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 .
Attempting to Subvert the Plan: Dominion Edition
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Rebuild the Terran Dominion following the Great War.
Opening Post
Location
the Republic
Pronouns
He/They
The Great War between Terrans, Zerg, and Protoss is over. The Zerg Overmind has been destroyed and the Protoss are scattered after the loss of their home world. From the ashes of the Confederacy, Arcturus Mengsk has raised up a new Terran Dominion with himself as its first emperor. Despite his promises of peace and prosperity, much of the Koprulu Sector remains in ruins, while many planets have been lost to Zerg infestation or Protoss sterilization. In order to secure his grip on power, he must deliver on his pledge to restore glory to Terran space, and he must do so quickly.

To achieve this end, Emperor Arcturus has appointed you Imperial Chancellor of the Exchequer. At your disposal are the whole of the Dominion's civilian resources, the vast unemployed Terran workforce, and the untapped riches of the Koprulu Sector's planets. Also at your disposal is the Dominion Treasury, which is reeling from the change in government, staffed largely by Confederate holdovers, and almost completely empty following the expenditures of the war.

With these resources, or lack thereof, you must restore the whole of the industrial and civilian economy, house every refugee, rebuild every destroyed road and bridge, and bring back not just the pre-war status quo, but a shining new golden age of plenty.

As if that weren't enough, the Emperor's choice may turn out to have been unwise. Despite your unshakable allegiance to the Dominion's cause, and your very real commitment to preserving and protecting humanity, your personal loyalty to Mengsk himself is somewhat compromised. You know what he's done to seize power. You know what he'll do to keep it. And if he ever finds out about your secret, your days are numbered.

So, who are you, anyway?



[] General Charles "Chuck" Horner
War Buddy: Reduced negative consequences for high Paranoia, incurs lower Paranoia costs
Chief of Staff: +5 to all Infrastructure dice
Old Boys' Network: +25 Resources per turn
High School Dropout: -10 to all dice; 50% chance of reducing penalty by 2 each turn

Agenda: Defense and defense-related infrastructure, war-supporting industries
Secret: Uncle of rebel Captain Matt Horner, rebel sympathies, back-channel to Raynor's Raiders​

General Charles Horner, "Chuck" to the Emperor and his other drinking buddies, is a veteran of the Confederate Marine Corps and former second-in-command to then-Captain Arcturus Mengsk. He defected to the Sons of Korhal after the nuclear bombardment and served as one of Mengsk's three top-most military advisors. Having served with distinction during the Great War, he has been offered the Treasury not for his financial or technical skills, but to fill a key post with a known loyalist.

Unfortunately for the Emperor, Chuck Horner has known him personally for years and is very aware of the lengths he'll go to for power and control. His half-sister died on Tarsonis, and her son now serves aboard the flagship of Jim Raynor's rebel group. He knows and respects young Matt and his decisions; if the boy is against Mengsk, there might be something to it...

[] Doctor Zenobia Aldine
Multiple Doctorates: +5 to all rolls
Xenoscience Expert: +5 to all Xenotechnology dice
Alternate Revenue Stream: Can convert xenotech discoveries into Resource-producing innovations
Personality Clash: Incurs higher Paranoia costs

Agenda: Scientific advancement, study of Zerg and Protoss artifacts, higher education
Secret: Juliana Pasteur's colleague and Valerian Mengsk's tutor, ties to the Umojan Protectorate, back-channel to Prince Valerian​

Born and raised in the Umojan Protectorate, Doctor Zenobia Aldine is a leader in the fields of xeno-archaeology, advanced structural mechanics, and exotic theoretical physics. She also has the personal distinction of having taught alongside Juliana Pasteur, the Emperor's lover. When young Valerian Mengsk lost his mother in tragic circumstances, she took over as his guardian and tutor, and was retained by Arcturus afterwards. Now that Valerian has come of age, the Emperor has offered her the Dominion Treasury as a reward and a sinecure, despite their incompatible personalities.

Despite her loyalty to humanity and horror at what the Great War wreaked upon the Koprulu sector, she has no love for Arcturus himself. She knows the reform-minded Valerian to have inherited the best of her friend's good qualities and believes the young man to be a far more suitable candidate to lead humanity into the future. If only that auspicious day could be somehow hurried along...

[] Senator Vincent Trevelyan
Friends in High Places: Can force through policy changes at the cost of high Paranoia
People Person: +5 to all Services dice
Politically Connected: Can redline Paranoia exactly once; resets to 30 rather than incurring consequences
Too Old for This: 5% chance of retirement every year, increasing to 10% if Politically Connected fires

Agenda: Civilian industry and services, trade and commerce, improvements to daily life
Secret: History of pro-democracy activism, actually believes in Sons of Korhal propaganda, back-channel to internal resistance groups​

Known as the Lion of the Confederate Senate, Vincent Trevelyan was a liberal and independent voice amidst a sea of crusty reactionaries and xenophobes. He openly spoke of the need for democratic reform and popular sovereignty, as well as an end to oligarchic rule. When Korhal was destroyed, he publicly avowed his support for the Sons of Korhal, and was jailed for his temerity. A famous political prisoner, he was released by Emperor Arcturus following the establishment of the Dominion and offered the Treasury as a sign of imperial compassion and desire for reform.

However, Trevelyan is no fool. Despite his advanced age, he has seen Mengsk for who he really is: a tyrant and an opportunist. Concealing his loathing behind an expert politician's façade, he now intends to use his celebrity and ties with now-elevated opposition figures to bring about something better...



Like in other plan quests, there are two starting values to keep track of: Resources and Paranoia.

Resources are a quasi-monetary quasi-material abstraction representing the limits of what you can requisition, barter for, or steal. They're expended when you allocate dice to projects and can be gained through development projects. You can't go below 0 Resources; the Dominion simply does not have the necessary reserves or financial infrastructure.

Paranoia is tracked on a scale from 0 to 100 and represents Arcturus Mengsk's level of personal concern over your activities. This can include genuine alarm over the threat you hypothetically represent, irritation at not obeying his every directive, or simply doing something he didn't want you to do. High levels of Paranoia (above 70 or so) may be reflected by negative in-game events. If your character 'redlines' Paranoia by reaching 100 (without a mitigating factor like Trevelyan's ability), they will be fired and suffer a bad end. You'll start out at 30 Paranoia; he's not in a great mood after reading the post-war reports.

The selected Chancellor's Agenda will determine the particular focus of their tenure; you'll get more military-related projects as General Horner, more science projects as Dr. Aldine, etc. Their Secret is their hidden tie to an anti-Mengsk faction, and is a double-edged sword; while discovery will ruin you, your ties also offer unorthodox paths to getting things done.

A note on canon: Starcraft would have you believe that the events of the first and second game occur within the span of less than a decade. That's insane. In this quest, the Great War (Starcraft) began in 2499 and ended in 2505. We'll begin in 2506. The Brood War is at least 3-5 years away.

Also, I consider game canon to be more or less applicable except where necessary, and all other forms of canon to be a gentle suggestion at best. I have not read I, Mengsk. I may be doing weird things with planets and characters.

Finally, if I see even a little weird genocide-posting in this thread, I swear to God I will yeet the offender straight into the sun.
 
Last edited:
Q3 2506: Budget Allocation
June 12, 2506
Imperial Villa
Tyrador IX


Being kept waiting is a novel experience for you, but you strongly suspect you're going to have to get used to it. Your former CO is now Emperor of the Terran Dominion, the absolute ruler of civilized space, and as Most Important Person he naturally has many demands on his time. Or he could just be playing head games again. You never really know with Mengsk.

Fortunately, you had spent years in the man's company, and dealing with his little foibles was second nature. You had just picked out the most comfortable-looking chair in the plushly-appointed waiting room, settled down into it, and allowed your face to go safely blank. Like you were thinking about football, or a pretty girl, or something.

About half an hour later, during which time the muffled sounds of shouting had grown increasingly loud from within the office, the double doors bang open and the fussy little man who was the prior appointment goes scurrying out. What was his name – Histler? Fistler? Whatever. He breaks into a run and doesn't stop until he's intercepted by the black-clad Dominion Security Service boys out front. You make a mental note to forget his name.

Another bodyguard in black fatigues and a black beret, the red Dominion emblem its only adornment, emerges to greet you. "Please, General. His Majesty the Emperor will see you now."

You nod amiably, as though the prior little scene had never played out, and rise to your feet. Unlike Hisser, you know that you cut an imposing figure. 6'2" and broad-shouldered, with hard brown eyes and gray hair cut extra-close to the scalp. You don't quite have a Marine's physique anymore – a half-decade out of the armor will do that to you – but you keep in pretty good shape anyway. The Sons of Korhal may not have had a dress uniform, but the Terran Dominion damn sure does, and you're wearing it, all black and red and shiny. You can hardly even notice your neck tattoo, or all the scars.

You give the bodyguard a friendly nod and smile, then step inside, taking your hat off and tucking it underneath your arm. Once inside, with the doors closed behind you – unlike what's-his-name, you get a private meeting – you stand at attention awaiting the storm in front of you to calm down.

Mengsk is wearing imperial finery: red silk with gold epaulettes and embroidering, the picture only somewhat spoiled by the lit cigar clamped between his teeth. He's straightening the papers he presumably struck in a moment of pique and visibly calming himself from what sounded like a pretty intense rant even for him. After a minute or so, he exhales a plume of smoke and looks up at you, expression immediately shifting to a broad smile. "Chuck! By God, it's good to see a friendly face. How's Carla?"

