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 .
Mathpost
On the Job Training 59 vs. DC 51, Passed!
Korhal: Capital City Augustgrad (Phase 1) 133+138+12 = 283/250, 33 Overflow, -10 Paranoia
Nephor II: Planetary Reconstruction (Phase 1) 78+500+96 = 674/450, 224 Overflow, -5 Paranoia [Nat 100]
Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153+118+12 = 283/250, 33 Overflow, +5 Paranoia

Nephor II: Nephor Industrial Megacomplex (Phase 1) 80+152+22 = 254/350
Sara System: Imperial Chemical-Mineral Survey 131+2 = 133/200
Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 116+86+22 = 224/250
Tyrador IX: Establish Farmsteads (Phase 2) 214-16 = 198/450

Re-Establish the Universal News Network 2+115-8 = 109/100, +5 Paranoia
Mass Literacy Movement 164 (RA)-8 = 156/200, +5 Paranoia
Nephor II: Fort Horner Marine Training Camp 117+22+15 Canon Omake = 154/150, -5 Paranoia
Brontes: Refloating the Fleet (Phase 1) 234+3 = 237/300
Tyrador IX: Military Recruitment Offices AUTOCOMPLETED, -5 Paranoia
Broken Mesa Xenobiology Institute 50+170-12 = 208/150, -10 Paranoia

Imperial Science University 91-4 = 87/150
Truth and Reconciliation Committee (Idealistic) 146+7+6 = 159/200
Conduct a Dominion-Wide Census 42+14+6 = 62/300

Flesh Out The Remainder of the Bureaucracy 62+143+18 = 223/200, +5 Paranoia
Private Investments 143-12 = 131 vs. DC 30/50/70 SUPER-PASS, -5 Paranoia [Nat 100]


Net Paranoia: -20

Available Omakes: They Could've Won (Canon), Horner Portrait (Non-Canon)

Everything but the Personal, since we're waiting on Simon. Edit: And now that's in.

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.

Alright a third mathpost by me as a just in case:

Korhal: Capital City Augustgrad (Phase 1) 133+75+6+63+6 = 283/250 (Phase 2) 33/250? -10 R -10 Paranoia
Nephor II: Planetary Reconstruction (Phase 1) 78+55+16+78+16+100+16+87+16+95+16+85+16 = 674/450
(Phase 2) 224/450? -30 R -5 Paranoia
Vardona: Ardonin Heavy Vehicle Factory (Phase 1) 153+45+6+73+6 = 283/250 (Phase 2) 33/250? -20 R Multiple Projects Finish Faster +5 Para

Nephor II: Nephor Industrial Megacomplex (Phase 1) 80+80+11+72+11 = 254/350 -10 R
Sara System: Imperial Chemical-Mineral Survey 0+72+1+59+1 = 133/200 -30 R
Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) 116+71+11+15+11 = 224/250 -20 R
Tyrador IX: Establish Farmsteads (Phase 2) 0+65-4+45-4+54-4+50-4 = 198/450 -20 R

Re-Establish the Universal News Network 2+82-4+33-4 = 109/100 9 Rollover? -20 R +5 Paranoia
Mass Literacy Movement 0+64-4+100-4 = 156/200 -20 R +5 Paranoia
Nephor II: Fort Horner Marine Training Camp 0+30+11+87+11 = 139/150 -10 R -5 Paranoia Completes with a +15 Canon Omake
Brontes: Refloating the Fleet (Phase 1) 0+76+1+85+1+73+1 = 237/300 -60 R
Tyrador IX: Military Recruitment Office Autocompletes, -5 Paranoia
Broken Mesa Xenobiology Institute 50+77-4+60-4+33-4 = 208/150 58 Rollover -45 R -10 Paranoia

Imperial Science University 0+91-4 = 87/150 -10 R
Truth and Reconciliation Committee (I) 146+7+6 = 159/200 -5 R
Conduct a Dominion-Wide Census 42+14+6 = 62/300 -10 R

Flesh Out The Remainder of the Bureaucracy 62+27+6+91+6+25+6 = 223/200 23 Rollover -15 R +5 Paranoia
On-The-Job-Training 59 DC 51 PASS
Private Investments 100-4+3-4+40-4 = 132 DC 70 PASS -30 F +15? FpT -5 Paranoia

Hey @Etranger how are we supposed to read the 6 80 7 of Alpha Squadron vs Feral Zerg?

