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 .
So, barring anomalous results from the critical successes, and making the following tentative assumptions:

1) No actual +Resource boosts, making this pessimistic, but in a way unlikely to cause real problems given the depth of our cash reserves.

2) Cost reductions in major projects from the SCV plant, the Nephor reconstruction, and other factors, are not accounted for, making this pessimistic.

3) Flesh Out The Remainder of the Bureaucracy is another +1 non-Personal die per category, like the action that came before it...

Tentative draft. This is very much a work in progress.



Budget:

355 R Stockpiled
+315 RpT
75 F Slush Funds
+40 FpT

355/315 R (2507Q4 stockpile to 315 R)
60/75 F (2507Q4 slush fund to 55 F)
0/4 Free dice

[] 2507Q3 Plan Draft Attempting to Establish TRUST
-[] Infrastructure (6/6 dice, +6 bonus, 30 R)
--[] Korhal: Capital City Augustgrad (Phase 1) 31/??? (1 die, 5 R) (1/? median)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/350 (4 dice, 20 R) (4/6.5 median)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/150 (1 die, 5 R) (2% chance)

-[] Heavy Industry (5/5 dice, +1 penalty, 25 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 234/350 (2 dice, 10 R) (__% chance)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/250 (3 dice, 15 R) (_% chance)

-[] Light Industry (5/5 dice + 2 Free dice, +1 penalty, 75 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R) (__% chance)
--[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 224/250 (1 die, 10 R) (__% chance)
--[] *Vardona: Vespene Extraction Operations (Phase 1) 0/550 (5 dice, 50 R) (5/__ median)

-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/150 (2 dice, 10 R) (__% chance)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/450 (3 dice, 15 R) (_% chance)

-[] Services (5/5 dice, -4 penalty, 30 R)
--[] Mass Literacy Movement 156/200 (1 die, 10 R) (__% chance)
--[] The Dominion Health Service (Phase 2) 3/350 (4 dice, 20 R) (_% chance)

-[] Military (6/6 dice, +1 penalty, 70 R)
--[] Brontes: Refloating the Fleet (Phase 1) 237/300 (2 dice, 40 R) (__% chance)
--[] *Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (3 dice, 15 R) (...)
--[] Brontes: Fort Riley Orbital Training Center 0/400 (1 die, 15 R) (1/8 median)

-[] Research (5/5 dice, -4 penalty, 50 R)
--[] Imperial Science University 87/150 (1 die, 10 R) (__% chance)
--[] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R) (__% chance)
--[] Iris-class Light Airship (Tech) 0/150 (1 die, 10 R) (1/3 median)

-[] Bureaucracy (5/5 dice + 1 Free dice, +6 bonus, 50 R)
--[] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R) (__% chance)
--[] Conduct a Dominion-Wide Census 62/300 (4 dice, 40 R) () (__% chance)

-[] Personal (4/4 dice + 1 Free die, -4 penalty, 45 F)
--[] Nephor II: Contact the Industrial Workers' Trust (DC 40) (3 dice, 30 F) (99% chance)
--[] Fringe Worlds: Divert Supplies to Independent Settlements (DC 40) (2 dice, 30 F) (95% chance)

...what? There's so many weird things it baffles me. Why use three dice with the Contact the Workers' Trust? Why are you continuing Augustgrad when Phase 1 is done? Why not just spam dice onto Tyrador, since that's the last of the major reconstruction projects we haven't begun? LCI's fine, so's Research and maybe Bureaucracy, though obviously I wouldn't have free dice for it in my own plan.

HI also seems fine. I kinda think it might be worth it doing 3 dice for NIM and 3 for Korhal Mining, which obviously means 1 Free Dice there that wouldn't be elsewhere.

So I guess the actual big ??? areas are Personal and Infrastructure, everything else is at most, "Not what I would have done, but I get where you're coming from."
 
We actually do need 1 die on Augustgrad every phase, regardless of being ahead of schedule, to avoid Mengsk giving us the stink eye.
 
We actually do need 1 die on Augustgrad every phase, regardless of being ahead of schedule, to avoid Mengsk giving us the stink eye.