You return the smile and nod your head appreciatively. "She's doin' good, Your Majesty. Settling in well. Sends her love. I'll tell her you asked."

Mengsk waves a gloved hand dismissively. "None of that 'Your Majesty' crap from you, Chuck! We're old friends! Come on, take a seat. Have a cigar."

Propping your cap up on the back of your chair, you take the indicated seat, allowing your manner to relax from formal... to semi-formal. This is a classic Arcturus test, telling you to relax and let your guard down so he can see just how far you're willing to unbend in front of him. It's led many people to make unwise mistakes, thinking themselves in friendly company.

You take the cigar and begin the process of cutting and lighting it. No third-rate smuggled trash for the Emperor of All Mankind. This tobacco smells amazing. "Sure thing, Boss. So, what can I do for you?"

Judging by the brief flash in his eyes, you know you've hit your mark, having calibrated perfectly for "friendly, but respectfully so." Sticking with "Your Majesty" would have ruined your personal relationship. Of course, if you'd tried calling him "Arcturus," you'd probably be headed wherever they were taking that one guy – you know, him.

"Well, Chuck, here's the long and short of it. I'm putting you in charge of the Treasury."

"Say what now?"

Mengsk has himself a genuine belly laugh at your no doubt baffled expression. You almost drop your cigar.

"You're my new Imperial Chancellor. Like the job title? It comes with a patent of nobility, estates, the whole package. With you at the Treasury, Duke running Defense, and Warfield heading up the Imperial Guard, I've got all my best people ready to pitch in."

Well, not all of them. He left his best woman back on Tarsonis, and his actual best man stole a battlecruiser and lit out for unknown space. But that one falls well within the cabinet of Stuff We Never Talk About, so you forget it and move on.

"Boss, I don't... I mean, I'm honored. Hell, it's an incredible offer. I'm just not sure I'm the guy for this. I didn't even pass pre-calc!"

Mengsk smiles and shakes his head, clearly undeterred. "Chuck, Chuck, I don't need a number-cruncher. I've got ex-Confed bureaucrats by the score beavering away at the numbers. I need a man with character in the bird-dog seat. Someone with integrity. A man I can trust."

Right, of course. A reliable crony who'll do what he's told. That poor bastard from before probably didn't bring in the right numbers, so now Mengsk's brought in someone who will, and damn the torpedoes.

You nod slowly, face a perfect picture of stupefied concentration. "I see... Hm..."

"There's a lot that needs doin', Chuck. The sector's in ruins. We lost half the Core Worlds to Zerg or Protoss. Tarsonis is gone. Anywhere there's not smoking ruins or scorched earth, there's refugees and panic. I need someone to come in, take charge, and fix this."

Mengsk takes a puff from his cigar, leaning forward. There's the barest hint of an edge in his voice as he speaks. "And besides, I'm not offering anything. I'm tellin' you, you're my new Chancellor."

You disguise a heavy exhalation behind a cloud of cigar smoke. "...Well, when you put it like that, Boss."



His Majesty Emperor Arcturus I, Sovereign of the Terran Dominion and Defender of All Mankind, hereby grants you the title of Imperial Chancellor, with full authority over the Treasury of the Dominion and its subordinate personnel, and grants you all necessary resources for carrying out your duties...

You carefully re-roll the faux-antique scroll carrying your new patent of office. Rebuild the entire sector... in five years? There must be heavy metals in those cigars he's smoking. For sure he's going to have you shot.

Well, nothing doing. You've got the job, whether you want it or not. Time to get things moving.



Just how much are you going to need to get this done, anyway?

[] [FUND] 20% of the Dominion Budget
This would represent a net reduction in the traditional Treasury allocation during the late Confederacy, allowing more funding to go toward increased military spending, internal pacification efforts, and the Emperor's other projects. Mengsk would be thrilled at such a helpful request, but you might run into difficulties actually getting things done. (-15 Paranoia, 100 Resources per turn)

[] [FUND] 25% of the Dominion Budget
During the final period of the Confederacy, the Senate would routinely allocate a quarter of the budget to the Treasury, a quarter of the budget to the security services, and the other half to the military, give or take a few percentage points. Maintaining this tradition would be seen as appropriate and not at all out of line, but it also fails to account for all the rebuilding that needs to be seen to. (-10 Paranoia, 125 Resources per turn)

[] [FUND] 35% of the Dominion Budget
A ten-percent increase in the Treasury budget for rebuilding efforts is the very least that can be done, and is what is more or less expected for a "normal" recovery plan. Unfortunately, using the Confederacy's standard for governmental achievement, this likely means slow-rolling more impoverished and less-productive areas while concentrating on the metropolitan core. (175 Resources per turn)

[] [FUND] 40% of the Dominion Budget
A fifteen-percent increase in the budget would naturally come out of the military's half of the pie and would not be universally well-received. They in turn would need to pillage the security services, which might make Mengsk... twitchy. However, it's probably enough to fuel a general recovery. (+10 Paranoia, 200 Resources per turn)

[] [FUND] 50% of the Dominion Budget
Sure, why not? Put in for half the budget for reconstruction. Korhal's in need of wholesale reclamation, multiple worlds need to be rebuilt or resettled, and the economy's in shambles. It's not an unrealistic ask, and it'll help a lot of people. Unfortunately, it will be massively unpopular with the rest of the Dominion government, and Mengsk will undoubtedly suspect you of empire-building or peculation. (+20 Paranoia, 250 Resources per turn)

And what are you prepared to promise?

[] [PLAN] Reconstruction
You are prepared to guarantee the bare minimum: that the pre-War standard of living and economic output will be fully restored. This is the least Mengsk is willing to accept in terms of commitments and is not considered terribly ambitious given how corrupt and moribund the late Confederacy was. It is also well short of the promises that he's been making. However, it is actually realistic, and would at least stabilize the domestic situation. (+5 Paranoia, all reconstruction projects finished)

[] [PLAN] Revitalization
It isn't enough to just return to the last days of the Confederacy. The Dominion not only can be stronger, fairer, and better; it must be. You will promise not just the restoration of pre-War economic activity and living standards, but a general improvement across the board. This would go a long way toward fulfilling the promises Mengsk made during his coronation, even if it's not strictly entirely possible by conventional measures. (-5 Paranoia, all reconstruction projects finished + at least one major improvement in each field)

[] [PLAN] Reclamation
Not only will the Dominion be better than the Confederacy, it will perform superhuman feats of heroism in the process. You promise not just to provide tangible improvements across the board for the average citizen, but also to fully reclaim the devastated throne world of Korhal. By the time the plan is complete, Korhal will be a world on par with lost Tarsonis, healed of its atomic scars, a monument to the glory and power of the Mengsk Dynasty. (-15 Paranoia, all reconstruction projects finished + one major improvement in each field + all Korhal reclamation projects finished)



A note: Regardless of whether you plan to take Reclamation or not, Mengsk will still expect a certain amount of progress to be made on rebuilding Korhal.

Also, these and all future Paranoia costs already include your Paranoia-reducing ability.

Vote's open!
 
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Turn 1 (Q3 2506)
A few QM notes...

Dice are d100s, as per usual for a plan quest.

"Xenotechnology" is now "Research" to account for the inclusion of non-alien tech.

I've added the "Military" category, and since it makes no sense for him not to have it, Horner gets a +5 to those dice too.

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. Anything labeled [Reconstruction] is part of the plan goal. Anything labeled (Tech) is initial development of a technology; rolling it out may be a separate project.




Turn 1 (Q3 2506)

Resources: 225 stockpile + 225 incoming = 450 available

Paranoia: 35/100
Free Dice: 2

Infrastructure (4 dice)

[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday. (Progress 0/400, -15R per die, -10 Paranoia when complete)

[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field. (Progress 0/300, -20R per die)

[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction]
The industrial world of Nephor II was hit hard by the Great War; while the Zerg presence was minimal, the fighting between the Sons and the Confederates was fierce, especially once the factory workers started taking sides. Many of the world's valuable manufactories are in ruins, its hab-blocks burnt out and abandoned, and productivity is at an all-time low. This is not a workable state of affairs; the Dominion needs those factories, and to restart them it needs housing for their workers. (Progress 0/600, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort. (Progress 0/500, -10R per die)

Heavy Industry (3 dice)
[] Korhal: Keresh Mining Complex (Phase 1)

Keresh Province was once a lush forested wilderness, famous for its abundant game and verdant vistas. Under the protection of the ruling Mengsk family, it became a desirable tourist destination for the wealthy and powerful. Now it's a blasted wasteland, with burnt husks of dead trees and dried-up streams. While undoubtedly a tragic outcome, the nuclear destruction of Korhal also revealed several promising mineral deposits. This could prove quite useful for the reclamation efforts. (Progress 0/200, -10R per die, Resource gain, cost reduction to all Augustgrad phases)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and the NIM is in need of some serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output. (Progress 0/400, -15R per die, Resource gain)

[] 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. (Progress 0/600, -20R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't consider SCVs to be "effete"... (Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)

Light and Chemical Industry (3 dice)
[] 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. (Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] 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. (Progress 0/600, -15R per die, Resource gain)

[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions. (Progress 0/400, -10R per die, Resource gain)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there. (Progress 0/200, -20R per die, variable results)

Environmental (3 dice)
[] 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. (Progress 0/200, -5R per die, +5 Paranoia when complete)

[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three scourge with one rocket? (Progress 0/400, -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 0/200, -15R per die)

Services (3 dice)
[] Obligatory National Service [Reconstruction] [MANDATORY]

