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 .
I'm just going to yell into the uncaring void once more that the only Paranoia thresholds that actually matter from a mechanical standpoint are 70 and 100.

The void does not care about the mechanical standpoint, only the narrative/fun one of going completely under the radar to the extent that we're the last person he would doubt. :V

There's no mechanical advantage to doing so, it's just fun for me to think about.
 
Then it's better to just wait and spend that die elsewhere.
Well, we'll need to spend one die on the project anyway. But you're right, because if we wait for SCVs Phase 3 (and we'll surely complete that project sooner or later), then finishing the project on time becomes a certainty, with no risk of failure and having to spend two dice.

Given that this isn't a project we're working on for its immediate impact, that would strictly be more efficient. Then again, we're not so pressed in Environmental that we can't afford to push things a little for the sake of getting stuff done.

So, changes people have pointed out...
1) Finishing Supply Bunkers Phase 2 only needs one die because there is no rollover to a third phase.
2) It might be marginally more efficient to let Vardona Supplementary Hydroponics just sit idle for a turn pending the result of the SCV factory project.
 
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Honestly if you're wanting to get the SCVs closer to done and also the Vardona Aquaponics, why not do the Tool And Die instead? Takes 50 off of all ground projects, putting NIM and SCV 3 down to 250... and completing Aquaponics.
 
You forgot the 10 Paranoia from starting Employ Pardon Recipients.

We got the +10 for starting removed this turn, so that's not it. It's that Etranger didn't count the +10 we got from College Boy. So we were at 30 Paranoia to start and we didn't know it.

But now we're at 25, so I *think* that Ghost Run is still mostly intact.

(Also College boy will pay off one day, but the 25% chance really is taunting us.)
 
As far as it goes, I think for Environmental we should finish Aquaculture and also do the Shipyard Amenities next turn.

Ultimately the farmland is somewhat important, but let me say that I have bad feelings about this part here:

[] Tyrador IX: Establish Farmsteads (Phase 3) [Reconstruction] [NEW]
The final phase of Tyradorian farmsteading is the establishment of farms suitable for water-intensive crops, like rice and almonds. Unlike their predecessors, which were uniquely suited for the expansive flat grasslands of Velocis, this will require rerouting the few extant rivers and building a major irrigation network, which is necessarily much more arduous.
(Progress 125/400, -10R per die)

This kinda screams "California, California" to me.

We still have to take it, but seeing as it's the final phase I think we could wait an extra turn before doing it, especially if we're still providing food to some key areas of the Dominion.
 
Honestly if you're wanting to get the SCVs closer to done and also the Vardona Aquaponics, why not do the Tool And Die instead? Takes 50 off of all ground projects, putting NIM and SCV 3 down to 250... and completing Aquaponics.
In my own draft plan, it's because I don't have enough Heavy Industry and Free dice to be reasonably confident of completing all three projects. The SCV plant is more impactful than the Tool and Die option, and not much harder to finish.

So I could go all-in on Tool and Die Phase 3 and SCVs Phase 3, but at the cost of making no progress on Dylarian Shipyards Phase 2, and I don't consider that a worthwhile price to pay for Tool and Die Phase 3.

Alternatively, I could skip SCVs entirely and put the project's dice on Tool and Die Phase 3, but that would be very unwise, because Tool and Die Phase 3 has no effect on space construction projects such as Dylarian Shipyards Phase 2. I can get a lot more done by prioritizing SCVs than by prioritizing Tool and Die.

As far as it goes, I think for Environmental we should finish Aquaculture and also do the Shipyard Amenities next turn.
One argument for investing a die in an attempt to finish Supplemental Aquaculture Effort (contra my earlier brainstorm) is that nutrition on Vardona is still "Bad," suggesting that even though nobody's starving, it would be good to have more food there. Among other things, if food is being shipped to Vardona from off-planet, making Vardona more self-sufficient would free up more shipping capacity.

Though the actual efffectiveness of the project may be limited by the fact that we haven't completed the Donette oceangoing ship yards on Vardona, limiting the Vardonans' ability to ship the food around their own planet or to build things like fishing trawlers.

