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 .
Budget:

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

360/315 R (2507Q4 stockpile to 310 R)
65/75 F (2507Q4 slush fund to 50 F)
4/4 Free dice

(Calculating all success chances without omake bonuses, since we only have so many)

[] 2507Q3 Plan Draft Attempting to Establish TRUST
-[] Infrastructure (6/6 dice, +6 bonus, 35 R)
--[] Korhal: Capital City Augustgrad (Phase 2) 62/400 (1 die, 10 R) (1/6 median)
--[] Tyrador IX: Planetary Reconstruction (Phase 1) 0/300 (4 dice, 20 R) (11% chance)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (1 die, 5 R) (43% chance)

-[] Heavy Industry (5/5 dice, +1 penalty, 25 R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 1) 256/300 (2 dice, 10 R) (92% chance)
--[] Korhal: Keresh Mining Complex (Phase 2) 14/200 (3 dice, 15 R) (27% chance)

-[] Light Industry (5/5 dice + 1 Free die, +1 penalty, 65 R)
--[] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R) (35% chance)
--[] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (5 dice, 50 R) (5/10 median)

-[] Environmental (5/5 dice, -4 penalty, 25 R)
--[] Korhal: Regreening Effort (Phase 1) 0/100 (2 dice, 10 R) (44% chance)
--[] Tyrador IX: Establish Farmsteads (Phase 2) 198/400 (3 dice, 15 R) (11% chance)

-[] Services (5/5 dice, -4 penalty, 70 R)
--[] Mass Literacy Movement 156/200 (1 die, 10 R) (53% chance)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 0/400 (4 dice, 60 R) (4/8 median)

-[] Military (6/6 dice, +1 bonus, 40 R)
--[] Korhal: Fort Romulus Lunar Garrison 0/300 (2 dice, 20 R) (2/6 median)
--[] Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (4 dice, 20 R) (~100/99.7/96.8% chance)
---[] Factors in the lawyer bonus to Vardona actions

-[] Research (5/5 dice, -4 penalty, 50 R)
--[] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R) (43% chance)
--[] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R) (9% chance)

-[] Bureaucracy (5/5 dice + 2 Free dice, +6 bonus, 60 R)
--[] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R) (89% chance)
--[] Conduct a Dominion-Wide Census 62/300 (5 dice, 50 R) (47% chance)

-[] Personal (4/4 dice + 1 Free die, -4 penalty, 65 F)
--[] Nephor II: Contact the Industrial Workers' Trust (DC 40) (2 dice, 20 F) ()
--[] Deadman's Rock: Authorize Arendt's Working Vacation (DC 20) (1 die, 15 F) ()
--[] Fringe Worlds: Divert Supplies to Independent Settlements (DC 40) (2 dice, 30 F) (95% chance)



Infrastructure:
Augustgrad can be left to tick over at one die per turn for a bit, since we're on the clock for Phase 2 six turns from now. We'll kick into high gear later, but for now I want to attend to Tyrador IX. However, completing the reconstruction there in one turn is not a top priority for me, so I'll settle for four dice to do the bulk of the work (~226/300 expected progress) and leave us with one die to attack the supply bunker problem. That's good for the masses on the fringe worlds.

Heavy Industry:
The +RpT and/or Progress cost reductions to future Augustgrad phases strongly incentivize us to work on the next phase of the Keresh mine. Our other priority is the Nephor II megacomplex. I know it's tempting to double down on mass production of construction equipment with the SCV plant and the fusion cutter factory ("tool and die"), but we can't ignore the Dominion economy's fundamentals, and having machine tool production is important, as is having raw material throughput.

Notice that we're eating into our (admittedly sizeable) Resource stockpile just to activate all our dice on desirable projects. That means we need to be thinking about how to get more actual money and goods to activate dice with, not just how to make it easier to complete construction projects. Given that we still don't have statistical planning going, it would probably be really easy to do the equivalent of building a jillion factories for construction equipment and tractors, and forget to increase the available supplies of concrete, steel, and diesel fuel.

Light Industry:
In the same spirit as above, I want to direct most of our efforts to vespene extraction on Vardona. That's a vital thing for our economy and we know our supplies are a potential bottleneck for the economy. Fundamentals matter.

Environmental:
As I discussed in my previous posts, I think there are good reasons of basic safety and common sense why we should be trying to regreen Korhal's surface. It's worth dice investment, though not unlimited investment, so we should also keep trying to settle people on Tyrador IX.