The Dominion has two problems: masses of unemployed refugees and an enormous amount of work that needs to be done. The Emperor has proposed (well, commanded) that they be solved at the same time by simply requisitioning every idle hand into the service of the nation. Those able-bodied individuals who aren't shunted into the military will be mobilized into huge work gangs, doing with hand tools and determination what SCVs used to do with fusion cutters and bionic strength. Oh, and Mengsk wants you to oversee it. (DC 30/50/70 to determine quality, Paranoia gain or loss depending on result)

[] Mass Literacy Movement (Phase 1)
The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce. (Progress 0/200, -10R per die, +5 Paranoia when begun, +5 Paranoia when complete)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements. (Progress 0/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures. (Progress 0/100, -15R per die, +5 Paranoia)

Military (4 dice)
[] Korhal: Eastcliff Military Academy

The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place. (Progress 0/200, -10R per die, -10 Paranoia)

[] Brontes: Refloating the Fleet (Phase 1)
While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly. (Progress 0/300, -20R per die, -10 Paranoia)

[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations. (Progress 0/200, -10R per die, -5 Paranoia)

[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion. (Progress 0/200, -10R per die, -5 Paranoia)

Research (3 dice)
[] Korhal: Broken Mesa Xenobiology Institute


The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means. (Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata. (Progress 0/200, -15R per die, +5 Paranoia)

[] Supply Bunkers (Tech)
Across Dominion space, the Emperor's subjects suffer under two equally important conditions: a lack of vital supplies, and a fundamental insecurity. To address both problems at once, the Sub-Ministry for Development has proposed enhancing the standard supply depot's storehouses and workshops with fortified bunker construction, allowing for a structure that can both provide and defend. This will help make isolated communities more defensible and sustainable. (Progress 0/50, -10R per die, +5 Paranoia)

[] Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions. (Progress 0/100, -5R per die, -5 Paranoia)

Bureaucracy (2 dice)
[] Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast. (Increases available dice) (Progress 0/100, -5R per die, +5 Paranoia)

[] Refill the Upper Echelons (Cronies)
Alternatively, you could call up a bunch of your friends and close associates, without regard for their particular expertise. No one who's openly incompetent, of course, just a few good ol' boys and gals. Mengsk will surely understand; after all, he put you here, didn't he? (Increases available dice) (Progress 0/100, -10R per die, -10 Paranoia)

[] Truth and Reconciliation Committee (Utilitarian)
The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free. (Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost. (Progress 0/200, -5R per die, +5 Paranoia)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on. (Progress 0/300, -10R per die)

[] Appoint a Vice-Chancellor
This Chancellor job is no joke. People are coming to you with all kinds of technical and legal questions you are simply not prepared to answer, and yelling at them only secures a temporary retreat rather than permanent victory. You need a second-in-command, an executive officer, a vice-chancellor, if only so they can take all those awkward inquiries on your behalf. (Recruits a subordinate with bonuses) (-5R per die, DC 30/40/50 for personnel quality, subvote to pick candidate)

Personal (1 die)
[] Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors? (-25R, DC 30 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked)

[] Hire an Executive Assistant
Your inbox is threatening to collapse in on itself and take your entire desk with it. The last Treasury Secretary had a legion of personal secretaries and other capable individuals to help him do as little as possible. The least you can do is hire an assistant. Quickly, before the pile grows any larger. (Increases Personal dice) (DC 20/30/40 for personnel quality, subvote to pick candidate)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer. (DC 60 to avoid +10 Paranoia, can be reduced)



2.5-hour moratorium to discuss plans, then I'll open voting for a couple days. Feel free to drop questions here or in the Discord; I'll answer insofar as I'm able.
 
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Turn 1 (Q3 2506): Personnel Subvote
August 22, 2506
Dominion Treasury Building (Temporary)
Vardona


There's nothing to do about it. You've delayed the enemy long enough. Every holding action has proven temporary, every setback irreversible. You're on the back foot, and they're advancing on you from all sides.

Yes, that's right. You're going to have to start stacking files along the windows now.

Your office is a very nice corner affair, situated on the 135th floor of a skyscraper in downtown Vardona City (what an original name). You're pretty sure it used to belong to a Kel-Morian mining executive, before their firm fled Confederate space during the war. That would explain all the mineral dust you keep having to vacuum out of the carpet. The building's owner was happy to lease all of the mining company's formerly occupied floors for an excellent price, probably because she knew the alternative was forced requisition.

The problem you're facing today is the steady flow of documents coming into your office without any appreciable outflow. You're being buried – no, drowned beneath the advancing tide. You're not what they'd call a speed-reader, not when you use your finger to mark your place on the page and occasionally pause to sound out the longer, more technical terms. But then, your particular genius was never on paper, anyway. Let's see one of these pencil-pushers put a successful orbital drop into hostile territory together without soiling their britches, eh?

Fortunately, your salvation is at hand. You've managed to corral three strong possibilities to serve as your executive assistant, and their interviews are today. Well, two of the interviews are today. The third candidate needs no introduction, after all.

Shifting the stack of files snugly into the corner between two floor-to-ceiling glass walls (your desk and the other brick-and-mortar walls being stacked high already), you breathe a sigh of relief and settle back into your plush executive's chair. This thing is coming with you to Korhal when you move in, that's for damn sure. After a moment, you tap a command into the keyboard, calling up the three possibility files for review...



[] Irina Koslova
Former executive assistant to the CEO of a major shipping concern, with an impeccable resume that includes a stint as a high-school math teacher. You get the strong impression that she's accustomed to tutoring inept executives on how to do their jobs, and to be perfectly honest that's probably her greatest selling point as far as you're concerned. She's also got this strict-librarian thing going on that'd be tempting if you weren't such a happily married man.

Highly Professional: +1 Personal die
Schoolmarm: +5 to all Services and Bureaucracy dice
Eyes On Your Paper: When rolling to reduce High School Dropout, roll twice and take the higher result

[] Jacob Arendt
This guy's resume, on the other hand, is full of very promising euphemisms. Anyone who's done time (and you're using that phrase advisedly) as an "import-export specialist," a "transaction facilitator," and a "high-stakes contract negotiator" knows their way around a dark alley. By no means do you expect this guy to be bad at the paperwork side of things, but as accomplices go, you'd be hard-pressed to find someone more experienced.

Specialist: +1 Personal die
Facilitator: -20 difficulty to all Personal DCs
Negotiator: 5R discount on all Personal project dice

[] Adjutant SA-117
Affectionately known as "Sally," this is your personal Adjutant cybernetic assistant from the Great War. You've enlisted a crackerjack programmer to shift her over from military tactics and logistics to a more civilian bent, and she'll come equipped with a full software suite of Confederate law and regulations (such as they ever were) and their Dominion replacements (once they're written). Also, as a non-sapient machine, she doesn't require days off or fall asleep while reading like you tend to. The downside is that she's not exactly a creative thinker, and if you want to get up to any scheming you'll have to do it yourself.

Inhumanly Efficient: +2 Personal dice
I Don't Sleep, I Wait: Once per turn, reroll a single project die and take the higher result; does not apply to natural 1s or 100s



The Vice-Chancellor slot is much thornier. Unlike your assistant, who Mengsk will likely consider a piece of mobile furniture (or immobile, in Sally's case), your second-in-command will be just as political as you, without nearly as much history or affection shielding them from scrutiny. You'll have to consider your position carefully.

[] Victoria Archibald III
A blue-blooded scion of the Confederate Old Families who made the very wise decision to defect prior to the fall of Tarsonis rather than afterwards, she has neatly avoided the wave of arrests and prosecutions that followed the Dominion takeover. She served as Deputy Secretary for Industry under the previous regime, which was fitting given that the Archibalds used to own a sizable chunk of Nephor II. It's a shame that Mengsk (himself descended from the oldest of Old Families) hates aristocrats with a passion. (+5 Paranoia on hire)

Titan of Industry: +1 Free die, +1 HI die, +1 LCI die
Uncrowned Queen: +20 to all project dice on Nephor II; more Nephor II projects
Imperial Disfavor: 50% chance of +5 Paranoia per turn

[] Samuel Smith
Possibly the blandest, most put-together person you've ever met. He expressed no firm opinions or individual thoughts during his interview and gave no hints of any personal inclinations or foibles of any kind. He was highly composed, thoroughly professional, and absolutely boring. His resume, of course, is excellent; multiple assistant deputyships under the previous government, as well as a stint in the private sector. Your only real concern is that he's about as flexible as a slab of tungsten. (-5 Paranoia on hire)

Absolute Competence: +2 Free dice, +1 Bureaucracy die
Retroactive Approvals: Convert all natural 1s into natural 100s and gain +5 Paranoia for each converted die; does not function above 80 Paranoia
No Nonsense: -5 to all Personal dice; this character's positive traits cannot be applied to Personal projects

[] Jamie Winston
A veritable wunderkind who served as an engineer for the Sons of Korhal, they are best-known in the Koprulu sector for their pioneering adaptation of the Zerg burrowing ability, which led to the development of the Supply Bunker and a revolution in subterranean construction. They're also a multidisciplinary polymath whose lack of credentials is due entirely to being expelled from Tarsonis University for political activism. If only they weren't quite so... overly excitable. (-10 Paranoia on hire)

Literal Genius: +1 Free die, +1 Environmental die, +1 Research die
Perpetual Innovator: +20 to all Tech project dice; more Tech projects
Stack Overflow: Once per turn, convert a natural 100 into a natural 1 and gain +5 Paranoia



No plans, no moratoria, just votes! Feel free to approval vote if you want; I'll leave this open for a day or so.
 
