepted by Internal Security; sender flagged for further review

The mineral survey confirms that Keresh is rich not just in strategic minerals, but also in vital materials for aggregate and other substances that are useful for construction. Once the best sites are marked out, hundreds of bulldozers begin pulling up dead trees and moving mountains of lifeless soil. The initial mine is an old-style open pit construction, with workers wielding pickaxes and shovels in lieu of more complex equipment or proper SCVs. The pace demanded is brutal, as are the temperature and the merciless light of the sun. Heatstroke and dehydration are endemic, as are some of the more common illnesses.

Despite these issues, the outflow of useful resources is substantial, crate after crate arriving at the Augustgrad site with a noticeable surplus available for off-world export. The site foreman receives an official commendation and a week's vacation on Tyrador IX for his crew's heroic exertions.

Light and Chemical Industry
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 82/400, -10R per die, Resource income) [75, 0, 7]

"Productivity is at 32% of estimated output. Contributing factors: 47% of workers are undernourished. 68% report inadequate sleep due to housing conditions. 22% report endemic violence in their camps. 55% report inadequate defense from the elements..."
- Initial work summary from a Velocis toy factory

Strong early construction efforts on the refugee workshops program tapers off rapidly after it becomes apparent that the first-wave workers are living in squalid, dangerous conditions not conducive to a good workplace performance. Thus, while the first factories begin limited operations, efforts are redirected towards the construction of worker housing. These hab-blocks are largely made out of prefab materials and consist of little more than a single large room suitable for a small family, but they are vastly superior to the decaying plastic shacks in the refugee camps, and so are received fairly well.

Environmental
Korhal: Regreening Effort (Phase 1)

While Augustgrad was 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) [0]

"Look, Chancellor, I hear what you're saying, but an imperial edict is an imperial edict. 'All available resources are to be rerouted to Augustgrad Site 2,' so says the Emperor. Maybe, uh, once they get their shi– their stuff together, we can try again?"
- Transcript of a call between Park One site foreman and Chancellor Horner

The Korhal regreening project isn't so much stalled as it is nonexistent. Owing to the various pitfalls encountered by the Augustgrad crews (some of them very literal and deadly), the Emperor orders that all its crews be relocated to the new Palace site rather than begin soil conditioning operations. Given your own numerous burdens, you are unable to intervene until it's too late, and you are forced to simply give up and wait for the next opportunity.

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 122/400, -10R per die) [73, 49]

"I think I found the problem, sir. The local marshal had instituted this whole protection-racket scheme involving 'relocation fees' and 'service charges' for the homesteaders, and seemed to be trying to muscle his way into the land allocation process itself. I put him under arrest and gave his star to his deputy, who seems much more obliging. What should I do with the corrupt lawman?"
- Voice memo sent to the Chancellor by Lieutenant Patricia Feldman of the Dominion Marine Corps; the only reply is a terse "SHOOT HIM".

Despite a few initial hiccups, the process of turning fertile Velocisan land into new farmsteads goes pretty much as expected. Refugees are offered the plots of land free of charge, along with prefab structures, farming tools, and seeds. The entire operation is very low-tech, and most of the refugees are former city-dwellers with no direct experience in agriculture, but they seem to be making a pretty good go of it with instructional manuals and a can-do attitude. The main problem is finding able-bodied volunteers who haven't been swept up by National Service, leaving all but a quarter of the initial allocated land untended.

Services
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 personally. (DC 30/50/70 [88] to determine quality, Paranoia gain or loss depending on result [-5]) [71, 8, 8]

"JOIN THE LABOR CORPS. HUMANITY NEEDS YOU."
- Dominion Labor Corps recruitment poster

Most of your personal attention this quarter is directed toward Mengsk's brainchild, Obligatory National Service. While the Confederacy actually discouraged public-mindedness and citizen participation as much as possible, the Emperor is of the belief that the average imperial subject must be more than just a refugee or Zerg fodder. By mobilizing the billions of people in Terran space, not just for the military but for civil construction, they'll be kept productive and safely busy rather than plotting sedition.

The rollout is stupendous, and you're more than a little proud of yourself despite the unsettling authoritarian overtone the entire project is steeped in. Volunteers vastly outnumber recruiters, many of them disaffected and living in poverty, or displaced from their homes forever. Labor gangs stream out of refugee camps to work sites on Korhal, Brontes, and Tyrador, all charged with purpose if not endowed with relevant expertise. The Labor Corps may be a despot's vision of humanity all joined together in uplifting him personally, but the hope it offers and the works it's going to build exist entirely apart from Mengsk's self-aggrandizement.

Military
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 128/200, -10R per die, -10 Paranoia) [75, 0, 50, 0]

"By God, this is a hell of a view, a hell of a view indeed! Look at that vast expanse, that unclouded sky! You feel like you can just take a step out and touch the face of the Loaaaaaaaaaaaaaaaaaaaaa–"
- Last words of Private Emilio Baxter, Dominion Survey Corps

A half-dozen Plowshare-class tactical nuclear warheads are situated atop Mount Viridian, once famed for its verdant slopes, and detonated in sequence, turning the great peak into a huge flat-topped plateau. Once the fallout has dissipated, construction teams begin work on what is intended to be a sprawling campus, including a full-up physical training camp and wilderness course. The main quad goes up quickly enough, but progress is slow on the outbuildings, and several work crews are diverted to windbreak construction at Augustgrad, leaving more work to be done in the coming months.

Research
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 84/50, -10R per die, +5 Paranoia) [84] (34 Progress toward rollout)

"Holy hell! It's smaller on the outside!"
- A quality-control tester on the Supply Bunker project

Jamie Winston's personal brainchild is nothing less than a revolution in the field of preparedness. The Supply Bunker combines an above-ground fortification boasting reinforced armor and emplaced weapons with a full subterranean workshop and storage vault. Taken together, the two components of the SB, as it is called, provide an autonomous source of both defense and vital materials for any isolated base or settlement. A last-minute innovation by Winston serves to greatly simplify the burrowing mechanism used to build the underground depot, making the deployment of the Bunker faster and safer.

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 36/100, -5R per die, -5 Paranoia) [8, 28]

"Live-fire tests report 17 casualties out of 24 test subjects, 14 non-fatal, most caused by severe bruising. Kevlar-foam material insufficient to repel small-arms fire. Recommend switching to a thicker weave and incorporating a metal wire-weave layer..."
- Progress report on the Integrated Protective Ensemble human tests

How to keep a fragile human meat body alive in hostile climates is largely a solved problem among the beleaguered Terran population of the Koprulu sector. The CMC Marine powered armor can sustain its wearer for days, if not weeks, in the most grueling conditions imaginable. The actual issue, then, is not one of protection, but of scale. The IPE is expected not just to shield a wearer from harsh conditions and provide on-board augmentation and support, it is expected to shield and provide for hundreds of thousands of wearers.

As such, the initial phases of IPE development are consumed with materials, systems, removable redundancies, and existential questions about "what really is protection, anyway?" Once you've gotten the philosophers off the design team, the vision of a low-powered hazmat suit-style ensemble with numerous improvements and a general ruggedization begins to take shape.

Bureaucracy
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 62/100, -5R per die, +5 Paranoia) [17, 45]

"This is an automated message from the law firm of Cruikshank and Taylor. The person you are trying to reach has been declared legally deceased. If you are attempting to claim an inheritance or dispute a provision in the will, please contact our offices at..."
- Attempt to reach former Undersecretary of Senatorial Relations Clarissa Smythe

You figured you'd get hung up on a lot when you started calling around for people who used to work top-level Treasury Department jobs. What you hadn't counted on is how many of them would turn up either dead or missing, with a plurality having gone down with the ship on Tarsonis. The rest of the missing seem to have fled Dominion space for the welcoming arms of the Protectorate or the Combine. As a result, most of the people you're looking to hire need to be pried loose from actual jobs in their fields, which expends time and effort you hadn't expected to need.

