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 .
[] 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.
-[] Infrastructure (6/6 dice +1 Free Dice, 35 R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] 169/400 (1 dice, 5 R) 0%
--[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] 224/500 (4 dice, 20 R) 95%
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (2 dice, 10 R) 89%
-[] Heavy Industry (5/5 dice +1 Free Dice, 90R)
--[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction] 214/500 (6 dice, 90 R) 68%
-[] Light Industry (5/5 dice, 25R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 375/500 (3 dice, 15 R) 84%
--[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 63/400 (2 dice, 10 R) 0%
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 30/100 (1 dice, 5 R) 29%
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 198/400, (2 dice, 10 R) 0%
--[] Dylar IV: Orbital Hydroponics 0/100 (2 dice, 30 R) 47%
-[] Services (5/5 dice, 55R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 191/400 (3 dice, 45 R) 18%
--[] UNN Planetary Bureaus 0/300 (2 dice, 10 R) 0%
-[] Military (4/4 dice, 30R)
--[] Korhal: Fort Romulus Lunar Garrison 143/300 (5 dice, 25 R) 96%
--[] Vardona: Treasury Reserve Site Alpha [TRUST] [NEW] 0/300 (1 dice, 5 R) 0%
-[] Research (5/5 dice, 50R)
--[] Improved Threat-Recognition Protocol [Tech] 0/250 (5 dice, 50 R) 45%
-[] Bureaucracy (2/2 dice, 30R)
--[] Re-Establish the Bureau of Planning and Statistics 36/200 (2 dice, 10 R) 14%
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 0/300 (1 dice, 10 R) 0%
--[] Establish the Office of the Inspector-General 0/200 (2 dice, 10 R) 2%
-[] Personal (4/4 + 2 Free, 45 F)
--[] Nephor II: Worker Aid Centers [NEW] DC 80 (3 dice, 30 F) 90% chance to pass DC
--[] Korhal: Go Drinking with Colonel de Santo DC 60 (3 dice, 15 F) 96% chance to pass DC

Assessed percentages for all the projects-though I may have missed a few bonuses.
 
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-[] Infrastructure (6/6 dice +1 Free Dice, 35 R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] 169/400 (1 dice, 5 R) 0%
--[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] 224/500 (4 dice, 20 R) 95%
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (2 dice, 10 R) 89%
-[] Heavy Industry (5/5 dice +1 Free Dice, 90R)
--[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction] 214/500 (6 dice, 90 R) 68%
-[] Light Industry (5/5 dice, 25R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 375/500 (3 dice, 15 R) 84%
--[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 63/400 (2 dice, 10 R) 0%
-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 30/100 (1 dice, 5 R) 29%
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 198/400, (2 dice, 10 R) 0%
--[] Dylar IV: Orbital Hydroponics 0/100 (2 dice, 30 R) 47%
-[] Services (5/5 dice, 55R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 191/400 (3 dice, 45 R) 18%
--[] UNN Planetary Bureaus 0/300 (2 dice, 10 R) 0%
-[] Military (4/4 dice, 30R)
--[] Korhal: Fort Romulus Lunar Garrison 143/300 (5 dice, 25 R) 96%
--[] Vardona: Treasury Reserve Site Alpha [TRUST] [NEW] 0/300 (1 dice, 5 R) 0%
-[] Research (5/5 dice, 50R)
--[] Improved Threat-Recognition Protocol [Tech] 0/250 (5 dice, 50 R) 45%
-[] Bureaucracy (2/2 dice, 30R)
--[] Re-Establish the Bureau of Planning and Statistics 36/200 (2 dice, 10 R) 14%
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 0/300 (1 dice, 10 R) 0%
--[] Establish the Office of the Inspector-General 0/200 (2 dice, 10 R) 2%
-[] Personal (4/4 + 2 Free, 45 F)
--[] Nephor II: Worker Aid Centers [NEW] DC 80 (3 dice, 30 F) 90% chance to pass DC
--[] Korhal: Go Drinking with Colonel de Santo DC 60 (3 dice, 15 F) 96% chance to pass DC

Assessed percentages for all the projects-though I may have missed a few bonuses.