Services:
Continue work to polish off the literacy project, but also lean heavily into Angustia Orbital Shipyard Complex. This sounds like a solution to the exact problem we know we have with shortages of civilian spacelift. Again, an economy depends on its fundamentals.

Military:
I really want to get TRUST going, because it gives us troops we can make personally loyal while also, if we play our cards right, actively appealing to Mengsk, or that's how it sounds. Thus, four dice. Take minimal chances. Meanwhile, get moving on the obvious next -Paranoia war project, which is Fort Romulus. I'd charge straight ahead on Refloating the Fleet except, well, it's locked.

Research:
I know there are cool new options, but I want to clear out the straightforward -Paranoia stuff, especially since we can now foresee a number of projects that are likely to increase Paranoia quite a bit (such as Phase 2 of the SCV plant, which is high up on my to-do list after the Keresh mine and the NIM).

Bureaucracy:
Just finishing existing projects. Two dice on getting people out of the prison camps, and five dice on the census to give us roughly coinflip odds of either finishing it or (realistically) putting it in very easy range of completion next turn.

Personal:
Redirecting supplies may save thousands if not millions of lives, and will make Raynor happy and help sow the seeds of his support base in the long run. Contacting the labor union on Nephor gives us advantages likely to help with further major industrial projects there- great for synergy and generally beneficial to us.

...*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.
I think we're institutionally set up to underestimate the Environmental category because:

1) We haven't actually hired any advisors who know much about terraforming or agriculture, and
2) Chuck Horner knows precisely sweet fuck-all about it himself.

So if nothing else, I want to lean against that trend and push for Korhal Regreening, especially since I put two and two together on the radiation thing. We know radioactive dust-storms are a big problem. Dust accumulates in crevices. That means radioactive material is going to wind up concentrated in corners, hollows, cracks, and piled up against walls and shit, all over Korhal, until we get the dust storms to settle down.

Keeping buildings on Korhal decontaminated and making it even possible to set foot outside in true safety from the radiation environment, even in an environment suit, is going to be very, very hard if the planet is basically a giant dust bowl.

...

Think about how in the Chernobyl Exclusion Zone there are "hot spots" where you can fatally irradiate yourself just by digging a hole in the ground and staying there for a few hours. That's the kind of stuff we want to at least tamp down and keep isolated in one place (held there by plants), not have blowing all over the world and settling down in a thin layer across our office window.

Because, again, we're gonna be moving there. There's a direct in-character motivation to figure this out, y'know?
 
Last edited:
Mostly I am wondering why we're putting 3D on Worker's Trust when we can easily move 1D off that to Deadman's Rock or Heavy Industry. I also think the SCV factory is of more value than the Keresh Mine since the SCV factory helps lots of projects, including the Keresh Mine and Augustgrad, while the Keresh Mine only helps Augustgrad. I do agree that more raw materials is important, but also I think that it can wait for one more quarter.
 
Last edited:
Oh wow how very interesting of a quest. Going to read this in some depth.

So I have to say I like the idea that we are the unnamed commander from the game, that's a nice touch. I also have to say I like the Dominion and was happy when his son took over as Emperor in the sequel. But yeah this is nifty. I look forward to seeing what happens next. And maybe voting once I feel comfortable enough in what is going on to make logical decisions.
 
Mostly I am wondering why we're putting 3D on Worker's Trust when we can easily move 1D off that to Deadman's Rock or Heavy Industry.
Wait, shit, we already had that conversation and the argument to do that won.

I also think the SCV factory is of more value than the Keresh Mine since the SCV factory helps lots of projects, including the Keresh Mine and Augustgrad, while the Keresh Mine only helps Augustgrad. I do agree that more raw materials is important, but also I think that it can wait for one more quarter.
Hrrmrm. On the other hand, I don't really have enough dice to throw at it this turn to have a reasonable chance of completion this turn, and our Resource shortfalls are starting to eat into our stockpiles pretty fast.

Dunno, but am interested in continuing to discuss this.
 
This is why I went with tool and die instead of Ardonin, it's closer to completion and requires less dice to feed.
 
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.
I mean, they're space rednecks where the confederates recently lost a civil war. A race with no mechanical technology whatsoever is competitive with them, and the ancient elite warrior race has their soldiers run into battle with only melee weapons with their smallest ranged fire support unit being a quadrupedal tank supposedly using antimatter weaponry and piloted by a quadripalegic on life support.