I suppose so, but if so then why not 1/6? Add a Free die, have a good chance to be within striking distance of Tyrador completion. Admittedly my version was 1/7 in my head, but I get why, based on the plan Simon's pursuing, he'd not be able to do that.
 
But as far as it goes, considering the existence of a +15 and +5 Omake, two dice would only have a 5% chance of failure for Nephor Union stuff on two dice. Even without those Omakes, it's an 89% chance of success.
 
...what? There's so many weird things it baffles me. Why use three dice with the Contact the Workers' Trust? Why are you continuing Augustgrad when Phase 1 is done? Why not just spam dice onto Tyrador, since that's the last of the major reconstruction projects we haven't begun? LCI's fine, so's Research and maybe Bureaucracy, though obviously I wouldn't have free dice for it in my own plan.
1) I'm using three dice to contact the worker's trust because I'm being a bit conservative until I've had time to math out the Paranoia balance for the turn.

2a) I'm continuing Augustgrad because I'm pretty sure Mengsk's not gonna like it if work on the project stops.
2b) I'm building fringe world bunkers because screw Mengsk and the horse he rode in on.
2c) For these reasons, I don't have enough dice to give the Tyrador IX reconstruction a high chance of completion, which I'm okay with.

HI also seems fine. I kinda think it might be worth it doing 3 dice for NIM and 3 for Korhal Mining, which obviously means 1 Free Dice there that wouldn't be elsewhere.
Three dice gives us a good chance of finishing the phase. Since we may well move on to other Heavy Industry projects like Dylarian Shipyards before we do Phase 2 of the NIM, I don't see much point in racking up a pile of overkill on that project.

I suppose so, but if so then why not 1/6? Add a Free die, have a good chance to be within striking distance of Tyrador completion.
Because I don't have unlimited Free dice to play around with, and because I want to make good progress on the census this turn so it's relatively easy to complete in Q4.

Tyrador IX completes in Q4 easily anyway; when you have a 3% chance of finishing something it means you have a very high chance of being within 50-100 points of reaching the target.

But as far as it goes, considering the existence of a +15 and +5 Omake, two dice would only have a 5% chance of failure for Nephor Union stuff on two dice. Even without those Omakes, it's an 89% chance of success.
Like I said, I'm playing it cagey and investing heavily in each action. These are still the opening moves and we're still establishing our position. I can respect the desire to take three Personal actions at once even at the cost of increasing the risk that one or more will fail, but that's not how I'm feeling right now.
 
1) I'm using three dice to contact the worker's trust because I'm being a bit conservative until I've had time to math out the Paranoia balance for the turn.

2a) I'm continuing Augustgrad because I'm pretty sure Mengsk's not gonna like it if work on the project stops.
2b) I'm building fringe world bunkers because screw Mengsk and the horse he rode in on.
2c) For these reasons, I don't have enough dice to give the Tyrador IX reconstruction a high chance of completion, which I'm okay with.

Three dice gives us a good chance of finishing the phase. Since we may well move on to other Heavy Industry projects like Dylarian Shipyards before we do Phase 2 of the NIM, I don't see much point in racking up a pile of overkill on that project.

Because I don't have unlimited Free dice to play around with, and because I want to make good progress on the census this turn so it's relatively easy to complete in Q4.

Tyrador IX completes in Q4 easily anyway; when you have a 3% chance of finishing something it means you have a very high chance of being within 50-100 points of reaching the target.

Like I said, I'm playing it cagey and investing heavily in each action. These are still the opening moves and we're still establishing our position. I can respect the desire to take three Personal actions at once even at the cost of increasing the risk that one or more will fail, but that's not how I'm feeling right now.

I feel like it's going to just force us to go painfully slow if we go, "DC 40 is a three dice action" because that makes DC 60 a 4 dice action, and DC 80 a five dice action.

We ideally need all four (well, one of them I'm meh on, but I'll unlock it anyways) of the major option-actions unlocked within the next three or so turns, because until we know our options we can't know the intersections between them.

Like, if the 1 Free Dice was actually free and there were no other choices I'd be like, "Fine." But it's instead of actually dealing with the Criminal Action option that would be foolish to spend more than one dice on, just like it'd be, IMO, foolish to spend more than 2 dice on a DC 40 action unless the alternative was not "+10 Paranoia" but "The game ends."
 
