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 in Us
-[] Infrastructure (6/6 dice, 40 R)
--[] Korhal: Capital City Augustgrad (Phase 3) [MANDATORY] [NEW] 51/400 (1 dice, 10 R)
--[] Nephor II: Planetary Reconstruction (Phase 3) [Reconstruction] 114/400 (1 dice, 10 R)
-- [] Tyrador IX: Planetary Reconstruction (Phase 2) [Reconstruction] 66/200 (4 dice, 20 R
-[] Heavy Industry (5/5 dice, 50R)
-- [] Dylar IV: Dylarian Shipyards (Phase 2) [Reconstruction] 22/600 (5 dice, 50 R)
-[] Light Industry (5/5 dice, 25R)
-- [] Mar Sara: Endureum Extraction Operations (Phase 1) 67/300 (5 dice, 25 R)
-[] Environmental (5/5 dice, 50R)
-- [] Korhal: Regreening Effort (Phase 2) [NEW] 11/100 (2 dice, 20 R)
-- [] Vardona: Supplemental Aquaculture Effort 0/250 (3 dice, 30 R)

-[] Services (5/5 dice, 50R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) 281/400 (3 dice, 30 R)
-- [] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] 98/200 (2 dice, 20 R)

-[] Military (6/6 dice, 60R)
--[] Fringe Worlds: Fort Sumner Forward Operating Base [MANDATORY] [NEW] 0/200 (1 dice, 10 R)
--[] Brontes: Refloating the Fleet (Phase 2) 244/300 (2 dice, 20 R)
--[] Vardona: Treasury Reserve Site Alpha [TRUST] 141/200 (2 dice, 10 R)
--[] TRUSTrooper Recruitment Program [TRUST] 0/400 (1 dice, 10 R)

-[] Research (5/5 dice, 60R)
--[] High-Efficiency Conduits [Tech] 104/200 (2 dice, 30 R)
--[] Secure Integrated Defense Ensemble [TRUST] [Tech] 0/300 (3 dice, 30 R)

-[] Special (2 bureaucracy, 2 Personal dice, 10 R, 10 F
--[] Team-Building Exercise (Bureaucracy/Personal, +6 modifier) DC 100 (10 R, 10 F)
-[] Bureaucracy (5 dice, two to special+2 Free dice, 50 R)
--[] Veterans' Benefits Program [MANDATORY] 39/400 (1 dice, 10 R)

--[] Services/Administration/Logistics/Operations Mechanization Endeavor 233/300 (2 dice, 20 R)
-- [] Employ Pardon Recipients 39/400 (2 dice, 20 R)

-[] Personal (4 dice, 2 to Special, +2 Free Dice, 60 F+10 F(special))
--[] Vardona: Vardonaville Import-Export Company DC 80 (2 dice, 30 F)
--[] Nephor II: TRUST Civil Auxiliary Pilot Program [TRUST] DC 60 (2 dice, 30 F)

 
I love how its increasingly apparent that the best and only idea Mengsk has to achieve ultimate victory over all the non-Mengsk First Families and Confed aristocracy that betrayed him so is... just making Korhal into Tarsonis 2.0? What does he think Horner's and Duke's and Warfield's grandkids are going to be like, except just classic Confed failsons all over again?
To be fair, in Duke's case that won't be much of a change. :p

More generally, I think if you were in a position to ask Mengsk that question and avoid being shot out of hand, he'd have some kind of an answer, something about intending to reshape some of the fundamentals, make things less "decadent," whatever.

But realistically, he'd just be blathering meaninglessly, and you're right.

Yep, but I don't think Mengsk agrees with you.
Also, while the war is a bad idea, I think we have to make a good faith effort to let it proceed without undermining it. Remember, if it's a disaster, the effects are most directly felt politically by Warfield or Duke, neither of whom is our close ally compared to de Santos and hopefuly Starke.
 
Quick thought - oooh the cargo ship can be the start of us having the Dominion Treasury Space Corps division!

Additional thought, us working with Starke on stuff will be super useful.

Also, yeah, I agree on it making no sense for us to undermine the 'war'. Lets do what we need, and are expected to do. We aren't the military, all we need to do is build the forward operating base. Lets do it well.
 
[] Plan TRUST in Us
-[] Infrastructure (6/6 dice, 40 R)
--[] Korhal: Capital City Augustgrad (Phase 3) [MANDATORY] [NEW] 51/400 (1 dice, 10 R)
--[] Nephor II: Planetary Reconstruction (Phase 3) [Reconstruction] 114/400 (1 dice, 10 R)
-- [] Tyrador IX: Planetary Reconstruction (Phase 2) [Reconstruction] 66/200 (4 dice, 20 R
Is there any real benefit to the Nephor die here? Maybe we'd do better to put the effort into Brontes. Nephor II is at least livable now with basic infrastructure and housing in place, by comparison.

-[] Environmental (5/5 dice, 50R)
-- [] Korhal: Regreening Effort (Phase 2) [NEW] 11/100 (2 dice, 20 R)
-- [] Vardona: Supplemental Aquaculture Effort 0/250 (3 dice, 30 R)
I don't think Vardona is in danger of being cut off from food supplies any time soon. I get that the project's important in a hypothetical scenario, but that has to be weighted against how likely the scenario is to occur.