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 [145!] for personnel quality, subvote to pick candidate) [85, 60]

"Notwithstanding the terms laid out in Section 2, Subsection A, Paragraph 4 of the Treasury Reorganization Act (2467), we are forced to consider the statutory authority possessed by the Sub-Department – aha, excuse me, Sub-Ministry for Intergovernmental Affairs, which was delegated all powers necessary and proper for ensuring harmonious and indeed productive deliberations between the relevant bodies responsible for determining joint ministerial policy..."
- Samuel Smith, Vice-Chancellor of the Treasury, ordering lunch

Samuel Smith is perhaps the blandest, most put-together person you've ever met. You know you're repeating yourself, you know, but the man defies original description. What he does not do is sit around. While you're busy overseeing projects and yelling at people on the vidlink, he takes every tedious, mind-numbing, soul-crushing bit of minutiae off your hands with what would probably be relish if it was on a more expressive person's face. You actually had a chance to go golfing last week, and when you came back, everything was fine! No emergencies! You're starting to love this dull little goblin.

Personal
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 [49] for personnel quality, subvote to pick candidate) [49]

"Look, this is how it's gonna be. If you don't get me the sandwich in the next ten minutes, I'll make sure you never work in this town again. Understand? Good, because I'm not gonna repeat myself twice. Move!"
- Jacob Arendt, Personal Secretary to the Chancellor, ordering lunch

While your new Vice-Chancellor is busy weaving an intricate web of red tape around your department, your new personal assistant is hacking through the unhelpful bits with a machete. Jacob Arendt is stylish, he's poised, and he knows exactly what you need before you even need it. By the end of his first week, your outgoing expenses had been substantially curtailed and the flow of extraneous paperwork to your desk largely diverted. Given how smoothly things have gone, you're generally inclined to overlook the gray market in office supplies he seems to be running within the department, especially since his cut is by all accounts very modest.
 
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Turn 2 (Q4 2506)
Turn 2 (Q4 2506)

QM Notes:

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

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. Anything labeled [Reconstruction] is part of the plan goal.


Resources: 215 stockpile + 230 incoming = 445 available
Paranoia: 30/100
Free Dice: 4

Infrastructure (4 dice)
[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 25/300, -10R per die, -10 Paranoia when complete)

[] 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 149/300, -20R per die, Resource gain)

[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction]
The industrial world of Nephor II was hit hard by the Great War; while the Zerg presence was minimal, the fighting between the Sons and the Confederates was fierce, especially once the factory workers started taking sides. Many of the world's valuable manufactories are in ruins, its hab-blocks burnt out and abandoned, and productivity is at an all-time low. This is not a workable state of affairs; the Dominion needs those factories, and to restart them it needs housing for their workers.
(Progress 0/600, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort.
(Progress 0/500, -10R per die)

[] 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 great news for the colonists... but will be less than warmly received by the authorities.
(Progress 36/200, -10R per die, +5 Paranoia when started, +5 Paranoia when completed)

Heavy Industry (3 dice)
[] 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.
(Progress 14/300, -10R per die, Resource income, cost reduction to all Augustgrad phases)

[] 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.
(Progress 0/400, -15R per die, Resource income)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable.
(Progress 0/600, -20R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)

Light and Chemical Industry (3 dice)
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output.
(Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] Vardona: Vespene Extraction Operations (Phase 1)
The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage.
(Progress 0/600, -15R per die, Resource income)

[] 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 82/400, -10R per die, Resource income)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Progress 0/200, -20R per die, variable results)

Environmental (3 dice)
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present.
(Progress 0/200, -5R per die, +5 Paranoia when complete)

[] 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 AA rocket?
(Progress 122/400, -10R 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 0/200, -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.
(Progress 0/200, -10R per die, +5 Paranoia)

Services (3 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)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 0/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures.
(Progress 0/100, -15R per die, +5 Paranoia)

[] Establish the Dominion Information Service [Reconstruction]
Alternatively, we could dispense with the pretense of independent journalism altogether and set up a centralized, government-controlled news network. DIS newscasters would work directly for the Sub-Ministry for Public Information and adhere strictly to Treasury guidelines regarding which news stories to publish and which to quash. This would generally result in a steady stream of pro-Mengsk propaganda, but it would also ensure that the media is entirely at our disposal, should that ever prove necessary.
(Progress 0/100, -10R per die, -5 Paranoia)

Military (4 dice)
[] Korhal: Eastcliff Military Academy
The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place.
(Progress 128/200, -10R per die, -10 Paranoia)

[] Brontes: Refloating the Fleet (Phase 1)
While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly.
(Progress 0/300, -20R per die, -10 Paranoia)

[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations.
(Progress 0/200, -10R per die, -5 Paranoia)

[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion.
(Progress 0/200, -10R per die, -5 Paranoia)

Research (3 dice)
[] Korhal: Broken Mesa Xenobiology Institute

The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means.
(Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata.
(Progress 0/200, -15R per die, +5 Paranoia)

[] 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 36/100, -5R per die, -5 Paranoia)

[] Handheld Fusion Cutters (Tech)
The fusion cutter is a technological marvel: multi-purpose, efficient, easy to use... and about half the weight of the average worker. However, it may be possible to simplify the cutter's basic design and miniaturize it down to perhaps a third of its current size by using certain insights gleaned from Protoss energy-circuit technology. The power output would be commensurately less, but it would still be an invaluable tool for our work crews.
(Progress 0/200, -5R per die, -5 Paranoia)

Bureaucracy (3 dice)
[] Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast.
(Increases available dice) (Progress 62/100, -5R per die, +5 Paranoia)

[] Refill the Upper Echelons (Cronies)
Alternatively, you could call up a bunch of your friends and close associates, without regard for their particular expertise. No one who's openly incompetent, of course, just a few good ol' boys and gals. Mengsk will surely understand; after all, he put you here, didn't he?
(Increases available dice) (Progress 0/100, -10R per die, -10 Paranoia)

[] Truth and Reconciliation Committee (Utilitarian)
The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free.
(Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(Progress 0/200, -5R per die, +5 Paranoia)

[] 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 0/300, -10R per die)

Personal (2 dice)
[] Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors?
(-25R, DC 10 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked)

[] Hire a Personal Staff
With your new assistant in place, it is now time to begin filling out your so-called "inner office." This cadre of secretaries, lesser assistants, messengers, and bodyguards will relieve you of your various minor cares, like doing your own paperwork or ordering your own lunch. Unlike your top-level political hires, you can stack your inner office with cronies and loyalists, minimizing any potential leaks or breaches.
(Increases Personal dice) (DC 20/40 to determine personnel quality, -5R per die)

[] Hire Advisors
Much of your technical expertise is expected to come from the Treasury's legion of bureaucrats and tame experts, but that doesn't mean all of it has to. Putting your own independent advisors on the payroll may raise a few small red flags over in the throne room, but that's the price you pay for good advice.
(Provides project die bonuses) (DC 20/40 to determine personnel quality, -5R per die, +5 Paranoia)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer.
(DC 40 to avoid +10 Paranoia)



Loving all the discussion and interaction. Thank you to everyone who's participating, even just by reading or voting.

We'll do a 24-hour moratorium so people can come up with plans. Feel free to tag or quote me with any questions (for the record, I prefer being called "Etranger" or "Etran" over "QM").
 
Last edited:
Personnel Qualities (Canon)
Personnel Qualities

There was something to be said about keeping things in order. The world consisted of churning seas, one's mind must be the calms without being the shallows. Samuel Smith hadn't come up with that metaphor, but he'd read it in a guide to accountancy he'd had the good fortune to stumble across when he was twelve.

He did not, of course, think of his past often. But he thought of that book.

He was settled in a creaky chair, across from a man he did not fully trust and certainly did not understand.