Resources: 720-10-30-20-10-30-20-20-20-20-10-60-45-10-5-10-15 = 385 stockpile + 340 incoming - 25 personal = 700 available
Discretionary Funds (F): 65-30 = 35 initial + 25+15? = 40? incoming = 75? total
Paranoia: 45-10-5+5+5+5-5-5-10+5-5 = 25/100
Free Dice: 4 (2 non-Personal)

Current Promises

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

Revitalization Goals
Infrastructure
Heavy Industry
Light and Chemical Industry
Environmental
Services
 
[] Plan We require more Vespene Gas
Infrastructure (6/6 dice, +6 modifier)
[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(-10 Paranoia when complete)
(Progress 33/???, -5R? per die) 1 dice 5R?

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort.
(Progress 0/350, -5R per die) 4 dice 20R

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

Heavy Industry (5/5 dice, +1 modifier)
[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]

The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Provides Resource income)
(Progress 254/350, -5R per die)
2 dice 10R

[] Nephor II: TerraUnion Tool and Die Works (Phase 2) [NEW]
The Tool and Die Works is up to its pre-War level of output, but the Labor Corps is a massive and rapidly growing body with an insatiable need for handheld cutters. As such, the TerraUnion Works must be expanded outward substantially, necessitating the demolition of neighboring blocks and facilities, in order to improve overall output and efficiency.
(Reduces some project lengths upon completion)
(Progress 53/250, -10R per die)
3 dice 30R

Light and Chemical Industry (9/5 dice, +1 modifier)
[] Vardona: Vespene Extraction Operations (Phase 1)

The planet Vardona has been settled for over a century and under the Confederacy was principally mixed-use agriculture and urban settlement. However, recent subterranean surveys have detected a massive network of Vespene reservoirs beneath the planet's surface, concentrated around one of the planet's lesser seas. By declaring that sea a Dominion resource zone, we can convert it into one of the sector's richest gas fields and expand production during a period of desperate shortage.
(Provides Resource income upon completion)
(Progress 0/550, -10R per die)
7 dice 70R

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Unlocks recolonization and extraction projects upon completion)
(Progress 133/200, -15R per die)
1 dice 15R

[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 2) [NEW]
One of the many innovations made during the Great War was the development of a next-generation fabric extruder, capable of incorporating cybernetic components seamlessly into a length of polymer. Originally designed for the Confederate Ghost program's stealth suits, these extruders can be modified and incorporated into the Phoros Neotextiles plant to substantially streamline the Protective Ensemble creation process, eliminating the need to manually insert the kinetic feedback systems and life support components.
(Reduces some per-die project costs upon completion)
(Progress 224/250, -10R per die)
1 dice 10R

Environmental (5/5 dice, -4 modifier)
[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] [NEW]

The initial focus of the Velocis farmstead program has shifted away from small-scale family plots and towards larger-scale communal farms based around planned villages, with the intention of improving both efficiency and output. While small farmsteads are still available to those who prefer the frontier lifestyle, this new emphasis on large communes should allow us to absorb more of the refugee population and improve food output at the same time.
(Progress 198/450, -5R per die)
5 dice 25R

Services (5/5 dice, -4 modifier)
[] Mass Literacy Movement (Phase 1)

The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce.
(+5 Paranoia when started, +5 Paranoia when complete)
(Progress 152/200, -10R per die)
1 dice 10R

[] The Dominion Health Service (Phase 2) [NEW]
Now that the first wave of hospitals are built and operational, the Sub-Ministry for Health and Welfare can focus its effort on building a second series of local clinics and emergency care stations. Their locations are planned network-style to improve accessibility across the board, though serious injuries will still need to be routed to regional hospitals.
(+5 Paranoia when complete)
(Progress 3/350, -5R per die)
4 dice 20R

Military (6/6 dice, +1 modifier)
[] Brontes: Refloating the Fleet (Phase 1)

While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly.
(-10 Paranoia when complete)
(Progress 237/300, -20R per die)
1 dice 20R