I think we should prioritize Dylar IV: Shipyard Amenities, where we have immediate morale problems at a facility we're counting on to do a lot of work in the near future.

-[] Services (5/5 dice, 50R)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) 281/400 (3 dice, 30 R)
-- [] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY] 98/200 (2 dice, 20 R)
This is good. I'm going to lobby for Port Bennet at some point because it's going to make a lot of Korhal stuff a good deal easier, but it can wait.

(On a related note, while this turn we need to surge the Dylarian shipyards, I think that with the project cost down to 100 and the known fact that we get an RpT trickle out of it, we really should work on the Keresh mines too. It's Progress-positive for us just in terms of effects on Augustgrad alone, and we can always use more money.

-[] Military (6/6 dice, 60R)
--[] Fringe Worlds: Fort Sumner Forward Operating Base [MANDATORY] [NEW] 0/200 (1 dice, 10 R)
--[] Brontes: Refloating the Fleet (Phase 2) 244/300 (2 dice, 20 R)
--[] Vardona: Treasury Reserve Site Alpha [TRUST] 141/200 (2 dice, 10 R)
--[] TRUSTrooper Recruitment Program [TRUST] 0/400 (1 dice, 10 R)
Since Site Alpha isn't phased, I think one die is enough. There's a fairly good chance of completion with one die, and Site Alpha isn't super-critical-urgent. And I think two dice on Fort Sumner might be a good idea, because I can totally imagine Mengsk losing patience and going ahead with this campaign whether the logistics are ready or not.

-[] Bureaucracy (5 dice, two to special+2 Free dice, 50 R)
--[] Veterans' Benefits Program [MANDATORY] 39/400 (1 dice, 10 R)
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 233/300 (2 dice, 20 R)
-- [] Employ Pardon Recipients 39/400 (2 dice, 20 R)
I can see the desire to invest Free dice to get more Free dice in the future. Relatable.
 
Is there any real benefit to the Nephor die here? Maybe we'd do better to put the effort into Brontes. Nephor II is at least livable now with basic infrastructure and housing in place, by comparison.

I don't think Vardona is in danger of being cut off from food supplies any time soon. I get that the project's important in a hypothetical scenario, but that has to be weighted against how likely the scenario is to occur.

I think we should prioritize Dylar IV: Shipyard Amenities, where we have immediate morale problems at a facility we're counting on to do a lot of work in the near future.

This is good. I'm going to lobby for Port Bennet at some point because it's going to make a lot of Korhal stuff a good deal easier, but it can wait.

(On a related note, while this turn we need to surge the Dylarian shipyards, I think that with the project cost down to 100 and the known fact that we get an RpT trickle out of it, we really should work on the Keresh mines too. It's Progress-positive for us just in terms of effects on Augustgrad alone, and we can always use more money.

Since Site Alpha isn't phased, I think one die is enough. There's a fairly good chance of completion with one die, and Site Alpha isn't super-critical-urgent. And I think two dice on Fort Sumner might be a good idea, because I can totally imagine Mengsk losing patience and going ahead with this campaign whether the logistics are ready or not.

I can see the desire to invest Free dice to get more Free dice in the future. Relatable.

Alright, in order, the Nephor die is setting up for a big Nephor Push Q3, though it's not a huge deal. But I'd honestly rather have Phase 2 of the orbital stuff done before I even think about doing planetary. Honestly if we were doing something I'd rather have a dice on the Supply Bunkers, tbh.

For Dylar IV, maybe, will consider it. But I do want to focus on strengthening our and others' ability resist Mengsk as much as possible, because we've spent rather too long fiddling around, tbh.

Finally, for military I just really want to finally get that Secret Base done. "Decent odds of completing it this turn" are nice and all, but we've been burned before in... not having this stuff ready when we need it.

Especially since next turn a part of me wants to do the "Red Team Blue Team" in Personal, and it'd be nice if we had our secret base built before then (My plans for Personal next turn involve legalizing the Union (because we get absurd bonuses that let us do that relatively 'cheaply') and starting to build up relationships with the Space Wolves.) Though that's hardly set in stone.
 
We can't. Remember, the project is locked until Phase 2 autocompletes at the end of this turn.

I think he meant Brontes: Planetary Reconstruction (Phase 1) and not the orbital cleanup.

This might be unpopular but I think we should do what we can to make sure the coming war is over as quickly possible.

I'm not against this. I think us supporting the Dominion in this would be quite benefiical. Lets have a united Terran Sector so when the UED comes they face a government working together and not one full of factions and holes.

---

I'm good with us doing more planetary reconstruction stuff. I think doing phase 1 of a bunch of planets is quite useful. Spread out the benefits and such.

--------

So my commentary on "Plan TRUST Us"

Infrastructure: Not against any of the options though I think instead of Phase 2 us putting dice in Brontes Reconstructon (Phase 1) would be useful.

Heavy Industry - I'm not agaisnt Duylar IV, but maybe we can consider Korhal: Keresh Mining Complex instead, more resources might be useful.

I'm also interesed in Nephor II: Dynamic Integrated Arms Factory, Vardona: Donette Terrestrial Shipyards, and Korhal: Simonson Munitions Factory. The first and the last the most.