Ultimately the farmland is somewhat important, but let me say that I have bad feelings about this part here:

[] Tyrador IX: Establish Farmsteads (Phase 3) [Reconstruction] [NEW]
The final phase of Tyradorian farmsteading is the establishment of farms suitable for water-intensive crops, like rice and almonds. Unlike their predecessors, which were uniquely suited for the expansive flat grasslands of Velocis, this will require rerouting the few extant rivers and building a major irrigation network, which is necessarily much more arduous.
(Progress 125/400, -10R per die)

This kinda screams "California, California" to me.
Given that we have multiple totally bombed-out wasteland planets we're being forced to re-terraform from scratch, an ecological shitshow on the level of real world California is barely even a blip on our radar. I'm not saying you're wrong, but I'm not going to worry about it.
 
I'm trying to go for some synergy between the two "Space Wolves" actions. One uses three dice (because it's DC 80), but is cheap per die. The other uses two dice (at a mere DC 40 it's hard to fail), but is expensive per die.

I honestly did try, but I couldn't get the same synergy for high chance of success AND low budget with any other combination I could find, with a few exceptions that focus on things like the mercenary options that I'd rather just hold off on because they don't follow up on the specific conversations we had last turn.
My biggest issue with doing Space Wolves actions (besides Fort Romulus Amenities) is that we haven't recruited much of a military yet. I suspect that the impact on TRUST would be significantly greater if we finished Recruitment first.

I figure that the potential added gains for TRUST later are worth more than the chances of getting synergies now. Remember, we only got the Raynor synergies because we doubled the DC on the projects, so it's far from guaranteed.

May I suggest doing Nova Squadron instead? I know that the cost/benefit ratio in terms of relations gain to F/Paranoia is a bit lower, but I think having more troops to improve when we help the Wolves is worth it. Plus, being friendly with Security will be very helpful for the coup as well as during the setup.

Also, I don't think we should push too hard on Brontes Orbital. While making use of our space discount while we have it is nice, I don't want to have too much of a reserve coming into next turn's budget negotiations, and autocompleting Brontes would give us a sizable boost just before negotiations begin. I think two dice should be sufficient. That way we can get it done fairly quickly when we need to.

I'd also like to have at least some dice on Trends next turn. I want it done by the next poker game if not sooner. That way we know exactly how much we have still to do in what categories before we make any new promises. Plus we'll be able to spend our dice a bit more wisely knowing how many phases are left in certain projects.

As for the free die, assuming that my argument did not make you decide against placing it in Bureaucracy, may I suggest Keresh Phase 2? Once you add up all the bonuses (HI, Korrhal, nat 1's to 100's) we have a 46% chance of completing it with a single die next turn. If you add an omake bonus, it goes up to 61%. Not the best odds, but far from the worst either. It's a good project that'll help our income and the massive dice sink known as Augustgrad.
 
My biggest issue with doing Space Wolves actions (besides Fort Romulus Amenities) is that we haven't recruited much of a military yet. I suspect that the impact on TRUST would be significantly greater if we finished Recruitment first.
I disagree strongly.

Remember, the very first thing you need when you recruit a military is training infrastructure. Honestly, you need this more than you need things like weapons and armor, because already-trained soldiers can get up to speed on a new gun or suit of body armor fairly quickly, whereas manufacturing new guns does you no good if you don't have trained soldiers ready to pick them up. So Borrow Some Advisors is an action we can profitably take almost immediately.

I think you're mistaken about the idea that the trainers won't help until we've already completed our initial recruitment push. Among other things because there aren't so many actual Space Wolves that they can supply infinite trainers, and if they can only supply a few, it's best if they're on the scene right away before we start setting up our full-scale training facilities and processing thousands of people through them.

I'm also fairly sure from the phrasing and how training and such tend to work that the advisors will stay with us- that this will be an ongoing thing, and that Dia will keep rotating trainers to us. Getting the benefits now is just plain better than only getting them later; it's not a fixed one-off "+3 to quality of all troops you have right now and nothing for any troops you haven't recruited yet."

So personally I favor balancing Borrow Some Advisors and Fort Romulus Amenities, which not only gives us a +5 boost to relations with the Wolves, but also involves low-DC, easily accomplished actions that collectively don't cost very much, letting us save up Funds for other ambitious actions later hopefully.

May I suggest doing Nova Squadron instead? I know that the cost/benefit ratio in terms of relations gain to F/Paranoia is a bit lower, but I think having more troops to improve when we help the Wolves is worth it. Plus, being friendly with Security will be very helpful for the coup as well as during the setup.
The equivalent course of action for cultivating ties with Nova Squadron would be to combine three dice on Psychic Countermeasures Training with two dice on Divert Neotextiles Output. I'm fine with the second option but the first one makes me nervous, because I'm a little worried about whether Starke is on the up-and-up. Maybe I shouldn't be, though.

