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 think it makes sense, ties up plotholes, and adds more potential substance to our relationship with the Raiders. Chuck's relationship with Mengsk makes me really excited to see his relationship with Matt, Raynor, and Kerrigan. This plan quest does really well on the interpersonal relationships.
 
Lots of regrets with Kerrigan, at least until he got the raiders out of the hell hole that was tarsonis…we also have the UED incoming, so unless we prep for that shits going to go bad.
 
Voting no in the poll - it makes no sense that Chuck is the SC1 Magistrate. The SC1 Magistrate defected with Jim Raynor at the end of the Terran campaign, so there's no way that he would be working for Mengsk in between SC1 and Brood War.
 
So if Horner is the Magistrate, he would have:
  • Met Raynor on Mar Sara shortly after being appointed Magistrate.
  • Narrowly avoided being arrested by Duke.
  • Had his life saved by Mengsk during the evacuation of Mar Sara.
  • Been in command of the force that saved Duke from the Zerg.
  • Defended the Zerg from the Protoss during the Fall of Tarsonis.
  • Worked with Kerrigan and been in command immediately before Kerrigan's abduction by the Zerg.
  • Had some involvement in allowing Raynor to steal Mengsk's flagship and escape Tarsonis, but elected not to go with him.
I dunno, I kind of figured that Horner would have been part of the Sons of Korhal long before Mar Sara. He would have been with Mengsk while he was organizing terrorist attacks and bumming around on Umoja asking for support, I think. The connection with Kerrigan would have interesting consequences for the Brood War, but my vote's a provisional no.
 
So if Horner is the Magistrate, he would have:
  • Met Raynor on Mar Sara shortly after being appointed Magistrate.
  • Narrowly avoided being arrested by Duke.
  • Had his life saved by Mengsk during the evacuation of Mar Sara.
  • Been in command of the force that saved Duke from the Zerg.
  • Defended the Zerg from the Protoss during the Fall of Tarsonis.
  • Worked with Kerrigan and been in command immediately before Kerrigan's abduction by the Zerg.
  • Had some involvement in allowing Raynor to steal Mengsk's flagship and escape Tarsonis, but elected not to go with him.
I dunno, I kind of figured that Horner would have been part of the Sons of Korhal long before Mar Sara. He would have been with Mengsk while he was organizing terrorist attacks and bumming around on Umoja asking for support, I think. The connection with Kerrigan would have interesting consequences for the Brood War, but my vote's a provisional no.

The basic idea I have is that Chuck spent time in the Sons under a pseudonym after Korhal, eventually moved to Mar Sara (either to legitimately retire or as part of an op), got appointed Magistrate, and then called Mengsk in when things got dicey.

It's a little weird, kind of "we did a prequel about a guy with an extant but poorly detailed backstory and had to shoehorn a bunch of stuff in" retroactive canon, but it more or less works, imo. Totally understandable if people disagree, though; that's why I opened it up to a poll.
 
[] Plan Industrial Focus
[] 400/425R
-[] Infrastructure 5/5 65R
--[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 2 dice, 20R 0%
--[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice 45R 61%
-[] Heavy Industry 7/4 90R
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 4 dice 60R 77%
--[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] 3 dice 30R 17%
-[] Light and Chemical Industry 5/4 50R
--[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 3 dice 30R 60%
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] 2 dice 20R 44%
-[] Environmental 4/4 40R
--[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice 40R 75%
-[] Services 4/4 40R
--[] The Dominion Health Service (Phase 1) 2 dice 20R 15%
--[]Mass Literacy Movement (Phase 1) 2 dice 20R 0%
-[] Military 5/5 50R
--[] Tyrador IX: Military Recruitment Offices 2 dice 20R 60%
--[] Nephor II: Fort Horner Marine Training Camp 3 dice 30R 13%
-[] Research 4/4 40R
--[] Iris-class Light Airship (Tech) [NEW] 2 dice 20R 6%
--[]New Model Weaponry (Phase 1) (Tech) 2 dice 20R 6%
-[] Bureaucracy 4/4 25R
--[] Truth and Reconciliation Committee (Idealistic) 1 dice 10R 0%
--[] Flesh Out the Remainder of the Bureaucracy [NEW] 3 dice 15R 54%
-[] Personal 4/4 30F
--[] Hire Advisors 2 dice 10F 90%/79%
--[] Private Investments 2 free dice dice 20F 85%/72%/55%
 
I love how people are spending basically all of our Resources, both the income and what we have left, leaving us for the rest of the year desperately scrambling on empty with no ability to ramp up if need be to complete major goals at the end of the year when we *really* have to show everyone why we deserve an even higher budget.

