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 .
We could just start with something simple like the Terran version of the B1 battledroid or the mechs from Mass Effect.
Yeah I bet if we do the Adjunct research maybe more AI stuff could open up. Lots of potential there.
...You know what would work with the Terran aesthetic: The THeMIS. Industrially squat and rhomboidal. Stick a B2 LMG in a turret on it and wrap it in duct tape.

Then bang it out five to a Marine.

One thing to keep in mind about the Dominion. Its not the only game in town.

The Kel-Moran Combine and Umojan protectorate are sovereign nations of their own. With their own, albeit significantly smaller, populations.
The Combine's got the Griffins--we could license the design. That would give us a bit of a leg up re: war robotics.
 
Oh, wait, maybe its not so much research as us activating an Adjunct.

Yeah my bad

Services/Administration/Logistics/Operations Mechanization Endeavor [NEW]
Okay, set aside the insane acronym. SALOME is the brainstorm of Vice-Chancellor Smith, who heard that your former adjutant was just sitting unused in storage and despaired at the notion of an underutilized resource. He believes that Sally can be repurposed into a central computer for the entire Treasury, capable of handling a variety of mundane tasks and serving as an all-purpose reference guide for the various laws, regulations, and protocols at work.
(Adds one die to all non-Personal categories) (+10 Paranoia when complete)
(Progress 0/300, -10R per die)

Its just using her rather than making it wider. (though interesting enough Starcraft 2 has the adjunct still being used)

---

Also isn't the Kel-Morian Combine technically a part of the Dominion, so I think the census covers that area as well.
 
Turn 6 (Q4 2507)
Turn 6 (Q4 2507)

QM Notes:

Some projects have impacts which are currently invisible. As you build up a more functional department, those effects will become more visible.

Anything labeled [MANDATORY] is something Mengsk expects to be done ASAP, or at least to have consistent progress on; this can be ignored in exchange for Paranoia.


Resources (R): 285 initial + 355 incoming - 25 personal = 615 available
Funds (F): 30 initial + 40 incoming = 70 total
Paranoia: 30/100
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 Korhal: Capital City Augustgrad (Phase 2) by the end of Q4 2508
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

Infrastructure (6 dice, +8 modifier)
[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY]

With the base of the Imperial Palace and most of the central Imperial District complete, your crews can begin expanding outward and upward. In addition to finishing the Palace's upper floors, they'll start building the second ring of inner districts, which are slated to include most of the necessary government offices, various supporting enterprises and service establishments, and a variety of cultural sites, including the vast and baroque Korhal Planetary Opera House.
(-10 Paranoia)
(Progress 169/400, -5R per die)

[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction]
Brontes orbit has been cleared of the largest and most potentially dangerous debris (as well as any Zerg bio-signature large enough to be a hatchery), but the approach vectors are still full of small and medium-size debris that need to be removed before transit can be considered truly safe. The next phase of the effort involves both removing the mid-size pieces and neutralizing major danger zones, including the poetically-dubbed "River of Daggers."
(Provides one-time Resource gain upon completion)
(Progress 106/300, -15R per die)

[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction]
While DLS labor gangs begin fanning out across the rest of the Blue Zone to replicate the success of the initial residential district, they will also be hard at work restoring the smashed, torn-up, and otherwise obliterated linkages connecting the various portions of the megacity. Transit between them is currently restricted to air-shuttles and ground vehicles, but Nephor once had a substantial network of intra-urban tramways capable of conveying masses of workers across the planet's surface. Most of them are obsolete, but they still need to be rebuilt; modernization can come later.
(Progress 224/500, -5R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 2) [Reconstruction] [NEW]
While much of Velocis' agricultural and industrial output has been absorbed by internal needs up until this point, there is a growing capacity for surplus in both fields. Unfortunately, what there isn't is adequate infrastructure to move the goods where they need to go. This phase of reconstruction will principally deal with building rails and roads between the new settlements on the second continent, as well as freight links to several coastal sites suitable for harbors. Once built, these seaside towns will send Velocisan produce and goods across the waters to the continent of Doria, where more consumers and off-planet shipping await.
(Progress 66/400, -5R per die)

[] Mar Sara: Planetary Resettlement (Phase 1) [NEW]
Initial resettlement efforts will be focused on the site of the largest known endureum reservoir, which will likely serve as the hub of planetary activity for the foreseeable future. The first wave will be sturdy pre-fab shelters and surplus military barracks for worker housing, which will be supplanted in turn by permanent structures and a cargo spaceport suitable for off-world haulage. Workers who sign up for a Mar Sara hitch will be offered priority relocation rights and choice parcels of land... or, well, land that'll be choice once there's a biosphere again, anyway.
(Progress 0/500, -5R per die)

[] 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 36/100, -5R per die, +5 Paranoia)

Heavy Industry (5 dice, +3 modifier)
[] Korhal: Keresh Mining Complex (Phase 2)