Insisting on modern combined arms tactics is missing the forest for the weeds, especially based off the games. Soft infantry is another head scratcher given
The Medic's use of chemical modifiers has greatly enhanced the survival rate of UED forces, lengthening the expected battlefield life expectancy to over nine seconds."
Combine that with psi-storms and Defilers/Infesters unleashing horrific diseases along with frequent combat in a hard vacuum and 'I want my infantry to have less armor, NBC protection, and life support- nine seconds is too much' seems like a bizarre take.
 
This is why I went with tool and die instead of Ardonin, it's closer to completion and requires less dice to feed.
Yeah, but I'm pretty sure it's also a lot less impactful.

Combine that with psi-storms and Defilers/Infesters unleashing horrific diseases along with frequent combat in a hard vacuum and 'I want my infantry to have less armor, NBC protection, and life support- nine seconds is too much' seems like a bizarre take.
Honestly, "nine seconds" doesn't really square with what we see during cut-scenes or the novelizations or anything. Under ideal conditions for the enemy, sure, squads of Terran marines may die in seconds (e.g. the ambush in that cutscene set aboard the Amerigo), but not all conditions are ideal.

With that said, I totally agree. The Dominion doesn't actually have bottomless reserves of population, so human wave tactics aren't really a good move for our military, any more than they are for the Labor Corps.

(We can all agree that we'd be way better off with SCV spam than the Labor Corps if that were an option, right? Apart from the part where Mengsk blows a gasket because he's a dumbass on the subject).
 
So some random thoughts based on some reading. I like the regreening idea, I think there is much safety in removing the radioactive elements and replacing them with forests. Especially for habitability. I think putting more attention on expanding industrial capabilities now, for all that they aren't pretty, would aid everyone in actually repairing worlds and such later on.

On the matter of the personal options the one I am against - at this point in time - is the reveal information against Mengsk cause that seems like a useless gesture. I do like the potential of us contacting the unions, getting our Adjunct, and even learning about Mengsk's son could be super useful - speaking of said son, I like him being the new Emperor since I figure we would never make ourselves a full on ruler.

Oh, from an interesting technology level, the one that uses Protoss tech to expand power transmission is super interesting.

Another oh, in the writeup of last turn there is a mention that we seem to be missing something after we filled out the bureaucracy, I'm not sure what it is we missed but whatever it is we should fix that.
 
So some random thoughts based on some reading. I like the regreening idea, I think there is much safety in removing the radioactive elements and replacing them with forests. Especially for habitability. I think putting more attention on expanding industrial capabilities now, for all that they aren't pretty, would aid everyone in actually repairing worlds and such later on.
The trick is that we don't actually have statistical planners capable of figuring out what our economy really needs.

Do we have enough food for everyone to eat well?

Do we have the tools to manufacture the tools that go into a construction equipment factory?

Do we have the mineral extraction to make the metal that goes into those tools, and for that matter the buildings themselves?

Do we require more vespene gas or additional supply depots?

We don't know!

So we need to be careful not to monofocus on some single thing (such as construction equipment) to the point where behind the scenes our economy is about two weeks from grinding to a halt because we never did rebuild the factory that makes essential spare parts for all our vespene refineries.

Dedicating the entire output of the Confederate industrial economy to making construction equipment would make our job easier, because our job is "construct stuff." But it wouldn't necessarily be the best move overall.

On the matter of the personal options the one I am against - at this point in time - is the reveal information against Mengsk cause that seems like a useless gesture.
I think it could have effect, but it's a very risky action for the foreseeable future, because apparently Mengsk is very good at figuring out where leaks came from. Probably an important survival strategy for him during his Sons of Korhal days.

It might be best to just keep passively building up UNN and let time and circumstances slowly grind the polish off his public image, before we invest personal resources in discrediting him further. So yeah.

[nods]

But eventually, discrediting him becomes very useful, because we want a situation where he can't rely on the entire military and bureaucracy to spring to his defense. Ideally, he dies either never knowing what the hell happened (kaboom), or he dies ranting and raving like Hitler in the Fuhrerbunker while most of his commanders and soldiers are just getting the hell out while the getting's good.

Another oh, in the writeup of last turn there is a mention that we seem to be missing something after we filled out the bureaucracy, I'm not sure what it is we missed but whatever it is we should fix that.
Probably SALOME (advanced computer support for the department) or statistical planning (so that we know what the hell we're doing instead of flailing around at whatever seems like a good idea at the time).
 
