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 .
@Etranger Is there supposed to be no more Paranoia reduction on Augustgrad? Also, shouldn't Fort Riley and Brontes Cleanup be at /300 instead of /400 since they're Space Construction?
EDIT: @The Laurent So I get that the Dylan shipyards are incredibly important, but are you also not doing the next SCV Factory phase for paranoia reasons?
EDIT 2: ...Damn it Mengsk, why are you mad about STATISTICS now? You're making it really hard to feel mildly bad about using your own insider trading advice to fund Raynor's Raiders. Next turn can we dump a bunch of Personal dice into talking to Security? I want to see if they have anything Paranoia-reducing in there.
EDIT 3: Okay, correction, Mengsk has always hated statistics. I still want to start talking to Security though.
 
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I mostly like Laurent's plan, but there are a few tweaks I would propose.

[] Plan: On Task, On Time, and On Target... To Bring In a Tad More Dough
-[] Infrastructure (6/6 dice, +1 Free dice, 40 R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]) 62/400 (1 dice, 10R)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 0/300 (6 dice, 30 R)
-[] Heavy Industry (5/5 dice, 25 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] 256/300 (2 dice, 10 R)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200, (3 dice, 15 R)
-[] Light Industry (5/5 dice +1 Free dice, 65R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 dice, 15 R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/500 (5 dice, 50 R)
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (1 dice, 5 R)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/100 (2 dice, 20 R)
--[] Vardona: Subsidiary Hydroponics Effort 0/100 (2 dice, 20 R)
-[] Services (5/5 dice, 70 R)
--[] Mass Literacy Movement (Phase 1) 156/200 (1 dice, 10 R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)
-[] Military (6/6 dice, 55R)
--[] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (5 dice, 50 R)
--[] Vardona: Treasury Reserve Uniformed Service Troops DC 40/80/120 (1 dice, 5 R)
-[] Research (5/5 dice, 50R)
--[] New Model Weaponry (Phase 1) (Tech) 0/150 (3 dice, 30 R)
--[] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
-[] Bureaucracy (5/5 dice +1 Free dice, 50R)
--[] Truth and Reconciliation Committee (Idealistic) 171/200 (2 dice, 10 R)
--[] Conduct a Dominion-Wide Census [Reconstruction] 63/300 (4 dice, 40 R)
-[] Personal (4/4 +1 Free die, 45 F)
--[] Raynor's Raiders: Request an Update DC 40 (2 dice, 10 F)
--[] Deadman's Rock: Authorize Arendt's Working Vacation (1 dice, 15 F)
--[] Nephor II: Contact the Industrial Workers' Trust DC 40 (2 dice, 20 F)

I'd rather start the Dylar Shipyards next year and focus on some of the other stuff we have in our HI list that are much shorter. Like Keresh, to bring in more money. Also giving an extra die to NIM so we can be more sure it'll complete this quarter. Other main tweak, shuffling dice over from TRUST to Fort Romulus. My intuition says doing too well here will actually alarm Mengsk more than reduce Paranoia.

The DLC was Arcturus' pet project. But actually militarizing a fundamentally civilian organization, nature of the Dominion notwithstanding? I'd think making them too effective will raise alarm bells. If it comes between huge success and failing? In this case I'd take failing.

...usually doing poorly on a DC has increased paranoia, not increased it. And, is there a reason for the two dice into the Nephor option?

@Etranger Is there supposed to be no more Paranoia reduction on Augustgrad?
EDIT: @The Laurent So I get that the Dylan shipyards are incredibly important, but are you also not doing the next SCV Factory phase for paranoia reasons?

Mostly, yeah, it's the same reason that I don't actually want to finish the Stat Bureau or Inspector-General this year. We're in the back half of the year, the yearly budget wrangling approaches, and of course Dylan IS literally a Reconstruction goal. Ideally we'd want to get as close as we can to finishing Phase 1 on Year 1.
 
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I think we have reasonable odds at making the lowest DC anyway. And I thought I said 2 dice just to make extra-sure we complete NIM this turn and get the money incoming.

The biggest way we can ensure greater income is to be low-Paranoia and well-prepped for the budget meeting. Because right now we have a 60-something percent chance of finishing NIM on a single die. That seems like more than enough... and of course, Dylar is literally our Reconstruction goal.
 
