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 .
Budget Negotiations (2507)
Budget Negotiations (2507)

When you first stepped into the Treasury mid-year, you were given an extraordinary levy to get the job done. However, under regular circumstances, part of your job as Chancellor is overseeing the yearly budget negotiations, which typically occur during the winter holidays. These are ostensibly conducted with key members of the Senate oversight committees responsible for your department through hearings, meetings, formal proposals, the whole nine yards. However, the rubber-stamp nature of the legislature and your own personal connections mean that, in practice, you end up hashing the details out with the Emperor, Warfield, and Duke over a game of Texas Hold 'Em.

Despite his many alleged fine qualities as a leader of men, Duke is a terrible poker player, prone to going on tilt after a lost hand. He cools down quickly enough, though, making him tolerable company, albeit distracting from the cutthroat nature of the competition. Mengsk is absolutely unreadable at the table, with a tendency towards outrageous bluffing that you're often reluctant to call (he is the Boss, after all). Warfield, meanwhile, plays a fine analytical game with little flair, steadily racking up the small wins.

The fifth member of your table is Devon Starke, head of Dominion Security. Wearing the headgear you recognize as psychic restraints, indicating that he's either a Ghost or a natural telepath, his face gives away even less than Mengsk does. Absent personal knowledge of the man, who didn't serve in the Sons, you flounder a bit against Starke's precision plays. You strongly suspect he trained against some kind of poker-playing machine, assuming he isn't one himself.

Anyway, there's nothing shameful about coming in third place (not even Starke has the fortitude to try beating the Boss), even if Carla razzes you mercilessly about your monetary losses. What's important is not coming in dead last when it comes to the real game: getting your piece of the pie, and defending it from all comers.



Just how much are you going to need to get this done, anyway?

[] 30% of the Dominion Budget

Going down to 30% of the budget would buy you a lot of friends at the table. Of course, demands on your purse will only grow more intense, so accepting a net reduction in the Treasury's income may be more harmful than helpful.
(Gain 2 Leverage; 180 Resources per turn)

[] 40% of the Dominion Budget
The modest growth of the economy would permit you to maintain funding at current percentage levels and experience an actual increase in available resources. Whether this is sufficient for your needs or not is unclear.
(240 Resources per turn)

[] 50% of the Dominion Budget
With the Treasury Department more or less functioning as intended, and certainly better than it ever did under the Confederates, you can make a case for taking half the budget for yourself. Everyone knows the Armed Forces are more or less self-funding anyway, so all you're doing is slashing their government subsidies, and possibly horning in on Security's own piece of the pie.
(Lose 2 Leverage; 300 Resources per turn)

[] 60% of the Dominion Budget
Setbacks on Korhal and Brontes may not look the best to the average observer, but they do give you a strong case that you need substantially more resources to get the job done. By cutting military subsidies to all but token contributions, you should be able to secure the majority of the budget for yourself, if you're willing to make the appropriate trade-offs.
(Lose 4 Leverage; 360 Resources per turn)

What are you willing to promise?

[] Restart the Dylarian Shipyards

General Duke is a little twitchy after the dust-up over Brontes, which led to significant damage to several of his precious battlecruisers. Without the Dylarian Shipyards up and running, he's been forced to make inadequate field repairs. Indicating your willingness to lend a hand will smooth his feathers substantially.
(Gain 1 Leverage; must complete Dylar IV: Dylarian Shipyards (Phase 1) by the end of Q4 2507)

[] Build the Broken Mesa Xenobiology Institute
General Warfield is concerned that the Dominion remains on the back foot regarding the Zerg; most of the relevant data was collected by Confederate scientists, many of whom are now dead or in exile. A center of learning focused on studying the Zerg, under the Imperial Guard's direct remit, will improve the Dominion Armed Forces' chances in any future conflict, or so says the General.
(Gain 1 Leverage; must complete Korhal: Broken Mesa Xenobiology Institute by the end of Q4 2507)

[] Complete a Dominion-Wide Census
Director Starke, while he's in the process of taking your money, quietly suggests that it would be in the best interests of good government to have a comprehensive picture of the Dominion's population. He'd be interested in seeing the results of the census. You happen to agree, but are slightly disconcerted by where this is coming from.
(Gain 1 Leverage; must complete Conduct a Dominion-Wide Census by the end of Q4 2507)

And what are you looking to gain?

[] Military Surplus

While you're having to manufacture, import, or borrow every scrap of material you can find, the Dominion Military is flush with surplus prefab buildings, equipment, and other things you desperately need. The number of unused barracks buildings alone is staggering. You happen to know that Duke has a warehouse full of SCVs, not being used. By anyone! Surely he can shake something loose for you.
(Lose 1 Leverage; reduce necessary Progress for all Planetary Reconstruction phases by 100)

[] Guard Intervention
Alpha Squadron bailed you out once, but Duke has clearly stated that he intends to resume focusing entirely on Brontes' various surface problems. Warfield, on the other hand, has a number of newly-raised Guard units in need of some blooding. You may be able to persuade him to direct them into Brontes orbit, to help clear out any Zerg or rogue scavengers lurking in the debris field.
(Lose 1 Leverage; reduce necessary Progress for all Brontes: Orbital Cleanup and Brontes: Refloating the Fleet phases by 100)

[] Additional Security
Director Starke took an opportunity during a lull in the game to privately inquire about the degree of corruption your reconstruction efforts were facing. He then proceeded to indicate that the problem is much worse than you think, and suggested that Dominion Security might be able to help round up the embezzlers and grifters on the civilian side of things. As none of the people he mentioned have any ties to Arendt (according to the man himself), it should be safe to release the hounds.
(Lose 1 Leverage; reduce cost per die for all [Reconstruction] project phases by 5R, to a minimum of 10R)



Finally, after the game has wrapped up and all the other players have gone home, the Emperor takes you aside for a private chat.

"Chuck, you've been doing a damn fine job over there at the Treasury. I've seen all the love and attention you've put into the Labor Corps, so I know you and I are on absolutely the same page about the future of the Dominion. It's the people, Chuck, the people. They're the ones the Confederates ignored and they're the ones we're gonna put to work.

Now, that said, you've had a few setbacks. Not your fault, not your fault at all; I gave you a department with all sorts of problems, and you've got it humming now, but that sort of thing takes time. So, how about this? We'll call these first six months a run-in period. The five years I gave you starts first thing next year instead. I'm not an unreasonable man, Chuck. I want you to succeed.

In exchange, though, I'd like to see a little more progress on Augustgrad. I don't mind Tyrador, it's a fine vacation home, but I think an Emperor really needs to be in his palace, don't you? Sends the right message, shows the people that we're on the right track. You can get that done for me, can't you?"

Do you take the deal?

[] Accept the deal

Sure, what the hell? You were going to finish the capital anyway, and an extra six months won't hurt at all. Plus, it's always good to have Mengsk on your side. Definitely better than having him on the other one.
(Plan period extended through Q4 2511, must complete Korhal: Capital City Augustgrad (Phase 1) by the end of Q4 2507, must complete one Augustgrad phase per year after that)

[] Stick to the original timetable
You're on excellent terms with the Emperor, and you know how to phrase a refusal in such a way that he'll only be a little miffed rather than mortally offended. Still, he won't like you rejecting an imperial favor like this, no matter how soft your word choice is.
(+20 Paranoia, last plan period remains Q2 2511, no change)



Here's how Leverage works: You start at 0. Each point you gain in excess of what you spend reduces Paranoia by 10. Each point you spend in excess of what you gain increases Paranoia by 10. Aside from that, there's no limit to what you can take on or promise. Mengsk's deal doesn't function on the Leverage system; it's entirely outside the budget negotiations.