With the initial open-pit mine complete over the main deposit, the Keresh complex can begin expanding toward secondary deposits with smaller, less manpower-intensive shaft mining. Subterranean mining with hand tools carries its own specific dangers, but the secondary deposits are expected to include several rare elements like jorium and crystallized xenon, promising greater resource yields in the process.
(Provides Resource income, reduces project length of all Augustgrad phases upon completion)
(Progress 14/200, -5R per die)

[] Nephor II: Nephor Industrial Megacomplex (Phase 2) [Reconstruction] [NEW]
The Megacomplex's virtues were extolled as such: it could produce anything you needed, and it could do so by taking in raw materials at one end and spitting out fully finished products at the other. The actual reality was somewhat less impressive, but this remains a goal to be striven for nonetheless. As such, this phase focuses on support facilities and intake centers, which produce and process the necessary materials for the Megacomplex's efficient operation.
(Increases Megacomplex rate of income increase, increases Megacomplex income cap)
(Progress 0/400, -10R per die)

[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction]
The Dylarian Shipyards have been the centerpiece of Terran naval development since the establishment of the Confederacy. They're a vast orbital network of spacedocks, foundries, recyclers, parts depots, and personnel habitats. They're also heavily damaged following a major push by the Zerg during the Great War, and their keystone, the great capital shipyards, are inactive. Without their refurbishment, every dropship and battleship is irreplaceable.
(-10 Paranoia)
(Progress 214/500, -15R per die)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2)
Now that the central factory is up and running, you can begin the process of vertically integrating SCV production. Secondary industrial sites will be established across the valley, each capable of mass-producing a necessary part or component, or of refining raw materials into useful metals and polymers. This will dramatically speed up production time, while minimizing reliance on external freight.
(Reduces groundside and space-based construction project lengths upon completion) (+10 Paranoia)
(Progress 33/300, -10R per die)

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

[] Nephor II: Dynamic Integrated Arms Factory (Phase 1) [NEW]
Your special advisor has located a prime site for the production of the new model weapons being developed by the research division. Dynamic Integrated Arms was the premier private military materiel company in the decades leading up to the Great War, until it was nationalized, stripped for parts, and then left to rot by the Confederacy during the height of the conflict. The old Dynamic arms factory still has very suitable bones, and is ripe for refurbishment.
(Progress 0/300, -15R per die)

[] Vardona: Donette Terrestrial Shipyards [NEW]
Part of the Confederacy's unique approach to economic development was its extremely Tarsonis-centric policy regarding vehicular production. Many Old Families were deeply invested in Tarsonis's heavy vehicle industries, and they wielded their influence to strangle most local competition in its crib. As such, despite its numerous interconnected seas, the planet Vardona does not possess any domestic shipbuilding facilities, and its ability to import new ships went up in smoke along with the old capital. This is a major problem, and a straightforward one to fix.
(Progress 0/300, -10R per die)

Light and Chemical Industry (5 dice, +3 modifier)
[] Korhal: Canis Chemical Refinery (Phase 1)

The larger and more hospitable of Korhal's two moons, Canis is also rich in chemical precursors necessary for refining and stabilizing raw Vespene gas into more useful forms. A new refinery complex on the Wolf Moon will serve as the centerpiece of future lunar outposts and centralize our gas processing network, allowing for greater output.
(Improved yields from all Vespene projects upon completion)
(Progress 0/300, -10R per die)

[] 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 375/500, -5R per die)

[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction]
While the core factories on Velocis have been completed, many smaller refugee communities remain without viable sources of employment. As such, the next push in factory construction will be a series of dispersed mid-range workshops focused on the literal nuts and bolts of industry: fasteners, small hand tools, and other mass-produced metal items.
(Provides Resource income upon completion)
(Progress 63/400, -5R per die)

[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) [NEW]
While the Neotextiles Plant is fully capable of taking a bunch of fabric and components and turning it into a Protective Ensemble from the beginning of the process right up until the end, what it lacks is the sheer output needed to supply the Dominion Labor Service. This final phase of development will vastly expand the Plant's footprint and make it into a megacomplex in its own right, capable of handling not just the IPE but other future developments in user-assistive protective wear.
(Reduces some groundside construction project per-die costs upon completion)
(Progress 24/300, -10R per die)

[] Mar Sara: Endureum Extraction Operations (Phase 1) [NEW]
What used to be Backwater Station is now a flat, almost glassy plain, but beneath the surface lurks an endureum reservoir of monumental proportions. With fine-detail surveying, the full extent of the reservoir can be mapped and quantified. Several distributed wells will be sunk across the reservoir, including one devoted entirely to pressure relief, allowing extraction operations to begin in earnest.
(Unlocks endureum refinement projects)
(Progress 2/400, -5R per die)

[] Chau Sara: New Andares Orbital Platform (Phase 1) [NEW]
The intense and unpredictable tectonic activity on Chau Sara makes it unsuitable for groundside habitation, but the promising mineral and endureum deposits make it impossible to simply pass up for development. If the planet cannot host a permanent urban settlement on its surface, then we must build one in the sky. New Andares will thereafter function as a hub for all future extraction efforts.
(Progress 0/600, -15R per die)