Light Industry - So I'm definitely in support of Mar Sara: Endureum Extration Operations but I could also see the benefit of Korhal: Canis Chemical Refinery (phase 1).

Environmental - I'm really good with us doing Korhal: Regreening Effort (Phase 2). The Vardona:Supplemental Aquaculture Effort is meh to me. Maybe instead Dylar IV: Shipyard Amenities, that could be cool.

From a "oh shiny" I love the idea of Korhal: Korhal Imperial Zoo, though I don't think its as essential. It is cool though.

Services - I'm good with us trying to complete the shipyards over Vardona, and of course us working on the hospital is mandatory.

Long term I am super interested in both Mass Literacy Movement (phase 2) and also Korhal: Port Bennet Interplaentary Aerospace Complex. I'm realy interested in that later one, lots of potnetial there I think.

Military - I like and support the Fort sumner Forward Operating Base and think putting a second die there would be useful. I'm also really happy with Treasury Reserve Site Alpha and TRUSTrooper Recruitment Program. We might as well finish Refloating the Fleet, though I could see reducing the dice to just one.

Long term I support Korhal: Fort Davis Military Arsenal.

Research - I'm definietly all for us doing High-Efficiency Conduits. Secure Integrated Defense Ensemble is really cool too.

I'm a huge fan though of us doing the Hercules-class Superheavy Cargo Freighter. I want this! I also want us to create a Q-ship variant in the future. We need this for our future Dominion Treasury Space Corps unit. hehe

So yeah, I vote we look into the Hercules!

Bureaucracy - Gotta finish SALOME of course. I'm not against Employ Pardon Recipients but I don't know if I find myself focused on it. Obviously I support Veterans Benefits Program.

I do think Establosh the Office of Reserve Logistics might be quite useful. I also support us doing, at some point, Vardona: Trevelyan Commercial Tower.

Personal - I am definitely a big supporter of Vardona: Vardonaville Import-Export Company. I'm also good with Nephor II: TRUST Civil Auxiliary Pilot Program. Lots of potential there.

I'm definitely good with us doing the Team-Building Exercise. My only thought on this is that if we do it we need to put enough dice to achieve success.
 
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Also, randomly, have some Omake stretch goals with provisional titles for my continued Arendt/Smith stuff, though not all will happen (hopefully)!

One of them is fired/died: Everyday Absences
Criminal +5 Relations: The Trial of The Stapler Mafia
Criminal +10 Relations: More News From Nowhere
Union +5: TRUST Unions?
Union +10: Theory and PRAXIS.
Space Wolves +10: Hungry Like The Wolf
Chuck Reaches 100 Paranoia: Exit Strategy
 
[] Plan Something Something
-[] Infrastructure 6/6 40R (+11 modifier)
--[] Korhal: Capital City Augustgrad (Phase 3) 1 die 5R 0%

(-10 Paranoia when complete)
(Progress 51/400, -5R per die)
--[] Nephor II: Planetary Reconstruction (Phase 3) 2 dice 20R 0%
(Progress 114/400, -10R per die)
--[] Tyrador IX: Planetary Reconstruction (Phase 2) 3 dice 15R 83%
(Progress 66/200, -5R per die)
-[] Heavy Industry 5/5 60R (+6 modifier)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 2) 3 dice 30R 2%

(Increases Megacomplex rate of income increase, increases Megacomplex income cap)
(Progress 0/300, -10R per die)
--[] Dylar IV: Dylarian Shipyards (Phase 2) 2 dice + 1 free die 30R 0%
(-15 Paranoia)
(Progress 22/600, -10R per die)
-[] Light and Chemical Industry 5/5 40R (+6 modifier)
--[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) 3 dice 30R 67%

(Reduces some groundside construction project per-die costs upon completion)
(Progress 24/200, -10R per die)
--[] Mar Sara: Endureum Extraction Operations (Phase 1) 2 dice 10R 0%
(Unlocks endureum refinement projects)
(Progress 67/300, -5R per die)
-[] Environmental 5/5 40R (+1 modifier)
--[] Korhal: Regreening Effort (Phase 1) 2 dice 10R 84%

(+5 Paranoia upon completion)
(Progress 11/100, -5R per die)
--[] Vardona: Supplemental Aquaculture Effort 3 dice 30R 2%

(Progress 0/250, -10R per die)
-[] Services 5/5 50R (+1 modifier)
--[] Vardona: Angustia Orbital Shipyard Complex (Phase 2) 4 dice 40R 41%

(Progress 281/500, -10R per die)
--[] Korhal: Katherine Mengsk Memorial Veterans' Hospital 1 die 10R 0%
(-5 Paranoia)
(Progress 98/300, -10R per die)
-[] Military 6/6 55R (+6 modifier)
--[] Brontes: Refloating the Fleet (Phase 2) 2 dice 20R 90%

(-10 Paranoia)
(Progress 244/300, -10R per die)
--[] Brontes: Fort Riley Orbital Training Center 1 die 5R 0%
(-10 Paranoia)
(Progress 41/200, -5R per die)
--[] Vardona: Treasury Reserve Site Alpha 2 dice 10R 89%
(Progress 141/200, -5R per die)
--[] Fringe Worlds: Fort Sumner Forward Operating Base 1 die 10R 0%
(-5 Paranoia)
(Progress 0/200, -10R per die)
-[] Research 5/5 60R (+1 modifier)
--[] High-Efficiency Conduits [Tech] 2 dice 30R 61%