I've changed up Services now that I figured out we can probably sorta-kinda afford to go a bit further over the budget line than I thought we could.

Also your calculation of the Worker Aid Centers doesn't calculate in the Nephor II bonuses, just to be clear, which push it up to 97% and change.
 
[] Plan: Stack the Deck (Metaphorically)
Note: Because only the Boss is allowed to cheat in the poker games. Much like Laurent's, albeit 355R and a particular focus on our industry cheats.

-[] Infrastructure (6/6 dice, 30R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] 169/400 (1 die, 5R)
--[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] 224/500 (3 dice, 15R)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (2 dice, 10R)
Note: Like Laurent, but not putting a free die in on Nephor II. Don't feel the absolute need to rush it to completion.

-[] Heavy Industry (5/5 dice, 50R)
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) 33/300 (2 dice, 20R)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 2) 53/200 (3 dice, 30R)
Note: Unlike Laurent, I'm less sanguine about putting all that dough in on rushing the Dylar Shipyards. So instead, completing the Tool and Die Works and aiming to mostly fill in the Heavy Vehicle gap (but not enough to complete it) so we can make some serious progress reductions in the next year.

-[] Light and Chemical Industry (5/5 dice + 3 Free, 65R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 375/500 (3 dice, 15R)
--[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) [NEW] 24/300 (5 dice, 50R)
Note: The fundamentals are simple. Finish off our Vespene phase for more income, and clear off the final Phoros for more savings.

-[] Environmental (5/5 dice, 45R)
--[] Korhal: Regreening Effort (Phase 1) 30/100 (1 die, 5R)
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 198/400 (2 dice, 10R)
--[] Dylar IV: Orbital Hydroponics 0/100 (2 dice, 30R)
Note: More Oppam Laurent Style.

-[] Services (5/5 dice, 55R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 191/400 (3 dice, 45 R)
--[] UNN Planetary Bureaus 0/400 (2 dice, 10 R)
Note: Yeah, going the way of Laurent on this one.

-[] Military (6/6 dice, 30R)
--[] Korhal: Fort Romulus Lunar Garrison 143/300 (4 dice, 20R)
--[] Vardona: Treasury Reserve Site Alpha [TRUST] [NEW] 0/300 (2 dice, 10R)
Note: Going Laurent's way, but I think we only need 4 dice on Romulus to do the job.

-[] Research (5/5 dice, 50R)
--[] Improved Threat-Recognition Protocol [Tech] 0/250 (5 dice, 50 R)
Note: Wanted to go in on NMW to get more sweet Paranoia reduction, but the costs are too much. So Laurent's route yet again.

-[] Bureaucracy (5/5 dice, 30R)
--[] Establish the Office of the Inspector-General 0/200 (2 dice, 10 R)
--[] 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)
Note: Again, going Laurent's way here.

-[] Personal (4/4 dice + 1 Free, 45F)
--[] Fringe Worlds: Divert Supplies to Independent Settlements (2 dice, 30F)
--[] Korhal: Go Drinking with Colonel de Santo (3 dice, 15F)
Note: Unlocking the military projects and helping support the Fringe Worlds and give millions a break.
 
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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.
The workshop project on Tyrador seems to be pretty much light industry. It's cashing out as Resource income (admittedly not a bad thing, I already agree!), not as critical capital goods. For the heavy capital goods projects, we need the Nephor II megacomplex or something equivalent on another planet.

Because that place does make heavy industrial equipment; it is literally the place where the Confederacy used to do that, except insofar as they did it on Tarsonis.