[] Vardona: Treasury Reserve Uniformed Service Troops [NEW]
Whereas the Confederacy was in the habit of letting the military function semi-autonomously and entirely separately from the civilian government, the Dominion is self-consciously a military regime all the way down. Black-and-red uniforms are ubiquitous, as are military ranks. By adopting this trend and officially making your department employees part of a uniformed "reserve" service, you can (possibly) gain official imperial favor and bring yourself up to effective organizational parity with both the Armed Forces and the Imperial Guard.
(Unlocks additional TRUST projects) (Paranoia either gained or lost on completion)
(DC 40/80/120, -5R per die)
5 dice 25R

Research (5/5 dice, -4 modifier)
[] Tyrador IX: Imperial Science University

The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as most of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata.
(+5 Paranoia when complete)
(Progress 87/150, -10R per die)
1 dice 10R

[] Iris-class Light Airship (Tech)
Sometimes, to move forward, you have to look backward. This is the case for the Iris, a lighter-than-air craft that uses a derivative of Vespene gas to float effortlessly above the ground. The Emperor intends to use these vessels as propaganda blimps, broadcasting pro-Dominion messages and his own speeches from low-cost, low-maintenance platforms, but the light airship has a number of other potential uses, and may pave the way for future investment in lighter-than-air technology.
(-5 Paranoia when complete)
(Progress 0/150, -10R per die)
2 dice 20R

[] New Model Weaponry (Phase 1) (Tech)
Right now, Dominion conscripts and installation guards are armed with the Ferromag SMG, a cheap and easy-to-produce automatic weapon with poor range, low stopping power, and a high likelihood of jamming unexpectedly. While this might be acceptable to the Emperor, who plans to trade bodies for ground gained, you think you can do better. Your designers have come to you with a design for an improved light machine gun, the B-2, which boasts improvements in reliability, accuracy, and overall firepower. All they need is the budget to do field trials and work out the kinks.
(-10 Paranoia when complete)
(Progress 0/150, -10R per die)
2 dice 20R

Bureaucracy (5/5 dice, +6 modifier)
[] Truth and Reconciliation Committee (Idealistic)

Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(+5 Paranoia when complete)
(Progress 159/200, -5R per die)
1 dice 5R

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 62/300, -10R per die)
4 dice 40R

Personal (4 dice, -4 modifier)
[] Fringe Worlds: Divert Supplies to Independent Settlements [NEW]

While the Confederacy officially numbered thirteen planets in total, and the Dominion exercises control of roughly half of those, the true number of Terran-inhabited planets is up in the dozens. Outside the Core Worlds, settlements are spread-out and focused mainly on mining or procuring planetary exotics, with little in the way of help or support from any official body. By creatively editing our shipping manifests, we can redirect relief supplies out to those fringe communities in greatest need, potentially staving off disaster for millions of people.
(DC 40 to avoid +10 Paranoia, -15F per die, +1 Relations with Raynor's Raiders if successful)
2 dice 30F

[] Nephor II: Contact the Industrial Workers' Trust
During the later years of the Confederacy, as central control began to unravel, various groups began coming together to form mutual aid and self-defense organizations. The largest and most prominent of these so-called 'unions' was the Industrial Workers' Trust on Nephor II. Originally founded as a co-operative workers' insurance scheme, the Trust grew to represent a staggering number of Nephor's laborers until it was finally broken up by force in the late 2480s. Unbeknownst to the authorities, the Trust's leaders merely went underground rather than disperse, and according to your special advisor there should be some left to contact...
(Unlock worker-related Personal projects)
(DC 40 to avoid +10 Paranoia, -10F per die)
2 dice 20F

If the name and disproportionate dice assignments don't give it away, I'm of the firm belief we need more fuel as we're more than likely suffering a shortage.
 
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Math is Scary (Canon)
Chuck stared at the numbers on the screen with growing dread, nausea rising in him as he realized something horrendous. He was actually starting to understand the damn things. Now, he was certainly lacking in booksmarts, but he actually did have a head for numbers when he wanted to. Sure as hell couldn't tell you how to find the area of a triangle without thinking it out for a bit, but by god he could calculate the angle of depression for a siege tank in his head. Numbers just... flat on a page, or a screen, though? Those were just unnatural.