(Progress 109/200, -15R per die)
--[] Secure Integrated Defense Ensemble [TRUST] [Tech] 3 dice 30R 0%
(Progress 0/300, -10R per die)
-[] Bureaucracy 5/5 40R (+11 modifier)
--[] Establish the Office of Forecasts and Trends 1 die 5R 0%

(Unlocks statistical trends) (Unlocks estimated number of phases for project completion) (+10 Paranoia)
(Progress 0/200, -5R per die)
--[] Services/Administration/Logistics/Operations Mechanization Endeavor 1 die + 1 free die 20R 90%
(Adds one die to all non-Personal categories) (+10 Paranoia)
(Progress 233/300, -10R per die)
--[] Veterans' Benefits Program 1 free die 15R 0%
(-5 Paranoia)
(Progress 39/400, -15R per die)
-[] Personal 4/4 30F (+1 modifier)
--[] Vardona: Vardonaville Import-Export Company 1 die + 1 free die 30F 70%
(Adds one Personal die) (Reduces some Personal DCs)
(DC 80 to avoid +10 Paranoia, -15F per die) (-5F per-turn upkeep)
-[] Special
--[] Team-Building Exercise (Bureaucracy/Personal, +6 modifier) 3 Personal dice + 3 Bureaucracy dice 15R 15F 91%

(Unlocks a permanent legacy trait for the Treasury)
(DC 100 to achieve success, -5R and -5F per die) (Must assign Bureaucracy and Personal dice in matched pairs) (Available as long as Samuel Smith and Jacob Arendt both remain employed)
-[] Free Dice 4/4
-[] 1 in Heavy Industry
-[] 2 in Bureaucracy
-[] 1 in Personal
-[] Resources stockpile 200/200 Income 230/400 Total 430/600
-[] Discretionary Funds (F) stockpile 45/50 Income 0/60 Total 45/110
 
We can't. Remember, the project is locked until Phase 2 autocompletes at the end of this turn.
I was talking about starting planetary reconstruction on Brontes, not continuing the orbital cleanup over Brontes.

(Does anyone know how much +R we're going to get from Brontes Cleanup Phase 2 when it clears?

Alright, in order, the Nephor die is setting up for a big Nephor Push Q3, though it's not a huge deal. But I'd honestly rather have Phase 2 of the orbital stuff done before I even think about doing planetary. Honestly if we were doing something I'd rather have a dice on the Supply Bunkers, tbh.

For Dylar IV, maybe, will consider it. But I do want to focus on strengthening our and others' ability resist Mengsk as much as possible, because we've spent rather too long fiddling around, tbh.

Finally, for military I just really want to finally get that Secret Base done. "Decent odds of completing it this turn" are nice and all, but we've been burned before in... not having this stuff ready when we need it.

Especially since next turn a part of me wants to do the "Red Team Blue Team" in Personal, and it'd be nice if we had our secret base built before then (My plans for Personal next turn involve legalizing the Union (because we get absurd bonuses that let us do that relatively 'cheaply') and starting to build up relationships with the Space Wolves.) Though that's hardly set in stone.
I wouldn't say no to Supply Bunkers instead in Infrastructure.

In Environmental, the thing is, we haven't spent "rather too long fiddling around," because this can't be speedrun in any semblance of safety or likelihood of success. Especially if you're not interested in a coup that replaces Arcturus with Valerian, and you've made it clear that you really, really aren't. If we want Mengsk replaced with a republic, we're going to need to figure out how to balance "playing the long game" in the sense of bolstering rival centers of power within the Dominion against "playing the long game" in the sense of doing enough for Mengsk that he actually keeps us in power working for him. It's a toughie.

If you have specific plans for Site Alpha in the immediate "next six months" future, then spending two dice on it does make sense. I wasn't thinking in terms of those plans, but that doesn't mean they can't exist or aren't valid.
 
I was talking about starting planetary reconstruction on Brontes, not continuing the orbital cleanup over Brontes.

(Does anyone know how much +R we're going to get from Brontes Cleanup Phase 2 when it clears?

I wouldn't say no to Supply Bunkers instead in Infrastructure.

In Environmental, the thing is, we haven't spent "rather too long fiddling around," because this can't be speedrun in any semblance of safety or likelihood of success. Especially if you're not interested in a coup that replaces Arcturus with Valerian, and you've made it clear that you really, really aren't. If we want Mengsk replaced with a republic, we're going to need to figure out how to balance "playing the long game" in the sense of bolstering rival centers of power within the Dominion against "playing the long game" in the sense of doing enough for Mengsk that he actually keeps us in power working for him. It's a toughie.

If you have specific plans for Site Alpha in the immediate "next six months" future, then spending two dice on it does make sense. I wasn't thinking in terms of those plans, but that doesn't mean they can't exist or aren't valid.

Nope! We can guess that it's 100 R at minimum and that it's certainly not going to be GREATER than the haul of 300 R we got last time, but that's a pretty wide range and even that's defined by guesses.