-[] 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)
I think we should cut the orbital hydroponics and consolidate dice on something else that's cheaper. Dylar IV isn't a city-world like Vardona; it's just a big old battlecruiser (etc.) factory. Mengsk isn't going to want anything to interfere with ship production, and he can pick and choose who works there. It's not a likely center for revolt against him, so he's not likely to play a lot of games with the food supply the way he might try to cut off Vardona, nor would nearly as many people be affected if he did.

So this isn't "avert potential humanitarian crisis" the way Vardona is, and frankly, I don't see the need to spend 30 R on it when we could be doing something else (like your other two projects) instead.

-[] Research (5/5 dice, 75R)
--[] New Model Weaponry (Phase 2) [Tech] [NEW] 0/250 (5 dice, 75 R)
As an example, I think it might be nice to also work on High Energy Conduits (which sound like they lead to generalized efficiency improvements, but the kind you can't refit your industrial base or weapon systems to in the middle of a renewed Brood War) or Improved Threat-Recognition Protocol, which sounds like it leads to more automated weapon systems which is good given that we're going to be dragged face-first through yet another slaughterwar some time in the near future.

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.
Wouldn't it be the other way around? We've centralized the fleet salvage and reconstruction operations in Brontes orbit, and clearing the debris in Brontes orbit seems like the kind of thing that would only make it easier to do that.

No, I absolutely can't, because the point is NOT to complete it this turn and gain additional Paranoia before a massive budget meeting where apparently a lot is going to be on the line.
I think this will do more to handicap us next turn than it does to benefit us in the poker game.

Because if we don't finish Planning and Statistics... Well, when we budget for Paranoia in the meeting, we'll have to take into account that we're planning a quasi-mandatory +10 Paranoia kick right away afterwards. On net, we don't wind up any better off, because when the smoke clears at the end of 2508Q1 we have the same amount of Paranoia either way.
 
Honestly I think even more than R, the big resource we should be worrying about is Paranoia. Bureaucracy is, as I noted, a potentially Quest-ending time-bomb in which there's not even a single action that doesn't involve gaining paranoia.

That means that for future turns, the best possible option would be to concentrate all dice down to a single action, even if that leads to excess over-completion, and then create an Accountability Buddy for each Bureaucracy action. A Paranoia-reducing action to offset it that MUST be completed in the same turn as the Bureaucracy action, in order to end at least *that* as net neutral.
 
First attempt at writing a plan in this system, so I'm just gonna write what I know. Capital goods and resource extraction, it's hard to go wrong with those in any universe. We're desperately short on meat, with at least a 50% population decrease and honestly probably more in reality, so we have to make up for it with metal wherever possible if we want to ride out the next two games worth of major plot events. My main priority right now is on getting enough capital goods production on Nephor going, and using those tools to secure the raw resources and shipping needed to get resources to Nephor/machinery out. An entire planet that we get to bulldoze and turn into a planned city with a fat bonus, it will be glorious!