The biggest way we can ensure greater income is to be low-Paranoia and well-prepped for the budget meeting. Because right now we have a 60-something percent chance of finishing NIM on a single die. That seems like more than enough... and of course, Dylar is literally our Reconstruction goal.

Eh, we can agree to disagree. I'll probably still vote for yours along with my own.
 
Yeah that's fair, I honestly only played StarCraft 2 and don't know the lore that much but from what I remember of the cutscenes and actual gameplay there's no real use of the sort of mechanized warfare or proper combined arms tactics, on top of most of their vehicles and even power armor being way overbuilt and overly complex (their only tank is some sort of transforming monstrosity that can become light mobile artillery and doesn't have any anti infantry weapons or guided missiles, there's no sign of utility or transport vehicles, etc.) There's also the formation firing bit in the cutscene where the capital is under attack.

Off the top of my head, the various Terran factions post-SC1 but pre-Broodwar have:

Recon units (e.g. Vultures)
Area denial (e.g. Spider mines, bunkers, missile turrets)
Artillery (e.g. Siege Tank in siege mode, the tank mode kind of blows)
Light mechs with anti-air focus (e.g. Goliaths)
Dropships
Light air support but better at anti-air (Wraiths)
Heavy orbital support (Battlecruisers)
Spec Ops (e.g. ghosts + nukes, science vessels)

Pretty sure we're at Starcraft 1 levels of tech, so no Thors/Odins/Banshees/Vikings quite yet. Thus, the "large assault mech" and "heavy, fast air support" branches are a little weak, all we've got is Wraiths probably, which have just the little piddly laser for ground attacks. And the Goliaths aren't much better at ground combat.

Just in this quest, we're doing a project about re-floating battlecruiser hulls, and battlecruisers do an excellent job of providing heavy air support. So, we could certainly stand to improve our arsenal, we've got pretty solid assets for combined arms.
 
@Etranger Is there supposed to be no more Paranoia reduction on Augustgrad? Also, shouldn't Fort Riley and Brontes Cleanup be at /300 instead of /400 since they're Space Construction?
EDIT: @The Laurent So I get that the Dylan shipyards are incredibly important, but are you also not doing the next SCV Factory phase for paranoia reasons?
EDIT 2: ...Damn it Mengsk, why are you mad about STATISTICS now? You're making it really hard to feel mildly bad about using your own insider trading advice to fund Raynor's Raiders. Next turn can we dump a bunch of Personal dice into talking to Security? I want to see if they have anything Paranoia-reducing in there.
EDIT 3: Okay, correction, Mengsk has always hated statistics. I still want to start talking to Security though.

Fixed.
 
@Etranger
What is the minimal cost for projects in terms of progress-cost? For example, if we complete another phase of the SCV Plant, reducing the cost of space-projects by 100, this would theoretically reduce the cost of the Dylar IV Orbital Hydroponics to 0. Which, I'm guessing, wouldn't happen.
 
@Etranger
What is the minimal cost for projects in terms of progress-cost? For example, if we complete another phase of the SCV Plant, reducing the cost of space-projects by 100, this would theoretically reduce the cost of the Dylar IV Orbital Hydroponics to 0. Which, I'm guessing, wouldn't happen.

Great question. Projects can't be reduced below 100 needed Progress, -5R/F per-die cost, or DC 20.
 
Great question. Projects can't be reduced below 100 needed Progress, -5R/F per-die cost, or DC 20.
As a follow-up question, then; what happens when the required Progress of a project is reduced below the current Progress?
For a concrete example; Nephor Industrial Megacomplex currently sits at Progress 256/300. If we complete another phase of the Heavy Vehicle Factory, or Tool and Die Works, the Progress-cost would be reduced by 50 to 256/250, or even 256/200 because we complete 2 Phases of labor-saving projects. What happens in such a case?
 
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As a follow-up question, then; what happens when the required Progress of a project is reduced below the current Progress?
For a concrete example; Nephor Industrial Megacomplex currently sits at Progress 256/300. If we complete another phase of the Heavy Vehicle Factory, or Tool and Die Works, the Progress-cost would be reduced by 50 to 256/250, or even 256/200 because we complete 2 Phases of labor-saving projects. What happens in such a case?