I'd like people to vote for the budget (including Mengsk's deal) in plan format. 24-hour moratorium, then another day or two to vote.
 
Last edited:
Vote closed
Scheduled vote count started by Etranger on Nov 14, 2022 at 10:05 PM, finished with 27 posts and 21 votes.
 
Turn 3 (Q1 2507)
Turn 3 (Q1 2507)

Overall, you'd rate this year's poker game – er, the budget negotiations – as a pretty strong success. Warfield agreed to lean on Duke to give up some of his surplus materials in exchange for that Zerg lab, and Starke's boys are already hard at work ferreting out the grifters and scammers in your civilian suppliers. You were a little nervous about agreeing to the census, but ultimately you realized that it had to be done anyway, and that there was no keeping the data from Security once the process was complete. After that clusterfuck on Brontes, the budget increase just slid by, albeit with a raised eyebrow from Mengsk.

Meanwhile, Arendt's brainstorm is already paying dividends. Victoria is hard at work digging up potential project sites on Nephor that could be repurposed toward immediately useful ends with only a little investment. With her producing a plethora of potential plans, Jacob has gone unnoticed in his own, less public efforts to find fun little side projects to keep him busy.

All told, the office is humming along quite nicely, even if the Emperor's once-monthly gentle requests for progress reports have turned into once-weekly firm nudges, particularly on the subject of Augustgrad. For every increase in capability and available resources, there appears to be yet another demand on both. Like pushing a boulder up a hill.



QM Notes:

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

Anything labeled [MANDATORY] is something Mengsk expects to see investment in every quarter; failure to do so may result in Paranoia.


Resources: 120 stockpile + 330 incoming - 25 personal = 425 available
Paranoia: 40/100
Free Dice: 4

Current Promises

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

Revitalization Goals
Infrastructure
Heavy Industry
Light and Chemical Industry
Environmental
Services

Infrastructure (5 dice, -3 per die)
[] 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)

[] 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, -15R 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 0/500, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort.
(Progress 0/400, -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 good for the colonists... but will be less than warmly received by the authorities.
(Progress 36/200, -10R per die, +5 Paranoia)

Heavy Industry (4 dice, -3 per die)
[] 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 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, -10R 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, -15R 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 153/300, -15R per die, +5 Paranoia, multiple projects finish faster)

[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW]
The old Tool and Die Works on Nephor II is ideal for conversion into a producer of handheld fusion cutters. The precision machinery there is in need of recalibration and refurbishing, but the facilities themselves are sound and fully capable of being converted over to the necessary standards. TerraUnion may have gone bust along with the Confederacy, but her works will live on in the Dominion Labor Corps.
(Reduces some project lengths) (Progress 8/200, -10R per die)

Light and Chemical Industry (4 dice, -3 per die)
[] 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 271/400, -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)

[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW]
Phoros Neotextiles Ltd is still a going concern, albeit in name only. For a nominal fee, the owners of the defunct plant will sell you their interest and their factory, allowing you to reorient it towards production of the new Integrated Protective Ensemble. Those synthetic fabric-spinners will be back in action before you know it, all in service to the Dominion.
(Reduces some per-die project costs) (Progress 78/200, -10R per die)

Environmental (4 dice, -8 per die)
[] 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)

[] 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)

[] 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)

[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium [NEW]
Prior to the Zerg invasion of Nephor II, the factory world had a single notable food export: Cap'n Yum-Yum's Ultra-Tasty Num-Num Bars. Despite the cutesy branding and kid-focused advertising campaign, the UTNBs were bland, highly efficient nutrient packages consisting of all necessary vitamins, minerals, and caloric intake for any given meal. They became staples of the factory worker diet, and were later included in Confederate military rations. If we resurrect the Foodularium, we'll ensure better sustenance for the Dominion's laborers, if not more appealing meals.
(Progress 0/200, -10R per die)

Services (4 dice, -8 per die)
[] 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 started, +5 Paranoia when completed)

[] 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)

[] 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, -10R 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 (5 dice, -3 per die)
[] 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 115/200, -10R per die, -5 Paranoia)

Research (4 dice, -8 per die)
[] 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)

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

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

Bureaucracy (4 dice, -3 per die)
[] 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 24/200, -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)

[] Flesh Out the Remainder of the Bureaucracy [NEW]
While middle management is indeed a scourge upon all thinking people, there are some actual jobs with real responsibilities in the center of your org chart that need people in them. These are principally subject-matter experts and trained professionals who provide input and oversight on technical issues rather than mindless paper-pushers, and their help could prove invaluable.
(Provides additional dice) (Progress 62/200, -5R per die, +5 Paranoia)

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

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

Personal (4 dice, -13 per die)
Discretionary Funds (F): 25 initial + 25 incoming = 50 total

[] 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 or F 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.
(Unlocks Raynor's Raiders Personal projects) (DC 40 to avoid +10 Paranoia)

[] Private Investments [NEW]
One of the most basic things you can do with money is use it to make more money. Arendt is more than happy to shuffle a portion of your discretionary budget through a number of shell companies and dummy corporations, then begin investing in those concerns which will see the most growth in the coming years. "Insider trading" is a nasty turn of phrase... but an accurate one in this case.
(DC 30/50/70, -10F per die, +5F/quarter per DC passed, failure incurs +5 Paranoia)

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

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

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

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



Welcome to Turn 3! 24-hour moratorium, please post your proposals in the form of a plan, more organization and clearly laid out costs are always preferred. Feel free to inquire if you have any questions, or ping me if you notice any errors, either here or on Discord.

I've listed the black budget as Discretionary Funds with the notation F. Arendt's cost-reducing ability applies to those projects that consume F as well as R.
 
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Plan Formatting Guidelines
Starting with Turn 4, I'd like people formulating plans to use the format in this post. I borrowed it from @Simon_Jester and it's got basically everything I want: projects broken down by category, extant progress, per-category and per-project dice and resource allocations, and nesting. You are also free to include the probability of completion if you like, but it's not necessary on my end.

I'm also going to ask that everyone making a plan stick to a single current plan apiece, and that each person have distinctive names for their plans. This will cut down on confusion all around, I think. I do ask that you iterate your plans rather than editing the original post, though, as that maintains maximum transparency. Please keep the iterations to an absolute minimum, and try not to make new ones after the moratorium unless you're coming up with an entirely new plan.

For example, User A has Plan Great Plan. If they decide to change it, they should make a new post with Plan Great Plan mk2 rather than edit the original PGP. If User B wants to riff off of Plan Great Plan, they should come up with a new name like Plan Awesome Idea, rather than something like Plan Great Plan Version B, and post their new PAI separately.

Please note that these are guidelines intended to promote clarity and make things easier for people (mostly me), not rules that people should be calling each other out on. They're based mostly on my own preferences and do not constitute anything but me wanting to keep things easy to understand.

Also, please do not change anything for the current voting period, as that'll just mess everything up. I'll link to these guidelines again when Turn 4 drops.