[] Plan ABC's (Always Build Capital)
-[]Infrastructure (6 dice, +8 bonus) 30 Resources
--[] Korhal: Capital City Augustgrad (Phase 2): 169/400, 1 die (5R)
--[] Nephor II: Planetary Reconstruction (Phase 2): 224/500, 4 dice (20R)
--[] Fringe Worlds: Supply Bunker Construction (Phase 1): 36/100, 1 die (5R)
-[]Heavy Industry (5 dice+ 4 Free, +3 bonus) 85 Resources
--[] Korhal: Keresh Mining Complex (Phase 2): 14/200, 3 dice (15R)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 2): 0/400, 2 dice (20R)
--[] Dylar IV: Dylarian Shipyards (Phase 1): 214/500, 2 dice (30R)
--[] Nephor II: TerraUnion Tool and Die Works (Phase 2): 53/200, 2 dice (10R)
-[]Light and Chemical Industry (5 dice, +3 bonus) 35 Resources
--[] Vardona: Vespene Extraction Operations (Phase 1): 375/500, 3 dice (15R)
--[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3): 24/300, 2 dice (20R)
-[]Environmental (5 dice, -2 malus) 25 Resources
--[] Korhal: Regreening Effort (Phase 1): 30/100, 2 dice (10R)
--[] Tyrador IX: Establish Farmsteads (Phase 2): 198/400, 3 dice (15R)
-[]Services (5 dice, -2 malus) 55 Resources
--[] The Dominion Health Service (Phase 2): 3/300, 2 dice (10R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1): 191/400, 3 dice (45R)
-[]Military (6 dice, +3 bonus) 90 Resources
--[] Korhal: Fort Romulus Lunar Garrison: 143/300, 2 dice (10R)
--[] Brontes: Refloating the Fleet (Phase 2): 37/400, 4 dice (80R)
-[]Research (4 dice, -2 malus) 55 Resources
--[] Improved Threat-Recognition Protocol, 1 die (10R)
--[] High-Efficiency Conduits: 0/200, 3 dice (45R)
-[]Bureaucracy (5 dice, +8 bonus) 25 Resources
--[] Establish the Office of the Inspector-General: 0/200, 2 dice (10R)
--[] Re-Establish the Bureau of Planning and Statistics: 36/200, 3 dice (15R)
-[]Personal (4 dice, -2 malus) 60 Funds
--[] Fringe Worlds: Divert Supplies to Independent Settlements: DC 40, 2 dice (30F)
--[] Nephor II: TRUST Civil Auxiliary Pilot Program: DC 60, 2 dice (30F)
-[]Total Cost: 400/615 Resources, 60/70 Funds
 
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The workshop project on Tyrador seems to be pretty much light industry. It's cashing out as Resource income (admittedly not a bad thing, I already agree!), not as critical capital goods. For the heavy capital goods projects, we need the Nephor II megacomplex or something equivalent on another planet.

Because that place does make heavy industrial equipment; it is literally the place where the Confederacy used to do that, except insofar as they did it on Tarsonis.

I think we should cut the orbital hydroponics and consolidate dice on something else that's cheaper. Dylar IV isn't a city-world like Vardona; it's just a big old battlecruiser (etc.) factory. Mengsk isn't going to want anything to interfere with ship production, and he can pick and choose who works there. It's not a likely center for revolt against him, so he's not likely to play a lot of games with the food supply the way he might try to cut off Vardona, nor would nearly as many people be affected if he did.

So this isn't "avert potential humanitarian crisis" the way Vardona is, and frankly, I don't see the need to spend 30 R on it when we could be doing something else (like your other two projects) instead.

As an example, I think it might be nice to also work on High Energy Conduits (which sound like they lead to generalized efficiency improvements, but the kind you can't refit your industrial base or weapon systems to in the middle of a renewed Brood War) or Improved Threat-Recognition Protocol, which sounds like it leads to more automated weapon systems which is good given that we're going to be dragged face-first through yet another slaughterwar some time in the near future.

Wouldn't it be the other way around? We've centralized the fleet salvage and reconstruction operations in Brontes orbit, and clearing the debris in Brontes orbit seems like the kind of thing that would only make it easier to do that.

I think this will do more to handicap us next turn than it does to benefit us in the poker game.

Because if we don't finish Planning and Statistics... Well, when we budget for Paranoia in the meeting, we'll have to take into account that we're planning a quasi-mandatory +10 Paranoia kick right away afterwards. On net, we don't wind up any better off, because when the smoke clears at the end of 2508Q1 we have the same amount of Paranoia either way.

I don't agree, RE: consolidating dice. Dylar II Ponics still has positive effects on our overall food balance and transportation issues, and it's a simple, low-hanging fruit.

As for research, it should be trivially easy to figure out why I'm focusing on Paranoia reducing actions like the rifle. Not doing it isn't going to destroy the Quest, but a focus on Paranoia-reducing options should be basically mandatory since Bureaucracy has by this point turned into a potential Quest-ending category of Paranoia increasing nightmares.