What's worse, knowing what they meant made him realize something even more horrifying. He needed even more numbers, more infernal charts and graphs. Lord save him but the other day he had told Smith nice work on a presentation, and he had actually meant it. The grim truth was, the Dominion's economy was all shot to hell. Now, you didn't need to understand the numbers to have realized that, the damage that the Protoss and the Zerg had done to the Sector was worse than any Terran conflict had ever managed, but Chuck was beginning to get a handle on what he didn't know.

And that was almost everything.

Sure, the census was getting a move on figuring out just how many people were still alive after half the core got glassed or infested, but that was only one piece of the puzzle. The old general suddenly felt very uncomfortable in his ridiculously comfortable office chair as he grumbled to himself about not knowing industrial capacity or import requirements or vespene stockpiles, the Chancellor barely recognizing himself. This sort of stuff is always what he had other people to worry about, and he did not like one bit that Mengsk had turned him into one of those other people. Not at all.

"Nephor II's all set up then?" he asked, squinting at the DLS report detailing the shock effort that had gone into clearing out the rubble and debris.

"Not quite," Vice-Chancellor Smith answered. "This is merely a preliminary memorandum on Dominion Labor Service activities concerning their activities vis a vis Nephor II. While it is true that they have made excellent progress in the past quarter due to the amount of funding allocated to those aforementioned efforts, this represents merely the first stage of planetary reclamation and restoration. I must stress as well that this is merely a precis of the documentation of their total efforts, collating individual reports from the various subdirectories and departments tasked with clearing out assigned zones of the industrial park. We can go over the full data if you would like?"

"...nah, the uh, precis, will do. Thanks though, Sammie," Chuck said after blinking for a few moments. He... actually understood that. Well, most of it. Precis still sounded like a fake word, but he got the gist. "Right. So just the first steps, too early to break out bubbly, I get the idea. What next then?"

Samuel Smith smiled, which was always a disconcerting sight, but this time Horner actually kind of got it. His horrible pet goblin had a billion and one different plans to show him, most of them completely contradictory, and a part of him... wanted to see them? This wasn't right. This wasn't right at all.

"Firstly, I would like to attempt a course correction on the frankly mediocre performance of the census last quarter. I believe a targeted injection of funds and a concerted effort to recruit the newest literate citizens may prove just the thing..."

Another wave of discomfort swept over Chuck as he listened to the man go on and on, the good old boy not sure how to feel about the fact that he actually had opinions on this sort of stuff now himself. What the hell had Mengsk done to him?

"Chancellor? You have been quiet for some time."

"Just reading Sammie," Horner muttered back, disgust with himself reaching a new height at the fact that he wasn't even lying. "Let's... let's keep it rolling."

"Of course. As I was saying, I think it may prove prudent to make as much use of Cruikshank & Taylor as possible prior to our relocation to Augustgard. There are, as soon in table 34g and further detailed in addendum 9 and exhibit 12, multiple areas of interest on Vardona that the firm may be able to direct more expeditiously. Per the Treasury quarterly report, you can see that they proved quite helpful in acquiring final permits and approvals for the Ardonin plant despite the peculiar difficulties particular to that project. Now, if you will open your briefing packet to page 758..."
 
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[] Fringe Worlds: Supply Bunker Construction (Phase 1)
(Progress 36/150, -5R per die, +5 Paranoia)
2 dice 10R
I'm not at all sure this is worth two dice. We're not in that big of a hurry, and it does come with a Paranoia hit.

[] Iris-class Light Airship (Tech)
(-5 Paranoia when complete)
(Progress 0/150, -10R per die)
2 dice 20R

[] New Model Weaponry (Phase 1) (Tech)
(-10 Paranoia when complete)
(Progress 0/150, -10R per die)
2 dice 20R
Given that the new guns have double the Paranoia reduction for the same investment, and explicitly have phased rollover while the airships may not... Are you sure you want to invest equally in both projects?

Bureaucracy (5/5 dice, +6 modifier)
[] Truth and Reconciliation Committee (Idealistic)

(+5 Paranoia when complete)
(Progress 159/200, -5R per die)
1 dice 5R
I will observe that there is widespread support for two dice on this, just to reduce the risk of yet another delay when we've got so many people rotting in camps.
 