[] Plan Attempting to Extinguish the Dumpster Fires
-[] Infrastructure (4/4 dice + 1 Free, 60R)
--[] Korhal: Capital City Augustgrad (Phase 1) 0/400 (2 dice, 30R)
--[] Nephor II: Planetary Reconstruction (Phase 1) 0/600 (3 dice, 30R)
-[] Heavy Industry (3/3 dice, 35R)
--[] Korhal: Keresh Mining Complex (Phase 1) 0/200 (3 dice, 30R)
-[] Light Industry (3/3 dice, 60R)
--[] Korhal: Canis Chemical Refinery (Phase 1) 0/400 (3 dice, 60R)
-[] Environmental (3/3 dice, 30R)
--[] Tyrador IX: Establish Farmsteads (Phase 1) 0/400 (3 dice, 30R)
-[] Services (3/3 dice, 0R)
--[] Obligatory National Service (3 dice, 0R)
-[] Military (4/4 dice, 40R)
--[] Korhal: Eastcliff Military Academy 0/200 (2 dice, 20R)
--[] Tyrador IX: Military Recruitment Offices 0/200 (2 dice, 20R)
-[] Research (3/3 dice, 20R)
--[] Supply Bunkers 0/50 (1 die, 10R)
--[] Integrated Protective Ensemble 0/100 (2 dice, 10R)
-[] Bureaucracy (2/2 dice, 10R)
--[] Appoint a Vice-Chancellor (2 dice, 10R)
-[] Personal (1/1 + 1 Free, 0R)
--[] Hire an Executive Assistant (2 dice, 0R)
 
Vote closed
Scheduled vote count started by Etranger on Nov 16, 2022 at 3:04 PM, finished with 35 posts and 24 votes.