However, more generally, I really do think it best if we establish ties with an actual military unit (the Wolves) while we're in the process of getting TRUST stood up and effective, not after we have already set things in stone.

Also, I don't think we should push too hard on Brontes Orbital. While making use of our space discount while we have it is nice, I don't want to have too much of a reserve coming into next turn's budget negotiations, and autocompleting Brontes would give us a sizable boost just before negotiations begin. I think two dice should be sufficient. That way we can get it done fairly quickly when we need to.

I'd also like to have at least some dice on Trends next turn. I want it done by the next poker game if not sooner. That way we know exactly how much we have still to do in what categories before we make any new promises. Plus we'll be able to spend our dice a bit more wisely knowing how many phases are left in certain projects.

As for the free die, assuming that my argument did not make you decide against placing it in Bureaucracy, may I suggest Keresh Phase 2? Once you add up all the bonuses (HI, Korrhal, nat 1's to 100's) we have a 46% chance of completing it with a single die next turn. If you add an omake bonus, it goes up to 61%. Not the best odds, but far from the worst either. It's a good project that'll help our income and the massive dice sink known as Augustgrad.
1) Why don't you want to have a reserve going into the budget negotiations? There's a real danger that we'll be struggling to hold onto our existing budget. If Mengsk wants to invade the Kel-Morian Combine, he's going to need to give Warfield and Duke more money to fund their military operations. He'll make it harder for us to keep up the same share of the Dominion budget in that case, and us having a reserve might make things a lot easier.

2) This comes down to whether we'd rather have a reasonable chance of getting those +2 Free dice in time for 2508Q4, or have a good chance of getting Trends and Forecasts for 2508Q4 and probably not have the extra Free dice until 2509Q1 at the earliest. I can see it either way, but for now I'll stick with the plan I have.

3) Keresh is definitely on my radar, though with the project at 14/100 I'm not sure how you get those completion probabilities. Even with a +15 omake bonus and the +6 Heavy Industry bonus, we need the unmodified d100 to get us up to at least 79 on the die roll, which means either Natural 1->100 or rolling one of the numbers between 79 and 100. Combined, those give us a 23% chance...?
 
I'm not going to create a full plan until we actually see what new TRUST options are unlocked by the TRUST action we did in Personal, but I am really tempted to just bite the bullet and do the Union Legalization next turn and then, say, the Criminal Payments or one of the other big relation-boosting actions we have.

If we can get those extra free dice through Prisoners, I think Q4 could be a fun time where we invest three Free Dice in Personal and just do four different projects (including Workers' Aid) and reap the rewards of really getting started.
 
1) Why don't you want to have a reserve going into the budget negotiations? There's a real danger that we'll be struggling to hold onto our existing budget. If Mengsk wants to invade the Kel-Morian Combine, he's going to need to give Warfield and Duke more money to fund their military operations. He'll make it harder for us to keep up the same share of the Dominion budget in that case, and us having a reserve might make things a lot easier.

2) This comes down to whether we'd rather have a reasonable chance of getting those +2 Free dice in time for 2508Q4, or have a good chance of getting Trends and Forecasts for 2508Q4 and probably not have the extra Free dice until 2509Q1 at the earliest. I can see it either way, but for now I'll stick with the plan I have.
T
3) Keresh is definitely on my radar, though with the project at 14/100 I'm not sure how you get those completion probabilities. Even with a +15 omake bonus and the +6 Heavy Industry bonus, we need the unmodified d100 to get us up to at least 79 on the die roll, which means either Natural 1->100 or rolling one of the numbers between 79 and 100. Combined, those give us a 23% chance...?
1) I know that holding onto our budget next poker game will be difficult. I think that having just completed Brontes, with the attendant reserve increase would make arguing our case more difficult. I'd much rather get most of the way there now, then do it Q1 2509 instead.
2) Fair enough, to each their own and all that. Personally, not knowing how many phases are left in our plan goals has been driving me crazy, and I really want to know how much we have left before our next poker game, given our propensity to make quite a few promises during them.
3) Yeah, I seem to have accidentally made some miscalculations. My apologies. However, you're also forgetting to include the +10 to Korrhal projects from Center of Power and the temporary +5 to all Korrhal projects we got for moving early. So it's 1d100+14+6+10+5=1d100+35. So we have a 36% chance of success, then you add the 1's becoming 100's and get 37%. Add in a canon omake bonus and you have a 52% chance of success. Not incredible admittedly, but it's decent enough. Especially since it sounds like it was already on the Q4 agenda for you.
 