I'm not at all sure this is worth two dice. We're not in that big of a hurry, and it does come with a Paranoia hit.
Negotiable. Can reduce to free up the free dice.
Given that the new guns have double the Paranoia reduction for the same investment, and explicitly have phased rollover while the airships may not... Are you sure you want to invest equally in both projects?
Would it be better to double down? Maybe. Yet, Investing in both over two turns opens up gaining a 15 Paranoia reduction in time for the next budget meet.
I will observe that there is widespread support for two dice on this, just to reduce the risk of yet another delay when we've got so many people rotting in camps.
159 base + modifier of 6 or 8 if we're lucky means 165. If combined with an omake that's 170 or 180. A single raw roll of 20-30 is all we need to pass.
 
how much of a + or - did horner get with passing his schooling thing?

Two. So the new penalty is -4, and just two more successes, whenever they come, will wipe it out.

Also, actually, as the Omake reminds us, we do have the Vardonis Hydroponics we'll want to complete before we get Augustgrad Phase 2 complete. Probably not next turn, but I think it'd be good to put two dice into it Q4, to finish it no later than Q1 next year, or something like that?
 
the status is still -6 but i`ll take it that be update at some point in time.
oh well having the economy guy getting better at running said economy while getting ppl into office that know what they are doing in great long and short term.

hope we live true it and get a nice send of somewhere if/when we leave this job.

still thats a fair bit of time away so on with rebuilding things.
 
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.
They might have equal value of returns in dice investment on paper, but the main point was increasing the chance of completion so it would be available for mitigating Paranoia this turn, and reducing the risk of taking Arendt's criminal contacts. I feel kind of silly pointing this out as it should be obvious.

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.
I hadn't gone over your current plan drafts, but I still wanted to analyze the thought process that went into the previous plan as a point of contention. We have a bonus for Vardona which covers the Vespene project, but that bonus is on a timer till Augustgrad (phase 2) is finished. Considering the Vespene project has multiple phases and high progress requirements, it seemed prudent to focus dice there in the Light Industry section, instead of branching out to do Imperial Surveys.

Furthermore, the Sara system is currently uninhabited and will need infrastructure investment to start exploiting its resources, whereas Vardona's gas has a well developed logistical chain available. Vardona's gas reservoirs is also described as "the sector's richest gas fields" so I find it foolish to ignore an available high-yield reserve in favor of chasing other leads.

TL;DR i believe you made a mistake and wasted 2 dice/turn instead of fully utilizing our available opportunities.
 
As a reminder we can leak information to Raynor's Raiders now so doing a survey and then not developing the infrastructure because we have a lot on pour plate while we slip Jimmy useful resource locations is well within the nature of this quest.
 
Would it be better to double down? Maybe. Yet, Investing in both over two turns opens up gaining a 15 Paranoia reduction in time for the next budget meet.
Investing in only one project makes it fairly likely we can do the same. After all, there's nothing stopping us from doing the bulk of our investment in the other project next turn.

Per my remarks to Mellowfellow further down this post, there is a slight dice economy optimization argument for the two-and-two approach (17% chance of 'wasting' one die). But otherwise, it gains us little compared to a one-and-three now followed by a (two or three)-and-(zero or one) next turn. Our Paranoia levels are quite low, and we're not doing any giant +40 Paranoia megaprojects that make it quasi-mandatory to hammer the level all the way down to zero.

And wasting Research dice (in the sense of "there is a 17% chance of this costing us three dice this way when we could have got it for two") is not a big deal to me. Because frankly, we have lots of Research dice relative to the number of high-priority projects. It's not like Infrastructure where just the near-mandatory projects we can see are going to take several dozen dice to clear.

159 base + modifier of 6 or 8 if we're lucky means 165. If combined with an omake that's 170 or 180. A single raw roll of 20-30 is all we need to pass.
There's a bunch of people who don't want to gamble on a 20-30 percent chance of failing yet again.

Two. So the new penalty is -4, and just two more successes, whenever they come, will wipe it out.