  • [X] Plan: Nephor Lives? V3C--Tool, and Die w/Raynor
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
    -[X] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
    -[X] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (3 dice, 30 R)
    -[X] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (1 dice, 1 Free dice, 20 R)
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
    -[X] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 die, 2 free dice, 10 R)
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
    -[X] The Dominion Health Service (Phase 1) (3 dice, 30 R)
    -[X] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
    -[X] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
    -[X] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
    -[X] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
    -[X] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
    -[X] Hire Advisors (2 dice, 10 F)
    -[X] Send a Letter "Home" (2 dice, 0F)
    -[X] Fallow: 3 Research dice, 3 Military dice.
    [X] Plan: Nephor Lives? V3B w/Raynor
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
    -[X] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
    -[X] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
    -[X] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
    -[X] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 die, 2 free dice, 10 R)
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
    -[X] The Dominion Health Service (Phase 1) (3 dice, 30 R)
    -[X] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
    -[X] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
    -[X] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
    -[X] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
    -[X] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
    -[X] Hire Advisors (2 dice, 10 F)
    -[X] Send a Letter "Home" (2 dice, 0F)
    -[X] Fallow: 3 Research dice, 3 Military dice.
    [x] Plan Boring But Practical v2
    -[x] Infrastructure 5/5 65R
    --[x] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 2 dice, 20R 0%
    --[x] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice 45R 61%
    -[x] Heavy Industry 4/4 +1 55R
    --[x] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 1 free die 15R 0%
    --[x] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] 4 dice 40R 75%
    -[x] Light and Chemical Industry 4/4 +3 70R
    --[x] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 4 dice 40R 85%
    --[x] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) 3 free dice 30R 84%
    -[x] Environmental 4/4 40R
    --[x] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice 40R 75%
    -[x] Services 4/4 40R
    --[x] The Dominion Health Service (Phase 1) 2 dice 20R 15%
    --[x] Re-Establish the Universal News Network [Reconstruction] 2 dice 20R 36%
    -[x] Military 2/5 20R
    --[x] Tyrador IX: Military Recruitment Offices 2 dice 20R 60%
    -[x] Research 1/4 20R
    --[x] Korhal: Broken Mesa Xenobiology Institute 1 die 20R 0%
    -[x] Bureaucracy 4/4 30R
    --[x] Truth and Reconciliation Committee (Idealistic) 1 dice 10R 0%
    --[x] Conduct a Dominion-Wide Census [Reconstruction] 3 dice 30R 0%
    -[x] Personal 4/4 10F
    --[x] Hire Advisors 2 dice 10F 90%/79%
    --[x] Send a Letter "Home" 2 dice 79%
    [X] Plan: Nephor Lives? V3B
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
    -[X] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
    -[X] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
    -[X] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
    -[X] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 die, 2 free dice, 10 R)
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
    -[X] The Dominion Health Service (Phase 1) (3 dice, 30 R)
    -[X] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
    -[X] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
    -[X] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
    -[X] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
    -[X] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
    -[X] Hire Advisors (2 dice, 10 F)
    -[X] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)
    -[X] Fallow: 3 Research dice, 3 Military dice.
    [X] Plan: Nephor Lives? V3C--Tool, and Die
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
    -[X] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
    -[X] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (3 dice, 30 R)
    -[X] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (1 dice, 1 Free dice, 20 R)
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
    -[X] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 die, 2 free dice, 30 R)
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
    -[X] The Dominion Health Service (Phase 1) (3 dice, 30 R)
    -[X] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
    -[X] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
    -[X] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
    -[X] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
    -[X] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
    -[X] Hire Advisors (2 dice, 10 F)
    -[X] Nephor II: Contact the Industrial Workers' Trust [NEW] (2 dice, 20 F)
    -[X] Fallow: 3 Research dice, 3 Military dice.
    [X] Plan Can I Have Some SCVs Please
    -[X] Infrastructure 5/5 75R
    --[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 2 dice + 1 free die 30R 10%
    --[x] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice 45R 61%
    -[X] Heavy Industry 4/4 70R
    --[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 4 dice 60R 83%
    --[X] Nephor II: TerraUnion Tool and Die Works (Phase 1) 1 free die 10R 0%
    -[X] Light and Chemical Industry 4/4 60R
    --[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 4 dice + 2 free die 60R 95%
    -[x] Environmental 4/4 40R
    --[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice 40R 74%
    -[x] Services 4/4 40R
    --[X] The Dominion Health Service (Phase 1) 3 dice 30R 48%
    --[X] Re-Establish the Universal News Network [Reconstruction] 1 die 10R 0%
    -[X] Military 5/5 50R
    --[X] Nephor II: Fort Horner Marine Training Camp 2 dice 20R 0%
    --[X] Tyrador IX: Military Recruitment Offices 3 dice 30R 87%
    -[X] Research 4/4 55R
    --[x] Korhal: Broken Mesa Xenobiology Institute 1 die 20R 0%
    --[X] Tyrador IX: Imperial Science University 1 die 15R 0%
    --[X] New Model Weaponry (Phase 1) (Tech) 2 dice 20R 6%
    -[x] Bureaucracy 4/4 30R
    --[X] Truth and Reconciliation Committee (Idealistic) 3 dice 15R 26%
    --[X] Conduct a Dominion-Wide Census [Reconstruction] 1 die 10R 0%
    -[x] Personal 4/4 10F
    --[X] Hire Advisors 2 dice 10F DC40 79%
    --[X] Send a Letter "Home" 2 dice DC40 79%
    -[X] Free Dice 4/4
    -[X] 1 in Infrastructure
    -[X] 1 in Heavy Industry
    -[X] 2 in Light and Chemical Industry
    -[X] Resources stockpile 120/120 Income 300/330 Total 420/450
    -[X] Discretionary Funds (F) stockpile 10/25 Income 0/25 Total 10/50
    [X] Plan: Profit and Reputation.
    -[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 93/300 2 dice 20 R
    -[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 172/300 2 dice 30 R
    -[X] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] 1 dice 0/500 10 R
    -[X] Korhal: Keresh Mining Complex (Phase 2) 14/300 4 dice 40 R
    -[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153/300 4 dice 60 R
    -[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 271/400 2 dice 20 R
    -[X] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) 78/200 2 dice 20 R
    -[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 269/400 2 dice 20 R
    -[X] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/200 2 dice 20 R
    -[X] The Dominion Health Service (Phase 1) 170/300 3 dice 30 R
    -[X] Re-Establish the Universal News Network [Reconstruction] 0/100 1 dice 10 R
    -[X] Tyrador IX: Military Recruitment Offices 115/200 3 dice 30 R
    -[X] Nephor II: Fort Horner Marine Training Camp 0/200 2 dice 20 R
    -[X] Korhal: Broken Mesa Xenobiology Institute 0/200 3 dice 60 R
    -[X] New Model Weaponry (Phase 1) (Tech) 0/150 1 dice 10 R
    -[X] Truth and Reconciliation Committee (Idealistic) 24/200 2 dice 10 R
    -[X] Conduct a Dominion-Wide Census [Reconstruction] 0/300 2 dice 20 R
    -[X] Private Investments 4 dice DC 30/50/70 40 F
    [X] Plan Slow and Steady
    --[X] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 1 die, 10 R 0%
    --[X] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice, 45 R 61.14% (71.6% with a +15 omake)
    --[X] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] 1 die, 10 R 0%
    --[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 3 dice, 45 R 47% (58.21% with a +15 omake)
    --[X] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] 1 die 10 R 0%
    --[X] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 3 dice, 30 R 60.41% (70.94% with a +15 omake)
    --[X] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] 1 die, 10R 0%
    --[X] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice, 40 R 74.58% (82.04% with a +15 omake)
    --[X] Korhal: Regreening Effort (Phase 1) 2 dice, 10 R 0%
    --[X] The Dominion Health Service (Phase 1) 4 dice, 40 R 75.12% (82.49% with a +15 omake)
    --[X] Tyrador IX: Military Recruitment Offices 2 dice, 20 R 59.95% (72.25% with a +15 omake)
    --[X] Nephor II: Fort Horner Marine Training Camp 3 dice, 30 R 30.41% (41.06% with a +15 omake)
    --[X] Iris-class Light Airship (Tech) [NEW] 2 dice, 20 R 6.3% (12.75% with a +15 omake)
    --[X] New Model Weaponry (Phase 1) (Tech) [NEW] 2 dice, 20 R 6.3% (12.75% with a +15 omake)
    --[X] Truth and Reconciliation Committee (Idealistic) 4 dice, 20 R 59.57% (68.91% with a +15 omake)
    --[X] Hire Advisors 2 dice, 10 F 90.1% DC 20/79.2% DC 40 (ignores omakes)
    --[X] Send a Letter "Home" 2 dice, 0 F 79.2% DC 40 (ignores omakes)
    --[X] Nephor II: Contact the Industrial Workers' Trust [NEW] 2 dice, 20 F 90.1% DC 40 (assumes Uncrowned Queen applies, 79.2% otherwise)
    [X] Plan Raynor! 355/425R
    -[x] Infrastructure 5/5 65R
    --[x] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 2 dice, 20R 0%
    --[x] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice 45R 61%
    -[X] Heavy Industry 4/4 60R
    --[X] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 4 dice 60R 77%
    -[X] Light and Chemical Industry 4/4 40R
    --[x] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 4 dice 40R 85%
    -[x] Environmental 4/4 40R
    --[x] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice 40R 75%
    -[X] Services 4/4 50R
    --[X] Mass Literacy Movement (Phase 1) 4 dice + 1 free dice 50R 57%
    -[x] Military 2/5 20R
    --[x] Tyrador IX: Military Recruitment Offices 2 dice 20R 60%
    -[X] Research 4/4 70R
    --[X] Korhal: Broken Mesa Xenobiology Institute 3 dice 60R 7%
    --[X]New Model Weaponry (Phase 1) (Tech) 1 dice 10R
    -[X] Bureaucracy 1/4 10R
    --[x] Truth and Reconciliation Committee (Idealistic) 1 dice 10R 0%
    -[X] Personal 4/4 30F
    --[X] Send a Letter "Home" 3 dice 97% (contact Raynor without Paranoia cost)
    --[X] Hire Advisors 1 dice +1 free dice 10F 90%/79%
    --[X] Private Investments 2 free dice dice 20F 85%/72%/55%
    [X] Plan: Nephor Lives? V3
Etranger threw 2 100-faced dice. Reason: Augustgrad Phase 1 Total: 52
4 4 48 48
Etranger threw 3 100-faced dice. Reason: Brontes Cleanup Phase 1 Total: 237
70 70 67 67 100 100
Etranger threw 1 100-faced dice. Reason: Nephor Reconstruction Phase 1 Total: 69
69 69
Etranger threw 3 100-faced dice. Reason: Tool and Die Phase 1 Total: 218
54 54 96 96 68 68
Etranger threw 2 100-faced dice. Reason: Nephor Megacomplex Phase 1 Total: 62
52 52 10 10
Etranger threw 3 100-faced dice. Reason: Refugee Workshops Phase 1 Total: 195
88 88 81 81 26 26
Etranger threw 3 100-faced dice. Reason: Phoros Neotextiles Phase 1 Total: 211
51 51 62 62 98 98
Etranger threw 3 100-faced dice. Reason: Health Service Total: 151
41 41 21 21 89 89
Etranger threw 1 100-faced dice. Reason: UNN Total: 8
8 8
Etranger threw 2 100-faced dice. Reason: Tyrador Recruitment Offices Total: 23
3 3 20 20
Etranger threw 1 100-faced dice. Reason: Broken Mesa Total: 56
56 56
Etranger threw 3 100-faced dice. Reason: T&R Idealistic Total: 125
53 53 45 45 27 27
Etranger threw 1 100-faced dice. Reason: Census Total: 43
43 43
Etranger threw 2 100-faced dice. Reason: Hire Advisors Total: 84
74 74 10 10
Etranger threw 2 100-faced dice. Reason: Totally Legitimate Letter Total: 98
36 36 62 62
Etranger threw 1 100-faced dice. Reason: On-The-Job Training Total: 71
71 71
Etranger threw 4 100-faced dice. Reason: Tyrador Farmsteads Phase 1 Total: 133
5 5 2 2 30 30 96 96
Etranger threw 2 100-faced dice. Reason: Alpha Squadron vs Feral Zerg Total: 39
23 23 16 16
 
Fool’s Flush (Canon)
Texas Hold 'Em was a sacred game in Koprulu. A favored past time of the officers and crew of the supercarriers that had borne them from Earth, the wardens turned founders of the Old Families never abandoned the game. By association, it became part of the Confederacy's high culture, a dignified game for the most powerful men in the Sector - and one actually accessible to the toiling masses. Every officer worth his salt could play the game, and had their own tricks and tells. It wasn't a surprise then that it was poker, whisky, and cigars that were the order of the day when it came time to discuss the budget. These were the symbols of power and wealth to the Confederacy, and as much as Mengsk claimed to hate the Old Families of Tarsonis and all they stood for, he would never stop being one of them. Not really.