Jacob Arendt dressed well in a suit, but his incisor, glittering gold, and his whole posture gave the impression of a boxer or some other athlete stuffed into a suit. To be entirely fair to him, this is also the impression that the Chancellor gave off sometimes. He had a fast, slick way of talking that reminded him of sales executives he'd known.

Arendt was nearly six feet tall, with tanned skin and black eyes, brown hair cut close--Samuel Smith carefully kept these sorts of mental details on file at all times, if needed to provide a description. One would not think that this would be all that useful, but it absolutely was.

They were sitting at a fine wooden table, looking over two different personnel files. It was, he was quite aware, a courtesy visit. He could not stop the decision that had been made. But he could ask for clarifications on it. He looked down at the data slates for the two candidates for head of the inter-departmental Treasury.

The first file on Andrew Wellington noted his experience as an accountant, his skill in years of work at managing the books at a corporation, his military service that interrupted it, and his good results on examinations both during his education and into this position. He was thirty-four, single and unmarried, which could be a bonus for working hours at times.

The second, Eliza Chase, was nearly forty and had even more extensive experience. She did not serve in the frontlines during the war, but did participate in an administrative capacity. Her experience was wide, broad, and deep, and she had equally impeccable educational results and equally solid results on the entrance examinations and other such tests designed to sort out the best of the best.

She was the better candidate, though Samuel Smith would of course have advised that both could be hired. Perhaps Mr. Wellington could serve as an understudy, and Ms. Chase could be moved to another position as the departments expanded in the wake of coming bureaucratic success.

"I am uncertain, Mr. Arendt, why Mr. Wellington was chosen over Ms. Chase," Samuel Smith stated, looking across at the younger man. "Her credentials are impeccable, I do not believe that such matters as gender would interfere here, as she is not in a front-facing capacity." He stated it blandly--it was of no concern to him at all, but he was aware this was not the case for all people. If he had been told to hire according to gender biases he would have frowned but integrated that into his evaluation criteria, preferably in a formal way that could be tracked and measured.

But he had not been, and so he had not done so.

"Oh, no no no, not that at all," Mr. Arendt said, flashing another one of those grins. "Mr. Smith, and I hope you don't mind the formality there," Mr. Arendt said, his voice low and confiding. "The Chancellor decided on Andrew Wellington because of his personal qualities. One might even say that it's a decision based on personnel qualities. Eliza Chase is very qualified, and we will find a good position for her. But even though he has a few years less experience, can you truly say there's anything objectionable about his skills?"

"No, his status reports and career reputation all do seem to be solid," Samuel admitted, frowning across at him. "But I do not understand what you mean by personal qualities."

"He's flexible, and for this position that will be important, because of course we have many different budgetary pressures. The Chancellor, you know, he chooses based on all sorts of criteria. The man trusts his gut, and it's the same reason he chose you. Personal qualities. I don't want to be too revealing," Mr. Arendt said, with an insinuating tone, "But he considered Victoria, you know her?"

"She would have been quite competent."

"It's impressive, really, how you can't even be unfair about someone who could have taken the position from you."

"The position does not belong to me as a birthright," Samuel Smith said, and then paused. He'd almost expressed an opinion there, and he did not like doing so, especially on such matters. It was not his job to have such opinions.

"No, and yet it was granted to you for the same reason. Personal qualities."

"Personal qualities?" Smith did not think he had such things. He had labored carefully not to demonstrate any such thing--he believed he had succeeded. Perhaps he was wrong.

"Your reputation includes the ability to turn around disasters, and for all that you are said not to be flexible in one sense… I don't think that's quite true." Mr. Arendt smiled carefully, "For instance, your resume includes a wide variety of positions within different organizations. You're great at being flexible within certain bounds, and once you're within them you're rigid and have the ability to just bull ahead." He made little horns, as a child might. "So you see, it's personal qualities that brought you here too."

"I see."

"I'm not sure you do," Mr. Arendt said. "But we'll have plenty of time to work things out, pal."

He was nobody's 'pal' but he knew that an argument would just lead to raised voices, and that would almost inevitably lead to emotionally charged words. It was best to simply watch and endure, and so he nodded and let Mr. Arendt return to talking about his boss' schedule.

He was nobody's idea of an executive assistant. He did not know how a man so seemingly brutally strong, allergic to servility and yet also addicted to smarm--

But perhaps there was the answer.

Mr. Smith kept his back straight and rigid and did not comment and Jacob spun his stories and explained a few other seemingly inexplicable choices.

A/N: This Omake is written assuming that dice are invested relatively close together into both the Slush Fund and finishing the Upper Bureaucracy, as it would be a little odd not to do both of them as one is vital to expanding the section and the other is almost done and comes with huge rewards. But if it doesn't happen, it doesn't happen.
 
Vote closed
Scheduled vote count started by Etranger on Nov 11, 2022 at 8:18 PM, finished with 43 posts and 27 votes.