Awesome stuff Simon_Jester!

Lots to think about as well.

And yeah, I think us aiding in the news and us aiding in repairing worlds and us aiding in various operations would be better than us going directly for the jugular. I mean us talking to our nephew (right, I think that is who Matt is) isn't even questioning Mengsk since they aren't considered an enemy group right now.

I do think statistical planning is very very important for us to get. I'm not saying more important than the census, since that is a requirement, but definitely important. As is the whole getting SALOME, lol, to provide more computer support for our department. Us contacting the old crowd could also be useful.
 
The trick is that we don't actually have statistical planners capable of figuring out what our economy really needs.

Probably SALOME (advanced computer support for the department) or statistical planning (so that we know what the hell we're doing instead of flailing around at whatever seems like a good idea at the time).
I do like SALOME because of the more dice, but getting statplanning up and running is more important, especially since you're worried about our resource reserves. Like you said, we don't actually have a picture of what our economy looks like right now beyond "this looks like a problem" and "this is what Mengsk wants" and "this has helped us in the past."

The anti-corruption stuff is also probably important at some point and we should probably do it before we set up SALOME. Like my Bureaucracy priority list looks roughly like this:
-Census+T&R
-Statplan
-Corruption
-Yey Shiny Dice
 
Last edited:
Come to think of it, it might be a good idea to have an inspector general to make sure no one's installing covert backdoors and ways to funnel money into SALOME... though we definitely don't want the inspector general coming after us, since we're still taking like 5% of the overall Dominion government budget and funneling it into our personal slush fund at 25 FpT.
 
Originally an edit but you posted while I was doing math.
Hrrmrm. On the other hand, I don't really have enough dice to throw at [SCVs] this turn to have a reasonable chance of completion this turn, and our Resource shortfalls are starting to eat into our stockpiles pretty fast.

Dunno, but am interested in continuing to discuss this.
On Resource shortfalls, we have 385 resources in the bank, so we don't personally need income. For more fidelity on the potential problem we'd need statplanning, but right now I feel comfortable with the Treasury's ability to continue to operate even if Mengsk suddenly cut off our income for a turn.

For SCVs not having enough dice, that's slightly harder. Lemme pull out some Anydice Numbers, no omake bonuses since I think we used up our omake stockpile last turn.

SCVs- Vardona Bonus means +6/die
SCV 3D- 2.48%
SCV 4D- 24.88%
SCV 5D- 59.50%
SCV 6D- 84.32%

NIM- Nephor Bonus means +11/die
NIM 2D- 97.9%
NIM 1D- 68%

We can easily pull a die off NIM for 4D of SVCs, and still have a pretty decent completion chance, because the Uncrowned Nephor Queen is great. It'll also autocomplete if SCVs come through for another -50 Progress Costs, which would be sweet. We can maybe pull another free die out of Vardona Vespine Extraction or Deadman's Rock, maybe both if we really want SCVs a lot. Bureaucracy I don't want to touch though, the dice there are kinda cursed and there's a bunch of important stuff blocked behind our time-sensitive projects. I welcome your opinions on which of these options appeal to you, or if we should just leave it.
 
Last edited:
Originally an edit but you posted while I was doing math.

On Resource shortfalls, we have 385 resources in the bank, so we don't personally need income. For more fidelity on the potential problem we'd need statplanning, but right now I feel comfortable with the Treasury's ability to continue to operate even if Mengsk suddenly cut off our income for a turn.
My view is that we are very likely to want to use that resource reserve to enable spending on relatively expensive projects. Right now we have a lot of stuff that costs 5 R/die, but most of it involves very basic construction work and things like that. As the average cost per die of our projects increases, we may find our needs for budget increasing quite rapidly. I think we'll be a lot better off if we start treating this as a priority here and now.

Because it's a real pain to be Resource-limited rather than dice-limited.

For SCVs not having enough dice, that's slightly harder. Lemme pull out some Anydice Numbers, no omake bonuses since I think we used up our omake stockpile last turn.