Now, they say the dangerous thing about gambling with the boss is that you gotta make sure not to win too hard. Luckily for everyone, Mengsk was a stubborn old cuss who never let anything like losing get in the way of winning. Whenever things got a bit too spicy, the Emperor would declare a new hand, just in time for him to win with it. The wraparound straight, the even straight, the fool's flush, aces high, aces low, aces 'Emperor'... All nonsense, but no one at the table dared to argue with an imperial decree.

Duke, god love him, triumphantly played one of the invented hands a few turns after Arcturus had done so, and didn't seem to realize just how pissed he made the man. Warfield and Starke on the other hand were thrown for a loop by the rapidly shifting rules, both having clearly calculated exact strategies on how to win as much as possible without pissing Mengsk off. The head of the Imperial Guard never really recovered after the first time Mengsk declared that a Queen, King, Ace, 2, 3 beat trip Aces while the Director simply seemed to adopt every twist into his mental model. It was, oh, the fifth most disconcerting part about him. Still, it slowed him down enough that Horner was able to be a close third instead of a far one. As for Duke and Warfield... well, there were always losers in poker.

Funnily enough, the shake out at the table more or less mirrored the game behind the game. Starke got basically everything he wanted, because he was Security, and Mengsk was the most paranoid man alive. The second most disconcerting about the man was how damn agreeable he had to be about everything. Even when Horner bent his way, all the spook wanted was for the Census to be done - and Lord knows that was on the agenda anyway. He even seemed to relish the favor done in kind, something that could charitably called excitement coloring his face after being given the okay to go snipe hunting in the Treasury.

Horner himself came up pretty well though, if he didn't say so himself, and all it really cost was an odd look from Arcturus near the end of the night. Half of the budget was more money than he had ever seen in his life, the sort of dough that even the oldest of the Old Families would be impressed by. Less than what the Confederate Treasury had to deal with even with a smaller piece of the pie, but that was before Core Worlds got themselves glassed, so there was no point in belly aching about it. Of course, some of what Horner would end up spending would be things the others needed, but that was just the price of doing business.

Next came Warfield, who managed to get away scot free, aside from the chunk of his budget that was funneled into Horner's pockets. The Broken Mesa facility made Chuck... uneasy, too much like the sort of stuff the Sons had gotten up to near the end of the war, the type of thing that killed Tarsonis. But it was what it was, and he agreed to fund it to get his hands on what he needed. He just hoped he wouldn't come to regret that devil's bargain.

Finally was poor Duke. Not only was he also dealing with a smaller budget, his warehouses got raided as part of the post-game horse trading. Oh, sure, none of those SCVs were being used now - but he insisted that they'd come up later. No one listened to him, and his pleas for immediate reconstruction of the shipyards too went unheeded. Alpha Squadron would have to keep on trudging along, making do like it always did.

A pretty good game, all in all, even if Mengsk took half the credits that Chuck had walked in with.
 
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Turn 3 (Q1 2507): Personnel Subvote
February 17, 2507
Dominion Treasury Building (Temporary)
Vardona


The time has come once again to expand your legion of minions, to whom your every whim is an ironclad command, to whom your barest sigh is sharp condemnation, to whom every fractional smile is reason enough to keep living another day...

Okay, maybe you need to cut back on the triple espressos.

Anyway, your inner office is due to expand again, this time with a set of personal advisors outside the Treasury proper. More advice can't possibly hurt, especially the kind that doesn't come with bureaucratic power plays or palace intrigue.



Pick one of the following:

[] Cruikshank and Taylor
The oldest law firm in the sector, C&T are the handmaidens to power, standing to the left and just behind every Confederate Speaker and Magistrate of note for the last two hundred years. Generational change and the depredations of the Great War have left them with a new and dynamic executive committee made up of young (well, relatively; they're in their 40s and 50s) lawyers seeking to make their mark on the new Dominion. Putting them on retainer would give you some serious legal firepower.

Dewey, Cheatem, and Howe: +5 to all Infrastructure, Bureaucracy, and Personal dice
Center of Power: +5 to all Vardona projects (will change to Korhal after completion of Augustgrad Phase 2)

[] Koprulu Disaster Relief Committee
Edward Fitzsimmons' old NGO is still up and running, providing food, shelter, and other resources to the massive population of refugees across the Fringe Worlds. Their personnel are hardened veterans of the Great War refugee exodus and can offer a broad spectrum of helpful advice, particularly given their widespread acceptance in otherwise untrusting Fringe frontier settlements.

Crisis Management: +5 to all Infrastructure, Environmental, and Services dice
Frontier Contacts: +5 to all Fringe Worlds projects

[] Milspec Ltd.
Having failed to secure a government position, Jamie Winston has teamed up with their old work group from the Sons and gone into the private sector. As Milspec Ltd., they specialize in military engineering, ruggedization, survival infrastructure, and various related fields. Winston's own tendency to occasionally get blown up by or caught in the jaws of whatever they're researching has been thoroughly mitigated by an entire team of safety experts and other babysitters. Consequently, they are prepared to offer their expertise as consultants.

Legion of Geniuses: +5 to all Infrastructure, Research, and Military dice
Innovation Specialists: +5 to all Tech projects



No moratorium; feel free to begin voting immediately. I'll close this after a day or so, or if I see a decisive majority/plurality.
 
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Vote closed
Turn 3 (Q1 2507) Results
Turn 3 (Q1 2507) Results

Resources: (120 stockpile + 330 incoming - 25 personal = 425 initial) - 320 expended + 300 gained = 405 remaining
Paranoia: 40 initial + 10 gained - 5 lost = 45 total

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 133/300, -10R per die, -10 Paranoia) [3, 37]

"I'm tellin' you, Earl, don't be a damn fool! There's no such thing as curses!"
- Augustgrad labor team leader to a subordinate, two minutes and seventeen seconds before vanishing down a sinkhole

Construction on the Imperial Palace has hit another run of bad luck. The sinkhole problem, which was thought to be a localized phenomenon at Site 1, has abruptly begun to recur around Site 2. A team of surveyors brought in to investigate the issue find themselves baffled; the consistency of the soil and known qualities of the supporting rock do not lend themselves to random holes opening up beneath people's feet. While the survey team is helpful in mitigating further casualties by sonic-mapping potential sinkhole sites, the problem itself remains unresolved by the end of the quarter.

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.
(Provides one-time Resource gain)
(Progress 406/300, -15R per die) [69, 66, 99] [nat 100]
[+300 Resources, -5 Paranoia] [106 Progress toward next phase]

"We called it the Battleball, or the Battlelode, depending on the day. Basically, best we can tell, the Sons battlecruiser Nemesis was going down, so the captain put it on autopilot and abandoned ship. It rammed the Confed ship Sonny Crockett and took it out of the fight. During the next fight over Brontes, the battlecruiser Enron was taking shelter behind the two ships' wreckage, but it got caught by a wing of Wraith fighters and pummeled to death, so it merged with the Battleball. Then, at some point during the later War, the 'ball drifted through the Ahab and the Traveler, picking them up too. No idea why it was so round, but..."
- Treasury salvager, sending a vid-mail home; ship names later redacted by DSS

With the majority of the Zerg presence over Brontes cleared out (or at least broken up) by Alpha Squadron, work resumes in earnest on the massive debris field choking the skies. A shock effort is further spurred on by the rather ingenious deployment of Labor Corps salvage crews onto the largest chunks of salvage. While DLC workers are normally not suited for space reclamation efforts, the sheer size of some of these wreckage agglomerations allows multiple work crews to be dedicated to their recovery. The result is a tremendous haul of valuable materials, and an attaboy from the Emperor for 'creative personnel management.'