  • [X] Plan: We Hold The Course, We Build Income, V3B--For People Who Don't Care About the Environment
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] [1 Dice, 20 R]
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] [3 Dice, 60 R]
    -[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) [3 Dice, 45 R]
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] [3 Dice, 30 R]
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] [2 Dice, 20 R]
    -[X] Korhal: Eastcliff Military Academy [2 Dice, 20 R]
    -[X] Tyrador IX: Military Recruitment Offices [2 Dice, 20 R]
    -[X] The Dominion Health Service (Phase 1) [3 Dice, 30 R]
    -[X] Integrated Protective Ensemble (Tech) [2 Dice, 10 R]
    -[X] Handheld Fusion Cutters (Tech) [1 Dice, 2 Free Dice, 15 R]
    -[X] Truth and Reconciliation Committee (Idealistic) [1 Dice, 1 Free Dice, 10 R]
    -[X] Refill the Upper Echelons (Experts) [2 Dice, 10 R]
    -[X] Set Up a Personal Expense Account [1 Dice, 25 R]
    -[X] Hire a Personal Staff [1 Dice, 1 Free Dice, 10 R]
    [X] Plan Attempting to Rebuild The Factory Planet
    -[X] Infrastructure (4/4 Dice + 4 Free dice, -3 penalty, 100 R)
    --[X] Korhal: Capital City Augustgrad (Phase 1) 25/300 (1 die, 10 R) (1/6 median)
    --[X] Brontes: Orbital Cleanup (Phase 1) 149/300 (3 dice, 60 R) (44% chance)
    --[X] Nephor II: Planetary Reconstruction (Phase 1) 0/600 (4 dice, 40 R) (4/12.5 median)
    -[X] Heavy Industry (3/3 Dice, -8 penalty, 45 R)
    --[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 0/300 (3 dice, 45 R) (3/7 median)
    -[X] Light Industry (3/3 Dice, -8 penalty, 30 R)
    --[X] Tyrador IX: Refugee Workshops (Phase 1) 82/400 (3 dice, 30 R) (3/7.5 median)
    -[X] Environmental (3/3 Dice, -8 penalty, 30 R)
    --[X] Tyrador IX: Establish Farmsteads (Phase 1) 122/400 (3 dice, 30 R) (3/6.5 median)
    -[X] Services (3/3 dice + 1 Free die, -8 penalty, 40 R)
    --[X] Re-Establish the Universal News Network 0/100 (2 dice, 30 R) (36% chance)
    --[X] The Dominion Health Service (Phase 1) 0/300 (1 die, 10 R) (1/4.5 median)
    -[X] Military (4/4 dice, -3 penalty, 40 R)
    --[X] Korhal: Eastcliff Military Academy 128/200 (1 die, 10 R) (26% chance)
    --[X] Fort Horner Training Camp 0/200 (3 dice, 30 R) (8% chance)
    -[X] Research (3/3 dice, -8 penalty, 30 R)
    --[X] Integrated Protective Ensemble 36/100 (3 dice, 30 R) (89% chance) (good chance of overflow into manufacturing)
    -[X] Bureaucracy (3/3 dice, -8 penalty, 15 R)
    --[X] Refill the Upper Echelons 62/100 (2 dice, 10 R) (86% chance)
    --[X] Truth and Reconciliation Committee (Idealistic) 0/200 (1 die, 5 R) (1/4.5 median)
    -[X] Personal (2/2 dice, -13 penalty, 10 R)
    --[X] Hire a Personal Staff (2 dice, 10 R) (90% to hit DC 20, 79% DC 40)
    [X] Plan: We Hold The Course, We Build Income, V4A--For People Who Care About The Environment
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] [1 Dice, 20 R]
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] [3 Dice, 60 R]
    -[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) [3 Dice, 45 R]
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] [3 Dice, 30 R]
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] [2 Dice, 20 R]
    -[X] Korhal: Regreening Effort (Phase 1) [1 Dice, 5 R]
    -[X] Korhal: Eastcliff Military Academy [2 Dice, 20 R]
    -[X] Tyrador IX: Military Recruitment Offices [2 Dice, 20 R]
    -[X] The Dominion Health Service (Phase 1) [3 Dice, 30 R]
    -[X] Integrated Protective Ensemble (Tech) [2 Dice, 10 R]
    -[X] Handheld Fusion Cutters (Tech) [1 Dice, 2 Free Dice, 15 R]
    -[X] Truth and Reconciliation Committee (Idealistic) [1 Dice, 1 Free Dice, 10 R]
    -[X] Refill the Upper Echelons (Experts) [2 Dice, 10 R]
    -[X] Set Up a Personal Expense Account [1 Dice, 25 R]
    -[X] Hire a Personal Staff [1 Dice, 1 Free Dice, 10 R]
    [X] Plan: We Hold The Course, We Build Income, V4C--Pro-Environment Jarheads
    [X] Plan Build the Tools to Build the Tools
    -[X]Infrastructure 4/4 70R
    --[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 1 die 10R 0%
    --[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice 60R 44%
    -[X]Heavy Industry 3/3 75R
    --[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 3 dice + 2 dice 75R 5%
    -[X]Light and Chemical Industry 3/3 30R
    --[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 3 dice 30R 0%
    -[X]Environmental 3/3 30R
    --[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 3 dice 30R 0%
    -[X]Services 3/3 40R
    --[X] The Dominion Health Service (Phase 1) 1 die 10R 0%
    --[X] Re-Establish the Universal News Network [Reconstruction] 2 dice 30R 36%
    -[X]Military 4/4 40R
    --[X] Korhal: Eastcliff Military Academy 2 dice 20R 70%
    --[X] Nephor II: Fort Horner Marine Training Camp 2 dice 20R 0%
    -[X]Research 3/3 15R
    --[X] Integrated Protective Ensemble (Tech) 3 dice 15R 89%
    -[X]Bureaucracy 3/3 20R
    --[X] Refill the Upper Echelons (Experts) 2 dice 10R 86%
    --[X] Conduct a Dominion-Wide Census [Reconstruction] 1 dice 10R 0%
    -[X]Personal 2/2 20R
    --[X] Hire a Personal Staff 2 dice 10R 79%
    --[X] Hire Advisors 2 free dice 10R 79%
    -[X]Free Dice 4/4
    -[X] 2 in Heavy Industry
    -[X] 2 in Personal
    -[X]Resources stockpile 215/215 Income 125/230 Total 340/445
    [X] Plan: We Hold The Course, We Build Income, V3D--Anti-Environment, and Jarhead
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] [1 Dice, 20 R]
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] [3 Dice, 60 R]
    -[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) [3 Dice, 45 R]
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] [3 Dice, 30 R]
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] [2 Dice, 20 R]
    -[X] Korhal: Eastcliff Military Academy [2 Dice, 20 R]
    -[X] Nephor II: Fort Horner Marine Training Camp [2 Dice, 20 R]
    -[X] The Dominion Health Service (Phase 1) [3 Dice, 30 R]
    -[X] Integrated Protective Ensemble (Tech) [2 Dice, 10 R]
    -[X] Handheld Fusion Cutters (Tech) [1 Dice, 2 Free Dice, 15 R]
    -[X] Truth and Reconciliation Committee (Idealistic) [1 Dice, 1 Free Dice, 10 R]
    -[X] Refill the Upper Echelons (Experts) [2 Dice, 10 R]
    -[X] Set Up a Personal Expense Account [1 Dice, 25 R]
    -[X] Hire a Personal Staff [1 Dice, 1 Free Dice, 10 R]
    [X] Plan: We Hold The Course, We Build Income, V3C--Pro-Environment Jarheads
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] [1 Dice, 20 R]
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] [3 Dice, 60 R]
    -[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) [3 Dice, 45 R]
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] [3 Dice, 30 R]
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] [2 Dice, 20 R]
    -[X] Korhal: Regreening Effort (Phase 1) [1 Dice, 5 R]
    -[X] Korhal: Eastcliff Military Academy [2 Dice, 20 R]
    -[X] Nephor II: Fort Horner Marine Training Camp [2 Dice, 20 R]
    -[X] The Dominion Health Service (Phase 1) [3 Dice, 30 R]
    -[X] Integrated Protective Ensemble (Tech) [2 Dice, 10 R]
    -[X] Handheld Fusion Cutters (Tech) [1 Dice, 2 Free Dice, 15 R]
    -[X] Truth and Reconciliation Committee (Idealistic) [1 Dice, 1 Free Dice, 10 R]
    -[X] Refill the Upper Echelons (Experts) [2 Dice, 10 R]
    -[X] Set Up a Personal Expense Account [1 Dice, 25 R]
    -[X] Hire a Personal Staff [1 Dice, 1 Free Dice, 10 R]
    [X] Plan Basketcase
    [X] Plan: Foundation.
    -[X]Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 25/300 2 dice 20 R
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 149/300 2 dice 40 R
    -[X] Korhal: Keresh Mining Complex (Phase 2) 14/300 5 dice 50 R
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 82/400 3 dice 30 R
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 122/400 3 dice 30 R
    -[X] The Dominion Health Service (Phase 1) 0/300 3 dice 30 R
    -[X] Korhal: Eastcliff Military Academy 128/200 1 dice 10 R
    -[X] Nephor II: Fort Horner Marine Training Camp 0/200 3 dice 30 R
    -[X] Integrated Protective Ensemble (Tech) 36/100 1 dice 5 R
    -[X] Handheld Fusion Cutters (Tech) 0/200 2 dice 10 R
    -[X] Refill the Upper Echelons (Experts) 62/100 1 dice 5 R
    -[X] Truth and Reconciliation Committee (Idealistic) 0/200 2 dice 10 R
    -[X] Hire a Personal Staff DC 20/40 2 dice 10 R
    -[X] Hire Advisors DC 20/40 2 dice 10 R
    [X] Plan: We Hold The Course, We Build Income, V4A--For People Who Care About The Environment
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] [1 Dice, 20 R]
    --[X] 1 dice, 20 R
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] [3 Dice, 60 R]
    --[X] 3 dice, 60 R
    -[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) [3 Dice, 45 R]
    --[X] 3 Dice, 45 R
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] [3 Dice, 30 R]
    --[X] 3 Dice, 30 R
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] [2 Dice, 20 R]
    --[X] 2 Dice, 20 R
    -[X] Korhal: Regreening Effort (Phase 1) [1 Dice, 5 R]
    --[X] 1 Dice, 5 R
    -[X] Korhal: Eastcliff Military Academy [2 Dice, 20 R]
    -[X] Tyrador IX: Military Recruitment Offices [2 Dice, 20 R]
    -[X] The Dominion Health Service (Phase 1) [3 Dice, 30 R]
    -[X] Hire a Personal Staff [1 Dice, 1 Free Dice, 10 R]
    --[X] 1 Free die, 1 Personal die, 10 R
    -[X] Integrated Protective Ensemble (Tech) [2 Dice, 10 R]
    --[X] 2 dice, 10 R
    -[X] Handheld Fusion Cutters (Tech) [1 Dice, 2 Free Dice, 15 R]
    --[X] 1 dice, 2 Free dice, 15 R
    -[X] Truth and Reconciliation Committee (Idealistic) [1 Dice, 1 Free Dice, 10 R]
    --[X] 1 Bureaucracy Dice, 1 Free Dice, 10 R
    -[X] Refill the Upper Echelons (Experts) [2 Dice, 10 R]
    --[X] 2 Bureaucracy dice, 10 R
    -[X] Set Up a Personal Expense Account [1 Dice, 25 R]
    --[X] 1 Personal Dice, 25 R flat.
Etranger threw 1 100-faced dice. Reason: Augustgrad Total: 37
37 37
Etranger threw 3 100-faced dice. Reason: Brontes Cleanup Total: 32
9 9 5 5 18 18
Etranger threw 3 100-faced dice. Reason: Vehicle Factory Total: 177
96 96 43 43 38 38
Etranger threw 3 100-faced dice. Reason: Refugee Workshops Total: 213
95 95 82 82 36 36
Etranger threw 3 100-faced dice. Reason: Farmsteads Total: 171
83 83 54 54 34 34
Etranger threw 2 100-faced dice. Reason: Military Academy Total: 146
51 51 95 95
Etranger threw 2 100-faced dice. Reason: Recruitment Offices Total: 121
74 74 47 47
Etranger threw 3 100-faced dice. Reason: Health Service Total: 194
22 22 91 91 81 81
Etranger threw 2 100-faced dice. Reason: Protective Ensemble Total: 158
82 82 76 76
Etranger threw 3 100-faced dice. Reason: Handheld Cutters Total: 232
80 80 71 71 81 81
Etranger threw 2 100-faced dice. Reason: T&R Committee (Idealistic) Total: 40
14 14 26 26
Etranger threw 2 100-faced dice. Reason: Upper Echelons Experts Total: 116
23 23 93 93
Etranger threw 1 100-faced dice. Reason: Personal Expense Account Total: 48
48 48
Etranger threw 2 100-faced dice. Reason: Personal Staff Total: 147
82 82 65 65
Etranger threw 1 100-faced dice. Reason: On-The-Job Training Total: 17
17 17
Etranger threw 2 100-faced dice. Reason: Alpha Squadron; Feral Zerg Total: 126
89 89 37 37
 