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Turn 1 (Q3 2506) Results
Turn 1 Results (Q3 2506)

Infrastructure
Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 25/300, -10R per die, -10 Paranoia when complete) [25, 0]

"What they don't tell you about is the dust. This entire Godforsaken planet is just hard-baked exposed rock, and when the wind comes through it carries these choking clouds of radioactive dust with it. The particles, they get in your lungs, they get in your clothes... There's not enough water to rinse your mouth out, and pretty soon it starts to burn everywhere. I feel like I'm covered in ants. I feel like I'm breathing ants. I think this is what Hell is like."
- Email from National Service worker, intercepted by Internal Security; sender flagged for political re-education

Construction of the new Imperial Palace foundations is grindingly slow. The initial chosen site, located atop one of Korhal's vast desolate plateaus, turns out to be chock-full of sinkholes and other structural weaknesses. This requires hundreds of tons of building materials and construction machinery to be relocated to a secondary site, which is slowed by lack of proper protective gear amongst the conscripted workers, many of whom are unfamiliar with their power tools.

The secondary site turns out to be at the center of a vortex-like phenomenon, resulting in high winds and frequent dust storms. The remainder of the quarter is spent building tall windbreaks to divert the worst of the inclement weather, with no actual foundations being laid during that time.

Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field.
(Progress 149/300, -20R per die, Resource gain) [60, 89]

"Yes, there are still Zerg up here! No, no, I don't care if you have it marked as 'officially cleared,' the damn bugs are floating around in Sector B-12, C-3, and C-7! C-3 has a wrecked orbital platform with a no-shit hatchery on it! No no no, do not put me on hold aaaaaaargh, dammit."
- Excerpt of a recording between a Treasury foreman and General Duke's adjutant

Much of the initial effort above Brontes is one of mapping and categorization. Exploration teams in SCVs and civilian-grade freighters trawl the crowded orbitals, tagging each chunk of debris larger than a fist. There are multiple danger areas, ranging from fields of dagger-sharp metal shards in constant motion to at least one active feral Zerg hive. These zones are marked off clearly with warning beacons and left either for later specialized project teams or intervention by the Dominion Military.

Once the mapping effort is fully concluded, with only modest casualties, towing begins on the largest chunks of non-repairable salvage. Perhaps the most notable example pulled out of the debris field is the crushed-together wreckage of five separate battlecruisers, which have merged together into a kind of giant metal ball. Workers have elected to treat it as a kind of unusual asteroid, and their salvaging operations more closely resemble mining work than anything.

Heavy Industry
Korhal: Keresh Mining Complex (Phase 1)

Keresh Province was once a lush forested wilderness, famous for its abundant game and verdant vistas. Under the protection of the ruling Mengsk family, it became a desirable tourist destination for the wealthy and powerful. Now it's a blasted wasteland, with burnt husks of dead trees and dried-up streams. While undoubtedly a tragic outcome, the nuclear destruction of Korhal also revealed several promising mineral deposits. This could prove quite useful for the reclamation efforts. (Progress 214/200, -10R per die, Resource income [+5R/turn], cost reduction to all Augustgrad phases [-100]) (14 Progress toward Phase 2) [76, 66, 72]

"We've got an old-timer in our work gang, a guy who came in just under the age cut-off. He's our only volunteer, and for a while I had absolutely no idea why anyone would sign on to work on Korhell of all places. The guy's all wiry muscle and scars, so I guess he just thinks he's the toughest worker around, maybe? Then we arrive at the Keresh site, he takes one look at the place, and he starts crying like a baby. Turns out he's a Korhal native, used to work as a game warden for one of the noble families. He saw all those burnt-out tree husks for the first time and it just... it broke him, I guess. Saddest thing I ever saw."
- Email from National Service worker, intercepted by Internal Security; sender flagged for further review

The mineral survey confirms that Keresh is rich not just in strategic minerals, but also in vital materials for aggregate and other substances that are useful for construction. Once the best sites are marked out, hundreds of bulldozers begin pulling up dead trees and moving mountains of lifeless soil. The initial mine is an old-style open pit construction, with workers wielding pickaxes and shovels in lieu of more complex equipment or proper SCVs. The pace demanded is brutal, as are the temperature and the merciless light of the sun. Heatstroke and dehydration are endemic, as are some of the more common illnesses.

Despite these issues, the outflow of useful resources is substantial, crate after crate arriving at the Augustgrad site with a noticeable surplus available for off-world export. The site foreman receives an official commendation and a week's vacation on Tyrador IX for his crew's heroic exertions.

Light and Chemical Industry
Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]

The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions. (Progress 82/400, -10R per die, Resource income) [75, 0, 7]

"Productivity is at 32% of estimated output. Contributing factors: 47% of workers are undernourished. 68% report inadequate sleep due to housing conditions. 22% report endemic violence in their camps. 55% report inadequate defense from the elements..."
- Initial work summary from a Velocis toy factory

Strong early construction efforts on the refugee workshops program tapers off rapidly after it becomes apparent that the first-wave workers are living in squalid, dangerous conditions not conducive to a good workplace performance. Thus, while the first factories begin limited operations, efforts are redirected towards the construction of worker housing. These hab-blocks are largely made out of prefab materials and consist of little more than a single large room suitable for a small family, but they are vastly superior to the decaying plastic shacks in the refugee camps, and so are received fairly well.

Environmental
Korhal: Regreening Effort (Phase 1)

While Augustgrad was 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. (Progress 0/200, -5R per die, +5 Paranoia when complete) [0]

"Look, Chancellor, I hear what you're saying, but an imperial edict is an imperial edict. 'All available resources are to be rerouted to Augustgrad Site 2,' so says the Emperor. Maybe, uh, once they get their shi– their stuff together, we can try again?"
- Transcript of a call between Park One site foreman and Chancellor Horner

The Korhal regreening project isn't so much stalled as it is nonexistent. Owing to the various pitfalls encountered by the Augustgrad crews (some of them very literal and deadly), the Emperor orders that all its crews be relocated to the new Palace site rather than begin soil conditioning operations. Given your own numerous burdens, you are unable to intervene until it's too late, and you are forced to simply give up and wait for the next opportunity.

Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three scourge with one rocket? (Progress 122/400, -10R per die) [73, 49]

"I think I found the problem, sir. The local marshal had instituted this whole protection-racket scheme involving 'relocation fees' and 'service charges' for the homesteaders, and seemed to be trying to muscle his way into the land allocation process itself. I put him under arrest and gave his star to his deputy, who seems much more obliging. What should I do with the corrupt lawman?"
- Voice memo sent to the Chancellor by Lieutenant Patricia Feldman of the Dominion Marine Corps; the only reply is a terse "SHOOT HIM".

Despite a few initial hiccups, the process of turning fertile Velocisan land into new farmsteads goes pretty much as expected. Refugees are offered the plots of land free of charge, along with prefab structures, farming tools, and seeds. The entire operation is very low-tech, and most of the refugees are former city-dwellers with no direct experience in agriculture, but they seem to be making a pretty good go of it with instructional manuals and a can-do attitude. The main problem is finding able-bodied volunteers who haven't been swept up by National Service, leaving all but a quarter of the initial allocated land untended.

Services
Obligatory National Service [Reconstruction] [MANDATORY]

The Dominion has two problems: masses of unemployed refugees and an enormous amount of work that needs to be done. The Emperor has proposed (well, commanded) that they be solved at the same time by simply requisitioning every idle hand into the service of the nation. Those able-bodied individuals who aren't shunted into the military will be mobilized into huge work gangs, doing with hand tools and determination what SCVs used to do with fusion cutters and bionic strength. Oh, and Mengsk wants you to oversee it personally. (DC 30/50/70 [88] to determine quality, Paranoia gain or loss depending on result [-5]) [71, 8, 8]

"JOIN THE LABOR CORPS. HUMANITY NEEDS YOU."
- Dominion Labor Corps recruitment poster

Most of your personal attention this quarter is directed toward Mengsk's brainchild, Obligatory National Service. While the Confederacy actually discouraged public-mindedness and citizen participation as much as possible, the Emperor is of the belief that the average imperial subject must be more than just a refugee or Zerg fodder. By mobilizing the billions of people in Terran space, not just for the military but for civil construction, they'll be kept productive and safely busy rather than plotting sedition.

The rollout is stupendous, and you're more than a little proud of yourself despite the unsettling authoritarian overtone the entire project is steeped in. Volunteers vastly outnumber recruiters, many of them disaffected and living in poverty, or displaced from their homes forever. Labor gangs stream out of refugee camps to work sites on Korhal, Brontes, and Tyrador, all charged with purpose if not endowed with relevant expertise. The Labor Corps may be a despot's vision of humanity all joined together in uplifting him personally, but the hope it offers and the works it's going to build exist entirely apart from Mengsk's self-aggrandizement.

Military
Korhal: Eastcliff Military Academy

The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place. (Progress 128/200, -10R per die, -10 Paranoia) [75, 0, 50, 0]

"By God, this is a hell of a view, a hell of a view indeed! Look at that vast expanse, that unclouded sky! You feel like you can just take a step out and touch the face of the Loaaaaaaaaaaaaaaaaaaaaa–"
- Last words of Private Emilio Baxter, Dominion Survey Corps

A half-dozen Plowshare-class tactical nuclear warheads are situated atop Mount Viridian, once famed for its verdant slopes, and detonated in sequence, turning the great peak into a huge flat-topped plateau. Once the fallout has dissipated, construction teams begin work on what is intended to be a sprawling campus, including a full-up physical training camp and wilderness course. The main quad goes up quickly enough, but progress is slow on the outbuildings, and several work crews are diverted to windbreak construction at Augustgrad, leaving more work to be done in the coming months.