Environmental (5 dice, -2 modifier)
[] Korhal: Regreening Effort (Phase 1)

While Augustgrad is intended to be the center of a vast planet-wide city, the Emperor has been convinced that covering the entire planet in urban sprawl is perhaps not ideal. Instead, swathes of the surface have been set aside for so-called "park districts," where forests and meadows are allowed to exist. The process of regrowing an ecosystem may take decades, even after the radiation scrubbing, but there's no time like the present.
(+5 Paranoia)
(Progress 30/100, -5R per die)

[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction]
The initial focus of the Velocis farmstead program has shifted away from small-scale family farms 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 198/400, -5R per die)

[] Mar Sara: Restoring the Biosphere (Phase 1) [NEW]
Unlike irradiated Korhal, Mar Sara has the unspoiled land needed for regreening, as well as some lingering remnants of its old biosphere. By reconditioning the glassine surface of the planet and restoring the flow of water, we can encourage Mar Sara's (admittedly limited) plant life to flourish once more.
(Progress 0/200, -10R per die)

[] Dylar IV: Orbital Hydroponics
Dylar IV is a singularly unpleasant planet, selected to host the Confederacy's shipyards only due to its rich mineral deposits and technically breathable atmosphere. It has always been entirely dependent on external food shipments for its numerous personnel, which led to several perilous moments during the Great War when freighters failed to get through. By building a series of hydroponics habitats capable of producing their own fresh foodstuffs, we can alleviate, if not solve, the Dylarian Shipyards' need for a constant influx of outside food.
(Progress 0/100, -15R per die)

[] Vardona: Supplemental Aquaculture Effort [NEW]
The ongoing exploitation of Vardona's underutilized seas raises the prospect of an additional food source: fish and aquatic life. Coastal fish farms will further augment the flow of fresh meat into Vardona's markets and shopping centers, further reducing reliance on external imports and improving quality of life.
(Progress 0/250, -10R per die)

Services (5 dice, -2 modifier)
[] Mass Literacy Movement (Phase 2) [NEW]

Great strides have been made in the overall literacy rate by picking the low-hanging fruit of those populations best able to dedicate their free time or otherwise incentivized to achieve technical literacy. Now you have to focus on resistant or underserved groups, including recent school dropouts, the elderly, the disabled, and the inhabitants of dense urban or remote rural areas. These people may require a more personal approach than the literacy classes, but the rewards should be substantial.
(+10 Paranoia)
(Progress 0/300, -10R per die)

[] The Dominion Health Service (Phase 2)
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)
(Progress 3/300, -5R per die)

[] Vardona: Angustia Orbital Shipyard Complex (Phase 1)
Dylar IV is the unquestioned heart of Terran military production in Koprulu space, but the massive investment there has always overshadowed the needs of the overburdened, underfunded, and thoroughly mismanaged merchant marine. Between inter-faction commerce raiding and Zerg attacks, space-going and warp-capable freighters are currently at an extreme premium. The Angustia Yards are the solution: a dedicated civilian shipyard capable of replenishing and maybe even someday expanding the Dominion's shipping capacity.
(Progress 191/400, -15R per die)

[] UNN Planetary Bureaus
Right now, the Universal News Network is temporarily headquartered on Vardona, pending the construction of a suitable building on Korhal for its main offices and broadcast towers. However, while that glorious day awaits in the future, the need for a UNN footprint on the rest of the Core Worlds exists right now. Building and staffing a UNN bureau on each planet will improve their news-gathering and information-disseminating capabilities.
(+5 Paranoia)
(Progress 9/300, -5R per die)

Military (6 dice, +3 modifier)
[] Korhal: Fort Romulus Lunar Garrison

Located on Korhal's second moon, Ursa, Fort Romulus is intended to be a major linchpin of the throne world's orbital defense network. While the Emperor anticipates blanketing Korhal's skies in defense platforms like Tarsonis some day, the presence of a natural satellite allows for a much faster and cheaper option in the interim.
(-10 Paranoia)
(Progress 143/300, -5R per die)

[] Brontes: Refloating the Fleet (Phase 2)
The second stage of the Brontes salvage operation involves building a permanent scrapyard and recycling facility in orbit over the planet, thereby providing the war-torn world with an immediate industry for employment and productivity. This will also substantially speed up your efforts to refloat the wrecked capital ships still floating around.
(-10 Paranoia)
(Progress 37/400, -20R per die)

[] Brontes: Fort Riley Orbital Training Center
Another special training camp request from General Duke, this one is located in an out-of-the-way debris field in Brontes orbit. The basic intent is to set the facility up on the same derelict space platform that used to host a Zerg hatchery, then use the platform and the debris field to train troops and pilots in navigating hostile space.
(-10 Paranoia)
(Progress 0/300, -15R per die)