Turn 2 (Q4 2506): Personnel Subvote
November 10, 2506
Dominion Treasury Building (Temporary)
Vardona


You've known ever since you achieved officer rank that having a dedicated, capable assistant is the best way to keep yourself afloat in a highly technical job when your own capabilities are more... physical. What you never seem to have quite gotten used to is how a really, really good assistant can not only do what you asked, but also what you wanted but would have never thought to ask.

In this case, Jacob has outdone himself once more. A memo floats across your desk drawing your attention to a bit of freed-up room in the office budget, along with authorization permitting the hiring and retention of a special advisor. This person would be directly detailed to you, without any intervening layers of bureaucracy, and could offer their particular talents free of outside interference. They'd be limited to providing opinions rather than actually directing the flow of government, but still, quite useful.

Also quite fortunately, your two previous prospects for Vice-Chancellor have yet to take up any other offers, and remain available for a well-salaried position with no real oversight or output requirements. There is a third candidate, though...



[] Victoria Archibald III
A blue-blooded scion of the Confederate Old Families who made the very wise decision to defect prior to the fall of Tarsonis rather than afterwards, she has neatly avoided the wave of arrests and prosecutions that followed the Dominion takeover. She served as Deputy Secretary for Industry under the previous regime, which was fitting given that the Archibalds used to own a sizable chunk of Nephor II. It's a shame that Mengsk (himself descended from the oldest of Old Families) hates aristocrats with a passion. (+5 Paranoia on hire)

Titan of Industry: +5 to all HI, LCI, and Bureaucracy dice
Uncrowned Queen: +10 to all Nephor II project dice; more Nephor II projects

[] Edward Fitzsimmons
Former vice-chair of the Koprulu Disaster Relief Committee, Edward Fitzsimmons is an expert at getting supplies and personnel where they're needed, when they're needed. Previously hamstrung by a corrupt and inept Confederate government that actively resented his NGO, he is now prepared to offer the Dominion his services and expertise. (-5 Paranoia on hire)

Crisis Management: +5 to all Infrastructure, Environmental, and Services dice
Doing More With Less: If a Reconstruction project comes within 30 Progress or less of completion at turn end, it is automatically completed

[] Jamie Winston
A veritable wunderkind who served as an engineer for the Sons of Korhal, they are best-known in the Koprulu sector for their pioneering adaptation of the Zerg burrowing ability, which led to the development of the Supply Bunker and a revolution in subterranean construction. They're also a multidisciplinary polymath whose lack of credentials is due entirely to being expelled from Tarsonis University for political activism. If only they weren't quite so... overly excitable. (-10 Paranoia on hire)

Literal Genius: +5 to all Environmental, Research, and Military dice
Perpetual Innovator: +10 to all Tech project dice; more Tech projects



You cleared the personal staff vote by triple the required DC, so here's a special surprise personnel subvote to pick your special advisor. You may begin voting; I'll leave this open for a day or two, unless a decisive majority shapes up sooner.
 
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History of the Confederacy (Canon)
"Adjutant SA-117 online. Good morning, General."

The familiar, relaxing tones of the simulated and just this side of natural voice filled Horner's ears with an effect similar to that of a man lost in a desert drinking water for the first time all day. It had taken some finagling to have the old girl hooked up at all without the programming rewrite he had originally intended for her, but she still worked. Which was more than could be said of most survivors of the Great War, all in all.

He had thought for a moment to correct the Adjutant on his title, another thing her rewrite would've handled, before dismissing the thought. This was an escape from all that nonsense Arcturus had forced him into after all, a chance to forget all that Chancellor business and just be Chuck. But... nostalgia wasn't the only reason he had rebooted her. She might be a military advisor, and with Arendt getting the check instead of the probably criminal programmer who had almost certainly gone to ground by now that was all she'd ever be, but that database included a wealth of information on topics that might prove useful in this new position.

Namely, history.

The thought alone made Chuck's stomach do a back flip, the man had never been a perceptive student of anything besides war, but both Arendt and Smith had agreed that an understanding of Confederate history would serve him well in his new office. After seeing the absurdity of them arguing for the same thing, Horner had made it his mission to ensure he saw as little of it as possible, and made sure to knock this off of the checklist as soon as possible.

"Sally, you've got your full history database online?"

"Checking... Checking... Confirmed."

"Good, good. Let's hear it then, get me uh, oh hell let's just get it done with. The history of the Confederacy."

"Acknowledged, General. On November 22nd, 2229, the Un-"

"Come on now, don't give me that old girl. I know you're miffed I went with Jacob instead of you, but can't we do this a little more my speed?"

"Negative," SA-117 replied as emotionlessly as ever.

Horner suppressed a groan before leaning back in his chair with a defeated sigh. "Alright, from the top then," he muttered, doing his best to keep his attention focused.

"On November 22nd, 2229, the United Powers League was formed as the majority governing body of Earth, replacing the defunct United Nations after the latter failed to grapple with the economic and environmental crises of the 22nd century. Though proclaiming itself the defender of humanity, as far as surviving databanks from the ATLAS on the Nagglfar were able to ascertain they never achieved true global hegemony due to various ideological struggles in South America, instead controlling approximately 93% of the human population."

Sally was at least kind enough to project a holographic depiction of the Earth, the UPL highlighted in alternating red and brown stripes. He was at least able to deduce what South America was from the scant traces of other colors, pockmarks of resistance to the world state. A bit like Korhal, he mused. Chuck, not being the introspective sort, wouldn't have considered the fact that the more apt comparisons were Umoja and Moria.