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I feel like it's going to just force us to go painfully slow if we go, "DC 40 is a three dice action" because that makes DC 60 a 4 dice action, and DC 80 a five dice action.

We ideally need all four (well, one of them I'm meh on, but I'll unlock it anyways) of the major option-actions unlocked within the next three or so turns, because until we know our options we can't know the intersections between them.

Like, if the 1 Free Dice was actually free and there were no other choices I'd be like, "Fine." But it's instead of actually dealing with the Criminal Action option that would be foolish to spend more than one dice on, just like it'd be, IMO, foolish to spend more than 2 dice on a DC 40 action unless the alternative was not "+10 Paranoia" but "The game ends."
Well, I'll be thinking it over after I've mathed out the Paranoia balance for my draft plan. I may loosen up a bit after I've run the numbers.
 
New Folsom Blues (Canon)
There was prison, and buddy, there was prison. New Folsom wasn't the worst there ever was, but it was definitely prison. The entire world was newborn, its mantle not yet settled and flowing molten, rock reduced to red hot liquid from the awesome energies expended in the destructive act of planetary accretion. Way back when, the Confederacy had built up a mine over the coolest and most stable slabs of solid ground floating in the vast lava seas to produce gargantuan amounts of the precursor elements required to forge neosteel, an act of engineering unequaled in the state's entire history.

Then some high school dropout prospector struck it lucky and found a mother-lode of the stuff in the Sara system, where once was the worst you had to worry about was a dust storm. Never ones to waste to waste their efforts, Confederate planners gazed out onto the picture of hell that had claimed the lives of 'acceptably minimal' workers and friend, when the Old Families had lemons they made the nastiest lemonade.

When the last free work shift walked off the line to go work the Sara claim, they were replaced by the great big lumbering silverbacks of the Confederate Marine Corps. Resocced jarheads went to work fortifying the mining rig, isolating its landing pad from the rest of the structure with bunkers and automated turrets. It shouldn't be any surprise by now that those firing ports and guns were all pointed in. With the scut work done, they Confederacy's worst stayed on hand just long enough to oversee the transfer of the first and largest load of convicts, prisons across the Sector sending their most politically inconvenient problem cases to the hell hole.

Full time guards had no need to be so heavy handed of course. Not when a man would flash boil as soon as he left the rig's confines and the orbital lighters were past a gantlet of death. See, at New Folsom, they didn't have to beat ya - they just did it for kicks, because everyone knew you weren't making a break without serious help from the outside and help like that's just never coming. Least, that was the how the thinking went, and it hadn't been proven wrong yet.

Now, it does have to be said, the place isn't too bad. Sure, it was a floating slab of neosteel floating on top of molten magma, and yes the day to day work was operating mining machinery that was top of the line for the Confederacy a century ago, but there were perks. See, prisoners at New Folsom aren't meant to be worked to death or anything, just kept in a secure place where no one got any funny ideas. Most were politicals, with a few of what civilized society would call war criminals, and then a constantly rotating cast of murderers and the like held pending resocialization. Obviously, no one expects a professor or aged rebel figurehead to mine, so the Wardens of New Folsom had invented a genius policy in the name of humanitarian compassion. Every haul you brought in was a day off of your sentence, effectively giving those too old or prideful to hack it a five star vacation at the foundry of creation they could never check out of.

Sure, some may say it was 'grossly unjust' and was 'permanent detention by another name', but the academics got to chatter and the musicians got to play, and no one really bothered breaking anyone's nose too often. Hell, for a maximum security prison on the face of hell, it was practically paradise. When bunks were open they even got volunteers from other prisons, hardy folk who had done the math and realized that if they worked their behinds off they could knock years off of their sentences. New Folsom was all too happy to oblige the go getters, the Wardens conveniently getting to paper over their production shortfalls and even skim some off the top, the entire prison bureaucracy fading into a comfortable obscurity as a little looked at self funding line item.

Then one day all their uniforms suddenly changed, the plain greys replaced by snazzy black.

Getting a guard to say anything was a hard job normally, but when one brought hooch to play cards every week, word started getting around. The Confederacy was dead, and the Dominion had risen. Mengsk's Dominion. You could run the lights off of the electricity in the air as the Sons hooted and hollered, all of them expecting the old man to get them free and clear any day now.