Also, actually, as the Omake reminds us, we do have the Vardonis Hydroponics we'll want to complete before we get Augustgrad Phase 2 complete. Probably not next turn, but I think it'd be good to put two dice into it Q4, to finish it no later than Q1 next year, or something like that?
I hadn't gone over your current plan drafts, but I still wanted to analyze the thought process that went into the previous plan as a point of contention. We have a bonus for Vardona which covers the Vespene project, but that bonus is on a timer till Augustgrad (phase 2) is finished. Considering the Vespene project has multiple phases and high progress requirements, it seemed prudent to focus dice there in the Light Industry section, instead of branching out to do Imperial Surveys.
Honestly, I'm not really feeling the "use that +5 on Vardona while we can" mindset if the project itself isn't a major priority. The gas project is, to be clear, but I think people are approaching this wrong overall.

Right now, we have a +5 bonus on Vardona projects, which becomes a +5 on Korhal projects later, when we finish Augustgrad Phase 2. Probably roughly a year from now, since i doubt we're going to try to rush-complete it this year or anything.

Consider what we won't have a year from now.

There's a good chance we won't have that stupid -4 penalty to all dice from Horner's illiteracy, at this rate. We'll have completed some other industrial infrastructure projects that cut Progress costs, too.

Which is easier? Completing a 450-point project when you're rolling straight d100's, or completing a 500-point project while rolling d100-4+5's? It's the first one. Losing the +5 bonus doesn't necessarily matter that much when there are other factors in play.

When the project is important in and of itself and needs doing quickly, like the SCV factory or the gas refineries, the +5 is a welcome boost. But rushing Vardona projects that are not immediately necessary (such as the hydroponic farms) specifically because we have the +5 is probably not a great idea. Because the idea that it'll be easier to do now than it will be to do later is founded in the idea that our capabilities are static. They're not.



Furthermore, the Sara system is currently uninhabited and will need infrastructure investment to start exploiting its resources, whereas Vardona's gas has a well developed logistical chain available. Vardona's gas reservoirs is also described as "the sector's richest gas fields" so I find it foolish to ignore an available high-yield reserve in favor of chasing other leads.

TL;DR i believe you made a mistake and wasted 2 dice/turn instead of fully utilizing our available opportunities.
So in other words, either you're expecting me to get in a time machine, or you're just trying to bust my chops about an action in the past, as proof of... something. I don't know what you're trying to prove, really.

And in the process, you're painting a project that does something you don't expect to be optimal as "a waste" that, presumably, is worth nothing, on the grounds that it wasn't the project you wanted.

Please stop doing this. It's a great example of how to make a Planquest absolutely fucking miserable.

They [the Research projects- SJ] might have equal value of returns in dice investment on paper, but the main point was increasing the chance of completion so it would be available for mitigating Paranoia this turn, and reducing the risk of taking Arendt's criminal contacts. I feel kind of silly pointing this out as it should be obvious.
Well, I'm sorry for not seeing that 'obvious' thing, I must be 'silly,' but I'm inclined to disagree with your assessment.

Now, I'm not inclined to fire up Anydice just to run the numbers, but I strongly suspect that three dice on the new guns give you a higher expected Paranoia reduction than two dice on the guns and two dice on the airships.

With three dice, the gun project actually has a reasonable chance of finishing and giving you that -10 Paranoia goodness. With two, either project is quite unlikely to succeed.

[reads the rest of your post]

...

Actually, after reading the rest of your post, you know what? I'm going to go for the Anydice.

[cracks knuckles]

We have a -4 penalty on Research projects, such as this pair of 0/150 projects that give us -5 and -10 Paranoia, respectively. We'll be optimistically assuming that a canon omake bonus will hit and autocomplete anything within 15 points of success. This is, for reasons that will become obvious, a favorable assumption to 'plan two-and-two.'

So I go to anydice.com and punch in:
output 2d100+0+(2*-4)+15 ,
and then
output 3d100+0+(3*-4)+15 ,
where '0' is the existing progress, -4 the die bonus, and +15 the omake bonus.

There is a 17.1% chance of getting at least 150 on one of these projects and completing it with two dice.
There is a 53.8% chance of getting at least 150 on one of these projects and completing it with three dice.

If we attempt both projects, there is about a 3% chance of getting both (-15 Paranoia), since they are individually unlikely. There is about a 14% chance of getting only the airships (-5 Paranoia), a 14% chance of getting only the guns (-10 Paranoia), and a 69% chance of getting neither project (no benefit this turn). Expected Paranoia from a two-and-two arrangement is thus:

0.03(-15)+0.14(-10)+0.14(-5) =
-2.55 Paranoia, over half of which just comes from having any chance of getting the guns.