Wait, what's the thing that's the opposite of love?
 
I love how people are spending basically all of our Resources, both the income and what we have left, leaving us for the rest of the year desperately scrambling on empty with no ability to ramp up if need be to complete major goals at the end of the year when we *really* have to show everyone why we deserve an even higher budget.

Wait, what's the thing that's the opposite of love?
I mean, the resource stockpiles are meant to be spent, otherwise it's no different than if we never had them in the first place. In pretty much every plan quest, the plans basically also spend everything they have. The really vital heavy and light industry actions mostly cost 10R and we will have more than enough to fund them and the promised projects in this year, we just have to not activate a lot of dice in other areas.
 
I mean, the resource stockpiles are meant to be spent, otherwise it's no different than if we never had them in the first place. In pretty much every plan quest, the plans basically also spend everything they have. The really vital heavy and light industry actions mostly cost 10R and we will have more than enough to fund them and the promised projects in this year, we just have to not activate a lot of dice in other areas.

If we spend everything we have, then we'll wind up having to leave basically all of our dice other than on literally required areas fallow, even though this is far from ideal. Right now our income isn't actually sufficient, which is why we both need to massively increase it (while your plan pursues only two revenue increasing actions), while also preserving it. We shouldn't spend ONLY what we make each turn at this point, because that's too little, but we need to keep enough seed money to help us actually build up. Because the way your plan is going we'll have to basically leave not just six dice but a dozen fallow for the next three turns to make up for it... and what do you get that's worth it?

Fleshing out the bureaucracy? When we already need to increase Resources to use the dice we have? Ignoring the Census when it's both required and will pave the way for future income through the fact that census=taxation.

It's a flawed plan that sacrifices all future flexibility in the name of... not much, to be honest.
 
In Starcraft terms, leaving resources unspent is called "floating minerals" or "floating gas" and is generally regarded as a bad idea - minerals sitting in your bank aren't out there harvesting more minerals or blowing up enemy bases or projecting power or whatever.

So unless we have the means to drastically increase our resource income if we save up a little, we should just spend it as it comes in.
 
In Starcraft terms, leaving resources unspent is called "floating minerals" or "floating gas" and is generally regarded as a bad idea - minerals sitting in your bank aren't out there harvesting more minerals or blowing up enemy bases or projecting power or whatever.

So unless we have the means to drastically increase our resource income if we save up a little, we should just spend it as it comes in.

...this doesn't actually follow any logic at all, to be honest. My plan that spends 330 R honestly does massively more to actually build resource income and all that shit than the plan that spends 385 R. Spending it all now means we'll spend the next three Quarters choked to death for Resources and unable to ramp up if we need to.
 
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If we spend everything we have, then we'll wind up having to leave basically all of our dice other than on literally required areas fallow, even though this is far from ideal. Right now our income isn't actually sufficient, which is why we both need to massively increase it (while your plan pursues only two revenue increasing actions), while also preserving it. We shouldn't spend ONLY what we make each turn at this point, because that's too little, but we need to keep enough seed money to help us actually build up. Because the way your plan is going we'll have to basically leave not just six dice but a dozen fallow for the next three turns to make up for it... and what do you get that's worth it?

Fleshing out the bureaucracy? When we already need to increase Resources to use the dice we have? Ignoring the Census when it's both required and will pave the way for future income through the fact that census=taxation.

It's a flawed plan that sacrifices all future flexibility in the name of... not much, to be honest.
Reducing progress and resource costs is basically the same as resource income. if we are not going to have enough income, we are going to leave dice fallow sooner or later. We should try our best to increase our resource and lower or progress cost as quickly as possible, so only light industry and heavy industry really matters, increasing the amount of industry dice and investing all free dice to industry allows us to solve this shortage quickly.
 
Reducing progress and resource costs is basically the same as resource income. if we are not going to have enough income, we are going to leave dice fallow sooner or later. We should try our best to increase our resource and lower or progress cost as quickly as possible, so only light industry and heavy industry really matters, increasing the amount of industry dice and investing all free dice to industry allows us to solve this shortage quickly.

This is just obvious nonsense. I'm going to just cease arguing with you at this point, to be honest. It's clearly not worth it.
 
I said I wouldn't, but: you have to realize two things.

First, there are unspoken effects, we don't know what everything does.