Research
Supply Bunkers (Tech)

Across Dominion space, the Emperor's subjects suffer under two equally important conditions: a lack of vital supplies, and a fundamental insecurity. To address both problems at once, the Sub-Ministry for Development has proposed enhancing the standard supply depot's storehouses and workshops with fortified bunker construction, allowing for a structure that can both provide and defend. This will help make isolated communities more defensible and sustainable. (Progress 84/50, -10R per die, +5 Paranoia) [84] (34 Progress toward rollout)

"Holy hell! It's smaller on the outside!"
- A quality-control tester on the Supply Bunker project

Jamie Winston's personal brainchild is nothing less than a revolution in the field of preparedness. The Supply Bunker combines an above-ground fortification boasting reinforced armor and emplaced weapons with a full subterranean workshop and storage vault. Taken together, the two components of the SB, as it is called, provide an autonomous source of both defense and vital materials for any isolated base or settlement. A last-minute innovation by Winston serves to greatly simplify the burrowing mechanism used to build the underground depot, making the deployment of the Bunker faster and safer.

Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions. (Progress 36/100, -5R per die, -5 Paranoia) [8, 28]

"Live-fire tests report 17 casualties out of 24 test subjects, 14 non-fatal, most caused by severe bruising. Kevlar-foam material insufficient to repel small-arms fire. Recommend switching to a thicker weave and incorporating a metal wire-weave layer..."
- Progress report on the Integrated Protective Ensemble human tests

How to keep a fragile human meat body alive in hostile climates is largely a solved problem among the beleaguered Terran population of the Koprulu sector. The CMC Marine powered armor can sustain its wearer for days, if not weeks, in the most grueling conditions imaginable. The actual issue, then, is not one of protection, but of scale. The IPE is expected not just to shield a wearer from harsh conditions and provide on-board augmentation and support, it is expected to shield and provide for hundreds of thousands of wearers.

As such, the initial phases of IPE development are consumed with materials, systems, removable redundancies, and existential questions about "what really is protection, anyway?" Once you've gotten the philosophers off the design team, the vision of a low-powered hazmat suit-style ensemble with numerous improvements and a general ruggedization begins to take shape.

Bureaucracy
Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast. (Increases available dice) (Progress 62/100, -5R per die, +5 Paranoia) [17, 45]

"This is an automated message from the law firm of Cruikshank and Taylor. The person you are trying to reach has been declared legally deceased. If you are attempting to claim an inheritance or dispute a provision in the will, please contact our offices at..."
- Attempt to reach former Undersecretary of Senatorial Relations Clarissa Smythe

You figured you'd get hung up on a lot when you started calling around for people who used to work top-level Treasury Department jobs. What you hadn't counted on is how many of them would turn up either dead or missing, with a plurality having gone down with the ship on Tarsonis. The rest of the missing seem to have fled Dominion space for the welcoming arms of the Protectorate or the Combine. As a result, most of the people you're looking to hire need to be pried loose from actual jobs in their fields, which expends time and effort you hadn't expected to need.

Appoint a Vice-Chancellor
This Chancellor job is no joke. People are coming to you with all kinds of technical and legal questions you are simply not prepared to answer, and yelling at them only secures a temporary retreat rather than permanent victory. You need a second-in-command, an executive officer, a vice-chancellor, if only so they can take all those awkward inquiries on your behalf. (Recruits a subordinate with bonuses) (-5R per die, DC 30/40/50 [145!] for personnel quality, subvote to pick candidate) [85, 60]

"Notwithstanding the terms laid out in Section 2, Subsection A, Paragraph 4 of the Treasury Reorganization Act (2467), we are forced to consider the statutory authority possessed by the Sub-Department – aha, excuse me, Sub-Ministry for Intergovernmental Affairs, which was delegated all powers necessary and proper for ensuring harmonious and indeed productive deliberations between the relevant bodies responsible for determining joint ministerial policy..."
- Samuel Smith, Vice-Chancellor of the Treasury, ordering lunch

Samuel Smith is perhaps the blandest, most put-together person you've ever met. You know you're repeating yourself, you know, but the man defies original description. What he does not do is sit around. While you're busy overseeing projects and yelling at people on the vidlink, he takes every tedious, mind-numbing, soul-crushing bit of minutiae off your hands with what would probably be relish if it was on a more expressive person's face. You actually had a chance to go golfing last week, and when you came back, everything was fine! No emergencies! You're starting to love this dull little goblin.

Personal
Hire an Executive Assistant

Your inbox is threatening to collapse in on itself and take your entire desk with it. The last Treasury Secretary had a legion of personal secretaries and other capable individuals to help him do as little as possible. The least you can do is hire an assistant. Quickly, before the pile grows any larger. (Increases Personal dice) (DC 20/30/40 [49] for personnel quality, subvote to pick candidate) [49]

"Look, this is how it's gonna be. If you don't get me the sandwich in the next ten minutes, I'll make sure you never work in this town again. Understand? Good, because I'm not gonna repeat myself twice. Move!"
- Jacob Arendt, Personal Secretary to the Chancellor, ordering lunch

While your new Vice-Chancellor is busy weaving an intricate web of red tape around your department, your new personal assistant is hacking through the unhelpful bits with a machete. Jacob Arendt is stylish, he's poised, and he knows exactly what you need before you even need it. By the end of his first week, your outgoing expenses had been substantially curtailed and the flow of extraneous paperwork to your desk largely diverted. Given how smoothly things have gone, you're generally inclined to overlook the gray market in office supplies he seems to be running within the department, especially since his cut is by all accounts very modest.
 
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Turn 2 (Q4 2506)
Turn 2 (Q4 2506)

QM Notes:

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

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. Anything labeled [Reconstruction] is part of the plan goal.


Resources: 215 stockpile + 230 incoming = 445 available
Paranoia: 30/100
Free Dice: 4

Infrastructure (4 dice)
[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 25/300, -10R per die, -10 Paranoia when complete)

[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field.
(Progress 149/300, -20R per die, Resource gain)

[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction]
The industrial world of Nephor II was hit hard by the Great War; while the Zerg presence was minimal, the fighting between the Sons and the Confederates was fierce, especially once the factory workers started taking sides. Many of the world's valuable manufactories are in ruins, its hab-blocks burnt out and abandoned, and productivity is at an all-time low. This is not a workable state of affairs; the Dominion needs those factories, and to restart them it needs housing for their workers.
(Progress 0/600, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort.
(Progress 0/500, -10R 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 great news for the colonists... but will be less than warmly received by the authorities.
(Progress 36/200, -10R per die, +5 Paranoia when started, +5 Paranoia when completed)

Heavy Industry (3 dice)
[] 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.
(Progress 14/300, -10R per die, Resource income, cost reduction to all Augustgrad phases)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Progress 0/400, -15R per die, Resource income)

[] 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.
(Progress 0/600, -20R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 0/300, -15R per die, +5 Paranoia when started, +5 Paranoia when complete, multiple projects finish faster)

Light and Chemical Industry (3 dice)
[] 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.
(Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] 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.
(Progress 0/600, -15R per die, Resource income)

[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions.
(Progress 82/400, -10R per die, Resource income)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Progress 0/200, -20R per die, variable results)

Environmental (3 dice)
[] 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.
(Progress 0/200, -5R per die, +5 Paranoia when complete)

[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three Scourge with one AA rocket?
(Progress 122/400, -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 0/200, -15R per die)

[] Vardona: Subsidiary Hydroponics Effort
As a largely urban planet, Vardona relies on substantial food imports to sustain its population. This led to a substantial shortage during the worst parts of the Great War, as interplanetary shipping broke down entirely, resulting in starvation and civil unrest. While Vardona will never actually be self-sustaining given how much of its surface is covered by settlements, building and staffing a number of small hydroponics farms will at least reduce its dependence on outside imports, should disaster strike again.
(Progress 0/200, -10R per die, +5 Paranoia)

Services (3 dice)
[] Mass Literacy Movement (Phase 1)

The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce.
(Progress 0/200, -10R per die, +5 Paranoia when begun, +5 Paranoia when complete)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 0/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures.
(Progress 0/100, -15R per die, +5 Paranoia)

[] Establish the Dominion Information Service [Reconstruction]
Alternatively, we could dispense with the pretense of independent journalism altogether and set up a centralized, government-controlled news network. DIS newscasters would work directly for the Sub-Ministry for Public Information and adhere strictly to Treasury guidelines regarding which news stories to publish and which to quash. This would generally result in a steady stream of pro-Mengsk propaganda, but it would also ensure that the media is entirely at our disposal, should that ever prove necessary.
(Progress 0/100, -10R per die, -5 Paranoia)

Military (4 dice)
[] Korhal: Eastcliff Military Academy
The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place.
(Progress 128/200, -10R per die, -10 Paranoia)

[] Brontes: Refloating the Fleet (Phase 1)
While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly.
(Progress 0/300, -20R per die, -10 Paranoia)

[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations.
(Progress 0/200, -10R per die, -5 Paranoia)

[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion.
(Progress 0/200, -10R per die, -5 Paranoia)

Research (3 dice)
[] Korhal: Broken Mesa Xenobiology Institute

The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means.
(Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata.
(Progress 0/200, -15R per die, +5 Paranoia)