SCVs- Vardona Bonus means +6/die
SCV 3D- 2.48%
SCV 4D- 24.88%
SCV 5D- 59.50%
SCV 6D- 84.32%

NIM- Nephor Bonus means +11/die
NIM 2D- 97.9%
NIM 1D- 68%

We can easily pull a die off NIM for 4D of SVCs, and still have a pretty decent completion chance, because the Uncrowned Nephor Queen is great. It'll also autocomplete if SCVs come through for another -50 Progress Costs, which would be sweet. We can maybe pull another free die out of Vardona Vespine Extraction or Deadman's Rock, maybe both if we really want SCVs a lot. Bureaucracy I don't want to touch though, the dice there are kinda cursed and there's a bunch of important stuff blocked behind our time-sensitive projects. I welcome your opinions on which of these options appeal to you, or if we should just leave it.
I can respect a plan that takes the three dice from the Korhal mine and one die out of the vespene extraction project to work on SCVs. Taking a die off NIM, though, still only bumps us to a 60%-ish chance of success... eh, I can see it, I suppose.

I have my own views on this subject, but if you want to throw together a variant that takes one NIM die, three Korhal mine dice, and one Vardona vespene die and consolidates them on the SCV factory, it'd get my approval vote.

Given that I'll be away and unable to do anything in SV for several hours after the vote opens, you may be able to present me with a fait accompli. :p
 
Great question. Projects can't be reduced below 100 needed Progress, -5R/F per-die cost, or DC 20.

This has happened a few times, actually; the project autocompletes at the end of the next turn and extra Progress rolls over as usual.

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.

You should probably make an informational post about this at some point or edit the dice informational post with this information.
 
[X] Plan: On Task, On Time, and On Target...to undermine Mengsk
I like Laurent's plan, it seems to be working well towards the overall goals while keeping paranoia manageable
 
Last edited:
[X] Plan: On Task, On Time, and On Target...to undermine Mengsk
I like Laurent's plan, it seems to be working well towards the overall goals while keeping paranoia manageable

Voting starts in an hour and 39 minutes. Remove the X until then. Edit it back in or make a new vote after voting starts.
 
[x] Plan Cost Reduction Goes BRRRT
-[x]Infrastructure 6/6 35R
- -[x] Korhal: Capital City Augustgrad (Phase 2) 1 die, 10R, 0%
- -[x] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 5 dice, 25R, 40%/70%/90%
-[x]Heavy Industry 5/5 +4 105R
- -[x] Nephor II: TerraUnion Tool and Die Works (Phase 2) 4 dice, 40R, 96%
- -[x] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction], 1 die, 5R, 96%
- -[x] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) 4 Free dice, 60R, 25%/56%
-[x]Light Industry 5/5 55R
- -[x] Sara System: Imperial Chemical-Mineral Survey 1 die, 15R, 35%
- -[x] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 4 dice, 40R, 1%/8%/30%
-[x]Environmental 5/5 35R
- -[x] Korhal: Regreening Effort (Phase 1) 2 dice, 10R, 44%
- -[x] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 1 die, 5R, 0%
- -[x] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 2 dice, 20R, 63%
-[x]Services 5/5 70R
- -[x] Mass Literacy Movement (Phase 1) 1 die, 10R, 53%
- -[x] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 4 dice, 60R, 0%/5%
-[x]Military 6/6 40R
- -[x] Vardona: Treasury Reserve Uniformed Service Troops 4 dice, 20R, 97%
- -[x] Korhal: Fort Romulus Lunar Garrison 2 dice, 20R, 0%/0%
-[x]Research 5/5 55R
- -[x] New Model Weaponry (Phase 1) (Tech) 4 dice, 40R, 73%
- -[x] High-Efficiency Conduits (Tech) [NEW] 1 die, 15R, 0%
-[x]Bureaucracy 5/5 40R
- -[x] Truth and Reconciliation Committee (Idealistic) 2 die, 10R, 96%
- -[x] Conduct a Dominion-Wide Census [Reconstruction] 3 dice, 30R, 9%
-[x]Personal 30F
- -[x] Raynor's Raiders: Request an Update 2 dice, 10F, 90%
- -[x] Nephor II: Contact the Industrial Workers' Trust 2 dice, 20F, 90%
Total: 435R, 30F
 