"Proclaiming a policy of enlightened socialism and seeking to create a humanity free from want or struggle, the Powers identified what they considered the three causes of conflict among mankind. These were organized religion, all forms of ethnonationalism, and the relatively recent introduction of conscious human augmentation. Formalized ideological opposition to all three were codified under a philosophy known as the Divinity of Mankind, proclaiming that humanity itself was a sacred form and that attempts to sow division between it was tantamount to risking its survival as a species."

"In practice, the creation of utopia required extremely harsh measures. This was not an unintended consequence of the Powers, and instead one that they proudly trumpeted, announcing that with their fusion of socialism and fascism they had created a so-called fourth alternative. Brutal military force was used both to destroy ancient ethnic communities as well as to suppress racially based discrimination, the all-encompassing nature of the League's doctrine demanding both be stamped out with equal fervor. Additionally, the same might was brought to bear against any who attempted to rebel against the new common tongue of mankind - English. Even the oldest and most powerful of faiths had been forced underground by 2231, with the Unitariate Commissions passing sweeping bans of almost all religions."

"Finally, the roots of the Confederacy. In that same year, the United Powers League quietly began work on an ideological and genetic purge of humanity dubbed Project Purification. All non-vital prosthetic, cybernetic, and genetic enhancements were banned, as well as the use of certain psychoactive chemicals. Dissidents, hackers, synthetics, enhanced individuals, tech-pirates, and criminals of all kinds were swept up in massive arrest campaigns, with the world media strictly controlled to downplay and misdirect the public on the worst of the abuses."

"While most arrested as part of Project Purification were scheduled for summary execution, fifty-six thousand were diverted. A League scientist named Doran Routhe, believing that extrasolar planets would have useful exotic materials unheard of on Earth, sought to use the prisoners to establish a colony on a nearby world designated Gantris VI. Forty thousand of the original fifty-six were determined viable for long term cryogenic sleep and further colonization, with the remaining sixteen returned to League custody for execution."

"Approximately ten thousand each were placed into four League supercarriers: the Nagglfar, the Argo, the Sarengo, and the Reagan. In addition, each vessel was given a complement of officers and crew who would serve as wardens for the prisoners upon their new home. The Nagglfar, the lead ship, was given the powerful ATLAS supercomputer from which my own Adjutant codebase is derived, containing the navigational data for Gantris VI. The remaining ships were to follow the Nagglfar through warp space, emerging from FTL together above the colony world. The records of Earth contained in ATLAS end here, suggesting that Project Purification continued well after the Long Sleep."

"Sol to Gantris is approximated to be a distance of two thousand light years, working backwards from the original cruise duration of one year. At some point in that year however, the Nagglfar's navigation system failed, erasing the coordinates of both Earth and Gantris VI, leaving the flotilla to fly blindly through space. This continued until the warp engines overloaded, the carrier's emergency overrides forcing the four back into real space to avoid critical damage. Twenty-eight years and sixty thousand lightyears had passed. Uncontrolled exit from warp scattered the four carriers across a relatively localized area of space now designated the Koprulu Sector."

"The Nagglfar landed on Tarsonis in 2259, and with the largest concentration of League personnel to prisoners of the four, the commanders of the supercarrier swiftly imposed order on their charges after waking from the Long Sleep. With the aid of ATLAS, they swiftly set about colonizing the 'New World' from the 'year naught', stripping the ship of any and all useful supplies. Dr. Routhe, perceiving the difficulties of building society anew, included on every ship frozen eggs and embryos, as well as cloning technology and advanced food processors along with more mundane supplies, foodstuffs, and equipment. These were immediately used to 'population shock' Tarsonis, rapidly expanding their reach over the planet until the technology began to fail after approximately half a century."

Chuck frowned slightly at that, if the officers had taken control of Tarsonis then that'd mean the Old Families...

"At the same time, both the Reagan and Sarengo arrived on Umoja. The latter ship, having suffered more extensive failure, was unable to sufficiently slow its descent and crashed into the surface, killing all aboard and leaving a still visible canyon. Meanwhile, the Argo landed on Moria. Unlike the Nagglfar, the ship's systems of the Reagan and Argo were relatively primitive, and they were left without even the knowledge of how far they had traveled."

"Within the first century of landing, all three colony worlds had managed to utilize their supercarrier's store of supplies to rapidly expand, colonizing nearby worlds. Where Tarsonis had fallen under the control of the Old Families, descendants of the ship's commanding officers, Umoja had created a democratic ruling council and in Moria political power and economic power became identical."

That'd do it then. Horner never did like the upper crust, but knowing it'd always been like this... Well, it gave a man some thoughts.

"Sixty years after waking from the Long Sleep, Tarsonis was able to recontact Moria and Umoja, to the mutual surprise of all three, each having thought themselves the only survivor. Trade immediately commenced between the three and their own colony worlds, sparking a mining boom in Moria, increased political power of its nascent corporations, and the eventual creation of the Kel-Morian Combine in the 2400s. While Tarsonis pressed for the entire Sector to unite in a single government, Umoja and Moria resisted, fearing the preeminence of Tarsonis in such an arrangement."

"In response, Tarsonis began to colonize planned worlds, planets dedicated to particular facets of life or expertise including the university parks of Tyrador VIII and the weapons laboratories of Korhal. With seven daughter worlds established, the Old Families of Tarsonis proclaimed the creation of the Terran Confederacy in 2323, sixty-four years after waking. While both Umoja and Moria viewed this as a provocation, an uneasy peace lasted for over a century, with all three growing steadily in power and wealth throughout the Sector."

"Growth of Tarsonis and Moria's colonies eventually led to conflicting mineral claims on resource rich worlds such as Char, Redstone III, and Sonyan, as well as the asteroid belt of the Paladino star system. In response to illegal seizures of mining sites by Confederate forces, the Morian Mining Coalition and Kelanis Shipping Guild merged in 2475, forming the Kel-Morian Combine and effectively usurping what little civilian control of Moria and her colonies remained. Ultimately, open war broke out in 2485, resulting in a four year long war. My records indicate that you fought in the Guild Wars, General, so I will skip over this section of the historical record."

Once again, Horner frowned, this time wondering if Sally really was pissed at him. She knew he liked to hear her talk to him about his war stories.

"In 2489, the Confederacy declared victory over the Kel-Morian Combine, reorganizing it as a mining guild and effectively vassalizing Morian space. While Umojan volunteers had fought against the Confederacy, the Ruling Council made no outward moves, instead reorganizing their own government into the Umojan Protectorate to nationalize and centralize the democratic militias. It appeared that the Confederacy was at the zenith of its power, and that Umoja would be integrated in due time, one way or another."

"However, unrest had been bubbling for decades. Despite its wealth and power, the lives of many within the Confederacy had gotten worse even as victory after victory had been racked up. All gains were funneled towards Tarsonis itself, and the grandest of the Old Families who had never left the first colony. Even scions of the Nagglfar who had become rulers of the other worlds chafed under their rule, and in 2478 Senator Angus Mengsk, father of Emperor Arcturus Mengsk, began a covert movement against the centralized power of the Confederacy with covert assistance from the Umojan Protectorate."

"For eleven years, Angus and the hidden rebellion waged a shadow war against the Confederacy, their ranks growing with each passing day. With the Confederacy's victory in the Guild Wars against the Kel-Morian Combine, it was decided that the rebellion could not permit Tarsonis to consolidate its gains. Senator Mengsk rallied the people of Korhal into an army of patriotic liberation numbering in the millions, capturing all Confederate military outposts on world. Declaring independence from the corrupt Confederacy, it seemed that a new day had dawned for the Sector. Per his own words: The Old Families control everything from their capital world of Tarsonis, and the entire apparatus of the Confederacy is geared to keep them in power, exploiting the planets under their control and stealing their wealth. Well, no more."