Second, as we saw in the Budget meeting:

[] 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)

In just two turns we grew the economy so that the total government budget was 600 R, hence growing our share of the pie. Actions to grow the economy are spread throughout all the categories, and will be just as vital as direct resource-gains, if they're identified taken when possible. We're going to have future budget negotiations, and when we do we have more to prioritize than ONLY HI and LCI, for all that I do think they should get the lion's share of the Free Dice. But in Bureaucracy we have obvious higher priorities, including one we literally have to complete.

Getting more dice is something more for Quarter 3 of this year, once we've build up enough of an income that it is actually worth it meaningfully. Which we could seriously do in just 2-3 turns if we spend wisely.
 
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[] Plan: Nephor Lives? V3 w/Raynor
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 2 Free dice, 20 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1)
(3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (4 dice, 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 free dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Send a Letter "Home" (2 dice, 0F)
-[] Fallow: 3 Research dice, 3 Military dice.

[] Plan: Nephor Lives? V3B w/Raynor
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (3 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1)
(3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Send a Letter "Home" (2 dice, 0F)
-[] Fallow: 3 Research dice, 3 Military dice.

I like the plans @The Laurent came up with, but I definitely think contacting the actual revolutionaries should come before contacting the potential revolutionaries. The fact that it's a fair bit cheaper is just icing on the proverbial cake.
 
To be clear, I'm not blind to the fact that we do not have perfect information and that actions that grow the economy in other ways are valuable. It is that I'm skeptical of the idea that acting on the your hypothesis on the benefits of a certain action are are better than acting on the in universe information that we have.
 
[] Plan: Nephor Lives? V3 w/Raynor
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 2 Free dice, 20 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (1 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1)
(3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (4 dice, 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 free dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Send a Letter "Home" (2 dice, 0F)
-[] Fallow: 3 Research dice, 3 Military dice.

[] Plan: Nephor Lives? V3B w/Raynor
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] (2 dice, 20 R)
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] (3 dice, 45 R)
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] ( 1 Free dice, 20 R)
-[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] (1 dice, 10 R)
-[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] (3 dice, 1 Free dice, 40 R)
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] (3 dice, 30 R)
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] (3 dice, 10 R)
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] (4 dice, 40 R)
-[] The Dominion Health Service (Phase 1)
(3 dice, 30 R)
-[] Re-Establish the Universal News Network [Reconstruction] (1 dice, 10 R)
-[] Tyrador IX: Military Recruitment Offices (2 dice, 20 R)
-[] Korhal: Broken Mesa Xenobiology Institute (1 dice, 20 R)
-[] Truth and Reconciliation Committee (Idealistic) (3 dice 20 R)
-[] Conduct a Dominion-Wide Census [Reconstruction] (1 dice, 10 R)
- [] Hire Advisors (2 dice, 10 F)
- [] Send a Letter "Home" (2 dice, 0F)
-[] Fallow: 3 Research dice, 3 Military dice.

I like the plans @The Laurent came up with, but I definitely think contacting the actual revolutionaries should come before contacting the potential revolutionaries. The fact that it's a fair bit cheaper is just icing on the proverbial cake.

I'd approval vote for that. I think that it fits the Nephor theme, and I have high hopes for them, but it could probably wait a turn or two. Not too long, though.
 
I'd approval vote for that. I think that it fits the Nephor theme, and I have high hopes for them, but it could probably wait a turn or two. Not too long, though.
I definitely agree that they'd probably be useful, I just don't think they're going to beat out the folks who did such damage to Mengsk's rule in canon. Matt Horner's has been waiting for that letter for a full year now after all. Out of curiosity, why do you have such high hopes for these guys?
 
@The Laurent

If people are getting twitchy about Paranoia levels, the 3 fallow research dice could be spent on this:
[] New Model Weaponry (Phase 1) (Tech) [NEW]
(Progress 0/150, -10R per die, -10 Paranoia)

It'd be a bit expensive, but it may be worth the risk, and we wouldn't have to reallocate any other dice to do it.

We're expecting a bit of a windfall this turn with the orbital cleanup anyway, right?
 
@The Laurent

If people are getting twitchy about Paranoia levels, the 3 fallow research dice could be spent on this:
[] New Model Weaponry (Phase 1) (Tech) [NEW]
(Progress 0/150, -10R per die, -10 Paranoia)

It'd be a bit expensive, but it may be worth the risk, and we wouldn't have to reallocate any other dice to do it.

We're expecting a bit of a windfall this turn with the orbital cleanup anyway, right?