[X] Plan: On Task, On Time, and On Target...to undermine Mengsk
-[X] Infrastructure (6/6 dice, +1 Free dice, 40 R)
--[X] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] [NEW]) 62/400 (1 dice, 10R)
-- [X] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction] 0/300 (6 dice, 30 R)
-[X] Heavy Industry (5/5 dice, 65 R)
--[X] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction] 256/300 (1 dice, 5 R)
--[X] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction] 0/500, (4 dice, 60 R)
-[X] Light Industry (5/5 dice +1 Free dice, 65R)
--[X] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 dice, 15 R)
--[X] Vardona: Vespene Extraction Operations (Phase 1) 0/500 (5 dice, 50 R)
-[X] Environmental (5/5 dice, 45R)
--[X] Korhal: Regreening Effort (Phase 1) 0/100 (1 dice, 5 R)
--[X] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium 0/100 (2 dice, 20 R)
--[X] Vardona: Subsidiary Hydroponics Effort 0/100 (2 dice, 20 R)
-[X] Services (5/5 dice, 70 R)
--[X] Mass Literacy Movement (Phase 1) 156/200 (1 dice, 10 R)
--[X] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)
-[X] Military (6/6 dice, 40R)
--[X] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (2 dice, 20 R)
--[X] Vardona: Treasury Reserve Uniformed Service Troops DC 40/80/120 (4 dice, 20 R)
-[X] Research (5/5 dice, 50R)
--[X] New Model Weaponry (Phase 1) (Tech) 0/150 (3 dice, 30 R)
--[X] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
-[X] Bureaucracy (5/5 dice +1 Free dice, 50R)
--[X] Truth and Reconciliation Committee (Idealistic) 171/200 (2 dice, 10 R)
--[X] Conduct a Dominion-Wide Census [Reconstruction] 63/300 (4 dice, 40 R)
-[X] Personal (4/4 +1 Free die, 45 F
--[X] Raynor's Raiders: Request an Update DC 40 (2 dice, 10 F)
--[X] Deadman's Rock: Authorize Arendt's Working Vacation (1 dice, 15 F)
--[X] Nephor II: Contact the Industrial Workers' Trust DC 40 (2 dice, 20 F)

NOW you can vote for it, @Silent_Sepharim .
 
[X] Plan Trust without loyalty
-[X] Infrastructure (6/6 dice, +6 bonus, 35 R)
--[X] Korhal: Capital City Augustgrad (Phase 1) 62/400 (1 die, 10 R)
--[X] Tyrador IX: Planetary Reconstruction (Phase 1) 0/300 (4 dice, 20 R)
--[X] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (1 die, 5 R)
-[X] Heavy Industry (5/5 dice +1 penalty 25 R)
--[X] Korhal: Keresh Mining Complex (Phase 2) 14/200 (3 dice, 15 R)
--[X] Nephor II: Nephor Industrial Megacomplex (Phase 1) 256/300 (2 dice, 10 R)
-[X] Light Industry (5/5 dice +1 penalty, 55 R)
--[X] Vardona: Vespene Extraction Operations (Phase 1) 0/550 (4 dice, 40 R)
--[X] Sara System: Imperial Chemical-Mineral Survey 133/200 (1 die, 15 R)
-[X] Environmental (5/5 dice, -4 penalty, 25 R)
--[X] Korhal: Regreening Effort (Phase 1) 0/100 (2 dice, 10 R)
--[X] Tyrador IX: Establish Farmsteads (Phase 2) 198/450 (3 dice, 15 R)
-[X] Services (5/5 dice, -4 penalty, 70 R)
--[X] Mass Literacy Movement 156/200 (1 die, 10 R)
--[X] Vardona: Angustia Orbital Shipyard Complex (Phase 1) [NEW] 0/400 (4 dice, 60 R)
-[X] Military (6/6 dice, +1 penalty, 40 R)
--[X] Korhal: Fort Romulus Lunar Garrison [NEW] 0/300 (2 dice, 20 R)
--[X] Vardona: Treasury Reserve Uniformed Service Troops (40/80/120 DC) (4 dice, 20 R)
-[X] Research (5/5 dice, -4 penalty, 50 R)
--[X] Iris-class Light Airship (Tech) 0/150 (2 dice, 20 R)
--[X] New Model Weaponry (Phase 1) 0/150 (3 dice, 30 R)
-[X] Bureaucracy (7/5 dice, +6 bonus, 55 R)
--[X] Truth and Reconciliation Committee (I) 159/200 (2 dice, 10 R)
--[X] Conduct a Dominion-Wide Census 62/300 (4 dice, 40 R)
--[X] Re-Establish the Bureau of Planning and Statistics 0/200 (1 dice, 5 R)
-[X] Personal (6/4 dice, -4 penalty, 60 F)
--[X] Raynor's Raiders: Request an Update (DC 40) 3 dice, 15 F
--[X] Fringe Worlds: Divert Supplies to Independent Settlements (DC 40) (3 dice, 45 F)

355/700 R
60/75 F
4/4 Free dice
 
Back
Top