I think that holding onto 45% is frankly the bare minimum, and we shouldn't keep on letting them push us around. If we let ourselves be pushed down to 40%, then next year there will be pressure to get us down to 35%.
 
So, changes suggested:

1) Only one die on bunkers as there is no Phase 3.
2) Possible delay on Vardona aquaculture to be sure of getting the benefit of SCVs, but I'm ambivalent about this.
3) Not rushing to complete the Brontes cleanup, in hopes of having that extra hit of Resources available in 2509.
4) Debate over whether to prioritize hiring dissidents or setting up Trends and Forecasting.

1) I know that holding onto our budget next poker game will be difficult. I think that having just completed Brontes, with the attendant reserve increase would make arguing our case more difficult. I'd much rather get most of the way there now, then do it Q1 2509 instead.
You may be right. At the same time, I'm not sure having the cash in reserve will make that much of a difference in the budgetary fighting, and I'm not even sure Phase 3 of the cleanup will produce that much spare cash given that the salvage we're scooping up is mostly going to be tiny fast-moving pieces of debris, stuff that isn't nearly as lucrative as, say, melting down the hulks of a giant battlecruiser-ball. Stuff that may end up costing resources on net to get rid of rather than profiting us.

Also, I feel like deliberately not having a surplus in an attempt to avoid budget cuts is a risky strategy, because it posits that you definitely won't take a cut and don't need to be prepared for the possibility. It's inviting the bad outcome of being forced to accept a cut and then being poorly prepared to deal with it.

2) Fair enough, to each their own and all that. Personally, not knowing how many phases are left in our plan goals has been driving me crazy, and I really want to know how much we have left before our next poker game, given our propensity to make quite a few promises during them.
Well, the main thing is to avoid making any Infrastructure promises that aren't either Augustgrad itself (our revitalization goal and thus required of us) or one of the [Reconstruction] actions.

Everywhere but Infrastructure, I think we are nearly assured of being able to hit our targets, because we just have fewer required actions in those areas and all of 2509, 2510, and 2511 to clear them. I think we'll be fine.

Infrastructure's the tough area where the affair is in doubt, and as long as we don't make any reckless promises in that specific area we should be fine. Everywhere else we have enough flexibility that we can promise someone a sizeable project and get it done without hurting ourselves.

3) Yeah, I seem to have accidentally made some miscalculations. My apologies. However, you're also forgetting to include the +10 to Korrhal projects from Center of Power and the temporary +5 to all Korrhal projects we got for moving early. So it's 1d100+14+6+10+5=1d100+35. So we have a 36% chance of success, then you add the 1's becoming 100's and get 37%. Add in a canon omake bonus and you have a 52% chance of success. Not incredible admittedly, but it's decent enough. Especially since it sounds like it was already on the Q4 agenda for you.
Oh hey, you're right. I forgot about the Korhal-specific bonuses. Yeah, that makes a pretty good combined boost.

I think that holding onto 45% is frankly the bare minimum, and we shouldn't keep on letting them push us around. If we let ourselves be pushed down to 40%, then next year there will be pressure to get us down to 35%.
I don't think we can actually stop the rising pressure to lower our share of the budget. The military is going to be making its own demands and Mengsk loves toys that go kaboom. That goes double if Mengsk is planning an offensive campaign in 2509, which is not impossible by any means. Moreover, the objective fact is that the Dominion economy is at least starting to recover from the war, and it gets harder and harder to justify plowing such a big share of GDP back into the treasury for disbursal, especially as we develop other sources of income. We're already raking in 110 RpT from mines and factories that I gather are counted separately from the percent of budget we receive at the poker games.

To be clear, I'm not saying we shouldn't try to hold onto our slice of the budget, but the pressure is going to rise and rise over time, to the point where trying to hold on may be counterproductive.
 
So, changes suggested:

1) Only one die on bunkers as there is no Phase 3.
2) Possible delay on Vardona aquaculture to be sure of getting the benefit of SCVs, but I'm ambivalent about this.
3) Not rushing to complete the Brontes cleanup, in hopes of having that extra hit of Resources available in 2509.
4) Debate over whether to prioritize hiring dissidents or setting up Trends and Forecasting.