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 78/500, -10R per die) [78]

"Hab-Block A7-33 is cleared for refurbishment. Beginning sweep of Hab-Block A7-34..."
- Labor Corps surveyor, testing hab-block structural integrity

Much of the preliminary work for rebuilding the first batch of hab-blocks is completed this quarter, as Dominion assessors descend on the so-called "Blue Zone" of military protection on Nephor. Their aim is to determine whether a hab-block is fit for refurbishment using Labor Corps workers, or whether heavy machinery needs to be brought in for either rebuilding or outright demolition. These three categories are variously termed "Green," "Yellow," and "Red," making the entire affair quite colorful, though proposals for a fourth "Teal" category are sadly shot down in the initial planning phases.

Heavy Industry
Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]

The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Provides Resource income)
(Progress 80/400, -10R per die) [61, 19]

[inarticulate noise]
- Nephor Security Patrol officer, encountering a bolt-thrower trap

Efforts to survey the old Industrial Megacomplex quickly run into certain difficulties when rumors of "tribes" of refugees inhabiting the facility are confirmed across multiple encounters. While some of the refugees are quite friendly and amenable to being moved out of the Megacomplex and into prefab housing, others are less open to diplomacy. NSP patrollers are met with a variety of traps and clever ambushes; some of the most lethal include the controlled detonation of chemical tanks, causing explosions and noxious gas clouds that render areas entirely unapproachable. These run-ins slow the rate of progress in reclaiming the main facility, though some progress is made.

Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW]
The old Tool and Die Works on Nephor II is ideal for conversion into a producer of handheld fusion cutters. The precision machinery there is in need of recalibration and refurbishing, but the facilities themselves are sound and fully capable of being converted over to the necessary standards. TerraUnion may have gone bust along with the Confederacy, but her works will live on in the Dominion Labor Corps.
(Reduces some project lengths)
(Progress 253/200, -15R per die) [63, 105, 77]
[-50 Progress needed for land-based construction projects] [53 Progress toward next phase]

"Conditions are even better than expected. Aside from the data system being wiped, a few instances of faulty wiring, and some truly disgusting carpeting in the offices, this place is more or less ready to go. Oh, and the roof fell in. Probably someone should fix that."
- DLC foreman, reporting to Special Advisor Archibald

The looting and burning that characterizes most of Nephor II's industry-scape seems to have largely passed by the old TerraUnion works. Instead, it is largely suffering from a combination of disuse and neglect. A whole cadre of trained engineers, many of whom used to work for TerraUnion before the war, filter into their old place of employment and begin rebuilding. The main focus of the effort is re-roofing the factory after a particularly bad acid rainstorm burned a hole in the aluminum sheeting, but the new low-grade neosteel plating should prove far more resilient in the future. The machines themselves are quite simple to switch over to HFC production, and rapidly begin churning out new tools for the Labor Corps.

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.
(Provides Resource income)
(Progress 463/400, -10R per die) [87, 80, 25]
[+10R/turn] [63 Progress towards next phase]

"New from My Marine Buddy, it's the actual working 1:18 My C-14 Gauss Rifle, as seen on real-life Dominion Marines! This marvel of modern engineering includes a working gun sight and fully automatic fire! Just press the button on the back of your MMB and he'll pull the trigger for you! Prepare to blow away your friends and the Hideous Zerg Swarmers (sold separately)! Depleted-uranium ammunition not included, please purchase separately. My Marine Buddy does not accept liability for any consequences that may result from use of the My C-14 or the My Marine Buddy action figure. No returns. No refunds."
- Televid toy advertisement featuring a new Tyrador-made product line

The first wave of prefab factories is now fully online across Velocis, and job applications far outweigh available slots on the assembly lines. From each workshop pours kitchen appliances, hand tools, paper goods, plastic toys, and faux-wood furniture. Much of this output is consumed by overburdened Tyrador itself, as refugee camps and worker hab-blocks alike are furnished and outfitted properly for the first time, but some exports make their way off-planet to the other Core Worlds, improving standards of living in a small but noticeable way.

Nephor II: Phoros Neotextile Fabrication Plant (Phase 1)
Phoros Neotextiles Ltd is still a going concern, albeit in name only. For a nominal fee, the owners of the defunct plant will sell you their interest and their factory, allowing you to reorient it towards production of the new Integrated Protective Ensemble. Those synthetic fabric-spinners will be back in action before you know it, all in service to the Dominion.
(Reduces some per-die project costs)
(Progress 316/200, -15R per die) [60, 71, 107]
[-5R/die needed for land-based construction projects] [116 Progress towards next phase]

"Oh shit, I just triggered the auto-turrets. RUN FOR IT, FELLAS!"
- Treasury specialist, outside the Phoros plant; only light injuries were reported

Acquisition of the Phoros Neotextiles plant is easy; the ownership has relocated to Vardona and is happy to get out of the business voluntarily, given that the unstated alternative is nationalization. What they are unable to do is provide the security codes for the facility, which were apparently lost with the home office back on Tarsonis. Instead, you're forced to subcontract out to one of Arendt's "acquisitions experts" to help you break into your own factory, which is defended by a paranoid's dream lineup of automated defenses. After a few minor hiccups, the factory is reopened, revealing a pristine structure whose machines and facilities are untouched by the ravages of war. Getting it to produce the Ensemble is almost an afterthought.

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 398/400, -10R per die) [0, 0, 24, 90] [+15] [Close Enough]

"What the hell is 'close enough' supposed to mean? I was promised a chicken farm, dammit! Where the hell are the damn chickens?!"
- A Tyradorian homesteader, confronted with the cruel realities of life

By the end of the quarter, the first batch of instant farms are surveyed, sectioned off, and built, allowing families from across the continent to move into their new homes and lives. Unfortunate livestock shortages aside, the program is a rousing success, enabling tens of thousands of refugees to be converted from a listless, hopeless existence to productive, hard-working members of the Dominion. Tyrador may still suffer from periodic food shortages and lack of proper variety, but at least no one's starving anymore.

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 303/300, -10R per die, +5 Paranoia) [35, 15, 83]
[3 Progress towards next phase]

"JOIN THE HEALTH SERVICE! HUMANITY NEEDS YOU!"
- Dominion Health Service poster, once again proving the tragic absence of moral fiber among government officials

Across the Core Worlds, a system of clinics and hospitals is now fully operational, servicing everywhere from war-torn Nephor to overpopulated Tyrador. Each hospital is centrally located in the areas of most need, with a number of affiliated clinics arrayed out in a network around it, allowing for efficient transfer of patients and personnel between facilities. The medical treatment offered at these locations is free of charge (so long as you're on record as a taxpayer) and readily available, a marked departure from the old Confederate system.

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 2/100, -10R per die, +5 Paranoia) [2]

"Chancellor, please find enclosed my report on the Confederate Security program known as 'Operation Blindeye.' I have also enclosed a list of responsible officials, in case you deem specific measures necessary to address the issue."
- Vice-Chancellor Smith's private report on the UNN issue, sent to the Office of the Chancellor, forwarded to Jacob Arendt for special attention

Your well-meaning efforts to restart the Universal News Network run into immediate and intractable problems when you are unable to find any legacy staff. That's when Smith's report on Blindeye hits your desk. During the Great War, Confederate Security spent a sizable fraction of its resources on "high-profile dissident neutralization," which was their special phrase for murdering journalists. Ghost operatives were tasked by the handful with shooting, stabbing, and blowing up every anchorperson, program manager, and camera operator they could find. This went on for years. That's when you realize that it's impossible to staff the new UNN with its old employees. There simply aren't any left.