Hmm, maybe, but I feel like right now our paranoia situation is honestly in good stead? I'll consider it.

I definitely agree that they'd probably be useful, I just don't think they're going to beat out the folks who did such damage to Mengsk's rule in canon. Matt Horner's has been waiting for that letter for a full year now after all. Out of curiosity, why do you have such high hopes for these guys?

Ultimately however impressive Raynor's Raiders are, they aren't really a society, they aren't a group that can operate in the light or, for that matter, hold much of a promise as to what peace looks like after they win?

Whereas I think that them, and through them connections to, well, groups forming up making up most everyone around... that's actually hope of doing more than just toppling the bad monarch to put in place the good one, which is what canonically supposedly happened, though we've already altered canon plenty already.

Mengsk can talk the talk about, "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" but he's clearly opposed to walking the walk of making things better for them. And I think him not realizing that, or consenting to at most half-measures in that regard, is going to be a key element of his downfall.
 
Ultimately however impressive Raynor's Raiders are, they aren't really a society, they aren't a group that can operate in the light or, for that matter, hold much of a promise as to what peace looks like after they win?

Whereas I think that them, and through them connections to, well, groups forming up making up most everyone around... that's actually hope of doing more than just toppling the bad monarch to put in place the good one, which is what canonically supposedly happened, though we've already altered canon plenty already.

Mengsk can talk the talk about, "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" but he's clearly opposed to walking the walk of making things better for them. And I think him not realizing that, or consenting to at most half-measures in that regard, is going to be a key element of his downfall.
I agree with you that the unions will almost certainly be a major component of overthrowing Mengsk and what comes afterwards. However, there's going to be rather severe limits to what they can do militarily. These are civilian workers, not insurgents.

If Mengsk decides he wants us to build (insert infrastructure that qualifies as a crime against humanity here), we'll need the Raiders to destroy it. We also want to contact them in advance of any such construction, because there could easily be some projects needed as prerequisites in order to send them into serious action (improving weapons, armor, etc).
 
- Mass Literacy Movement because educated workers are more productive workers, also, it weakens Megsk's grip and that's what the quest is about, finding ways to improve things from the inside of Mengsk's rotten edifice
Shouldn't we finish the health care system first? It's same Resource cost per die, less progress needed to finish, less paranoia gain, and with all the refugee camps and general damage to the sector, will certainly save more lives.
 
Doing something a little different.

Resources: 120 stockpile + 330 incoming - 25 personal = 425 available
Funding: 25 stockpile + 25 incoming = 50 available
Paranoia: 40/100
Free Dice: 4 - only 2 can be spent on Personal Projects
Uncrowned Queen: +10 to all Nephor II project dice

[] Plan Slow and Steady
-Infrastructure (5/5 dice, -3 per die)
--[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 1 die, 10 R 0%
--[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 3 dice, 45 R 61.14% (71.6% with a +15 omake)
--[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] 1 die, 10 R 0%
-Heavy Industry (4/4 dice, -3 per die)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 3 dice, 45 R 47% (58.21% with a +15 omake)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW] 1 die 10 R 0%
-Light and Chemical Industry (4/4 dice, -3 per die)
--[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 3 dice, 30 R 60.41% (70.94% with a +15 omake)
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW] 1 die, 10R 0%
-Environmental (4/4 dice + 2 free dice, -8 per die)
--[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 4 dice, 40 R 74.58% (82.04% with a +15 omake)
--[] Korhal: Regreening Effort (Phase 1) 2 dice, 10 R 0%
-Services (4/4 dice, -8 per die)
--[] The Dominion Health Service (Phase 1) 4 dice, 40 R 75.12% (82.49% with a +15 omake)
-Military (5/5 dice, -3 per die)
--[] Tyrador IX: Military Recruitment Offices 2 dice, 20 R 59.95% (72.25% with a +15 omake)
--[] Nephor II: Fort Horner Marine Training Camp 3 dice, 30 R 30.41% (41.06% with a +15 omake)
-Research (4/4 dice, -8 per die)
--[] Iris-class Light Airship (Tech) [NEW] 2 dice, 20 R 6.3% (12.75% with a +15 omake)
--[] New Model Weaponry (Phase 1) (Tech) [NEW] 2 dice, 20 R 6.3% (12.75% with a +15 omake)
-Bureaucracy (4/4 dice, -3 per die)
--[] Truth and Reconciliation Committee (Idealistic) 4 dice, 20 R 59.57% (68.91% with a +15 omake)
-Personal (4/4 dice + 2 free dice, -13 per die)
--[] Hire Advisors 2 dice, 10 F 90.1% DC 20/79.2% DC 40 (ignores omakes)
--[] Send a Letter "Home" 2 dice, 0 F 79.2% DC 40 (ignores omakes)
--[] Nephor II: Contact the Industrial Workers' Trust [NEW] 2 dice, 20 F 90.1% DC 40 (assumes Uncrowned Queen applies, 79.2% otherwise)