[] TRUSTrooper Recruitment Program [TRUST] [NEW]
Well, you've taken the flak for making a private army, might as well actually go through with it. You'll begin recruitment efforts among those individuals who are already partway through their five-year tour of duty as conscripts, offering bonus pay and better conditions if they finish out their hitch in TRUST. With luck, plenty of them will stay on after their mandatory service is over.
(+10 Paranoia)
(Progress 0/400, -10R per die)

[] Vardona: Treasury Reserve Site Alpha [TRUST] [NEW]
If you're going to have an army, that army needs a base. Smith has identified an ideal site on the outskirts of Vardona's main urban center, an abandoned industrial park that readily lends itself to being bulldozed and fortified. It'll be useful as a place to house the TRUSTroopers, perform training exercises and drills, and stockpile weapons. You know, in case of a civil emergency.
(Progress 0/300, -5R per die)

Research (5 dice, -2 modifier)
[] Improved Threat-Recognition Protocol [Tech]

The Zerg hydralisk is a symbol of terror on the battlefield for any soldier, both for its speed and the sheer power of the spines it fires. However, researchers at Broken Mesa believe they've uncovered the secret to the hydralisk's incredible reflexes: a subsidiary cortex with high-volume neural pathways dedicated solely to recognizing and responding to hostile stimuli. They think they can design a computer module to replicate these incredible feats of processing power, and then use it to improve the notoriously faulty IFF sensors on the Dominion's automated defenses.
(Progress 0/250, -10R per die)

[] High-Efficiency Conduits [Tech]
Most Terran vehicles run on either fusion cells or ultracompact fusion reactors, depending on their size and power needs, while structures tap into the local power grid or command center. However, what all these sources have in common is that their raw output exceeds the safe transmittable flow of energy through their old-style metal wiring. The solution: an adaptation of Protoss energy-circuit technology to create conduits that transmit electricity through an aligned, highly durable crystalline matrix. This increases allowable power output while reducing waste heat and wear and tear.
(Progress 0/200, -15R per die)

[] New Model Weaponry (Phase 2) [Tech] [NEW]
The Hailstorm shoulder-mounted multiple missile launch system is a modification of the anti-air missile launchers mounted on the Goliath walker. Instead of two separate launchers, the Hailstorm boasts four sequence-firing tubes, albeit with much smaller munitions. The projectile spread will give each rocket trooper a surprising amount of firepower against enemy flyers, especially when deployed en masse.
(-10 Paranoia)
(Progress 0/250, -15R per die)

[] Psi-Crystal Research [Tech] [NEW]
Though initial tests report marked inferiority to samples of Khaydarin crystal acquired from battles with the Protoss, Saran psi-crystals nevertheless seem capable of storing and resonating with psionic energies on a reduced level of efficiency. However, they've proven singularly difficult to mine without further depleting or even nullifying their resonance capacity. Further research is therefore required.
(Progress 0/350, -20R per die)

[] Secure Integrated Defense Ensemble [TRUST] [Tech] [NEW]
While the Integrated Protective Ensemble is more than sufficient for DLS laborers and more or less adequate for conscript troopers, you happen to believe that soldiers should go into battle with the very best possible protection. The formation of TRUST has therefore given you room to begin developing the Secure Integrated Defense Ensemble, or SIDE. SIDE is a reinforced and more-capable version of the IPE, capable of withstanding greater punishment, mounting a more robust comm system, and further augmenting the user's physical abilities. All it needs is a good field test or two.
(+5 Paranoia)
(Progress 0/300, -10R per die)

Bureaucracy (5 dice, +8 modifier)
[] Establish the Office of the Inspector-General

Under the previous regime, hunting for corruption and inefficiency was like trying to install smoke detectors in Hell. However, with the wholesale departure of many of the worst offenders, you actually have a chance of building a halfway-functional bureaucratic edifice. To do so, you'll need an inspector-general: someone to provide oversight, ferret out graft, and tamp down on any little palace coups that might arise within your department.
(Unlocks internal review projects) (+10 Paranoia)
(Progress 0/200, -5R per die)

[] Re-Establish the Bureau of Planning and Statistics
The Confederate Bureau of Statistics and Long-Term Planning was, to put it bluntly, a den of liars and crooks. The employees there were retained as professional forgers of documents and obfuscators of numbers. Charlatans, frauds, scam artists, you get the drill. But hey, what if you hired real statisticians and engineers to populate the department? You might get a better picture of what's actually going on in the Dominion.
(Unlocks stats) (+10 Paranoia)
(Progress 36/200, -5R per die)

[] Services/Administration/Logistics/Operations Mechanization Endeavor
Okay, set aside the insane acronym. SALOME is the brainstorm of Vice-Chancellor Smith, who heard that your former adjutant was just sitting unused in storage and despaired at the notion of an underutilized resource. He believes that Sally can be repurposed into a central computer for the entire Treasury, capable of handling a variety of mundane tasks and serving as an all-purpose reference guide for the various laws, regulations, and protocols at work.
(Adds one die to all non-Personal categories) (+10 Paranoia)
(Progress 0/300, -10R per die)