But my plan currently is 10 R underbudget, so when combined with Cleanup Phase 2 it'll put us in a good position to deal with the fact that Q3 and Q4 we're probably going overbudget with SALOME to consider... which is fine because after Q4 comes everyone's favorite time of the year: budget negotiations.

As far as the Site Alpha thing goes, I just feel like narratively/etc, an action like te following next turn would go better if we actually knew what our sites were going to be like in terms of defenses so we know how to do mock-ups. Mechanically, well, who knows. But it made sense to me:

[] Space Wolves: Blue Team [NEW]
In Dominion parlance, the "red team" is the allied force, and the "blue team" is the enemy force. As such, when you set up a cross-training exercise with Colonel de Santo's Space Wolves and your TRUST Security Force, the Space Wolves will act as the blue aggressor against a mock-up TRUST-defended "red site." This should give your troops much-needed practice and build strong ties between your two forces.
(+1 Relations with Space Wolves)
(DC 60 to avoid +10 Paranoia, -10F per die)
 
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I was talking about starting planetary reconstruction on Brontes, not continuing the orbital cleanup over Brontes.
I don't know it might be better to finish the clean up before starting on the actual reconstruction, admittedly I'm saying that based on the assumption that finishing phases of clean up will reduce the progress requirement for reconstructing Brontes.
 
Hey @The Laurent what is the Paranoia change if things complete this turn?

I will say while I am not really with you on your future legalizing the unions or republican-establishing plans I have no real issue with this particular turn plan. Us building the TRUST site, finishing it really, makes a lot of sense to me.
 
Hey @The Laurent what is the Paranoia change if things complete this turn?

I will say while I am not really with you on your future legalizing the unions or republican-establishing plans I have no real issue with this particular turn plan. Us building the TRUST site, finishing it really, makes a lot of sense to me.

I mean, Legalizing the Union is F-cheap (never a bad thing) and with 4 dice (and then 1 dice and a Free dice on some DC 60 project) we have a comically small chance of failing it while it massively improves our relationship with the Unions.

As far as it goes, if we succeed at everything including the DCs in an expected/average way, we gain +5 Paranoia, which is to say +0 Paranoia. If we fail the VIE DC, which would be very unlikely but could happen, that'd be +15 Paranoia, so +10 Paranoia, which would leave us at 30 Paranoia, which is still not remotely bad.
 
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-[] Heavy Industry 5/5 60R (+6 modifier)
--[] Nephor II: Nephor Industrial Megacomplex (Phase 2) 3 dice 30R 2%

(Increases Megacomplex rate of income increase, increases Megacomplex income cap)
(Progress 0/300, -10R per die)
--[] Dylar IV: Dylarian Shipyards (Phase 2) 2 dice + 1 free die 30R 0%
(-15 Paranoia)
(Progress 22/600, -10R per die)
Given the scale of the Dylarian Shipyards promise and that the deadline for delivery is Q4 and it's now Q2, I'm not sure we can really afford to put major dice into the NIM right now instead of throwing them at Dylar IV. We'll have a lot more freedom to invest in the NIM later if we know we're only 100 points from finishing the Dylarian shipyards in Q3, than we'll have if we're still a long way from completion with only two turns on the clock.

-[] Light and Chemical Industry 5/5 40R (+6 modifier)
--[] Nephor II: Phoros Neotextiles Fabrication Plant (Phase 3) 3 dice 30R 67%

(Reduces some groundside construction project per-die costs upon completion)
(Progress 24/200, -10R per die)
This isn't me disagreeing with you, to be clear:

I don't think we should invest more than three dice in this project; three is the right amount for serious efforts. Because Phoros Phase 3 is described as a "final phase of development," suggesting that there isn't any rollover. While investing only two dice would almost certainly fail to complete the project and be a pointless half measure given the scale of the benefits, investing three dice gives us better-than-even chances. A fourth die would probably be wasted; there cannot be more than about a 30% chance of it accomplishing anything relevant if there's no rollover.

-[] Environmental 5/5 40R (+1 modifier)
--[] Korhal: Regreening Effort (Phase 1) 2 dice 10R 84%

(+5 Paranoia upon completion)
(Progress 11/100, -5R per die)
Phase 1 is complete; this is Phase 2. As I noted to Laurent, I don't think the Vardona aquaculture project is actually our top priority here. Not when it's competing against Dylar IV: Shipyard Amenities, which I think will do a lot to make the place more effective.

Hm. I wonder if reconstructing Mengsk's villa would get easier if we succeed in regreening the planet? It would seem a lot simpler to reconstruct a place like that on a planet that already had a functional biosphere, as opposed to making a verdant paradise in an otherwise desolate radioactive hellscape.

--[] Veterans' Benefits Program 1 free die 15R 0%
(-5 Paranoia)
(Progress 39/400, -15R per die)
I think the veterans' benefits program isn't something we should stint. It hits Chuck where he lives, it affects a lot of people who may some day decide to fight both for and against Mengsk. It's not like Augustgrad where the reason we're doing it is entirely because building a bigger pyramid will appease Mengsk's ego. This is actually a legit relevant project when you've got millions and millions of combat veterans all over Terran space.