This has happened a few times, actually; the project autocompletes at the end of the next turn and extra Progress rolls over as usual.
 
Broadly similar to the other plans floating around, major differences are in HI and Personal.

All percentages calculated without omake unless otherwise stated. Odds are slightly pessimistic due to penalties not taking from other dice nor reducing existing progress as well as Smith's Retroactive Approval not being taken into account.

[] Plan: There Is Power In A Union
-[] Infrastructure (6/6 dice, 35R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW] 62/400 (1 die, 10R) (2/7 median)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 0/300 (5 dice, 25R) (39.92%)
-[] Heavy Industry (5/5 dice, +2 Free dice, 45R +1 modifier)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200 (4 dice, 20R) (63.40%)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] 256/300 (1 die, 5R) (68.00%)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 2) 53/200 (2 dice, 20R) (29.26%)
-[] Light and Chemical Industry (5/5 dice, 65R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/500 (4 dice, 40R) (4/9 median)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15R) (35.00%)
-[] Environmental (5/5 dice, 35R -4 modifier)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (1 die, 5R) (1/2 median)
--[] Vardona: Subsidiary Hydroponics Effort 0/100 (2 dice, 10R) (53.44%)
--[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/100 (2 dice, 20R) (62.59%)
-[] Services (5/5 dice, 70R)
--[] Mass Literacy Movement (Phase 1) 156/200 (1 die, 10R) (53.00%)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60R) (4/8 median)
-[] Military (6/6 dice, 45R)
--[] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (3 dice, 30R) (3/6 median)
--[] Vardona: Treasury Reserve Uniformed Service Troops DC 40/80/120 (3 dice, 15R) (99.87%/96.40%/83.33%)
-[] Research (5/5 dice, 50R)
--[] Iris-class Light Airship (Tech) 0/150 (2 dice, 20R) (9.46%)
--[] New Model Weaponry (Phase 1) (Tech) 0/150 (3 dice, 30R) (42.53%)
-[] Bureaucracy (5/5 dice, 40R)
--[] Truth and Reconciliation Committee (Idealistic) 159/200 (2 dice, 10R) (96.22%, 97.47% with a +5 omake, 99.22% with a +15 omake)
--[] Conduct a Dominion-Wide Census [Reconstruction] 62/300 (3 dice, 30R) (9.19%)
-[] Personal (4/4 dice, +2 Free dice, 60F)
--[] Raynor's Raiders: Request an Update DC 40 (2 dice, 10F) (89.19%, 91.39% with +5 omake, 95.04% with +15 omake)
--[] Fringe Worlds: Divert Supplies to Independent Settlements DC 40 (2 dice, 30F) (89.19%, 91.39% with +5 omake, 95.04% with +15 omake)
--[] Nephor II: Contact the Industrial Workers' Trust DC 40 (2 dice, 20F) (89.19%, 91.39% with +5 omake, 95.04% with +15 omake)

R: 385/700
F: 60/75
P: 10/100 "best" case, 65/100 worst case, ignoring TRUST modifiers
53.44% chance of +5 (Vardona: Subsidiary Hydroponics Effort)
53.00% chance of +5 (Mass Literacy Movement)
??? (Vardona: Treasury Reserve Uniformed Service Troops)
9.46% chance of -5 (Iris-class Light Airship)
42.53% chance of -10 (New Model Weaponry)
96.22% chance of +5 (Truth and Reconciliation Committee)
10.81% of +5 (Raynor's Raiders: Request an Update)
10.81% of +10 (Fringe Worlds: Divert Supplies to Independent Settlements)
10.81% of +10 (Nephor II: Contact the Industrial Workers' Trust)
 
The buildings magically complete themselves in a flash of light, with high frame photography revealing an army of SCV's teleporting in and moving at a significant portion of C to perform the final bits of work.
 
This has happened a few times, actually; the project autocompletes at the end of the next turn and extra Progress rolls over as usual.
Yes, but in those instances it was always while we were also investing into the project in question during the same turn. Hence why I essentially wanted to double-check if that was also the case if a project doesn't receive investment, and only the progress-cost would be reduced.
 