Military
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 151/200, -10R per die, -5 Paranoia) [2, 19, 15] [+15]
[Project will autocomplete in Q2 2507]

"What do you mean, you don't have any display CMCs left? That's the whole centerpiece of the office! I'm over here trying to help you, you miserable bucket of bolts, and you're—wait wait wait, no no no, don't put me on hold agaiaaaaaaargh–"
- Vidcom call between a Treasury crew leader and General Duke's adjutant

While most of the military surplus shipments go off without a hitch, certain supply chain issues do arise from such a massive quantity of equipment being moved all about in a hurry, and one of them has to do with decommissioned Marine power armor. As previously mentioned, each office prominently features a single suit of power armor in the window as an aspirational form of advertising; they're big and shiny and make people feel all patriotic. Unfortunately, due to a mixup with the quartermaster, they're also all currently sitting on Korhal's moon. No, the other one. Once they're picked up again and put in their proper places, the offices can be fully opened.

Research
Korhal: Broken Mesa Xenobiology Institute

The Imperial Guard 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 50/200, -20R per die, -10 Paranoia) [50]

"I'm tellin' you, Trish, the site ain't just level — it's perfectly level. We're talking the epitome of flatness, here. The pinnacle of straight across. Why, sometimes I like to get down on my belly and look out over — look, no, sweetie, honey, I'm sorry, I promise I'll stop talking about the site. No, I do not want to marry it instead! Can't a lady just take pride in her work?"
- DLC crew leader in a vidcom call to her fiancee; cited for inappropriate workplace behavior

The Broken Mesa site is as advertised in the name: an expanse of extremely rough terrain, not so much 'flat' like you'd expect from a mesa but more 'spiky' in character. The Labor Corps spends the next three months fixing that as it lays down the foundation. The project demands perfectly clear fields of fire for the numerous wall-mounted gun emplacements, and so there's a half-mile of absolutely level terrain around the 'closed city' site, even as the multi-story walls themselves begin going up.

Bureaucracy
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 146/200, -5R per die, +5 Paranoia) [52, 44, 26]

"Received: Shipment, containing 419 standard file boxes with hard copies..."
- A receipt for files received from the Bureau of Prisons, one of 117 shipments in total

Having surrendered the essential points that the secret prisons do in fact exist and that there are people in them, the Bureau of Prisons has adopted a new stratagem: the paper deluge. As truck after truck of boxes full of paper files come in (digital copies being "insufficiently secure"), you are forced to rent a whole new floor in your leased Vardona skyscraper just to hold them all. Unfortunately for the geniuses at the BoP, you're in the midst of a massive hiring push to get the first real census done in a decade-plus, and so your pool of literate manual laborers is at capacity. Three months later, you've collated all the raw data, and can begin reviewing the list of prisoners in earnest.

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 42/300, -10R per die) [42]

"This is your clipboard! There are many like it, but this is yours! Failure to return it at the end of shift will be noted on your disciplinary record! You may receive performance coaching! Do not test my patience; I am fully trained in management strategy!"
- Andrezj Czarnowek, former Marine Corps drill sergeant turned Treasury senior census-taker

Even after the horrors of the Great War, the Dominion is projected to have somewhere around four billion people. In theory, given the ancient and accepted ratio of one census-taker for every 500 people, that means enlisting a labor force of nearly 8 million census-takers, which is... daunting. Moreover, these people all require at least a week of training, and they have to be fully literate, or at least literate enough to fully comprehend the process. This is a lengthy undertaking, to say the least, but by the end of the quarter you've at least made some serious headway.

Personal
Discretionary Funds (F): (25 initial + 25 incoming) - 10 expended = 40 remaining

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 or F per die, +5 Paranoia) [63, 0] [63 vs DC 40; pass]

"On behalf of the senior partners, let me extend my warmest welcome to you, Chancellor Horner, upon the commencement of our new working relationship. As our most illustrious client, please know that you can contact me for anything, no matter the time nor the issue, and I will be completely at your disposal."
- Joseph Taylor, Esq., of Cruikshank and Taylor, in a hand-calligraphed letter to the Chancellor

Some people might have hired a team of brilliant technocrats or incisive consultants to augment their personal staff, but those people aren't you. Instead, you have an entire high-powered firm specializing in governmental and corporate law at your beck and call, scrutinizing every contract and poring over every sub-clause. No amount of legal representation will get you out of a Dominion black site if your true intentions are ever discovered, but hopefully enough legal obfuscation will keep you from ever landing in that situation in the first place.

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.
(Unlocks Raynor's Raiders Personal projects)
(DC 40 to avoid +10 Paranoia) [25, 51] [76 vs DC 40; pass]

"Dear Nephew, I hope this letter finds you well. I am well too. The weather on Vardona is nice. Carla is well..."
- Excerpt from Chuck's hand-written letter to Matt

Your letter is carefully sealed and handed over to one of Arendt's most trustworthy associates, who in turn pays a visit to the Prospectorium in downtown Vardona. A Vespene miners' bar, the Prospectorium is a thoroughly rowdy place despite its hi-falutin' name, and it attracts a serious hard-drinking crowd. Despite this, your operative successfully makes contact via a dead drop, into which your letter disappears. A month later, the dead-drop contains a compact text-only comm unit, designed to send and receive transmissions piggybacked on routine system traffic. The pipeline is now open.
 
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Turn 4 (Q2 2507)
Turn 4 (Q2 2507)

QM Notes:

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

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


Resources: 405 stockpile + 340 incoming - 25 personal = 720 available
Paranoia: 45/100
Free Dice: 4 (2 non-Personal)

Current Promises

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

Revitalization Goals
Infrastructure
Heavy Industry
Light and Chemical Industry
Environmental
Services

Infrastructure (5 dice, +4 modifier)
[] 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.
(-10 Paranoia when complete)
(Progress 133/250, -5R per die)

[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction] [NEW]
Brontes orbit has been cleared of the largest and most potentially dangerous debris (as well as any Zerg bio-signature large enough to be a hatchery), but the approach vectors are still full of small and medium-size debris that need to be removed before transit can be considered truly safe. The next phase of the effort involves both removing the mid-size pieces and neutralizing major danger zones, including the poetically-dubbed "River of Daggers."
(Provides one-time Resource gain upon completion)
(Progress 106/400, -15R per die)

[] 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 78/450, -5R 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 0/350, -5R per die)

[] Fringe Worlds: Supply Bunker Construction (Phase 1)
While not the well-populated and productive Core Worlds, the so-called Fringe or "colony" worlds represent nearly a tenth of the Dominion's population... or they did before the War, anyway. While the situation out on the Fringe is very much still in flux, what's undeniable is that those people are dealing with banditry and deprivation on a scale unknown in the Core, where the Dominion Military and Internal Security reign supreme. By deploying the new Supply Bunkers to major Fringe settlements, their defensibility and sustainability will be substantially improved. This is good for the colonists... but will be less than warmly received by the authorities.
(Progress 36/150, -5R per die, +5 Paranoia)