Nope! We can guess that it's 100 R at minimum and that it's certainly not going to be GREATER than the haul of 300 R we got last time, but that's a pretty wide range and even that's defined by guesses.
Yeah. Just curious. I think we'll be okay for money, but it's relevant.

(Also why I keep stumping for +RpT options like Keresh, because I want thrive-not-survive budgetary conditions, but anyway)

As far as the Site Alpha thing goes, I just feel like narratively/etc, an action like te following next turn would go better if we actually knew what our sites were going to be like in terms of defenses so we know how to do mock-ups. Mechanically, well, who knows. But it made sense to me:
Nah, it makes sense. Like I said, if you have a plan to do that later, it makes sense to do this now.

I don't know it might be better to finish the clean up before starting on the actual reconstruction, admittedly I'm saying that based on the assumption that finishing phases of clean up will reduce the progress requirement for reconstructing Brontes.
Maybe. And given that Brontes is pretty much a wreck with no large population or major industrial utility left, I guess I can see prioritizing it for planetary reconstruction behind Tyrador IX, Nephor II, and for that matter supply bunker construction anyway until we're sure we've made the project efficient.

Hey @The Laurent what is the Paranoia change if things complete this turn?

I will say while I am not really with you on your future legalizing the unions or republican-establishing plans...
I'm strongly in favor of legalizing the unions and doing things in general to make a republic more viable. Because even if we replace Arcturus with Valerian, I want Valerian to be under pressure to not think he can spend the rest of his life ruling as an absolute monarch. I want him to recognize that he needs the people on board with his actions and to accept constitutional limits on what he can and cannot do with his power.

There being strong popular factions like labor unions that can push back against his exercises of power, but whose cooperation makes it easier for him to fulfill his own agenda, will help with that.
 
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It'll take roughly an average of 11 dice to complete the Shipyards, it's basically going to be our main project in HI until it's done, and we'd be pretty foolish to leave a bunch of dice progress needed in Q4 considering failing it would be something of a disaster. I'm investing 5 dice in it this turn, and six (SALOME, thanks) next turn, and maybe tossing some free-dice on the Mines to get those done to leave Q4 for NIM and other stuff.
 
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You know I wonder if we can't rig up a variation of the spidermine with demolition charges and program them with a demolition protocol. Would allow us to put some in an area and they'd automatically start demolishing the surrounding buildings. Would be useful to the military as well.
 
You know I wonder if we can't rig up a variation of the spidermine with demolition charges and program them with a demolition protocol. Would allow us to put some in an area and they'd automatically start demolishing the surrounding buildings. Would be useful to the military as well.
Remember, "demolition" isn't as simple as "turn thing into a giant crater." You're usually trying to bring structures down in an orderly fashion so that they collapse into big piles of rubble that can be easily moved away from the site with earthmoving equipment and trucks and so on. You don't want giant chunks of building being thrown long distances by overkill from the blasts. So you want several little blasts that take out key support beams, not one big blast that warps the whole structure and hopefully brings it down.

And a spider mine, which has a complex package of mobility equipment and so on, is almost certainly a lot more expensive than just parceling out its explosive payload into blocks of C4-equivalent and having a squad from the Dominion Labor Corps plant them manually in the spots where the one actual engineer on the team says to put them.
 
I think we need to take this turn a lot of options that will boost the upcoming wars with moria the UED and the swarm plus the MANDATORY'S and promises that we have

so we must operate on a war footing so any choice that will improve the Dominion military is a must so lets focus on that instead of our own private army shall we

Infrastructure
[] Korhal: Capital City Augustgrad (Phase 3) [MANDATORY] [NEW]

Now that the city center is more or less complete, it's time to start expanding outward in a big way. Mengsk intends to mandate that any corporation or business with a multi-planetary footprint (read: most of the big ones) must have its main office on Korhal. As such, the next stage of construction calls for a vast commercial district, along with plenty of new housing and space for supporting businesses and industries.
(-10 Paranoia)
(Progress 51/400, -10R per die)
[] Fringe Worlds: Supply Bunker Construction (Phase 2)
Now that the major and at-risk settlements have been seeded with supply bunkers, the second and final phase of the project is simple: make sure all the rest have them, too. Such a broad program will require substantial investment, but each fortification could very well make the difference between destruction and salvation.
(+10 Paranoia)
(Progress 66/200, -5R per die)
[] Brontes: Planetary Reconstruction (Phase 1) [Reconstruction]
While Brontes is free of any Cerebrates and hive clusters that might cause serious problems, the once-prosperous world, formerly the artistic and commercial capital of the Confederacy, is now a ruined, post-apocalyptic hellscape with a sizable feral Zerg presence in the outskirts and badlands. The first order of business is establishing a zone of control within New Thornton, the central borough of West Landing City, and then expanding outward to fortify and rebuild the former city center. By sectioning off each area of the former capital into a network of walled enclaves, Treasury work crews can restore the city piece by piece while minimizing the risk of Zerg incursions.
(Progress 0/300, -5R per die)

Augustgrad is a MANDATORY one but we finished a Phase this year already so we put one dice one it but fringe worlds bunkers is a must better frontlines and supplies plus protection
And brontes needs to have a turn build up