By contrast, a three-and-one approach that focuses on the guns at the expense of the airships gives:
0.538*(-10) =
-5.38 Paranoia, because now we have a reasonable chance of getting the guns.

5.38 is considerably more than 2.55.

...

In conclusion, if you're choosing how to distribute four Research dice with an eye to maximizing short-term Paranoia reduction, favoring the gun project over the airship project is more than twice as effective.

If you're trying to maximize long-term Paranoia reduction, there is, strictly, a 17% chance of the third die put on the guns going to waste, but frankly, we are dice-rich right now and wasting dice in Research (where we have no specific Plan goals) is not a major concern that should see us constantly slow-rolling projects if we're actually worried about keeping Paranoia low. Since Research projects, along with the much more expensive Military projects and of course Augustgrad, are our three main categories of Paranoia sink.

...

Of course, bluntly, it hardly matters, because we're at 25 Paranoia and there aren't that many probable sources of Paranoia coming up in this next turn. We'll be fine either way.

But your attempt to flex on me by pointing out the 'obvious,' well... The math doesn't work out the way you seem to have had in mind here.
 
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I disagree that we don't need the Vardonis Hydroponics Farm. It specifically makes Mengsk paranoid because it allows Vardonis to go against him without all being starved to death. The day may come when the supplies end because of war, or because Mengsk decides to make an example of them, of a huge city with a high population... at which point, if Vardona does not have hydroponics, @Simon_Jester , the death toll could be in the millions.

This doesn't mean, "If it doesn't complete next turn, we're evil monsters" or something, but it's actually a pretty high priority, after Regreening/Tyrador Farming II.
 
I enjoy and encourage vigorous debate on future plan-making, but let's keep any recriminations regarding past decisions to a minimum unless being used as a constructive point for something else going forward. We can have a good push and pull without resorting to acrimony.
 
I disagree that we don't need the Vardonis Hydroponics Farm.
Let me clarify my own position.

Practically every project on that list is in some relevant sense important or desirable, with only a few exceptions. Hydroponics for Vardona is not one of the exceptions.

Hydroponics for Vardona are mid-tier on that list, I would say, as far as importance goes. Because they won't do much to help the lives of millions right now (unlike, say, the big planetary reconstruction actions), but they could, at some future time, cause that result. It's entirely possible that we end up overthrowing Mengsk without Vardona ever being cut off in any way, after all.

At the same time, I want to underline that the possibility of Vardona being cut off is worth doing the project, especially since I suspect the Dominion's overall food security situation is... not great anyway. It's just that, as your last sentence suggests, its not a matter of overwhelming top-most priority in the short term.

Regardless of whether the Vardona hydroponics are needed in the medium to long run, they are not an immediate priority in their own right, in and of themselves, right now, in this very moment. And, as I have noted, the growth of our capabilities is such that if we postpone them by, say, 2-4 turns, we are likely to gain advantages in working on the project that are just as significant as the +5 bonus that we now enjoy. A -50 to the overall cost of the project is as good or better than a +5 boost to working on it, and Horner's illiteracy malus is going to continue to shrink over time.

And that's my point here: that we are under no real special obligation to front-load the project for "use it or lose it" reasons involving that particular bonus. And we'll probably be fine doing it at the same point in the sequence that we would if the bonus did not exist. If we consider the Vardona hydroponics plants to be urgent on their own merits and in their own right, then by all means, let's go for them, but if they could wait 2-3 turns if we didn't have a special Vardona-only bonus, they can probably wait the same length of time as-is.
 
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But your attempt to flex on me by pointing out the 'obvious,' well... The math doesn't work out the way you seem to have had in mind here.
Simon... I'm not sure how you manage to go on a rant about Research projects when I clearly quoted the Military project (Fort Horner) and didn't mention a single thing about the Guns or Airships. To be clear, I found your argument for reducing paranoia disingenuous, because your dice allocation didn't support that:
Neglecting an easy Paranoia reduction (Fort Horner) as 3 dice was a safer bet, in favor of leaving Personal dice unused.
 