[] Integrated Protective Ensemble (Tech)
With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions.
(Progress 36/100, -5R per die, -5 Paranoia)

[] Handheld Fusion Cutters (Tech)
The fusion cutter is a technological marvel: multi-purpose, efficient, easy to use... and about half the weight of the average worker. However, it may be possible to simplify the cutter's basic design and miniaturize it down to perhaps a third of its current size by using certain insights gleaned from Protoss energy-circuit technology. The power output would be commensurately less, but it would still be an invaluable tool for our work crews.
(Progress 0/200, -5R per die, -5 Paranoia)

Bureaucracy (3 dice)
[] Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast.
(Increases available dice) (Progress 62/100, -5R per die, +5 Paranoia)

[] Refill the Upper Echelons (Cronies)
Alternatively, you could call up a bunch of your friends and close associates, without regard for their particular expertise. No one who's openly incompetent, of course, just a few good ol' boys and gals. Mengsk will surely understand; after all, he put you here, didn't he?
(Increases available dice) (Progress 0/100, -10R per die, -10 Paranoia)

[] Truth and Reconciliation Committee (Utilitarian)
The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free.
(Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(Progress 0/200, -5R per die, +5 Paranoia)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 0/300, -10R per die)

Personal (2 dice)
[] Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors?
(-25R, DC 10 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked)

[] Hire a Personal Staff
With your new assistant in place, it is now time to begin filling out your so-called "inner office." This cadre of secretaries, lesser assistants, messengers, and bodyguards will relieve you of your various minor cares, like doing your own paperwork or ordering your own lunch. Unlike your top-level political hires, you can stack your inner office with cronies and loyalists, minimizing any potential leaks or breaches.
(Increases Personal dice) (DC 20/40 to determine personnel quality, -5R per die)

[] Hire Advisors
Much of your technical expertise is expected to come from the Treasury's legion of bureaucrats and tame experts, but that doesn't mean all of it has to. Putting your own independent advisors on the payroll may raise a few small red flags over in the throne room, but that's the price you pay for good advice.
(Provides project die bonuses) (DC 20/40 to determine personnel quality, -5R per die, +5 Paranoia)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer.
(DC 40 to avoid +10 Paranoia)



Loving all the discussion and interaction. Thank you to everyone who's participating, even just by reading or voting.

We'll do a 24-hour moratorium so people can come up with plans. Feel free to tag or quote me with any questions (for the record, I prefer being called "Etranger" or "Etran" over "QM").
 
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Turn 2 (Q4 2506): Personnel Subvote
November 10, 2506
Dominion Treasury Building (Temporary)
Vardona


You've known ever since you achieved officer rank that having a dedicated, capable assistant is the best way to keep yourself afloat in a highly technical job when your own capabilities are more... physical. What you never seem to have quite gotten used to is how a really, really good assistant can not only do what you asked, but also what you wanted but would have never thought to ask.

In this case, Jacob has outdone himself once more. A memo floats across your desk drawing your attention to a bit of freed-up room in the office budget, along with authorization permitting the hiring and retention of a special advisor. This person would be directly detailed to you, without any intervening layers of bureaucracy, and could offer their particular talents free of outside interference. They'd be limited to providing opinions rather than actually directing the flow of government, but still, quite useful.

Also quite fortunately, your two previous prospects for Vice-Chancellor have yet to take up any other offers, and remain available for a well-salaried position with no real oversight or output requirements. There is a third candidate, though...



[] Victoria Archibald III
A blue-blooded scion of the Confederate Old Families who made the very wise decision to defect prior to the fall of Tarsonis rather than afterwards, she has neatly avoided the wave of arrests and prosecutions that followed the Dominion takeover. She served as Deputy Secretary for Industry under the previous regime, which was fitting given that the Archibalds used to own a sizable chunk of Nephor II. It's a shame that Mengsk (himself descended from the oldest of Old Families) hates aristocrats with a passion. (+5 Paranoia on hire)

Titan of Industry: +5 to all HI, LCI, and Bureaucracy dice
Uncrowned Queen: +10 to all Nephor II project dice; more Nephor II projects

[] Edward Fitzsimmons
Former vice-chair of the Koprulu Disaster Relief Committee, Edward Fitzsimmons is an expert at getting supplies and personnel where they're needed, when they're needed. Previously hamstrung by a corrupt and inept Confederate government that actively resented his NGO, he is now prepared to offer the Dominion his services and expertise. (-5 Paranoia on hire)

Crisis Management: +5 to all Infrastructure, Environmental, and Services dice
Doing More With Less: If a Reconstruction project comes within 30 Progress or less of completion at turn end, it is automatically completed

[] Jamie Winston
A veritable wunderkind who served as an engineer for the Sons of Korhal, they are best-known in the Koprulu sector for their pioneering adaptation of the Zerg burrowing ability, which led to the development of the Supply Bunker and a revolution in subterranean construction. They're also a multidisciplinary polymath whose lack of credentials is due entirely to being expelled from Tarsonis University for political activism. If only they weren't quite so... overly excitable. (-10 Paranoia on hire)

Literal Genius: +5 to all Environmental, Research, and Military dice
Perpetual Innovator: +10 to all Tech project dice; more Tech projects



You cleared the personal staff vote by triple the required DC, so here's a special surprise personnel subvote to pick your special advisor. You may begin voting; I'll leave this open for a day or two, unless a decisive majority shapes up sooner.
 
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Turn 2 (Q4 2506) Results
Turn 2 Results (Q4 2506)

Resources: 445 - 325 = 120
Paranoia: 30 + 10 - 20 = 20

Infrastructure
Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 93/300, -10R per die, -10 Paranoia) [34] [+34 Progress due to overflow]

"They have us living in these moveable pop-up barracks down here and I don't think I've ever been more depressed. The hole's so deep you can only see the sun when it's directly overhead, for maybe an hour a day, and then it's like you're an insect under a magnifying glass. It's better than the camps on Tyrador... but not by much."
- Dominion Labor Corps volunteer, later found deceased due to heatstroke

With the completion of the windbreaks around the Palace site, work begins in earnest on laying the foundations. As the Imperial Palace is intended to rise up several hundred stories into the air, the ceramacrete and neosteel pillars supporting it must be equally enormous, while also capable of undergoing maintenance or even replacement without bringing the whole monumental structure down. The shafts for the pillars extend deep into the earth, and the need for partial excavation of the entire base to support digging operations leads to a revision of the plans. Now, twenty subterranean levels will make up an expanded sub-basement, each one heavily armored to prevent infiltration by burrowing Zerg or sappers. By the end of the quarter, the pillars and the sub-basement are nearing completion, representing a tremendous amount of work even if none of it is readily visible except from directly above.

Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field.
(Progress 172/300, -20R per die, Resource gain) [6, 2, 15]

"I'm tellin' you, I want those Zerg gone! Kill 'em! Burn 'em! Blow 'em up! Exterminate! Exterminate!!!"
- General Edmund Duke, instructing the troops

Forward momentum on the Brontes orbital cleanup virtually stalls out this quarter as General Duke's Alpha Squadron begins eradication efforts against the feral Zerg infesting the orbital platform. Zerg numbers are much higher than initially anticipated and the rudimentary intelligence of the hive repulses the initial incursion by Dominion battlecruisers. A Treasury work crew perishes and its freighter is destroyed during the counterattack after the Zerg Mutalisks elect to take on easier prey rather than pursue the retreating Alphas. A furious Duke orders a temporary halt to groundside operations and calls in reinforcements from outside the system, and by the end of the year the infestation in orbit is all but eliminated.

Heavy Industry
Vardona: Ardonin Heavy Vehicle Factory (Phase 1)

The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 153/300, -15R per die, +5 Paranoia, multiple projects finish faster) [88, 35, 30]

"My great-grandfather worked in the Valley, back in the day, before they shipped all the jobs out to Nephor. Grandad always used to talk about the pride he took in his work, of making something with his hands. Three days ago, I blew up his old factory. Today, they started building a brand-new forge, state-of-the-art, right where he used to work. I wish he was here to see it."
- Labor Corps engineer

The Ardonin Valley was once a major source of Vardona's industrial output back when it was an early daughter-colony of Tarsonis. Now, with much of its surface converted over to post-industrial services, the valley has been left more or less dormant, its mineral reserves exhausted. However, it remains well-connected to the rest of the planet by mag-lev rail and boasts a sizable spaceport, making it ideal for refurbishment into a new factory complex. Ruined factories from a century ago are dismantled and their sites bulldozed to make way for the foundations of a major assembly plant and fusion forge. Given the current state of Dominion industry, some of the more advanced machines have to be imported from the Kel-Morian Combine, but the presently cordial relations between the two powers make this more or less painless, if also expensive. Construction proceeds at a steady clip, and the core of the complex is up and running by the end of the year.

Light and Chemical Industry
Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]

The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions.
(Progress 271/400, -10R per die, Resource income) [87, 74, 28]

"Attention, associates: Remember that 'duels of honor' are not an appropriate method for conducting quality control checks on your products. Please only engage in the approved quality tests, as described in the manual. Failure to comply will result in disciplinary action."
- Recorded broadcast in a Tyrador utensil factory

With suitable housing available at all of the initial factory sites, progress on their construction moves forward smoothly and efficiently. While the simple products like toys and basic hand tools are already in production, the next wave of factories focuses on more complex goods like home appliances and power tools. Thousands of workers leave the refugee camps, relieving pressure on the aid facilities and resulting in a flow of remittances back to their relatives as yet unemployed. Quality of life across Velocis slowly, but noticeably, improves.