It'd been nearly a year since the guards first switched to those shining black uniforms, and not a single man had been released from New Folsom. Rumor had it that the pencil pushers were making it hell to get anything done, but rumor also had it that Arcturus was dead and an alien was puppeting his corpse, so it was hard to say. Time seemed to grind to a halt as the remaining Sons held out the last embers of hope, the diehards convinced that they hadn't been forgotten, while the cynical declared that the boss clearly decided he had bigger fish to fry than getting his boys out of the hole.

Still, they waited, putting a whole new taste on those New Folsom blues.

Any day now.

A/N: In honor of T&RC failing to complete. Again.
 
On the Job Training: 59/DC50 - pass, penalty reduced to -4
Augustgrad Phase 1: 133 + 75 + 63 + 12 = 283/250, 33/??? Phase 2, 10R, Paranoia -10
Nephor II Reconstruction Phase 1: 78 + 55 + 78 + 100 + 87 + 95 + 85 + 96 = 674/450, 224/??? Phase 2, 30R, Paranoia -5
Ardonin Factory Phase 1: 153 + 45 + 73 + 12 = 283/250, 33/??? Phase 2, 20R, Paranoia +5

NIM Phase 1: 80 + 80 + 72 + 22 = 254/350, 10R
Sara Survey Phase 1: 0 + 72 + 59 + 2 = 133/200, 30R
Phoros Plant Phase 2: 116 + 71 + 15 + 22 = 224/250, 20R
Tyrador Farmsteads Phase 2: 0 + 65 + 45 + 54 + 50 - 16 = 198/450, 20R

UNN: 2 + 82 + 33 - 8 = 109/100, 20R, Paranoia +5
Mass Literacy Phase 1: 0 + 64 + 100 (was 1) - 8 = 156/200, 20R, Paranoia +5
Fort Horner: 0 + 30 + 87 + 22 + 15 (omake) = 154/150, 4 overflow if omake bonuses overflow???, 10R, Paranoia -5
Refloating Phase 1: 0 + 76 + 85 + 73 + 3 = 237/300, 60R
Tyrador IX: Military Recruitment Offices AUTOCOMPLETED, -5 Paranoia
Broken Mesa: 50 + 77 + 60 + 33 - 12 = 208/150, 58 overflow, 45R, Paranoia -10

Imperial Science University: 0 + 91 - 4 = 87/150, 10R
T&RC Idealistic: 146 + 7 + 6 = 159/200, 5R
Census: 42 + 14 + 6 = 62/300, 10R

Bureaucracy Leftovers: 62 + 27 + 91 + 25 + 18 = 223/200, 23 overflow, 15R, Paranoia +5
Private Investments: 100 + 0 (was 3) + 40 - 8 = 132/DC70, 30F, Paranoia -5


R: 335
F: 30
P: -20

Previous math post forgot that we gain +5 Paranoia for even starting the literacy program. I'm getting 335 Resources used but Etranger had earlier gotten 365, can anyone double check the math? Not entirely sure where the discrepancy on our Nephor II totals are coming from either but after passing On the Job Training we have a base +6 to Infrastructure raised to 16 from from Uncrowned Queen, times six dice is 96.
 
So, the expected Paranoia for my plan draft on the previous page looks to be

0.02*5 (bunkers)
+0.23*5 (Korhal regreening)
+0.68*5 (mass literacy)
-0.9*10 (refloating)
+0.49*5 (university)
-0.54*10 (new guns)
+5 (truth and reconciliation)
+0.01*10 (union reps)
+0.05*10 (diverting supplies)

Expected Paranoia of -1.7, plus whatever we get from founding TRUST, which could be either good or bad, dunno.

Feeling pretty good about this now that I've run the numbers, @The Laurent , so the next draft will probably do three Personal actions instead of two, which would shift the balance to pretty close to zero Expected Paranoia.
 
Hmm, I will say that I'd rather finish the Brontes Refloating and then put all the rest of the dice (4) on the Training Facility rather than starting TRUST, but if you are going to do it, why not use four dice?
 