I suspect that by Q1 of next year we'll have a better idea of just what's going to be happening with Paranoia and our budget otherwise in a way that will be easier to figure out rather than racking up Paranoia now and assuming the budget will manage itself. If we actually are forced into a situation where we have to gain a bunch of Paranoia in the Budgetary process for a good reason... we can just know that after we complete Statistics we'll want to leave the entire category fallow for the better part of a year.

If not we'll have to know how to complete exactly one Project a Quarter at most and then probably leave it fallow towards the end of the year.
 
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As an example, I think it might be nice to also work on High Energy Conduits (which sound like they lead to generalized efficiency improvements, but the kind you can't refit your industrial base or weapon systems to in the middle of a renewed Brood War) or Improved Threat-Recognition Protocol, which sounds like it leads to more automated weapon systems which is good given that we're going to be dragged face-first through yet another slaughterwar some time in the near future.

I second this. I think this sort of advancement could lead to interesting developments down the line.

Also I heavily support us doing Planning and Statistics as I think it would come in handy.

--

I did the quick chart of Paranoia related actions and there is many and I think one way to go about it is to find a way to balance the gains with the losses when we put dice into actions. I'm not super up to speed on the maths but I do think this sort of planning could come in handy to manage paranoia expectations.

Oh, I do have to say that I think we definitely need to throw in two or more dice in any Personal Paranoia creating action. If the DC is 50 then I want us to potentially go over that by a lot, just in case.

--

Oh, so I am rewatching StarCraft II the Terran campaign and on map 4 the Agra Colony they have Dominion made bunkers. So it seems the thing we are building exists.
 
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[] Plan: Reconstruction Blitz
-Infrastructure (6/6 dice + 2 Free dice, 45R)
--[] Korhal: Capital City Augustgrad (Phase 2) [MANDATORY] 169/400 (1 die, 5R) 0%
--[] Brontes: Orbital Cleanup (Phase 2) [Reconstruction] 106/300 (1 dice, 15R) 0%
--[] Nephor II: Planetary Reconstruction (Phase 2) [Reconstruction] 224/500 (4 dice, 20R) 49.00%
--[] Fringe Worlds: Supply Bunker Construction (Phase 1) 36/100 (1 die, 5R) 45%
-Heavy Industry (5/5 dice, 65R)
--[] Dylar IV: Dylarian Shipyards (Phase 1) [Reconstruction] 214/500 (3 dice, 45R) 0.26% - but 31.77% chance of hitting 400, which is what I actually want to rest it at
--[] Vardona: Ardonin Heavy Vehicle Factory (Phase 2) 33/300 (1 die, 10R) 0%
--[] Nephor II: TerraUnion Tool and Die Works (Phase 2) 53/200 (1 die, 10R) 0%
-Light and Chemical Industry (5/5 dice, 25R)
--[] Vardona: Vespene Extraction Operations (Phase 1) 375/500 (3 dice, 15R) 83.83%
--[] Tyrador IX: Refugee Workshops (Phase 2) [Reconstruction] 63/400 (2 dice, 10R) 0%
-Environmental (5/5 dice, 25R)
--[] Korhal: Regreening Effort (Phase 1) 30/100 (1 die, 5R) 29%
--[] Tyrador IX: Establish Farmsteads (Phase 2) [Reconstruction] 198/400 (4 dice, 20R) 45.01%
-Services (5/5 dice, 55R)
--[] The Dominion Health Service (Phase 2) 3/300 (2 dice, 10R) 0%
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 1) 191/400 (3 dice, 45R) 17.68% - but 84.32% chance of hitting 300, which is what I actually want it to rest at
-Military (6/6 dice, 30R)
--[] Korhal: Fort Romulus Lunar Garrison 143/300 (3 dice, 15R) 53%
--[] Vardona: Treasury Reserve Site Alpha [TRUST] [NEW] 0/300 (3 dice, 15R) 0.29%
-Research (5/5 dice, 75R)
--[] High-Efficiency Conduits [Tech] 0/200 (4 dice, 60R) 46.34%
--[] New Model Weaponry (Phase 2) [Tech] [NEW] 0/250 (1 die, 15R) 0%
-Bureaucracy (5/5 dice, 35R)
--[] Establish the Office of the Inspector-General 0/200 (2 dice, 10R) 1.53%
--[] Re-Establish the Bureau of Planning and Statistics 36/200 (1 die, 5R) 0%
--[] Services/Administration/Logistics/Operations Mechanization Endeavor (2 dice, 20R) 0%
-Personal (4/4 dice + 2 Free die, 60F)
--[] Vardona: Vardonaville Import-Export Company [NEW] DC80 (3 dice, 45F) 94.53% - 97.38 with +15 omake
--[] Vardona: Have a Talk with Director Starke DC80 (3 dice, 15F) 94.53% - 97.38 with +15 omake