You may be right. At the same time, I'm not sure having the cash in reserve will make that much of a difference in the budgetary fighting, and I'm not even sure Phase 3 of the cleanup will produce that much spare cash given that the salvage we're scooping up is mostly going to be tiny fast-moving pieces of debris, stuff that isn't nearly as lucrative as, say, melting down the hulks of a giant battlecruiser-ball. Stuff that may end up costing resources on net to get rid of rather than profiting us.

Also, I feel like deliberately not having a surplus in an attempt to avoid budget cuts is a risky strategy, because it posits that you definitely won't take a cut and don't need to be prepared for the possibility. It's inviting the bad outcome of being forced to accept a cut and then being poorly prepared to deal with it.

Well, the main thing is to avoid making any Infrastructure promises that aren't either Augustgrad itself (our revitalization goal and thus required of us) or one of the [Reconstruction] actions.

Everywhere but Infrastructure, I think we are nearly assured of being able to hit our targets, because we just have fewer required actions in those areas and all of 2509, 2510, and 2511 to clear them. I think we'll be fine.

Infrastructure's the tough area where the affair is in doubt, and as long as we don't make any reckless promises in that specific area we should be fine. Everywhere else we have enough flexibility that we can promise someone a sizeable project and get it done without hurting ourselves.

Oh hey, you're right. I forgot about the Korhal-specific bonuses. Yeah, that makes a pretty good combined boost.

I don't think we can actually stop the rising pressure to lower our share of the budget. The military is going to be making its own demands and Mengsk loves toys that go kaboom. That goes double if Mengsk is planning an offensive campaign in 2509, which is not impossible by any means. Moreover, the objective fact is that the Dominion economy is at least starting to recover from the war, and it gets harder and harder to justify plowing such a big share of GDP back into the treasury for disbursal, especially as we develop other sources of income. We're already raking in 110 RpT from mines and factories that I gather are counted separately from the percent of budget we receive at the poker games.

To be clear, I'm not saying we shouldn't try to hold onto our slice of the budget, but the pressure is going to rise and rise over time, to the point where trying to hold on may be counterproductive.

The thing is, we're very obviously using it. These past two turns we've only just barely been in the black... and just barely is fine, of course, but we're still visibly doing tons of shit constantly everywhere. We have enough claim that I think we can manage 45% this coming budget meeting... and anything beyond that will have to wait. But we've proven our worth rather more than the likes of Duke has, to be honest. :V
 
The thing is, we're very obviously using it. These past two turns we've only just barely been in the black... and just barely is fine, of course, but we're still visibly doing tons of shit constantly everywhere. We have enough claim that I think we can manage 45% this coming budget meeting...
I mean, hopefully, but the point is that the political pressure on us may mount. Sure, we're using it, but we're spending some of it on stuff Mengsk doesn't think is important (he's wrong but try telling him that).

I wouldn't put it past him to notice that we're doing things like reterraforming Mar Sara (which he sees as 'nice but optional,' I imagine) and building giant new Treasury facilities (hey...) and spending billions on SCV factories (which he believes are bad). And to then start thinking that maybe we'd still be able to get by just fine with a 35-40% budget share instead of 45% if we prioritize the important stuff, like munitions factories and gold-plated statues of his daddy issues.

and anything beyond that will have to wait. But we've proven our worth rather more than the likes of Duke has, to be honest. :V
Duke becomes much more valuable to Mengsk if Mengsk decides he wants to blow up Kel-Morian things more than he wants to build Dominion things. And that's never not a decision we can believe Mengsk would make.
 
So when it comes to most of the categories most of us seem to be either on or near the same page. Its some of the fiddly bits that differences seem to come about.

I will say this, I think working with both Starke and de Sante make a lot of sense, though i also understand how some want to focus on budget and balancing and such. But yeah I think the training for de Sante and the security for Starke would be a good option. I also really think working on the Hercules would be useful when it comes to boosting the economy.

On the topic of the next budget meeting my only suggestion there is that we make sure we finish the fourth quarter with as low a Paranoia rating as we can, because that is one of the big things that limit my vote to 50%, both Paranoia and Suspicion.

When it comes to Duke, I actually think Mengsk focusing his attention on said man and the war against the Kel-Morians would benefit us. It will let us do things story wise while he is distracted, not that this has mechanical elements.