360/425 Resources -> 395 Resources next turn assuming no resource generating projects complete
30/50 Funding -> 45 Funding next turn

Paranoia: 40/100
Possible Changes:
+5 Ardonin
+5 Dominion Health Service
-5 Military Recruitment Offices
-5 Fort Horner Marine Training Corp
-5 Iris Class Light Airship
-10 New Model Weaponry (Phase 1)
+5 Truth and Reconciliation Committee (Idealistic)
+5 Hire Advisors
+10 Send a Letter "Home"
+10 Contact the Industrial Workers' Trust

Absolute Worst Case: 80/100

Infrastructure
1 die in Augustgrad to keep it trucking and avoid the Paranoia hit, 3 dice Brontes to try and finish it up, 1 die Nephor II Reconstruction to get it started. Primary reason to use the last die on Nephor II instead of Brontes is cost.

Heavy Industry
3 dice on Ardonin to try and finish it, basically a coinflip. Last die on TerraUnion to get it started, and like above, it's just cheaper.

Light and Chemical Industry
Honestly I could be convinced to throw all 4 dice onto the refugee workshop, but we have better than average odds of completing it with 3. Will hopefully start giving us some positive income.

Environmental
All 4 dice on getting the farms done, then 2 free dice on regreening because we both want to do it and also it is one of very few 5R projects on the list. I could be convinced to throw those onto bureaucracy though.

Services
I just really think that a competent medical service is important. Probably the highest impact thing in Services.

Military
Complete the military recruitment office, and then try and take advantage of the fact that Fort Horner gets Uncrowned Queen.

Research
This is where I go a bit off of the beaten trail. A bunch of people do Xenoresearch, but for half the cost we can do moonshots for even more Paranoia reduction that actually improves peoples lives without risking a Zerg outbreak while the economy is still a basketcase. Hoping to get some resource generating stuff done this quarter or the next and then we can shock the institute.

Bureaucracy
Get the Sons out of New Folsom.

Personal
We have a lot of work to do here. Most important for numbers go up is advisors, which should make everything a bit easier going forward, but the latter two are when we start to actually get to the 'subvert' part of the plan. We can do investment later, right now we're swimming in slush money and don't even know what to spend it on.
 
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[] Plan: Profit and Reputation.

Infrastructure 5/5 Dice 60 R
-[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY] 93/300 2 dice 20 R
-[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction] 172/300 2 dice 30 R
-[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction] 1 dice 0/500 10 R
Heavy Industry 8/4 Dice 100 R
-[] Korhal: Keresh Mining Complex (Phase 2) 14/300 4 dice 40 R
-[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153/300 4 dice 60 R
Light and Chemical Industry 4/4 Dice 40 R
-[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction] 271/400 2 dice 20 R
-[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) 78/200 2 dice 20 R
Environmental 4/4 40R
-[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction] 269/400 2 dice 20 R
-[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/200 2 dice 20 R
Services 4/4 30 R
-[] The Dominion Health Service (Phase 1) 170/300 3 dice 30 R
-[] Re-Establish the Universal News Network [Reconstruction] 0/100 1 dice 10 R
Military 5/5 50 R
-[] Tyrador IX: Military Recruitment Offices 0/200 3 dice 30 R
-[] Nephor II: Fort Horner Marine Training Camp 115/200 2 dice 20 R
Research 4/4 Dice 70 R
-[] Korhal: Broken Mesa Xenobiology Institute 0/200 3 dice 60 R
-[] New Model Weaponry (Phase 1) (Tech) 0/150 1 dice 10 R
Bureaucracy 4/4 Dice 30 R
-[] Truth and Reconciliation Committee (Idealistic) 24/200 2 dice 10 R
-[] Conduct a Dominion-Wide Census [Reconstruction] 0/300 2 dice 20 R
Personal 4/4 Dice 40 F
-[] Private Investments 4 dice DC 30/50/70 40 F

420/425 Resources
40/50 Discretionary Funds
4/4 Free dice
 
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