Chuck couldn't help but wince when Sally quoted old Angus, the Adjutant faithfully reproducing the man's actual voice instead of speaking the words in her own. It was one of the few things about them he had always found unnerving.

"After withdrawing all troops from Korhal, the Confederacy dispatched three highly trained Ghosts to assassinate Angus Mengsk, his wife, and his children. By coincidence, Arcturus was meeting with the Umojan ambassador during the attack, and took his father's place as head of the rebellion and de facto dictator of Korhal. For two years, he waged a campaign of economic destruction against Tarsonis and the Old Families, sparking a multi-planet rebellion."

"In 2491, Arcturus Mengsk traveled to Umoja to gather additional recruits and technology from the Protectorate. While he was off world, the Confederacy fired one thousand Apocalypse-class nuclear missiles at Korhal, reducing much of the planet's surface to barren wasteland and ripping the heart out of the rebellion. With only twenty-nine men with him on Umoja, Arcturus proclaimed the Sons of Korhal, and rapidly gained support and volunteers across the sector as a wave of public outrage rippled through the Sector."

"For nine years, Mengsk and the Sons of Korhal waged an uprising against the Confederacy, increasing in power and size with each victory. Records indicate that it was at this time that Captain Charles Horner vanished from his home on Mar Sara, reemerging within the ranks of the Sons of Korhal as Colonel and eventually General Horner during the campaign."

A long silence followed after the Adjutant's mention of his service record, Chuck looking at the wall with a tired expression on his face. He didn't realize just how tired he was. How tired it all made him.

"Was that sufficient, General?"

"That'll do, Sally," he murmured, slowly rising from his chair.

He needed a drink.

A/N: Some... light editorializing here, but most of this (especially the Earth stuff) is just from the SC1 manual.
 
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Vote closed
Turn 2 (Q4 2506) Results
Turn 2 Results (Q4 2506)

Resources: 445 - 325 = 120
Paranoia: 30 + 10 - 20 = 20

Infrastructure
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 93/300, -10R per die, -10 Paranoia) [34] [+34 Progress due to overflow]

"They have us living in these moveable pop-up barracks down here and I don't think I've ever been more depressed. The hole's so deep you can only see the sun when it's directly overhead, for maybe an hour a day, and then it's like you're an insect under a magnifying glass. It's better than the camps on Tyrador... but not by much."
- Dominion Labor Corps volunteer, later found deceased due to heatstroke

With the completion of the windbreaks around the Palace site, work begins in earnest on laying the foundations. As the Imperial Palace is intended to rise up several hundred stories into the air, the ceramacrete and neosteel pillars supporting it must be equally enormous, while also capable of undergoing maintenance or even replacement without bringing the whole monumental structure down. The shafts for the pillars extend deep into the earth, and the need for partial excavation of the entire base to support digging operations leads to a revision of the plans. Now, twenty subterranean levels will make up an expanded sub-basement, each one heavily armored to prevent infiltration by burrowing Zerg or sappers. By the end of the quarter, the pillars and the sub-basement are nearing completion, representing a tremendous amount of work even if none of it is readily visible except from directly above.

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 172/300, -20R per die, Resource gain) [6, 2, 15]

"I'm tellin' you, I want those Zerg gone! Kill 'em! Burn 'em! Blow 'em up! Exterminate! Exterminate!!!"
- General Edmund Duke, instructing the troops

Forward momentum on the Brontes orbital cleanup virtually stalls out this quarter as General Duke's Alpha Squadron begins eradication efforts against the feral Zerg infesting the orbital platform. Zerg numbers are much higher than initially anticipated and the rudimentary intelligence of the hive repulses the initial incursion by Dominion battlecruisers. A Treasury work crew perishes and its freighter is destroyed during the counterattack after the Zerg Mutalisks elect to take on easier prey rather than pursue the retreating Alphas. A furious Duke orders a temporary halt to groundside operations and calls in reinforcements from outside the system, and by the end of the year the infestation in orbit is all but eliminated.

Heavy Industry
Vardona: Ardonin Heavy Vehicle Factory (Phase 1)

The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 153/300, -15R per die, +5 Paranoia, multiple projects finish faster) [88, 35, 30]

"My great-grandfather worked in the Valley, back in the day, before they shipped all the jobs out to Nephor. Grandad always used to talk about the pride he took in his work, of making something with his hands. Three days ago, I blew up his old factory. Today, they started building a brand-new forge, state-of-the-art, right where he used to work. I wish he was here to see it."
- Labor Corps engineer

The Ardonin Valley was once a major source of Vardona's industrial output back when it was an early daughter-colony of Tarsonis. Now, with much of its surface converted over to post-industrial services, the valley has been left more or less dormant, its mineral reserves exhausted. However, it remains well-connected to the rest of the planet by mag-lev rail and boasts a sizable spaceport, making it ideal for refurbishment into a new factory complex. Ruined factories from a century ago are dismantled and their sites bulldozed to make way for the foundations of a major assembly plant and fusion forge. Given the current state of Dominion industry, some of the more advanced machines have to be imported from the Kel-Morian Combine, but the presently cordial relations between the two powers make this more or less painless, if also expensive. Construction proceeds at a steady clip, and the core of the complex is up and running by the end of the year.

Light and Chemical Industry
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 271/400, -10R per die, Resource income) [87, 74, 28]

"Attention, associates: Remember that 'duels of honor' are not an appropriate method for conducting quality control checks on your products. Please only engage in the approved quality tests, as described in the manual. Failure to comply will result in disciplinary action."
- Recorded broadcast in a Tyrador utensil factory

With suitable housing available at all of the initial factory sites, progress on their construction moves forward smoothly and efficiently. While the simple products like toys and basic hand tools are already in production, the next wave of factories focuses on more complex goods like home appliances and power tools. Thousands of workers leave the refugee camps, relieving pressure on the aid facilities and resulting in a flow of remittances back to their relatives as yet unemployed. Quality of life across Velocis slowly, but noticeably, improves.

Environmental
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 AA rocket?
(Progress 269/400, -10R per die) [75, 46, 26]

"I'm gonna be perfectly honest with you here. When I started, I didn't know an adze from my own ass, pardon my language. Now, after six months on the farm, I have no problem telling you that it's a little axe you use to carve wood, and I'm using one to make myself some dining room furniture."
- Velocis farmer, speaking to a Treasury official

As the planned factory towns go up across Tyrador's second continent, so too do the medium-size family farms. Most of the new farmers are ill-prepared for the difficult lifestyle by education or experience, but time in the refugee camps has produced a bunch of very intense students, and their willingness to absorb information from the informational how-to videos being produced by the Sub-Ministry for the Environment is as ferocious as any gifted child's. Velocis is not yet food-independent, but aid subsidies are being gradually dialed back as fresh local produce flows into the camps and nutrition becomes more and more adequate.

Services
The Dominion Health Service (Phase 1)

One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 170/300, -10R per die, +5 Paranoia) [14, 83, 73]

"Thanks, Doc! Haven't had my meds since Tarsonis fell. Now that my head's on straight again, maybe I'll go see about one of them Labor Corps jobs..."
- Grateful refugee, receiving care in a Nephor II camp clinic

While the Dominion presently labors under a massive shortage of trained medical personnel, there are even fewer adequate facilities available for the doctors and nurses we do have to work in. Especially problematic are the refugee camps, where poor sanitation and inadequate care are hallmarks of daily life. After an informal survey of field conditions, the director of the newly-minted Dominion Health Service orders, appropriately enough, triage efforts. Field clinics go up in the largest and least-served camps, as well as in isolated or overcrowded areas, while construction begins on more permanent buildings. The establishment of proper facilities is sufficient to stanch the worst of the bleeding, though much of the population remains untreated.