Hmm, I will say that I'd rather finish the Brontes Refloating and then put all the rest of the dice (4) on the Training Facility rather than starting TRUST, but if you are going to do it, why not use four dice?
Because I think three is enough. But maybe four would be better, just to have a better-than-90% chance of getting the DC 120 outcome.

And we don't need the -Paranoia that badly, so the training facility doesn't need to start this turn.
 
Previous math post forgot that we gain +5 Paranoia for even starting the literacy program.

No, mine had the +5 for Paranoia already listed on it. Nephor II cancels out Vardona, Fort Horner cancels UNN, Recruiting Offices cancels Mass Lit, Private Invest... ok, it looks like I mentally added an extra 5 somewhere. Net -20.

Not entirely sure where the discrepancy on our Nephor II totals are coming from either but after passing On the Job Training we have a base +6 to Infrastructure raised to 16 from from Uncrowned Queen, times six dice is 96.

Right, so I think I crossed wires with the boosted LCI/Nephor II, which is +11 per die. Fixed that as well.
 
Okay, so we're starting next turn at 25 Paranoia, and... Yeah, good news, Laurent, I figure the numbers are pretty clearly on your side regarding the Personal actions.

Still torn about 'three or four dice on TRUST,' though.
 
I want 4 on TRUST just because if we're building out a personal paramilitary, let's go all in.
Yeah, I'm coming around to that, I guess. Also, I'm most inclined to dice overkill to ensure our asses are covered on actions that are inherently shadier from Mengsk's perspective. And in and of itself, Horner founding a private army is shadier from Mengsk's perspective than Horner making connections with a labor union or a bunch of criminals. Labor union and crime syndicate contacts are mostly useful for Horner's personal enrichment or easing some of his project options. But a private army can be used to stage a coup.
 
Yeah, I'm coming around to that, I guess. Also, I'm most inclined to dice overkill to ensure our asses are covered on actions that are inherently shadier from Mengsk's perspective. And in and of itself, Horner founding a private army is shadier from Mengsk's perspective than Horner making connections with a labor union or a bunch of criminals. Labor union and crime syndicate contacts are mostly useful for Horner's personal enrichment or easing some of his project options. But a private army can be used to stage a coup.

Yes, but that's Military dice. For our personal actions, I'd recommend either a 1d Arendt's Working Vacation/3d Drinking with Colonel de Santo, or 2d Request an Update/2d Industrial Worker's Trust setup for the next quarter, and possibly whichever isn't picked for Q4. That way we can get most of the potential projects unlocked by year's end.
 
-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/150 (2 dice, 10 R) (23% chance)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/450 (3 dice, 15 R) (5% chance)
I would swap the dice here. A 5% chance of finishing the farms isn't worth the 27% drop in the chances that regreening finishes in one turn.

2 dice is enough for me on the refugee action anyway.

I also agree that the free die in the personal action would be better spent elsewhere.
Personally I think the Census needs it much more.

Edit: 1 extra die right now is cheaper than however many extra dice we would want to put on an unfinished project the turn it is due.
 
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Yes, but that's Military dice. For our personal actions, I'd recommend either a 1d Arendt's Working Vacation/3d Drinking with Colonel de Santo, or 2d Request an Update/2d Industrial Worker's Trust setup for the next quarter, and possibly whichever isn't picked for Q4. That way we can get most of the potential projects unlocked by year's end.
I was planning 2/1/2 on unions/vacation/lose humanitarian supplies on fringe worlds, like Laurent suggested.

@Simon_Jester , I just realized something that makes the 2 dice an even better bet for Union Action, not that you were still committed to 3.

The Union Action is a Nephor II action.

It gets a +10. -4+10=+6. It's actually 2d100+12
Well, I was already planning to do what you wanted anyway, so haha yes.

I would swap the dice here. A 5% chance of finishing the farms isn't worth the 27% drop in the chances that regreening finishes in one turn.
The point isn't to get a 5% chance of finishing the farms. The point is to make progress on the farms, which is more important to me than rushing to complete a regreening project that's just going to make Mengsk more paranoid about us Not Getting His Vision for his stupid passion project planet anyway. If the project doesn't finish, I am perfectly content to eat the +5 Paranoia gain later in a subsequent turn after investing more dice into it.

There's no real hurry.