Environmental
Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]

The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three Scourge with one AA rocket?
(Progress 269/400, -10R per die) [75, 46, 26]

"I'm gonna be perfectly honest with you here. When I started, I didn't know an adze from my own ass, pardon my language. Now, after six months on the farm, I have no problem telling you that it's a little axe you use to carve wood, and I'm using one to make myself some dining room furniture."
- Velocis farmer, speaking to a Treasury official

As the planned factory towns go up across Tyrador's second continent, so too do the medium-size family farms. Most of the new farmers are ill-prepared for the difficult lifestyle by education or experience, but time in the refugee camps has produced a bunch of very intense students, and their willingness to absorb information from the informational how-to videos being produced by the Sub-Ministry for the Environment is as ferocious as any gifted child's. Velocis is not yet food-independent, but aid subsidies are being gradually dialed back as fresh local produce flows into the camps and nutrition becomes more and more adequate.

Services
The Dominion Health Service (Phase 1)

One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 170/300, -10R per die, +5 Paranoia) [14, 83, 73]

"Thanks, Doc! Haven't had my meds since Tarsonis fell. Now that my head's on straight again, maybe I'll go see about one of them Labor Corps jobs..."
- Grateful refugee, receiving care in a Nephor II camp clinic

While the Dominion presently labors under a massive shortage of trained medical personnel, there are even fewer adequate facilities available for the doctors and nurses we do have to work in. Especially problematic are the refugee camps, where poor sanitation and inadequate care are hallmarks of daily life. After an informal survey of field conditions, the director of the newly-minted Dominion Health Service orders, appropriately enough, triage efforts. Field clinics go up in the largest and least-served camps, as well as in isolated or overcrowded areas, while construction begins on more permanent buildings. The establishment of proper facilities is sufficient to stanch the worst of the bleeding, though much of the population remains untreated.

Military
Korhal: Eastcliff Military Academy

The jagged expanse of the Korhal Badlands is unsuited for traditional development, unlike the glassine plains around the former capital city, but they do offer a unique opportunity. By blowing the top off one of the larger peaks, we can situate a brand-new military academy there to replace the one lost on Tarsonis. The rugged terrain and awesome vistas will be a source of inspiration for every cadet who passes through the place.
(Progress 268/200, -10R per die, -10 Paranoia) [48, 92] (68 Progress toward Augustgrad)

"I, (INSERT NAME HERE), do solemnly swear that I will support the Throne and the Senate of the Terran Dominion, and bear true allegiance to its government; that I will maintain and defend the inviolability and sovereignty of Humanity United, above and beyond any other allegiance or affection I may owe to other groups or individuals; and that I will at all times obey the orders of my superiors and the Dominion Code of Military Justice."
- Cadet oath, sworn upon induction into Eastcliff

Eastcliff is finished early in the quarter, under-budget and ahead of schedule, owing to the enthusiastic efforts of the first cadet class, which pitches in as volunteer construction crews for their own campus. Their demonically inventive young minds are put to special purpose designing the full-up day-long obstacle course that occupies nearly a fifth of the plateau, bringing to bear all their creativity to ensure that the entire length is fiendishly challenging and taxing on even the best runner. You're impressed, and more than a little frightened. Furthermore, as a result of this excellent effort, you're able to redirect the work gangs toward Augustgrad Site 2, this time voluntarily.

Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion.
(Progress 115/200, -10R per die, -5 Paranoia) [71, 44]

"JOIN THE MARINE CORPS. HUMANITY NEEDS YOU."
- Dominion Marine Corps recruitment poster, obviously plagiarized

Blatant acts of slogan theft aside, the recruitment offices begin going up largely without a hitch. Most of them are humble little offices with a suit of (locked-down) power armor in the window, enough space for one or two immaculately-uniformed DMC officers, and a physical exam room. The first offices are naturally built near refugee camps, with predictable results, but a second wave is also intended for high-population areas like Tyrador's main continent and the main metropolises of Vardona.

Research
Integrated Protective Ensemble (Tech)

With the current shortage of SCVs (and trained operators), much of the reconstruction effort will have to be performed by unaugmented laborers. Moreover, the mass influx of new soldiers will quickly outstrip our ability to issue them with proper power armor. Given both issues, a heavy-duty outfit for both hard labor and mass combat is necessary, providing basic protection and life support in harsh conditions.
(Progress 178/100, -5R per die, -5 Paranoia) [74, 68] (78 Progress toward rollout)

"Never thought I'd appreciate being a test dummy, but it beats the hell out of working on Korhell. I've heard stories about how these suits used to be death sentences, but honestly, mine's great! It's comfy and easy to wear! Can't wait to bring it back to Augustgrad and not hate every minute of the work."
- R&D test subject, giving a characteristic exit interview

The IPE Mk. III (versions I and II having experienced various catastrophic flaws, or "teething issues" in engineer parlance) is a marvel of modern design. Fully ruggedized, it offers crown-to-sole protection against extreme temperatures, radiation, airborne particles, and small-arms fire. Moreover, the responsive kinetic structure of the suit provides a modest augmentation of user strength and speed, though nothing on the level of actual power armor. Finally, the life support system is sufficiently robust that it can even withstand limited deployment periods in hard vacuum or toxic atmosphere; in some tests, it was able to sustain its wearer through several days of lethal hazards before failure.

Handheld Fusion Cutters (Tech)
The fusion cutter is a technological marvel: multi-purpose, efficient, easy to use... and about half the weight of the average worker. However, it may be possible to simplify the cutter's basic design and miniaturize it down to perhaps a third of its current size by using certain insights gleaned from Protoss energy-circuit technology. The power output would be commensurately less, but it would still be an invaluable tool for our work crews.
(Progress 208/200, -5R per die, -5 Paranoia) [72, 63, 73] (8 Progress toward rollout)

"These Protoss are something else. Look at the elegance of the circuitry patterns. The sheer efficiency of the materials. There's practically no power lost! If anything, the exchange rate is so perfect, it's almost like it's... like it's drawing on some kind of external source... no, no, that can't be right."
- HFC lead designer, after three consecutive days without sleep

After several inconclusive meetings with the HFC design team, in which much technical jargon that you don't understand is deployed freely, they come prepared to the next one with a straightforward proposal using words of no more than three syllables. In essence, their main question is simple: "Can we use the weird xenotech in our new machine?" Once you confirm that the Protoss energy circuit is indeed replicable with Terran technology (albeit somewhat imperfectly), you sign off on the project and the rest is extremely easy. Before you know it, you've got a working prototype hanging up in your office, and a letter of commendation from the Emperor framed right next to it.

Bureaucracy
Refill the Upper Echelons (Experts)

There's no real way to sugar-coat it: the Dominion Treasury is suffering from a crisis of leadership. More specifically, it has none, beyond your own inexpert self. Most of the deputy secretaries and undersecretaries from the Confederate Treasury Department have fled Dominion space or are sitting in jail. If you're going to turn this department into anything but a bunch of bureaucrats sitting around, you're going to need experienced, honest deputy ministers, and fast.
(+1 die to all categories except Personal) (Progress 162/100, -5R per die, +5 Paranoia) [15, 85] (62 Progress toward next staffing project)

"I am pleased to report that all deputy and assistant deputy positions have been filled by eminently satisfactory and, indeed, some thoroughly excellent candidates, most of whom boast suitable credentials from either the best educational institutions or extensive workplace experience with their associated subject matter, leading me to conclude, not without a certain element of personal and, of course, professional satisfaction, that the hiring process, begun in the spirit of restoring that which was broken and rejuvenating that which was enervated, has now entered the ultimate and most satisfying phase of its existence, in which we may commence the process of collating all relevant records and contracts for inclusion in the permanent files, so that they may be reviewed at need or simply to refresh ourselves as to the particulars of the circumstances surrounding the tendering of an offer of employment to the specific individual in question and their subsequent acceptance."
- Samuel Smith, having finished the last onboarding interview

What he said.

Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(Progress 24/200, -5R per die, +5 Paranoia) [6, 18]

"Yes, New Folsom exists! 'How do I know that?' Because I did time there, you goddamn idjit, most of the Sons did! Some of them are still in there, I'm gonna get them out, and if I have to listen to you tell me one more time that it isn't in the official records, I'm gonna reach down your throat and shake you by your spine until it is!"
- Chancellor Horner, on a call with a Bureau of Prisons official

Your one notable failure of the quarter, besides the whole Alpha Squadron clusterfuck over Brontes, is your effort to set up a truth and reconciliation committee. Though the wardens are obstructionist and the files provided are replete with mysterious and highly convenient omissions, the biggest problem is finding all the damn prisons. The Confederates set up so many black sites and extralegal holding areas that you could house half the refugees in the Dominion if you could just find all the cursed things. Fortunately, you have a more or less complete list of each and every site by year's end, along with most of their inhabitants.