[] Employ Pardon Recipients [NEW]
With the massive outflow from the political prisons and labor camps comes a steady stream of extremely qualified, competent potential employees for the Treasury, many of them formerly affiliated with the Sons of Korhal. However, quite a few of them have been further radicalized during their stint in prison, and they seem to realize that Mengsk doesn't actually intend to live up to their once-shared ideals. Mengsk, in turn, understands that some of his former allies may not view his ascent to the throne warmly, and the Emperor may not react well to those ex-prisoners being offered government paychecks.
(Adds two Free dice) (+10 Paranoia once begun, +10 Paranoia upon completion)
(Progress 39/400, -10R per die)

[] Establish the Office of Reserve Logistics [TRUST] [NEW]
TRUST began as a principally bureaucratic endeavor and the very fundamentals of its genetic code will always reside within the Treasury bureaucracy. Rather than allowing this to be a hindrance, it is far easier to enlist the uniformed civil servants on the troopers' behalf, expediting and streamlining the process for approving projects and acquiring necessary resources.
(Reduces per-die cost of all TRUST projects) (+10 Paranoia)
(Progress 0/300, -15R per die)

Personal (4 dice, -2 modifier)
[] Raynor's Raiders: Leak Embarrassing Intel

The Dominion is barely a year old and already there are a number of potential scandals that could spoil Mengsk's carefully cultivated aura of competence, if only people knew about them. The Augustgrad project alone is rife with problems, many of them directly attributable to the Emperor himself. Wouldn't it be terrible if someone happened to send the incriminating documents along to, say, a well-motivated rebel group?
(+3 Relations with Raynor's Raiders, may have unforeseen consequences)
(DC 100 to avoid +20 Paranoia, -5F per die)

[] Raynor's Raiders: "Lose" Military Surplus
While Raynor himself is off God knows where with the Protoss, the rest of the Raiders are out around the Fringe Worlds, providing the protection and security that the Dominion presently either can't or won't. Despite having quite a few skilled personnel, their operational ability is constrained by their lack of dedicated manufacturing facilities. Given our access to a vast pool of surplus military equipment, it would be easy enough to simply "lose" some of it, for a good cause.
(+1 Relations with Raynor's Raiders)
(DC 60 to avoid +10 Paranoia, -10F per die)

[] Fringe Worlds: Divert Supplies to Independent Settlements
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.
(+1 Relations with Raynor's Raiders)
(DC 40 to avoid +10 Paranoia, -15F per die)

[] Deadman's Rock: Buy an Orbital Station [NEW]
Operating out of the Dead Man's Arms luxury hotel certainly has its appeal, but what the Arms offers in opulence it lacks in other important areas, like the ability to stockpile an arsenal or gather up a proper mercenary force. Fortunately, there's a station orbiting the Rock that's available at an excellent price, and since its previous owner ran a now-defunct private military company, it comes with all the necessary amenities to host your illicit business.
(Unlocks mercenary-related projects) (+1 Relations with Mira's Marauders)
(DC 60 to avoid +10 Paranoia, -5F per die) (-5F per-turn upkeep)

[] Deadman's Rock: Make Friends and Influence People [NEW]
Pirates and mercenaries are not complicated people. For them, the language of love is the language of money. By spreading the wealth around Deadman's Rock amongst the various mercenary commanders and smuggler captains, you'll be sure to engender a great deal of goodwill, even if that goodwill is a bit sticky and occasionally tries to steal your wallet.
(+3 Relations with Mira's Marauders)
(DC 40 to avoid +10 Paranoia, -10F per die)

[] Vardona: Vardonaville Import-Export Company [NEW]
Arendt has been covering many of your illicit activities with a web of shell companies, but those are flimsy constructs made of little more than a single founding document. In order to make substantive inroads with the criminal fraternity, and not get caught in the process, you need a robust umbrella enterprise that can withstand sustained external scrutiny. VIEC is just the thing; a Vardona-chartered shelf company with years of back taxes and records, ready to purchase for the discerning criminal-to-be.
(Adds one Personal die) (Reduces some Personal DCs)
(DC 80 to avoid +10 Paranoia, -15F per die) (-5F per-turn upkeep)

[] Nephor II: Legalize the Dominion Industrial Workers Union [NEW]
The single greatest contribution you as Chancellor can make to the labor movement is to make it legal. Mengsk has shown absolutely no sign of letting up on Confederate-era worker restrictions, and the Dominion Labor Service is a threat he can carry out at any time: stay at work or I'll bring in the conscripts. By establishing the Industrial Workers Union as an authorized organization and granting it public legal protections, you'll substantially curtail the prospect of that threat being implemented.
(+5 Relations with Industrial Workers' Trust)
(DC 120 to avoid +10 Paranoia, -5F per die) (+10 Paranoia)