I also agree that the free die in the personal action would be better spent elsewhere.
Personally I think the Census needs it much more.
Barring incredible bad luck, it will be very easy to finish the Census after we throw four more dice at it. That "52% chance of completion" isn't all or nothing, remember. Most of the statistically likely outcomes where we don't finish are cases where we're sitting at something like 260/300 and have 99% or higher chances of completion just by throwing like 2-3 dice at the project.

We'll be fine.
 
Yeah, I agree. I do think that next turn if we're at 260/300, it'd be better to toss in 3 dice or something, but that's just because failing to do the Census at all would be a very, very bad look for us.
 
So can we finally start working on Korhal Regreening next turn or is it going to be one of those actions put off forever?

Yes. The Laurent is more or less correct about the reasons, though I feel he is being a bit uncharitable about them.


I was trying to lower my plan's Paranoia load for other people. I myself have still approval-voted the version of my plan that includes the "contact criminals" action, because that Paranoia load wasn't too high for me. But this won't be the last time we put three Personal dice on a single action to ensure that it succeeds, and it won't be the last time we have a single "fallow" Personal die that can be tasked to this action. On some other turn where the Paranoia budget looks better, I'll be happy to slip the same action in again on the same terms.

I dropped that action for -1 Expected Paranoia, along with a couple of other moves that had more impact. One positive side-effect of doing things this way is that next turn we'll have enough Funds to do basically any Personal action we like, even with all four dice on it. So if anyone wants to strike to undermine Mengsk, the iron will be very hot.


Since several other people felt concerned about the Paranoia, I removed the action in part to reduce the risk that a failure on that action would cause a "spike" that catapulted Paranoia well beyond the level we were planned for or comfortable with. The original plan could very easily (50% likely) give us only a single -10 Paranoia action, combined with multiple (3-4) +5 Paranoia actions, at which point having a +10 Paranoia spike triggered by a failure, even a merely 10% likely one, may be making people understandably nervous, I suppose. I was fine with it and still feel that way, or I would have retracted my vote for the original version of my own plan. But since it was the most common recurring criticism, I felt I had to take steps, so I removed the actions whose removal I would regret least.

Also.

For the record, my choice of what is conventionally a male-coded screenname, and an admittedly obscure male-presenting cartoon character for a picture, reflect a rather longstanding preference for he/his pronouns.

But for obscure personal reasons, plus also the fact that in my line of work any man will be lightly and accidentally misgendered by someone who acts in good faith and has no hostile intentions, just absent-minded social reflexes, and that this will typically happen many times a year so one gets used to it...

I have a strict policy of never wanting anyone to feel bad about this kind of thing, ever, and not wanting to use it as a social bludgeon. To be clear, there is no bludgeoning. There is assuredly nothing to apologize for here; I would consider myself a fool if I acted as if there was. I am simply remarking.


^______________^
Late reply but this honestly doesn't track for me: if you wanted to reduce expected Paranoia gains, it would be more productive to shift your dice allocation, like how you put only 2 dice on Fort Horner (30ish %) that would've provided some reduction to offset Arendt's Criminal contacts. Fort Horner completed anyways, but it required omake bonus. It comes off like a wasted Personal dice as it had a very low risk of failing so it's inefficient mitigation.

Also, I question the wisdom of starting Sara Surveys that'll unlock more Reconstruction projects added to the pile we need to complete. If we're trying to solve the resource shortage, there's a Vespene Gas project that explicitly states we have a critical need for.
 
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Most of the statistically likely outcomes where we don't finish are cases where we're sitting at something like 260/300 and have 99% or higher chances of completion just by throwing like 2-3 dice at the project.

We'll be fine.
Well yeah, that's kind of my point.
One die now could save us 2-3 dice next turn. That's a really good deal.
 
It is better we do the ullitarian option for it to tick off some Paranoia

The ones who where put there on bullshit charges are let go sons of korhall like minded are given over for duke to use because we the Qplayers know

We gonna need that extra manpower against the zerg in the future

The worst of the worst can stay there because that will only bring headarchs

Nah. Not on prisons. It literally says in the action description that we are not letting out the non-Mengsk terrorists. Find some other action.
 