Resources (R): 360/615
Funds (F): 60/70
Paranoia: 30/100 - "best" case 10/100, worst case 70/100
45% of Fringe Worlds (+5)
0.26% of Dylarian Shipyards (-10)
29% of Regreening (+5)
53% of Fort Romulus (-10)
1.53% chance of Inspector General (+10)
5.47% (2.62% with +15 omake) chance of Im-Ex failing (+10)
5.47% (2.62% with +15 omake) chance of Starke failing (+10)

Infrastructure
I really want to pound out another phase of Nephor Reconstruction before the budget meeting, I think that would be neat. Starting Brontes cleanup both for the direct cash injection and also because it's been a full year of the plan and we haven't even started on the surface yet. Unlike other plans I only do one die on supply bunkers, for the same reason we're slow walking everything else prior to the poker meeting.

Heavy Industry
I am intentionally avoiding Keresh. It reduces the length of Augustgrad, and we actually want phase 2 to take as long as possible to keep our +5 on Vardona until critical projects on it are taken care of. Similarly, I am avoiding completing Tool and Die as well as Ardonin, but slow walking them. The goal is to finish them out in the new year and get the shipyards done then too with the progress reduction in order to cancel out the paranoia gain.

Light and Chemical Industry
Try to finish out vespene extraction, get the refugee workshops humming again.

Environmental
Keep slow walking regreening, planning to get it done next year but won't cry if it finishes early. Try to get done another round of farms done.

Services
Similar to the plan in Heavy Industry, intentionally keep our progress low so we can take advantage of Ardonin completion later. Also hire more doctors, because those are good.

Military
Finish out Romulus for the paranoia reduction, and get started on our personal fortress. For civil emergencies.

Research
Honestly I could do whatever here, I'm not really married to anything, but I think High-Efficiency Conduits are the most useful for the civilian economy.

Bureaucracy
Intentional slow walking of all the toys so we don't give Mengsk an aneurysm right before the poker game.

Personal
Im-Ex is just... good. It's really good. We should do it, and every plan does it. For the second action, I picked Starke because I want to talk to him while we still have the Vardona bonus, that's it.
 
Personal
Im-Ex is just... good. It's really good. We should do it, and every plan does it. For the second action, I picked Starke because I want to talk to him while we still have the Vardona bonus, that's it.

It's not that bad, and needs to be done when we can, but I don't actually think it's that much better than the Workers Center action, which actually empowers allies and increases relations with them while costing less to spin up. I don't think that doing the Import-Export this turn is some criminal malpractice or whatever, but I think it neglects actually, like, helping our actual allies an extra turn.

I also just value de Santo as an ally quite a bit more than Starke, and think we should do the one with the lower DC first.
 