Military
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 268/200, -10R per die, -10 Paranoia) [48, 92] (68 Progress toward Augustgrad)

"I, (INSERT NAME HERE), do solemnly swear that I will support the Throne and the Senate of the Terran Dominion, and bear true allegiance to its government; that I will maintain and defend the inviolability and sovereignty of Humanity United, above and beyond any other allegiance or affection I may owe to other groups or individuals; and that I will at all times obey the orders of my superiors and the Dominion Code of Military Justice."
- Cadet oath, sworn upon induction into Eastcliff

Eastcliff is finished early in the quarter, under-budget and ahead of schedule, owing to the enthusiastic efforts of the first cadet class, which pitches in as volunteer construction crews for their own campus. Their demonically inventive young minds are put to special purpose designing the full-up day-long obstacle course that occupies nearly a fifth of the plateau, bringing to bear all their creativity to ensure that the entire length is fiendishly challenging and taxing on even the best runner. You're impressed, and more than a little frightened. Furthermore, as a result of this excellent effort, you're able to redirect the work gangs toward Augustgrad Site 2, this time voluntarily.

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 115/200, -10R per die, -5 Paranoia) [71, 44]

"JOIN THE MARINE CORPS. HUMANITY NEEDS YOU."
- Dominion Marine Corps recruitment poster, obviously plagiarized

Blatant acts of slogan theft aside, the recruitment offices begin going up largely without a hitch. Most of them are humble little offices with a suit of (locked-down) power armor in the window, enough space for one or two immaculately-uniformed DMC officers, and a physical exam room. The first offices are naturally built near refugee camps, with predictable results, but a second wave is also intended for high-population areas like Tyrador's main continent and the main metropolises of Vardona.

Research
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 178/100, -5R per die, -5 Paranoia) [74, 68] (78 Progress toward rollout)

"Never thought I'd appreciate being a test dummy, but it beats the hell out of working on Korhell. I've heard stories about how these suits used to be death sentences, but honestly, mine's great! It's comfy and easy to wear! Can't wait to bring it back to Augustgrad and not hate every minute of the work."
- R&D test subject, giving a characteristic exit interview

The IPE Mk. III (versions I and II having experienced various catastrophic flaws, or "teething issues" in engineer parlance) is a marvel of modern design. Fully ruggedized, it offers crown-to-sole protection against extreme temperatures, radiation, airborne particles, and small-arms fire. Moreover, the responsive kinetic structure of the suit provides a modest augmentation of user strength and speed, though nothing on the level of actual power armor. Finally, the life support system is sufficiently robust that it can even withstand limited deployment periods in hard vacuum or toxic atmosphere; in some tests, it was able to sustain its wearer through several days of lethal hazards before failure.

Handheld Fusion Cutters (Tech)
The fusion cutter is a technological marvel: multi-purpose, efficient, easy to use... and about half the weight of the average worker. However, it may be possible to simplify the cutter's basic design and miniaturize it down to perhaps a third of its current size by using certain insights gleaned from Protoss energy-circuit technology. The power output would be commensurately less, but it would still be an invaluable tool for our work crews.
(Progress 208/200, -5R per die, -5 Paranoia) [72, 63, 73] (8 Progress toward rollout)

"These Protoss are something else. Look at the elegance of the circuitry patterns. The sheer efficiency of the materials. There's practically no power lost! If anything, the exchange rate is so perfect, it's almost like it's... like it's drawing on some kind of external source... no, no, that can't be right."
- HFC lead designer, after three consecutive days without sleep

After several inconclusive meetings with the HFC design team, in which much technical jargon that you don't understand is deployed freely, they come prepared to the next one with a straightforward proposal using words of no more than three syllables. In essence, their main question is simple: "Can we use the weird xenotech in our new machine?" Once you confirm that the Protoss energy circuit is indeed replicable with Terran technology (albeit somewhat imperfectly), you sign off on the project and the rest is extremely easy. Before you know it, you've got a working prototype hanging up in your office, and a letter of commendation from the Emperor framed right next to it.

Bureaucracy
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.
(+1 die to all categories except Personal) (Progress 162/100, -5R per die, +5 Paranoia) [15, 85] (62 Progress toward next staffing project)

"I am pleased to report that all deputy and assistant deputy positions have been filled by eminently satisfactory and, indeed, some thoroughly excellent candidates, most of whom boast suitable credentials from either the best educational institutions or extensive workplace experience with their associated subject matter, leading me to conclude, not without a certain element of personal and, of course, professional satisfaction, that the hiring process, begun in the spirit of restoring that which was broken and rejuvenating that which was enervated, has now entered the ultimate and most satisfying phase of its existence, in which we may commence the process of collating all relevant records and contracts for inclusion in the permanent files, so that they may be reviewed at need or simply to refresh ourselves as to the particulars of the circumstances surrounding the tendering of an offer of employment to the specific individual in question and their subsequent acceptance."
- Samuel Smith, having finished the last onboarding interview

What he said.

Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(Progress 24/200, -5R per die, +5 Paranoia) [6, 18]

"Yes, New Folsom exists! 'How do I know that?' Because I did time there, you goddamn idjit, most of the Sons did! Some of them are still in there, I'm gonna get them out, and if I have to listen to you tell me one more time that it isn't in the official records, I'm gonna reach down your throat and shake you by your spine until it is!"
- Chancellor Horner, on a call with a Bureau of Prisons official

Your one notable failure of the quarter, besides the whole Alpha Squadron clusterfuck over Brontes, is your effort to set up a truth and reconciliation committee. Though the wardens are obstructionist and the files provided are replete with mysterious and highly convenient omissions, the biggest problem is finding all the damn prisons. The Confederates set up so many black sites and extralegal holding areas that you could house half the refugees in the Dominion if you could just find all the cursed things. Fortunately, you have a more or less complete list of each and every site by year's end, along with most of their inhabitants.

Personal
Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors?
(-25R, DC 10 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked) [35] [35 vs DC 10; pass]

"What does the Chancellor's office need the money for? Well, all sorts of things. Miscellaneous outgoings, legal fees, courier fees, management expenses, emergency shortfalls, inflationary compensation, import licenses, export licenses..."
- Jacob Arendt, baffling a Treasury official

You're not quite sure how comfortable you are with diverting a tenth of your department's quarterly income into what you've mentally dubbed 'the black budget.' It seems like an awful lot of money. However, according to your extremely capable assistant, apparently it's much easier to section off a portion of the funds into a discretionary account and thoroughly muddle the waters around that rather than siphon off dribs and drabs from the main Treasury every time you need a 'miscellaneous outgoing,' as he puts it. You defer to the expert, and it in turn is expertly handled.

Hire a Personal Staff
With your new assistant in place, it is now time to begin filling out your so-called "inner office." This cadre of secretaries, lesser assistants, messengers, and bodyguards will relieve you of your various minor cares, like doing your own paperwork or ordering your own lunch. Unlike your top-level political hires, you can stack your inner office with cronies and loyalists, minimizing any potential leaks or breaches.
(+2 Personal dice) (DC 20/40 to determine personnel quality, -5R per die) [69, 52] [121 vs DC 20/40; pass(!!!)]

"You have reached the Office of the Chancellor of the Terran Dominion. If this is a military emergency, please hang up and dial 111 for your nearest marine barracks. Otherwise, please listen carefully, as our options have recently changed..."
- Recorded message played for callers to the Treasury

Though you had expected the phrase "inner office" to be more or less metaphorical, you are surprised to discover it taking on a very literal form. Your office is physically sequestered off behind another room that's full of your personal staff, with all other entrances blocked. The secretaries and assistants serve as symbolic roadblocks to your august presence, upon whose sacred time no person may intrude, lest they have special clearance. This keeps the legion of accountants, bureaucrats, engineers, and programmers you employ from just barging in, vastly reducing your need to be physically present all the time. Your golf swing hasn't been this good in years.
 
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