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Neglecting an easy Paranoia reduction (Fort Horner) as 3 dice was a safer bet, in favor of leaving Personal dice unused.
Slowing down or reducing the chance of completing a -10 Paranoia project next turn is not worth rushing to complete a -5 Paranoia project this turn when we're at 45 Paranoia and the plan draft's expected Paranoia change is roughly +3. Or when we're at 25 Paranoia and the expected change is negative.

Also, Military (unlike Research) is a category where we're likely to see big projects in the near future, because Mengsk is going to want an enormous amount of military expansion, and honestly, he's right to want that because the Zerg (et al.) are going to come gunning for us. Research is not apt to build up a backlog; using dice efficiently in that category is less of a problem than in Military.

So I'm not in favor of spending extra dice on low-Progress requirement Military projects just in case we need a quick Paranoia reduction "snack" when we do not, in fact, need such a 'snack' in the first place. I'm more willing to do that in Research because we have relatively speaking more dice to throw around compared to the scale of the available and likely near-term projects.
 
The results update for Q2 2507 is complete and up for preview on Patreon. $5/month and above gets you access 24 hours in advance to the results updates; I'll be keeping the voting updates immediate-release for now. For everyone else, the update will be up around this time tomorrow.
 
Also, Military (unlike Research) is a category where we're likely to see big projects in the near future, because Mengsk is going to want an enormous amount of military expansion, and honestly, he's right to want that because the Zerg (et al.) are going to come gunning for us.
You know, it would be rather useful if we had some sort of warning IC as to what we should expect and when to expect it. As if so happens, after examining our personal actions, I have found an action that can probably do the job. Request an Update should give us some idea as to what's going on out beyond the reach of the Dominion. I don't think we can rely on things happening in the same way they occurred in canon.
 
For Personal we could do the 2/2/1 to do the Helping Tons of People, Nephor Unions, and Criminal Contacts, and then Q4 add a Free dice and do "Talking to the Colonel" (3 dice), and Reaching Out (2 dice).

That way we'd complete all but one of the Contacts this year and still do two things to build up Raynor's Raiders before we diversify.
 
One thing I want to do is have two different levels of caution when it comes to Personal actions that involve reaching out to threats to Mengsk's regime. Because there are two levels of such actions.

If Arcturus finds out that Chuck Horner is making backroom deals with labor unionists and crime bosses, in and of itself that would be fairly minor. I doubt he'd even briefly consider having Horner shot, even for a moment, over something like that, because that falls under the same sort of general corrupt gray-area black-market shit that's the norm throughout Koprulu Zone human space. Arcturus specifically doesn't have a problem with that kind of thing as long as it's not a threat to him. It makes him Paranoid if he finds out, but that's just because it means good ol' Chuck has a bigger powerbase than Arcturus realizes, not because it makes him specifically worry that we are, like, actually specifically planning to coup his ass.

If Arcturus finds out we're dealing with Raynor's Raiders in some direct fashion, or that we're suborning his chief of security or someone who will tell us about Valerian (whose existence he keeps secret for a reason)... Even if he decides not to go through with it, I'm pretty sure he would at least briefly consider shooting us to tie up a loose end. Even given that at, say, Paranoia 40 he'd never actually go through with it immediately... I don't want that problem.

You know, it would be rather useful if we had some sort of warning IC as to what we should expect and when to expect it. As if so happens, after examining our personal actions, I have found an action that can probably do the job. Request an Update should give us some idea as to what's going on out beyond the reach of the Dominion. I don't think we can rely on things happening in the same way they occurred in canon.
Also, canon is so vague about the timeline (until you get into side-novels and such, so far as I know) that we can't rely on that to tell us when Brood War or whatever is coming. Honestly, we should be making a good faith effort to get the Dylarian shipyards active and improve the military as much as possible, because for all that Mengsk is a vicious snake, Koprulu Zone humanity needs all the firepower it can get.
 
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Also, canon is so vague about the timeline (until you get into side-novels and such, so far as I know) that we can't rely on that to tell us when Brood War or whatever is coming. Honestly, we should be making a good faith effort to get the Dylarian shipyards active and improve the military as much as possible, because for all that Mengsk is a vicious snake, Koprulu Zone humanity needs all the firepower it can get.

We've already thrown canon out the window, Etranger made the events of SC1 take five years instead of less than one. Brood War begins and ends in 2505 in canon, it's 2507.
 
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