Personal
Im-Ex is just... good. It's really good. We should do it, and every plan does it. For the second action, I picked Starke because I want to talk to him while we still have the Vardona bonus, that's it.

Yeah us having our own company sounds fun. So I am all for this. I think there is a lot of potential in this action and I also like how many dice you throw at it.

Your plan is definitely interesting by the way.

Oh, have you thought about including the psi-crystal option, I think that might be nifty.
 
It's not that bad, and needs to be done when we can, but I don't actually think it's that much better than the Workers Center action, which actually empowers allies and increases relations with them while costing less to spin up. I don't think that doing the Import-Export this turn is some criminal malpractice or whatever, but I think it neglects actually, like, helping our actual allies an extra turn.

I also just value de Santo as an ally quite a bit more than Starke, and think we should do the one with the lower DC first.
Winning play for me on Im-Ex over Workers Center is that Im-Ex also reduces DCs.
 
I think the best result we can get for the fringe worlds is that we build it up enough that when one of the big wars against the dominion happens and mengsk pulls out to defend the core, the people that remain aren't scrambling to keep the lights on and maybe build their own polity to resist whatever rando threat that pops up in the chaos and later the dominion when it comes back.
 
I also just value de Santo as an ally quite a bit more than Starke, and think we should do the one with the lower DC first.
I think this is a massive oversight. De Santo has a few key pivotal units under her authority. Starke has the entire security apparatus of the Dominion on top of contacts with Valerian who can either be useful- or a problem waiting in the wings we know fuck all about.
Starke is either a massive obstacle to our efforts to oust Mengsk or a potential godsend- and he's almost certainly too dangerous to alienate in the regime change if we can avoid it.

Either we find out if we can work with the man, or if we need to plan around Starcraft Himmler/Beria. Its incomparable.
 
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We don't know which DCs, and I think it also just... doesn't do as much to advance the actual resistance to Mengsk? Both should be done within the next few turns, but I don't agree that it should be done first.
I genuinely do not understand this line of logic. It makes actions to undermine Mengsk easier to accomplish. Why would you not do it first?
 
Oh, so I just StarCraft wikied both people and yeah I am all for us doing Starke first and soon. His assets sound super useful on a more immediate level than de Santo. Security vs military and I think, where we are right now, Security is more important slash impressive.

So yeah, even if he didn't have 'connections to Mengsk's rumored son' he would be my immediate choice. (and the son is important, I want to contact Valorian, who I support.)

---

I do really think us getting our own company would be super useful too.
 
Hmm. We could do both, actually. Drop Starke for now and come back next turn with a total of +2 Personal dice.

I was tempted by that, but I will note that this will leave us with a somewhat precarious financial situation in Personal... but we also have the Budget meeting coming up, and the QM mentioned that Personal Budget stuff might also come up as a choice, so hm. I will note if we do 3 dice each for them, that's total expenses of 75 F, so we'd have to do five dice and pick one of them to put two dice on if we did that.

We should go on Anydice for this stuff, tbh. Hmm. Is an 80% chance enough for the Union stuff... with Omakes to potentially save our bacon?
 
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Hell, I didn't notice the Funding crunch.

Yeah I'll play with it later and see how that maths out. We might be able to get away with only doing 2 dice on the Nephor II one due to the +10.

Also -

Oh, have you thought about including the psi-crystal option, I think that might be nifty.

Didn't mean to forget this one. I do want psi-crystals, but they're very expensive in both Resources and progress cost right now.
 
Yeah it doesn't have to be a now thing, psi-crystals, but it would be useful to keep in mind.

Oh, I am watching StarCraft II and I can't help but notice we don't have any Tarsonis rebuilding or redevelopment opportunities. Acccording to the Wiki Mengsk promised to restore the planet and such. Could be interesting for us to rebuild it.
 
Yeah, Mengsk eventually sends an expedition to sift through the rubble and start clearing out the Zerg on world. That's probably locked behind completing the Reconstruction actions.
 
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