[] Nephor II: Worker Aid Centers [NEW]
Ostensibly intended to serve as supplementary medical and legal relief clinics, the worker aid centers are in fact slated to be IWT fronts for spreading pro-union propaganda and doing covert labor organizing. It'll do those other things, too, but giving Workers' Trust leadership a direct and official pipeline into the laboring masses of Nephor II will be invaluable. Especially since they'll take a lot of worker relations stuff off your overburdened shoulders.
(Adds one Personal die) (+1 Relations with Industrial Workers' Trust)
(DC 80 to avoid +10 Paranoia, -10F per die) (-5F per-turn upkeep)

[] Nephor II: TRUST Civil Auxiliary Pilot Program [TRUST] [NEW]
One of TRUST's major selling points is that it'll be able to pick up serious slack during civil defense efforts, freeing up the military to perform its front-line duties. However, you're not going to be able to actually do that job with just bank guards and site security. Instead, you've decided to enlist the industrial workers of Nephor II in a pilot program as special civil auxiliaries, entrusted with IPE and less-lethal sidearms to assist in crowd control. Of course, having a bunch of loyal workers you can call up has other benefits as well.
(Unlocks additional TRUST projects) (+3 Relations with Industrial Workers' Trust)
(DC 60 to avoid +10 Paranoia, -15F per die) (-5F per-turn upkeep)

[] Korhal: Go Drinking with Colonel de Santo
Diamond "Dia" de Santo is the third of the three survivors of Dominion Section, Captain Arcturus Mengsk's command in the Confederate Marines during the Guild Wars. Never one to kowtow or keep her mouth shut, De Santo returned to duty along with you when the Sons of Korhal rose up against Confederate rule. Unlike you, and despite her loyalty to Mengsk, the old boys' club has conspired to keep her at a lesser rank while everyone else has become generals and admirals. Maybe it's time to take her out for a friendly drink and see how she's feeling, now that she commands the Marine garrison on Korhal.
(Unlocks military-related Personal projects upon completion)
(DC 60 to avoid +10 Paranoia, -5F per die)

[] Vardona: Have a Talk with Director Starke
Devon Starke has indicated to you that he is not averse to a friendly, mutually beneficial working relationship. That is interesting. You've also heard that he has some sort of connection to the much-rumored secret son of the Emperor, who Arcturus has alluded to while in his cups but never formally brought up or introduced to you. Why not have a chat, see if he's got anything to offer?
(Unlocks security-related Personal projects upon completion)
(DC 80 to avoid +10 Paranoia, -5F per die)



24-hour moratorium to hash out your plans, keep it civil, etc etc.
 
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Okay, well, in this case I feel like actually doing something about the problem is more important than worrying about whether Mengsk will get any of the credit.

Among other things, if we're tight with the Raiders, and the Raiders are tight with the Fringe, and we've helped the Fringe, we can work (eventually) to transfer the credit for things like the supply bunkers from Mengsk to us.
I want to do something about this problem. More specifically, I want to arm Raynor's Raiders to the teeth, especially since we just got a fancy new gun. Even if we can't get it to them, obsolescent military hardware tends to be much less worrying when falling off the proverbial truck. On this point though, I think the best course of action may very well be to agree to disagree.
What's irritating me is that I'm proposing to take permanent measures- namely, the kind of things that increase Resource income- and I'm getting pushback.

As I've said, if we want the Dominion economy to fully restart from the war, we don't just need construction equipment and military shipyards. We need to concentrate on the fundamentals of the Dominion economy as a whole. Resource extraction is one of those fundamentals, and I suspect it got body-slammed by the events of the war just as badly as everything else about the Dominion.

Again, I'm not married to doing specifically the Korhal mines if other, more attractive and practical mining options are available, though the Korhal mines do have advantages in that they free up Infrastructure dice we can use for other projects.
I'm not saying that improving our resource extraction isn't important. It is, although I suspect that a lack of capital goods is a more active constraint on our economy at the moment, judging by the number of times it gets brought up in the fluff. It's why I am so eager to get Workshops Phase 2 done. There's also the lack of educated workers, which was a horrific problem even before the war, and I doubt Mengsk's anti-nobility stance (aka practically the only folks who could get a decent education) helped. I think that logistics also may be up there, but I've already mentioned I how think Dylarian could affect that in a previous post.

Anyways, I digress, since those first two factors aren't really relevant at the moment, and I already covered the third. We don't have any projects that we know will improve cap goods or education in HI. I'm not saying don't do Korrhal Phase 2. I actually would like to see it done Q1 2508, assuming that PlanStats doesn't supply some revelation that changes my mind.

I'm saying that I think the cost of waiting to do it a single turn is significantly less than the cost of delaying Dylarian a single turn imo, especially since the odds of getting Korrhal done Q4 aren't great. Even with a canon omake bonus, the odds are only 47%. If anyone is curious, the chances without an omake bonus are 35.98%. It's not like we be sitting on our hands regarding resource extraction with all the dice that are going into Vespene.