Heavy Industry
[] 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 14/100, -5R per die)
[] Dylar IV: Dylarian Shipyards (Phase 2) [Reconstruction]
Now that Dominion battlecruisers can begin cycling through the drydocks for long-delayed maintenance, a dedicated effort is needed to resupply them with strike fighters. Wraith space-superiority fighters are expensive, capable craft, often refitted in the field for additional stealth capability or power output. By overhauling the old fighter factories with modern equipment, our Wraiths can come off the production line with those features built in standard, saving lives and resources.
(-15 Paranoia)
(Progress 22/600, -10R per die)
[] Nephor II: Dynamic Integrated Arms Factory (Phase 1)
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.
(-5 Paranoia)
(Progress 0/200, -15R per die)
[] Korhal: Simonson Munitions Factory (Phase 1) [NEW]
From the 8mm spikes fired by the C-14 gauss rifle to the 120mm shock shells launched from an Arclite siege tank, the Dominion military runs on bullets, bombs, and other things that go 'boom.' Right now, various factories on Nephor and other Core Worlds are working to replenish Terran Space's depleted supply of ammunition, but much more is required. Simonson Munitions is planned to be a massive industrial center, located on the outskirts of Augustgrad, which will be capable of churning out bucketloads of brass by the minute.
(-5 Paranoia)
(Progress 0/300, -10R per die)

The keresh mining is easily done with one dice and it gives income plus lowers cost on Augustgrad the shipyards are must both as a promise as well the future wars that are coming
The same for the arms and munitions Factories

Light and Chemical Industry
[] 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 0/200, -10R per die)
[] Mar Sara: Endureum Extraction Operations (Phase 1)
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 67/300, -5R per die)

Both of These are a must for the upcoming war ecomony as well to futher build our ecomony plus the endueum is a promise we must uphold

Environmenta
l[] Korhal: Regreening Effort (Phase 2) [NEW]

Having reintroduced water to Korhal, it's now time to start filling out the park districts. In addition to hardy grasses and certain subspecies of tree that can thrive in low-moisture environments, you'll also need to reintroduce small animals, in preparation for building the ecosystem up to handling large grazers and predators.
(+5 Paranoia)
(Progress 11/100, -10R per die)
[] Dylar IV: Shipyard Amenities
The bleak terrain and treacherous atmosphere of Dylar IV make it eminently unsuitable for shore leave, and most people tend to get a little space-crazy when they're forced to live in orbit for too long. The solution: several dedicated habitats dispersed around the Shipyards, each one with full gravity and terrestrial biomes. This will go a long way for morale, and the sustainability of shipbuilding operations.
(Progress 22/250, -5R per die)

to futher restore korhal will only Improve morale the same for the Dylar shipyards amenties wars are won on high morale and our main base of warships needs to have high morale seeing they will have quite a workload

Services
[] Vardona: Angustia Orbital Shipyard Complex (Phase 2)

The current quartet of drydocks at Angustia are hard at work churning out medium freighters, but there are no facilities suitable for building or overhauling the largest of the superfreighters, whose massive cargo holds are necessary for true bulk haulage. This next phase of the Complex will establish several 'outdoor yards' with variable frames capable of adjusting to the massive tonnage of the superfreighters, perhaps even allowing for development of the Dominion's first domestic heavy-haul design.
(Progress 281/400, -10R per die)
[] Korhal: Katherine Mengsk Memorial Veterans' Hospital [MANDATORY]
Mengsk has made a last-minute alteration to the Augustgrad city plan, mandating that what was originally set aside for a sports complex instead be wholly dedicated to medical care for sick and injured military veterans and their families. Katherine Mengsk Memorial will be the largest, most modern medical facility in all of Terran Space, and serve as the central pillar of the Dominion Health Service. It'll also carry the name of his sainted, martyred mother. Personally, you'd rather name it after the poor bastard who got thrown in prison for speaking his mind to Mengsk.
(-5 Paranoia)
(Progress 98/200, -10R per die)
[] Korhal: Primary Resocialization Center [NEW]
Rather than reopen or refurbish existing resoc centers (currently located in and around major prisons), the Emperor wants to centralize the entire process on Korhal, alongside a special-purpose maximum-security detention center. Keeping inmates there in preparation for resocialization will vastly streamline the process of turning them into Dominion Marines. If only the thought didn't make your skin crawl.
(-5 Suspicion)
(Progress 0/400, -10R per die)

Angustia shipyards will not only boost our ecomony but they will improve our ability to transport both supply and troops and any options that take away suspicion is one we must take plus extra troops

Military
[] 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 244/300, -10R 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 41/200, -5R per die)
[] Fringe Worlds: Fort Sumner Forward Operating Base [MANDATORY] [NEW]
Redstone III served as one of the major flashpoints in the Guild Wars between the Confederacy and the Kel-Morian Combine, seeing as it lies roughly on the border between the two and has an abundance of accessible mineral deposits (if you can ignore the periodic lava tides). The Emperor has "requested" a forward operating base be built and positioned in orbit over Redstone III for use by the military. You know, just in case.
(-5 Paranoia)
(Progress 0/200, -10R per die)
[] Korhal: Fort Davis Military Arsenal
Typically, it is considered wise to have more weapons than you absolutely need to be using at any given time. Therefore, it is equally wise to have somewhere to store those weapons. Fort Davis is that place: a highly fortified base buried in the side of a heavily-cratered mountain, formerly home to the disaster shelter for Korhal's elite families. Now, it will hold warehouses full of ammunition, service weapons, and military vehicles, all against some future need.
(-10 Paranoia)
(Progress 0/200, -10R per die)

a lot of forts for the military both in defencive/offensive wars and any overflow to other projects and each of these forts will very much better the Dominion's odds plus one of them is a MANDATORY one