Yeah, I agree. I do think that next turn if we're at 260/300, it'd be better to toss in 3 dice or something, but that's just because failing to do the Census at all would be a very, very bad look for us.
It'll depend on the exact numbers and how they play out. If it's a difference between a 99% chance and a 99.8% chance or something, it's probably not worth the extra die in my book, but if it's a difference between a 95% and a 99% chance, that's different.

And, hell, there's a better than 50/50 chance that my plan either finishes the action, or puts it so close to finishing that it completes on bonuses alone in Q4 even with a single die.

So can we finally start working on Korhal Regreening next turn or is it going to be one of those actions put off forever?
I dunno. If my plan wins, we'll be working on it. Maybe not as fast as you'd like, but not all that slow, either. I suspect Mengsk will get a little cranky if the phases of the regreening (which he apparently doesn't care about) significantly outpace the phases of the Augustgrad construction (which he does).

Late reply but this honestly doesn't track for me: if you wanted to reduce expected Paranoia gains, it would be more productive to shift your dice allocation, like how you put only 2 dice on Fort Horner (30ish %) that would've provided some reduction to offset Arendt's Criminal contacts. Fort Horner completed anyways, but it required omake bonus. It comes off like a wasted Personal dice as it had a very low risk of failing so it's inefficient mitigation.
The exact manner in which I shifted dice allocation reflected a desire to balance "lower expected Paranoia" against "accomplish specific goals." The bulk of my Free dice were allocated to the Nephor II reconstruction project, because I very much wanted to complete Phase 1 of that project for reasons I've already discussed. Since Free dice were not immediately available purely for Paranoia reduction, I was reduced to shifting dice within individual categories.

You will note that I did exactly that in Research, shifting a die from the university project (eliminating its 15% chance of adding +5 Paranoia) to Broken Mesa (increasing its chance of subtracting -10 Paranoia by nearly 30%).

To do the same in Military, I would have had to take dice off Refloating the Fleet to complete Fort Horner, which struck me as being counterproductive given that both are Paranoia-cutting projects with roughly equal (negative) Paranoia return on dice investment.

There might purely hypothetically have been some way to efficiently try to fulfill my core objectives with lower expected Paranoia through some clever bit of dice-juggling, but in all honesty, I tried the things that immediately sprang to mind, ran the numbers, decided it was good enough, and put it out there on the theory that the perfect is the enemy of the good.

Also, I question the wisdom of starting Sara Surveys that'll unlock more Reconstruction projects added to the pile we need to complete. If we're trying to solve the resource shortage, there's a Vespene Gas project that explicitly states we have a critical need for.
Since the Sara survey itself is not a reconstruction project, I kind of doubt that any subsequent projects will be. Mengsk doesn't seem to care much about the place, probably because his blackened, twisted heart only has room for one totally bombed-out wasteland world, and that's Korhal. Note that the projects likely to come out of the Sara survey are described as "recolonization," not with the keyword "reconstruction."

Of course, while we're at it, if you actually look at my plan draft, I propose to invest one die in the nearly completed Sara survey in the coming turn, versus five dice in the aforementioned vespene mining project on Vardona. Note furthermore that we're going to look pretty silly if it turns out there were very lucrative mining projects in the Sara system just waiting for us while we chased other, more marginal things elsewhere.

So unless the point of your debate with me is to persuade me to climb into my time machine and change the outcome of a past vote, I don't really see much point in this. Dropping the survey in the middle to put one more die on the other project seems like kind of a waste.

Well yeah, that's kind of my point.
One die now could save us 2-3 dice next turn. That's a really good deal.
I'll run the numbers if I have time- not right now.

The thing is, if it's more like "one die now has a 30% chance of saving us 2-3 dice next turn," it becomes more questionable whether that is a really good deal. It all depends on details, rather than being a simple no-brainer.

(It's weird how some people want me to invest less dice in projects where if we fail, we get caught and Mengsk remembers that as "oh hey, Horner's trying to build an independent powerbase..." While others want me to invest more dice on projects where if we fail, people remember that as "oh hey, sometimes Horner comes in at the deadline with some excuse about how he's got something almost finished but there was a weird last-minute fuckup that cramped his style even though he poured a ton of resources into the project over a six month period." But these aren't the same people, so it's not inconsistent or anything, to be very clear! Just disconcerting to be in the middle.)
 
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