Heavy Industry (4 dice, -1 modifier)
[] Korhal: Keresh Mining Complex (Phase 2)

With the initial open-pit mine complete over the main deposit, the Keresh complex can begin expanding toward secondary deposits with smaller, less manpower-intensive shaft mining. Subterranean mining with hand tools carries its own specific dangers, but the secondary deposits are expected to include several rare elements like jorium and crystallized xenon, promising greater resource yields in the process.
(Provides Resource income, cost reduction to all Augustgrad phases)
(Progress 14/250, -5R per die)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Provides Resource income)
(Progress 80/350, -5R per die)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable.
(-10 Paranoia when complete)
(Progress 0/600, -15R per die)

[] 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"...
(Multiple projects finish faster upon completion) (+5 Paranoia when complete)
(Progress 153/250, -10R per die)

[] Nephor II: TerraUnion Tool and Die Works (Phase 2) [NEW]
The Tool and Die Works is up to its pre-War level of output, but the Labor Corps is a massive and rapidly growing body with an insatiable need for handheld cutters. As such, the TerraUnion Works must be expanded outward substantially, necessitating the demolition of neighboring blocks and facilities, in order to improve overall output and efficiency.
(Reduces some project lengths upon completion)
(Progress 53/250, -10R per die)

Light and Chemical Industry (4 dice, -1 modifier)
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output.
(Improved yields from all Vespene projects upon completion.)
(Progress 0/350, -15R per die)

[] Vardona: Vespene Extraction Operations (Phase 1)
The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage.
(Provides Resource income upon completion)
(Progress 0/550, -10R per die)

[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] [NEW]
While the core factories on Velocis have been completed, many smaller refugee communities remain without viable sources of employment. As such, the next push in factory construction will be a series of dispersed mid-range workshops focused on the literal nuts and bolts of industry: fasteners, small hand tools, and other mass-produced metal items.
(Provides Resource income upon completion)
(Progress 63/450, -10R per die)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Unlocks recolonization and extraction projects upon completion)
(Progress 0/200, -15R per die)

[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) [NEW]
One of the many innovations made during the Great War was the development of a next-generation fabric extruder, capable of incorporating cybernetic components seamlessly into a length of polymer. Originally designed for the Confederate Ghost program's stealth suits, these extruders can be modified and incorporated into the Phoros Neotextiles plant to substantially streamline the Protective Ensemble creation process, eliminating the need to manually insert the kinetic feedback systems and life support components.
(Reduces some per-die project costs upon completion)
(Progress 116/250, -10R per die)

Environmental (4 dice, -6 modifier)
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present.
(+5 Paranoia upon completion)
(Progress 0/150, -5R per die)

[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] [NEW]
The initial focus of the Velocis farmstead program has shifted away from small-scale family plots and towards larger-scale communal farms based around planned villages, with the intention of improving both efficiency and output. While small farmsteads are still available to those who prefer the frontier lifestyle, this new emphasis on large communes should allow us to absorb more of the refugee population and improve food output at the same time.
(Progress 0/450, -5R per die)

[] Dylar IV: Orbital Hydroponics
Dylar IV is a singularly unpleasant planet, selected to host the Confederacy's shipyards only due to its rich mineral deposits and technically breathable atmosphere. It has always been entirely dependent on external food shipments for its numerous personnel, which led to several perilous moments during the Great War when freighters failed to get through. By building a series of hydroponics habitats capable of producing their own fresh foodstuffs, we can alleviate, if not solve, the Dylarian Shipyards' need for a constant influx of outside food.
(Progress 0/200, -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.
(+5 Paranoia upon completion)
(Progress 0/150, -5R per die)

[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium
Prior to the Zerg invasion of Nephor II, the factory world had a single notable food export: Cap'n Yum-Yum's Ultra-Tasty Num-Num Bars. Despite the cutesy branding and kid-focused advertising campaign, the UTNBs were bland, highly efficient nutrient packages consisting of all necessary vitamins, minerals, and caloric intake for any given meal. They became staples of the factory worker diet, and were later included in Confederate military rations. If we resurrect the Foodularium, we'll ensure better sustenance for the Dominion's laborers, if not more appealing meals.
(Progress 0/150, -10R per die)

Services (4 dice, -6 modifier)
[] Mass Literacy Movement (Phase 1)

The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce.
(+5 Paranoia when started, +5 Paranoia when complete)
(Progress 0/200, -10R per die)

[] The Dominion Health Service (Phase 2) [NEW]
Now that the first wave of hospitals are built and operational, the Sub-Ministry for Health and Welfare can focus its effort on building a second series of local clinics and emergency care stations. Their locations are planned network-style to improve accessibility across the board, though serious injuries will still need to be routed to regional hospitals.
(+5 Paranoia when complete)
(Progress 3/350, -5R per die)

[] 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.
(+5 Paranoia when complete)
(Progress 2/100, -10R per die)

[] 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.
(-5 Paranoia when complete)
(Progress 0/100, -10R per die)

Military (5 dice, -1 modifier)
[] 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.
(-10 Paranoia when complete)
(Progress 0/300, -20R per die)

[] 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.
(-5 Paranoia when complete)
(Progress 0/150, -5R per die)

[] Brontes: Fort Riley Orbital Training Center [NEW]
Another special training camp request from General Duke, this one is located in an out-of-the-way debris field in Brontes orbit. The basic intent is to set the facility up on the same derelict space platform that used to host a Zerg hatchery, then use the platform and the debris field to train troops and pilots in navigating hostile space.
(-10 Paranoia when complete)
(Progress 0/400, -15R per die)

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

Research (4 dice, -6 modifier)
[] 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.
(-10 Paranoia when complete)
(Progress 50/150, -15R per die)

[] 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 most 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.
(+5 Paranoia when complete)
(Progress 0/150, -10R per die)

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

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

Bureaucracy (4 dice, +4 modifier)
[] 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.
(-5 Paranoia when complete)
(Progress 0/100, -5R per die)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(+5 Paranoia when complete)
(Progress 146/200, -5R per die)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 42/300, -10R per die)

[] Flesh Out the Remainder of the Bureaucracy
While middle management is indeed a scourge upon all thinking people, there are some actual jobs with real responsibilities in the center of your org chart that need people in them. These are principally subject-matter experts and trained professionals who provide input and oversight on technical issues rather than mindless paper-pushers, and their help could prove invaluable.
(Provides additional dice upon completion) (+5 Paranoia when complete)
(Progress 62/200, -5R per die)

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

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

Personal (4 dice, -6 modifier)
Discretionary Funds (F): 40 initial + 25 incoming = 65 total

[] Private Investments

One of the most basic things you can do with money is use it to make more money. Arendt is more than happy to shuffle a portion of your discretionary budget through a number of shell companies and dummy corporations, then begin investing in those concerns which will see the most growth in the coming years. "Insider trading" is a nasty turn of phrase... but an accurate one.
(DC 30/50/70, -10F per die, +5 Discretionary Funds per quarter per DC passed, failure incurs +5 Paranoia)

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

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

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

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

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

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

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

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



24-hour moratorium on voting. Two notes:

1) The Status of the Treasury page now includes Group Relations, which are somewhat self-explanatory. As you reach higher Relations levels, more actions will be unlocked.
2) When making plans, please refer to THIS PAGE. Correct formatting makes my life much, much easier.

As usual, feel free to ping me here or on Discord with any questions you might have. Enjoy!
 
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