Yes, but in those instances it was always while we were also investing into the project in question during the same turn. Hence why I essentially wanted to double-check if that was also the case if a project doesn't receive investment, and only the progress-cost would be reduced.

Ah, I see! I hadn't considered that particular case. I think I would require the subsequent investment of a single die to complete the project, just to keep things making sense narratively.
 
[] Plan Cost Reduction Goes BRRRT
-[]Infrastructure 6/6 35R
- -[] Korhal: Capital City Augustgrad (Phase 2) 1 die, 10R, 0%
- -[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 5 dice, 25R, 40%/70%/90%
-[]Heavy Industry 5/5 +4 105R
- -[] Nephor II: TerraUnion Tool and Die Works (Phase 2) 4 dice, 40R, 96%
- -[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction], 1 die, 5R, 96%
- -[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) 4 Free dice, 60R, 25%/56%
-[]Light Industry 5/5 55R
- -[] Sara System: Imperial Chemical-Mineral Survey 1 die, 15R, 35%
- -[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 4 dice, 40R, 1%/8%/30%
-[]Environmental 5/5 35R
- -[] Korhal: Regreening Effort (Phase 1) 2 dice, 10R, 44%
- -[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 1 die, 5R, 0%
- -[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 2 dice, 20R, 63%
-[]Services 5/5 70R
- -[] Mass Literacy Movement (Phase 1) 1 die, 10R, 53%
- -[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 4 dice, 60R, 0%/5%
-[]Military 6/6 40R
- -[] Vardona: Treasury Reserve Uniformed Service Troops 4 dice, 20R, 97%
- -[] Korhal: Fort Romulus Lunar Garrison 2 dice, 20R, 0%/0%
-[]Research 5/5 55R
- -[] New Model Weaponry (Phase 1) (Tech) 4 dice, 40R, 73%
- -[] High-Efficiency Conduits (Tech) [NEW] 1 die, 15R, 0%
-[]Bureaucracy 5/5 45R
- -[] Truth and Reconciliation Committee (Idealistic) 1 die, 5R, 66%
- -[] Conduct a Dominion-Wide Census [Reconstruction] 4 dice, 40R, 43%
-[]Personal 30F
- -[] Raynor's Raiders: Request an Update 2 dice, 10F, 90%
- -[] Nephor II: Contact the Industrial Workers' Trust 2 dice, 20F, 90%
Total: 440R, 30F

Rather doubtful my plan has any real chance, since it's somewhat more efficiency-oriented than most players tend to like, but here goes.
General idea is to focus as much as possible on the labor-saving Projects of the T&D Works and SCV Plant; if both current phases get completed, this would translate into -100 Progress cost for all planetary and space construction projects, signficantly reducing the amount of dice and resources we need to invest in order to complete various projects, including mandatory ones like the Korhal palace, or the various [Reconstruction] actions (with the exception of the Census).
The rest of the choices are just things that either made sense to me or seemed reasonably popular amongst other players, and I'd be quite willing to swap dice or projects around to accomodate preferences.

Still, I'd very much urge every plan-maker to at least consider investing 4 dice, or at least 3 dice into the Tool and Die Works project; completing it this turn would also guarantee the completion of the Nephor Industrial Megaplex even with a bad roll, make it more likely the reconstruction of Tyrador will complete this turn, and in general benefit us greatly going forward. The longer we wait with completing labor-saving projects like this and the SCV plant, the more it hurts us in the long run.
 
I don't think it's actually efficient to have a 33% chance of people continuing to be tortured over a year after we swore to ourselves to get them out.

Also considering how much we've gone out of our way to omni-focus on SCV and etc, I can't say I see it as being neglected.
 
I don't think it's actually efficient to have a 33% chance of people continuing to be tortured over a year after we swore to ourselves to get them out.
Shifting a die from the Census to the T&R Commision isn't exactly a huge issue, if it would make you or others willing to vote for my plan, and I specifically pointed out my willingness to accomodate in areas other than Heavy Industry.

