I'm the very much the former, but not really the latter. It only lasts 4 turns, so it maxes out at -20 Paranoia. I doubt we'll raise our Paranoia the turn before budget negotiations, so it's -15 Paranoia. It effectively costs 10 Paranoia, so we end up netting, what, -5 Paranoia tops? Given the choice, I'd much rather bite the bullet and spend the additional Leverage for Space Defenders.
The trick is that we can use this
intentionally to court more Paranoia than we otherwise would or postpone Paranoia-lowering actions.
So no, I disagree, I think we'd effectively enjoy the benefit on all four turns.
Seriously, I am not voting for any plan that does An Actual Goddamn Fleet but not Space Defenders. Projects tend to increase in cost by 5R/die and 100 progress with each successive phase. So that would be roughly 11 dice for Dylarian and another seven or so for Refloating, both at 20R/die. That's 360 R, when we're only going to make 460R next turn minus whatever F increases we manage. SCV's will only reduce that by 80R per phase*, and those aren't cheap phases. Space Defenders cuts that down to a much more manageable 180 R.
On the one hand, it's only fair that if we're promising Duke major improvements in the condition of the fleet (on par with the improvements we've already given him this past year), that we ask him to secure those sites in return.
On the other hand, those are fairly important projects we kind of need to do either which way, whether we promise them or not. The Dominion being defenseless when the UED rolls around won't help anyone.
As someone speculated it's pretty obviously, IMO, a way to make it so that we have to end Mengsk or lose the game. Ratcheting up the pressure over time.
Well yes.
My point is that Mengsk's Suspicion stat is, loosely speaking, the doomsday clock on the entire quest. The idea of doing
anything that advances the doomsday clock, even if right now it reads "57 minutes to midnight," is something I view with, ah, a
lively sense of trepidation.
I hope you see where I'm coming from.