I have a sneaking suspicion that we're going to see diminishing returns from the effects of later phases of the neotextile and fusion cutter plants. I could be wrong, but it seems very unlikely that Etranger will be so generous as to give us a total of -10 or -15 R/die on all major ground construction projects (down to the limit of 5 R/die, mind you) for building up a single factory complex over in Light Industry.

I could be wrong, but I expect the benefits of Neotextiles Phase 2+3 (if there is a Phase 3, I think there is?) to apply to fewer projects per phase, and thus to have somewhat less impact on our bottom line, than Phase 1 did.

Again, it is no substitute for having actual large-scale resource extraction programs going on. It's good in its own right, but no matter how big and how good our pile of construction equipment gets, we still need vespene.
Oh, yeah, diminishing returns is definitely kicking in, and I don't just mean the increasing progress costs. Phase 1 saved us an eye-watering 120R in the first turn after we got it. Phase 2, meanwhile, will give us 65 if we go with your plan, which is still a fairly staggering amount. Part of this is due to running into the cap, another part is because we're doing more expensive projects that Neotextiles doesn't apply to, because we can now afford them.

Still, it would be foolish to underestimate the effects of Phase 2. Because of it, quite a few phase 2 projects will cost the same as in phase 1. That's what I meant by "reducing cost inflation".

That brings me to my next point about Etranger's "generosity". Sure, projects like T&D, SCV, and Neotextiles seem incredibly generous at first glance. Combined, each phase offers an 100 progress discount on (ground and orbital) construction projects, with a 5R/die discount on ground construction. Then you realize that 100 progress and 5R/die is what separates Phase 1 of a project with Phase 2. I'm reminded of a quote misattributed to Lewis Carrol, "We are all caught up in the Red Queen's race. We must run as fast as we can, just to stay in our place".
 
We should help out Raynor Raider's this turn immediately, they really will need those guns in the things they're doing now.
 
Hoo boy, we got some options to start building up for a coup/revolution!

I'd rather not actually. At least not in a super visible way.

Like I am all for us, at some point, taking the Vardona: Vardonaville Import-Export Company option but I am against us doing Leak Embarrassing Intel.

---

Other topic.

Psi-Crystal???? Come on, lets do this. It will be cool for us to have more psychic stuff.

--

Beyond that my base thought is that we should take some +?? Paranoia only when we counterbalance it with equal amounts of 'Mengsk loves this stuff' options. So we don't go super high. But yeah some of the Paranoia ones are health and education and hiring people.

I do think us providing bunkers to the outskirts is a good option, and so is terraforming Mar Sara.

Oh and if we pick up any more options that give us more personal options we need to unlock stuff that gives us more dice there - and that is made difficult by high DC checks for not having Paranoia.

Some of the TRUST expansion stuff is interesting too. I also like the Planning option and the Adjunct one.

Oh, note. While we have no in-game reason to plan for UED forces we DO have an idea of the potential Zerg Queen of Blades (even if we don't know that is her name). So us preparing for THAT is totally in theme. It just will help us because UED and Zerg are around same timeish.

The big issue is that so many options give Paranoia and we gotta be careful. Which is kind of fun I think.
 
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So my opinion is that while we have a lot of shiny options, for this quarter we need to focus on not gathering too much paranoia and on buffing our spacefleet, both civilian and military. To this end, I'd like to try and avoid unnecessary Paranoia-gain options and instead focus a lot on the shipyards we started last turn and on the vespine mine.
 
[] Plan Trust Us Mengsk, This Dagger Is Just For Measuring Your Back
-[] Infrastructure (6/6 dice +1 Free Dice, 35 R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] 169/400 (1 dice, 5 R)
--[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] 214/500 (4 dice, 20 R)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (2 dice, 10 R)
-[] Heavy Industry (5/5 dice +1 Free Dice, 90R)
--[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction] 214/500 (6 dice, 90 R)
-[] Light Industry (5/5 dice, 25R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 375/500 (3 dice, 15 R)
--[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 63/400 (2 dice, 10 R)
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 30/100 (1 dice, 5 R)
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 198/400, (2 dice, 10 R)
-- [] Dylar IV: Orbital Hydroponics 0/100 (2 dice, 30 R)
-[] Services (5/5 dice, 75R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 191/400 (5 dice, 75 R)
-[] Military (6/6 dice, 30R)
--[] Korhal: Fort Romulus Lunar Garrison 143/300 (5 dice, 25 R)
--[] Vardona: Treasury Reserve Site Alpha [TRUST] [NEW] 0/300 (1 dice, 5 R)
-[] Research (5/5 dice, 75R)
--[] New Model Weaponry (Phase 2) [Tech] [NEW] 0/250 (5 dice, 75 R)
-[] Bureaucracy (2/2 dice, 30R)
--[] Re-Establish the Bureau of Planning and Statistics 36/200 (2 dice, 10 R)
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 0/300 (1 dice, 10 R)
--[] Establish the Office of the Inspector-General 0/200 (2 dice, 10 R)
-[] Personal (4/4 + 2 Free, 45 F)
--[] Nephor II: Worker Aid Centers [NEW] DC 80 (3 dice, 30 F)
--[] Korhal: Go Drinking with Colonel de Santo DC 60 (3 dice, 15 F)