Also considering how much we've gone out of our way to omni-focus on SCV and etc, I can't say I see it as being neglected.
Considering how I basically had to badger and beg you to shift just a few more dice into the T&D Works a couple of turns ago, and how there's already plenty of plans around - yours included - that seem intent on ignoring both the T&D Works and the SCV Plant entirely in favor of other projects, I respectfully disagree.
I can understand that not everyone wants to focus it with the same intensity as I do, but ideally we should assign sufficient dice to complete a phase of either of those two projects each turn as much as possible, given how massively we'd benefit from it:

Infrastructure
[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]
[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] [NEW]
[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]

Heavy Industry
[] Korhal: Keresh Mining Complex (Phase 2)[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) [NEW]
[] Nephor II: TerraUnion Tool and Die Works (Phase 2)

Light and Chemical Industry (5 dice, +1 modifier)
[] Korhal: Canis Chemical Refinery (Phase 1)
[] Vardona: Vespene Extraction Operations (Phase 1)
[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction]
[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) [NEW]

Environmental
[] Korhal: Regreening Effort (Phase 1)
[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction]

Military
[] Korhal: Fort Romulus Lunar Garrison [NEW]

That's 10 projects just amongst our current ones that would benefit from a cost-reduction, saving us ~10 dice worth' of progress and resources, for a ~3-4 dice investment into the T&D Works. And that's not counting new projects we might get in the future, or additional phases of current projects (such as Phase 2+ of Regreening). Add those into the consideration, and a single phase of the T&D Works is worth ~20, 30 dice or more, along with hundreds of R.
The SCV Plant would be even more beneficial, given it discounts not only the above groundside projects, but also a number of space projects by ~2 dice worth of progress each:

[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction]
[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW]
[] Brontes: Refloating the Fleet (Phase 2) [NEW]
[] Brontes: Fort Riley Orbital Training Center

So one phase of the SCV Plant is worth ~20 dice of progress and R, for a negligible amount of additional cost in dice and R compared to the T&D Works.

Seriously; the benefit we get from these two projects in terms of Resource- and dice-savings is absolutely insane, and people really should focus on them a lot more than it currently seems to be the case.
 
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Resources (R): 385 stockpile + 340 incoming - 25 personal = 700 available
Funds (F): 35 initial + 40 incoming = 75 total
Paranoia: 25/100
Free Dice: 4 (2 non-Personal)

[] Plan Dain
Infrastructure (7/6 dice, +6 modifier)
-[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY]
(-10 Paranoia when complete)
(Progress 62/400, -10R per die) 1 dice 10 R

-[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
(Progress 0/300, -5R per die)
5 dice 25 R

-[] Fringe Worlds: Supply Bunker Construction (Phase 1)
(+5 Paranoia when complete)
(Progress 36/100, -5R per die)
1 Free dice 5 R

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

(Provides Resource income)
(Progress 256/300, -5R per die)
1 dice 5 R

-[] Nephor II: TerraUnion Tool and Die Works (Phase 2)
(Reduces groundside construction project lengths upon completion)
(Progress 53/200, -10R per die)
4 dice 40 R

Light and Chemical Industry (6/5 dice, +1 modifier)
-[] Vardona: Vespene Extraction Operations (Phase 1)

(Provides Resource income upon completion)
(Progress 0/500, -10R per die)
5 dice 50 R

-[] Sara System: Imperial Chemical-Mineral Survey
(Unlocks recolonization and extraction projects upon completion)
(Progress 133/200, -15R per die)
1 Free dice 15 R

Environmental (5/5 dice, -4 modifier)
-[] Korhal: Regreening Effort (Phase 1)

(+5 Paranoia upon completion)
(Progress 0/100, -5R per die)
2 dice 10 R

-[] Vardona: Subsidiary Hydroponics Effort
(+5 Paranoia upon completion)
(Progress 0/100, -5R per die)
2 dice 10 R

-[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium
(Progress 0/100, -10R per die)
1 dice 10 R

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

(+5 Paranoia when complete)
(Progress 156/200, -10R per die)
1 dice 10 R

-[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW]
(Progress 0/400, -15R per die)
4 dice 60 R

Military (6/6 dice, +1 modifier)
-[] Korhal: Fort Romulus Lunar Garrison [NEW]