When it comes to goals I definitely think its useful for us to have turns where we complete a lot of actions, while also having a number of the bigger actions being rolled over in a logical way. I mean this turn, the one that we just rolled for, had more complete actions than it did incomplete, and that's good.

Anyway, my big thing is I am glad we are doing the infrastructure stuff - more tools and factories and machines and SCVs - and stuff. I think that might be a bit more useful than some of the more esoteric TRUST stuff but it works.

We did good on this turn and I think its going to be nice to see how the results translate to story and options.
 
You may be right. At the same time, I'm not sure having the cash in reserve will make that much of a difference in the budgetary fighting, and I'm not even sure Phase 3 of the cleanup will produce that much spare cash given that the salvage we're scooping up is mostly going to be tiny fast-moving pieces of debris, stuff that isn't nearly as lucrative as, say, melting down the hulks of a giant battlecruiser-ball. Stuff that may end up costing resources on net to get rid of rather than profiting us.

Also, I feel like deliberately not having a surplus in an attempt to avoid budget cuts is a risky strategy, because it posits that you definitely won't take a cut and don't need to be prepared for the possibility. It's inviting the bad outcome of being forced to accept a cut and then being poorly prepared to deal with it.
I believe we've already had this discussion about whether or not Brontes will give us the same amount of resources each phase. Thankfully we're likely to find out one way or another this turn when Brontes completes. I definitely think we'll be able to turn a profit on Phase 3 though.

As for not wanting a surplus, I wouldn't go that far. I want a surplus, but I think getting Brontes Phase 3 a mere two turns after Phase 2 is ludicrous overkill. We have a surplus of around 200 before Brontes. Your plan will take out about half of that before the new income generators, but I'm fairly confident that it will be enough to get us to approximately break even. Neotextiles is nuts. That leaves us about 100 surplus plus what we get from Brontes. That, combined with our potentially diminished budget, should be more than enough to fund Q1 2509, when we can finish off the last phase of Brontes if necessary. We don't need Phase 3 done as quickly as your plan would have it done.

It's not like we have a shortage of useful reconstruction projects in Infrastructure. If we want to save R, we can place it on Brontes Reconstruction. If we want to have a bigger economic impact so the tax revenue improves, we can do Nephor. Set it up to finish Q4 right before the budget is recalculated. It'd only be 10R more, assuming we place the other loose infra die on the same project.
Well, the main thing is to avoid making any Infrastructure promises that aren't either Augustgrad itself (our revitalization goal and thus required of us) or one of the [Reconstruction] actions.

Everywhere but Infrastructure, I think we are nearly assured of being able to hit our targets, because we just have fewer required actions in those areas and all of 2509, 2510, and 2511 to clear them. I think we'll be fine.

Infrastructure's the tough area where the affair is in doubt, and as long as we don't make any reckless promises in that specific area we should be fine. Everywhere else we have enough flexibility that we can promise someone a sizeable project and get it done without hurting ourselves.
I think HI might be a bit of a sticky wicket as well. Sure, all we have as necessities is NIM and Dylarian now, but those are sizable projects. NIM especially looks like it could have a fair few future phases. Keresh is likely needed to get Augustgrad done in the needed timeframe. Tool and Die might be as well, and I'd bet that the current phase is not the last one.

Then there's the new requirements war will bring. We have two major multiphase factories that I suspect will be going up the priority list. Then there's whatever new HI projects war may unlock and necessitate. On a more peaceful note, Terrestrial Shipyards is also rather important to improve Vardona's lacking logistics. Basically, I think HI hell may very well be on the horizon.
 
I think HI might be a bit of a sticky wicket as well. Sure, all we have as necessities is NIM and Dylarian now, but those are sizable projects. NIM especially looks like it could have a fair few future phases.
At some point we're going to tick over from "NIM is producing like it used to under the Confederacy" to "we can rebuild NIM, make it better, stronger, faster."

I'm not sure that the "more beyond" phases would count as a reconstruction mandate. @Etranger , would you care to comment?

Then there's the new requirements war will bring. We have two major multiphase factories that I suspect will be going up the priority list. Then there's whatever new HI projects war may unlock and necessitate. On a more peaceful note, Terrestrial Shipyards is also rather important to improve Vardona's lacking logistics. Basically, I think HI hell may very well be on the horizon.
I'm not saying it's not, but I think we can handle the specific Plan goals. Not that I intend to make any binding Heavy Industry commitments I don't think we can cash. Remember that us promising to do Dylarian Shipyards Phase 2 was in pursuit of a project that was already a Plan goal in its own right, something we'd have had to do anyway.
 