Research
[] 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)
[] Hercules-class Superheavy Cargo Freighter [NEW]
With the expansion of the Angustia Yards well underway, it's time to start thinking about what to build there. The proposal endorsed by your engineering team is the Hercules, a truly massive design that'll use the full capacity of the expanded skeleton yards to build the biggest single vessel in Terran Space. Not only will it haul an exceptional amount of cargo, but its multiple powerful vectored boosters will even allow it to land at a terrestrial spaceport, which ought to be an impressive sight.
(Progress 0/350, -10R per die)
[] New Model Weaponry (Phase 3) [Tech] [NEW]
The final weapon envisioned for the Dominion trooper is the CPO-7 "Salamander," a high-powered flamethrower with super-dense back-mounted fuel tanks. The Salamander kit also includes reinforced armor plating for the IPE, both to withstand potential loss of fuel containment and the likely increased volume of fire they'll receive. Much like the firebat, a properly-trained flame trooper will be invaluable against swarms of Zerg.
(-10 Paranoia)
(Progress 47/350, -15R per die)

the hercules heavy freighters will be a hugh help for the upcoming conflict seeing it can land on a Planetary surface and the automated defenses getting boost to better see friend from foe is a dammed needed upgrade plus the next weapon upgrade for the troopers is very helpfull when the swarm comes

Bureaucracy
[] Veterans' Benefits Program [MANDATORY]

Clearly stung by his guilty conscience, the Emperor has "requested" that the Treasury set up and disburse cash subsidies for military veterans, most especially "his" veterans from the Sons of Korhal (and also, sure, Alpha Squadron). A direct and unconditional cash payout is a relatively unique program for a department used to laundering outgoing money through layers of means testing and oversight, but what the hell, why not learn something new?
(-5 Paranoia)
(Progress 39/400, -15R 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 233/300, -10R per die)
[] Vardona: Trevelyan Commercial Tower (Extravagant) [NEW]
But why stop at just naming some random tower after him? Go all out and make it a worthy second Treasury headquarters, with a full replica of your Korhal office and another hundred stories to boot. Build a memorial park on the tower grounds, embellish the bottom floors, and then hold a major dedication ceremony. The people of Vardona will love it.
(+15 Paranoia) (Gain +10 bonus to all Vardona dice, more Vardona projects)
(Progress 0/300, -15R per die)

veterans benefits is good for military morale plus and a MANDATORY request salome can be done with one dice and it gives us a extra dice and the extravagant choice for the commercial tower may gives us a heavy 15 Paranoia but it gives back the more vardona projects plus all the above choices remove that 15 Paranoia

Personal
[] Space Wolves: Fort Romulus Amenities [NEW]

Fort Romulus is an impressive military installation, to be sure, but it's still a military base, and a recently-constructed one at that. By dipping into your discretionary budget, you can furnish it with bigger and more varied activity rooms, a higher grade of personal in-room comforts, and even better food. They'll surely be grateful for the effort.
(+2 Relations with Space Wolves)
(DC 40 to avoid +10 Paranoia, -15F per die)
[] Nova Squadron: Divert Neotextiles Output [NEW]
Ghost hostile environment suits require a number of specialized components, and by adopting their basic design for the Protective Ensemble, you've inadvertently created a facility capable of mass-producing what the Ghost Academy previously handcrafted. By diverting a relatively minuscule portion of the Neotextiles Plant's output, you'll greatly improve the Ghost Program's ability to field and refurbish its operatives.
(+1 Relations with Nova Squadron)
(DC 40 to avoid +10 Paranoia, -15F per die)

Both of these will be good for getting good relations of them as well for morale and effectively boosting them in there own operations
 
Given the scale of the Dylarian Shipyards promise and that the deadline for delivery is Q4 and it's now Q2, I'm not sure we can really afford to put major dice into the NIM right now instead of throwing them at Dylar IV. We'll have a lot more freedom to invest in the NIM later if we know we're only 100 points from finishing the Dylarian shipyards in Q3, than we'll have if we're still a long way from completion with only two turns on the clock.
Your right there but I will keep a die on NIM just to keep the ball rolling on getting manufacturing independence from the KMC.

Phase 1 is complete; this is Phase 2.
Blarg edited.

As I noted to Laurent, I don't think the Vardona aquaculture project is actually our top priority here. Not when it's competing against Dylar IV: Shipyard Amenities, which I think will do a lot to make the place more effective.
I think that both projects are potentially equally important because while Dylar IV is our main shipyard Vardona is a potential secondary capital so making sure that place wont starve in the event of a blockade when the rebellion against Mengsk starts is important, on the other hand though looking at them since Dylar IV is much cheaper I'll switch the dice to that and save half of what I was spending on Vardona.
 
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