(-10 Paranoia when complete)
(Progress 0/300, -10R per die)
3 dice 30 R

-[] Vardona: Treasury Reserve Uniformed Service Troops
(Unlocks additional TRUST projects) (Paranoia either gained or lost on completion)
(DC 40/80/120, -5R per die)
3 dice 15 R

Research (5/5 dice, -4 modifier)
-[] New Model Weaponry (Phase 1) (Tech)

(-10 Paranoia when complete)
(Progress 0/150, -10R per die)
3 dice 30 R

-[] High-Efficiency Conduits (Tech) [NEW]
(Progress 0/200, -15R per die)
2 dice 30 R

Bureaucracy (7/5 dice, +6 modifier)
-[] Truth and Reconciliation Committee (Idealistic)

(+5 Paranoia when complete)
(Progress 159/200, -5R per die)
2 dice 10 R

-[] Conduct a Dominion-Wide Census [Reconstruction]
(Progress 62/300, -10R per die)
3 + 2 Free dice 50 R

Personal (4 dice, -4 modifier)
-[] Raynor's Raiders: Request an Update

(DC 40 to avoid +5 Paranoia, -5F per die, +1 Relations with Raynor's Raiders if successful)
2 dice 10 F

-[] Nephor II: Contact the Industrial Workers' Trust
2 dice, 20F

At work at the moment. Will need to give rational later.
 
What's the obsession with re-greening anyway? It seems like a boondoggle at the moment with no obvious benefits.

(Other than the general "having forests is good", but we're talking about a civilization where people regularly live in climate controlled environments on airless worlds)
The issue is that this will be our capital world, not some mining colony. We're going to be doing a lot with it for a very long time, and it kinda helps to have a livable atmosphere. Don't get me wrong, the benefits are very much in the long term, but they exist.
 
I was elected to 'lead', not to 'green'!

In all seriousness foresting would be a worthy investment at some point; haven't been following things too closely however.
 
I was elected to 'lead', not to 'green'!

In all seriousness foresting would be a worthy investment at some point; haven't been following things too closely however.
Yeah, it's just that we have been rolling terribly on both the Census that's due at the end of next turn and on the prisoner release, which is soft time-sensitive but still pretty time-sensitive. Plus our Free Dice have been vanishing down Heavy Industry and Infrastructure and Personal.

Misread it as Forecasting instead of Foresting, nevermind. Those are my feelings about not doing the statistics bureaucracy, not about Korhal Regreening.
 
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What's the obsession with re-greening anyway? It seems like a boondoggle at the moment with no obvious benefits.

(Other than the general "having forests is good", but we're talking about a civilization where people regularly live in climate controlled environments on airless worlds)
The problem is that if we don't regreen Korhal, it's basically going to remain a hellscape where all the radioactive fallout dust from the mass nuclear bombardment just blows across the surface, settles on buildings and makes them radioactive, gets into every crevice in every structure and makes those hotspots of radiation...

Oh, and also Mengsk is probably gonna want us to move there within a year or two.

Come to think of it, unless we want all that fallout dust microwaving Chuck's gonads every time he gets within several meters of an exterior wall, we should prrrrrobably do something about that.

:confused::o

Yeah, it's just that we have been rolling terribly on both the Census that's due at the end of next turn and on the prisoner release, which is soft time-sensitive but still pretty time-sensitive. Plus our Free Dice have been vanishing down Heavy Industry and Infrastructure and Personal.
We have a ton of Environmental dice and nothing in that category seems so obviously urgent that we can't spare 2-3 dice on the regreening project.

Also, see above about the radiation environment.
 
We have a ton of Environmental dice and nothing in that category seems so obviously urgent that we can't spare 2-3 dice on the regreening project.

Also, see above about the radiation environment.
...*FACEPALM*

I misread that as Forecasting, not Foresting. Making edits.

As for Korhal Regreening, I'm not super invested in the environmental category beyond "oh yeah we gotta build lots of farms on Tyrador" and "oh that's a lot of low-hanging fruit." Personally I'd like to build the Vardona and Dylan Hydroponics just because of their value for at least partial food independence and therefore hardening against military forces like the Zerg or Mengsk, but I don't feel like either of them are super urgent.
 
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