Did you check some of the great mod that give more possible potential for starcraft here rather than just cannon ?. I recommend check some of it here, hope it help (check at your own pace):
+ "The Moebius Mod - Part 1" (basically what if Moebius go all out in provide high tech equipment and fund for Rainor group ?, some upgrade and tech are really interesting and logical here, and even balance some of the units that was underrated/weak in the cannon itself with interesting upgrade. Not to mention there are good 'message' that explain background information in each mission here and even some Unique stuff that suit more in lore, for example in the Char mission you see a actual units of Dominion design here rather than base design, and the fact in final mission you actually have Dominion force try to push through from the bottom corner of the map to help come to defend you here, even if it near the end of mission. It look glorious)
+ "The Hyperion Crew - Wings of Liberty Mod - Pt 1" (give even more realistic idea when you actually have limited crew and soldier to fight, and when you train a unit in barrack, it actually create the empty suit/vehicle for the crew to use, and lot of interesting mechanic and upgrade/stuff that would have been more logical/realistic in the game lore here, for example 'Predator' doesn't cost crew since it is a robot and have some mechanic that make them legit in this mode here)
+ "A StarCraft 2 UED Campaign (TRAILER)" (when the mod basically create a whole new campaign, units and lore that base on UED hundred year before the well know timeline here, despite they have some tech backward than starcraft 2, they surprisingly have interesting/advanced tech here, for example they have actual nano tech to build structure up, practical design of tank [the real normal tanky tank and the artillary tank that still can move in deploy mode, although very slow], and this also show how damn scary the zerg are once they land onto the land and spread out a bit, while destroy Ecosystem. Beware that it story is realistic/very grim though and I recommend check the gameplay from the near latest patch that balance/polished here. But you can check 'JayborinoPlays' or 'GiantGrantGames Archives' if you want to see pros struggle with this)
+ "Starcraft 2: Odyssey 01 - Hell's Rejects' (Well, even though there are some interesting/Unique tech and stuff, most of this campaign are great at well designed lore of colonize that in other sector rather than the one we know, very intrigue plot, great mission map design that make cannon campaign place in comparison aside from second mission in this first video, Unique mechanic that make sense lore wise,....)
+" Building A Tank Force For Your Interstellar Army | Tank Types, Naming Conventions & Doctrines" (this channel are really great and give more idea for the mc to consider here when she try to build her army and space navy, check his other video for the spaceship doctrine version)
+ "Realism is not Better (But it is nice)" (good sci-fi channel to check, he also cover some video about different ship sci-fi weapon on space here)

Edit in 3/1/2023: I also remember about some of this, if you need idea for a more realistic take on 'Kerrigan redemption', how about you check this underrated fanfic "Unlikely Allies (SC Brood War AU)" here ?, the author done it very well and quite realistic/in character aside from less 'backstabbing tendency' (remember to check author note at the bottom of first chapter for his thought process of plotting, basically no half-baked redemption arc, no 'flaming chicken goddess' and stupid stuff like that so he will go derail the brood war plot more).

Aside from above here is two video from old comment I remembered that could help give idea for realistic armor and damage for vehicle stuff here
Ultimate Tank Ammo guide (simple,easy to understand with his demonstration, short, some operational principle of it can be use for some magic attack like earth + fire here)


View: https://www.youtube.com/watch?v=6O3MBjdSsIk



this video can explain for you the basic about Armor Penetration more simple,clearer and interesting than the one from war thunder game (the official one,not the video I give above),
only bad part is this game don't have that "after pen damage" thing,only the number health stats so instead of just kill the crew,blow ammo or the fuel inside the tank (or the shell just piece though without actually kill any crew or important module,and don't even blow up if the armor is thin enough to not trigger the shell like APHE to blow up) ,
this only reduce the health of tank so there are no "one shoot" realistic thing (which in war thunder are good about that,so even some tier 1 tank can kill tier 5 if it shoot in right place with right ammo. Thought in recent year warthunder are going downhill with bug and stupid decision from the publisher so aside from some new realistic mechanic part like pressure damage from explosion kill nearest crew, some other are no longer as realistic though)

View: https://www.youtube.com/watch?v=YtuYAiVZ050
 
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