360 R cost, can maybe afford to use a few of the dice in Military and Research slightly more leniently, my first draft of the plan realized that costs might balloon one and so went for cheaper/more conservative bets. The Fringe Worlds help is really good, but getting a new Personal Die seems like it could really pay off, and so I went for that instead, and then the de Santo is both cheap and pretty likely to complete. Nephor Aid center is a DC 80, but it gets a +10 per dice from Uncrowned Queen, so we'd be rolling 3d100+24, so I'm reasonably confident there.

Could also spend more on the civilian shipyards, that too was a decision made with realizing, "Huh, costs are starting to add up in this plan, should be careful."

E: New version of part of it.
 
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I really want to get Refloating the Fleet 2 done before we clear the River of Daggers so we have somewhere on site to recycle all that junk.
 
Psi-Crystal???? Come on, lets do this. It will be cool for us to have more psychic stuff.

I wonder what the paranoia value of Chuck (or worse, the vice chancellor) mysteriously developing Kerrigan grade psipotential would be for Mengsk. Mengsk would probably arrange to 'accidentally' drop one of those comets on the building. A department run as a literal psychic extension of the VC would be horrifying.
 
I wonder what the paranoia value of Chuck (or worse, the vice chancellor) mysteriously developing Kerrigan grade psipotential would be for Mengsk. Mengsk would probably arrange to 'accidentally' drop one of those comets on the building. A department run as a literal psychic extension of the VC would be horrifying.

Oooh I want Kerrigan grade psi potential, that would definetly be awesome and 'player character' level potency. hehe

Also yeah he would probably immediately gain lots of paranoia if we suddenly had such powers. That said, the option as is, has no Paranoia so its just a resource and time sink.

----

So for reference here are the various Paranoia effecting options. Its kind fo interesting how there are a lot less reducing then there are inducing.

Paranoia Reducing

Korhal: Capital City Augustgrad (Phase 2) (-10)
Dylar IV: Dylarian Shipyards (Phase 1) (-10)
Korhal: Fort Romulus Lunar Garrison (-10)
Brontes: Refloating the Fleet (Phase 2) (-10)
Brontes: Fort Riley Orbital Training Center (-10)
New Model Weaponry (Phase 2) (-10)

Paranoia Inducing

Korhal: Regreening Effort (Phase 1) (+5)
Fringe Worlds: Supply Bunker Construction (Phase 1) (+5)
The Dominion Health Service (Phase 2) (+5)
UNN Planetary Bureaus (+5)
Secure Integrated Defense Ensemble (+5)
Vardona: Ardonin Heavy Vehicle Factory (Phase 2) (+10)
Mass Literacy Movement (Phase 2) (+10)
TRUSTrooper Recruitment Program (+10)
Establish the Office of the Inspector-General (+10)
Re-Establish the Bureau of Planning and Statistics (+10)
Services/Administration/Logistics/Operations Mechanization Endeavor (+10)
Employ Pardon Recipients (+20*)
Establish the Office of Reserve Logistics (+10)

*+10 start, +10 end

Potential Paranoia

Raynor's Raiders: Leak Embarrassing Intel (DC100/+20)
Raynor's Raiders: "Lose" Military Surplus (DC60/+10)
Fringe Worlds: Divert Supplies to Independent Settlements (DC40/+10)
Deadman's Rock: Buy an Orbital Station (DC60/+10)
Deadman's Rock: Make Friends and Influence People (DC40/+10)
Vardona: Vardonaville Import-Export Company (DC80/+10)
Nephor II: Legalize the Dominion Industrial Workers Union (DC120/+10) +10 auto
Nephor II: Worker Aid Centers (DC80/+10)
Nephor II: TRUST Civil Auxiliary Pilot Program (DC60/+10)
Korhal: Go Drinking with Colonel de Santo (DC60/+10)
Vardona: Have a Talk with Director Starke (DC80/+10)

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I totally stand with my previous comments on not touching Raynor's Raiders: Leak Embarrassing Intel.
 
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Question! Can we throw the fringe worlders a bone and put a dice on Supply bunker construction?

We started it, then never touched it again for several turns now. Seems wrong to leave that unfinished
 
Question! Can we throw the fringe worlders a bone and put a dice on Supply bunker construction?

We started it, then never touched it again for several turns now. Seems wrong to leave that unfinished

Yeah I support this as well. Its a +5 paranoia but its a good one to have. I think us providing some method of safety and security for the Fringe Worlds is part of our remit, even if our dear Emperor might be upset a bit about it.
 
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