Personal
Set Up a Personal Expense Account

Publicly, the Emperor has committed his administration to a vast purge of corruption and inefficiency. However, from what you know of Mengsk and his methods, what he actually means to do is trim the bloat down to something more or less functional rather than cut it out entirely. To Arcturus Mengsk, a little corruption is like oil on the gears, helping to get things done. Surely he'll understand if you decide to divert a bit of the department budget toward, say, personal endeavors?
(-25R, DC 10 to avoid +5 Paranoia, -25R per turn, slush fund and additional Personal projects unlocked) [35] [35 vs DC 10; pass]

"What does the Chancellor's office need the money for? Well, all sorts of things. Miscellaneous outgoings, legal fees, courier fees, management expenses, emergency shortfalls, inflationary compensation, import licenses, export licenses..."
- Jacob Arendt, baffling a Treasury official

You're not quite sure how comfortable you are with diverting a tenth of your department's quarterly income into what you've mentally dubbed 'the black budget.' It seems like an awful lot of money. However, according to your extremely capable assistant, apparently it's much easier to section off a portion of the funds into a discretionary account and thoroughly muddle the waters around that rather than siphon off dribs and drabs from the main Treasury every time you need a 'miscellaneous outgoing,' as he puts it. You defer to the expert, and it in turn is expertly handled.

Hire a Personal Staff
With your new assistant in place, it is now time to begin filling out your so-called "inner office." This cadre of secretaries, lesser assistants, messengers, and bodyguards will relieve you of your various minor cares, like doing your own paperwork or ordering your own lunch. Unlike your top-level political hires, you can stack your inner office with cronies and loyalists, minimizing any potential leaks or breaches.
(+2 Personal dice) (DC 20/40 to determine personnel quality, -5R per die) [69, 52] [121 vs DC 20/40; pass(!!!)]

"You have reached the Office of the Chancellor of the Terran Dominion. If this is a military emergency, please hang up and dial 111 for your nearest marine barracks. Otherwise, please listen carefully, as our options have recently changed..."
- Recorded message played for callers to the Treasury

Though you had expected the phrase "inner office" to be more or less metaphorical, you are surprised to discover it taking on a very literal form. Your office is physically sequestered off behind another room that's full of your personal staff, with all other entrances blocked. The secretaries and assistants serve as symbolic roadblocks to your august presence, upon whose sacred time no person may intrude, lest they have special clearance. This keeps the legion of accountants, bureaucrats, engineers, and programmers you employ from just barging in, vastly reducing your need to be physically present all the time. Your golf swing hasn't been this good in years.
 
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Budget Negotiations (2507)
Budget Negotiations (2507)

When you first stepped into the Treasury mid-year, you were given an extraordinary levy to get the job done. However, under regular circumstances, part of your job as Chancellor is overseeing the yearly budget negotiations, which typically occur during the winter holidays. These are ostensibly conducted with key members of the Senate oversight committees responsible for your department through hearings, meetings, formal proposals, the whole nine yards. However, the rubber-stamp nature of the legislature and your own personal connections mean that, in practice, you end up hashing the details out with the Emperor, Warfield, and Duke over a game of Texas Hold 'Em.

Despite his many alleged fine qualities as a leader of men, Duke is a terrible poker player, prone to going on tilt after a lost hand. He cools down quickly enough, though, making him tolerable company, albeit distracting from the cutthroat nature of the competition. Mengsk is absolutely unreadable at the table, with a tendency towards outrageous bluffing that you're often reluctant to call (he is the Boss, after all). Warfield, meanwhile, plays a fine analytical game with little flair, steadily racking up the small wins.

The fifth member of your table is Devon Starke, head of Dominion Security. Wearing the headgear you recognize as psychic restraints, indicating that he's either a Ghost or a natural telepath, his face gives away even less than Mengsk does. Absent personal knowledge of the man, who didn't serve in the Sons, you flounder a bit against Starke's precision plays. You strongly suspect he trained against some kind of poker-playing machine, assuming he isn't one himself.

Anyway, there's nothing shameful about coming in third place (not even Starke has the fortitude to try beating the Boss), even if Carla razzes you mercilessly about your monetary losses. What's important is not coming in dead last when it comes to the real game: getting your piece of the pie, and defending it from all comers.



Just how much are you going to need to get this done, anyway?

[] 30% of the Dominion Budget

Going down to 30% of the budget would buy you a lot of friends at the table. Of course, demands on your purse will only grow more intense, so accepting a net reduction in the Treasury's income may be more harmful than helpful.
(Gain 2 Leverage; 180 Resources per turn)

[] 40% of the Dominion Budget
The modest growth of the economy would permit you to maintain funding at current percentage levels and experience an actual increase in available resources. Whether this is sufficient for your needs or not is unclear.
(240 Resources per turn)

[] 50% of the Dominion Budget
With the Treasury Department more or less functioning as intended, and certainly better than it ever did under the Confederates, you can make a case for taking half the budget for yourself. Everyone knows the Armed Forces are more or less self-funding anyway, so all you're doing is slashing their government subsidies, and possibly horning in on Security's own piece of the pie.
(Lose 2 Leverage; 300 Resources per turn)

[] 60% of the Dominion Budget
Setbacks on Korhal and Brontes may not look the best to the average observer, but they do give you a strong case that you need substantially more resources to get the job done. By cutting military subsidies to all but token contributions, you should be able to secure the majority of the budget for yourself, if you're willing to make the appropriate trade-offs.
(Lose 4 Leverage; 360 Resources per turn)

What are you willing to promise?

[] Restart the Dylarian Shipyards

General Duke is a little twitchy after the dust-up over Brontes, which led to significant damage to several of his precious battlecruisers. Without the Dylarian Shipyards up and running, he's been forced to make inadequate field repairs. Indicating your willingness to lend a hand will smooth his feathers substantially.
(Gain 1 Leverage; must complete Dylar IV: Dylarian Shipyards (Phase 1) by the end of Q4 2507)

[] Build the Broken Mesa Xenobiology Institute
General Warfield is concerned that the Dominion remains on the back foot regarding the Zerg; most of the relevant data was collected by Confederate scientists, many of whom are now dead or in exile. A center of learning focused on studying the Zerg, under the Imperial Guard's direct remit, will improve the Dominion Armed Forces' chances in any future conflict, or so says the General.
(Gain 1 Leverage; must complete Korhal: Broken Mesa Xenobiology Institute by the end of Q4 2507)

[] Complete a Dominion-Wide Census
Director Starke, while he's in the process of taking your money, quietly suggests that it would be in the best interests of good government to have a comprehensive picture of the Dominion's population. He'd be interested in seeing the results of the census. You happen to agree, but are slightly disconcerted by where this is coming from.
(Gain 1 Leverage; must complete Conduct a Dominion-Wide Census by the end of Q4 2507)

And what are you looking to gain?

[] Military Surplus

While you're having to manufacture, import, or borrow every scrap of material you can find, the Dominion Military is flush with surplus prefab buildings, equipment, and other things you desperately need. The number of unused barracks buildings alone is staggering. You happen to know that Duke has a warehouse full of SCVs, not being used. By anyone! Surely he can shake something loose for you.
(Lose 1 Leverage; reduce necessary Progress for all Planetary Reconstruction phases by 100)

[] Guard Intervention
Alpha Squadron bailed you out once, but Duke has clearly stated that he intends to resume focusing entirely on Brontes' various surface problems. Warfield, on the other hand, has a number of newly-raised Guard units in need of some blooding. You may be able to persuade him to direct them into Brontes orbit, to help clear out any Zerg or rogue scavengers lurking in the debris field.
(Lose 1 Leverage; reduce necessary Progress for all Brontes: Orbital Cleanup and Brontes: Refloating the Fleet phases by 100)

[] Additional Security
Director Starke took an opportunity during a lull in the game to privately inquire about the degree of corruption your reconstruction efforts were facing. He then proceeded to indicate that the problem is much worse than you think, and suggested that Dominion Security might be able to help round up the embezzlers and grifters on the civilian side of things. As none of the people he mentioned have any ties to Arendt (according to the man himself), it should be safe to release the hounds.
(Lose 1 Leverage; reduce cost per die for all [Reconstruction] project phases by 5R, to a minimum of 10R)



Finally, after the game has wrapped up and all the other players have gone home, the Emperor takes you aside for a private chat.

"Chuck, you've been doing a damn fine job over there at the Treasury. I've seen all the love and attention you've put into the Labor Corps, so I know you and I are on absolutely the same page about the future of the Dominion. It's the people, Chuck, the people. They're the ones the Confederates ignored and they're the ones we're gonna put to work.

Now, that said, you've had a few setbacks. Not your fault, not your fault at all; I gave you a department with all sorts of problems, and you've got it humming now, but that sort of thing takes time. So, how about this? We'll call these first six months a run-in period. The five years I gave you starts first thing next year instead. I'm not an unreasonable man, Chuck. I want you to succeed.

In exchange, though, I'd like to see a little more progress on Augustgrad. I don't mind Tyrador, it's a fine vacation home, but I think an Emperor really needs to be in his palace, don't you? Sends the right message, shows the people that we're on the right track. You can get that done for me, can't you?"

Do you take the deal?

[] Accept the deal

Sure, what the hell? You were going to finish the capital anyway, and an extra six months won't hurt at all. Plus, it's always good to have Mengsk on your side. Definitely better than having him on the other one.
(Plan period extended through Q4 2511, must complete Korhal: Capital City Augustgrad (Phase 1) by the end of Q4 2507, must complete one Augustgrad phase per year after that)

[] Stick to the original timetable
You're on excellent terms with the Emperor, and you know how to phrase a refusal in such a way that he'll only be a little miffed rather than mortally offended. Still, he won't like you rejecting an imperial favor like this, no matter how soft your word choice is.
(+20 Paranoia, last plan period remains Q2 2511, no change)



Here's how Leverage works: You start at 0. Each point you gain in excess of what you spend reduces Paranoia by 10. Each point you spend in excess of what you gain increases Paranoia by 10. Aside from that, there's no limit to what you can take on or promise. Mengsk's deal doesn't function on the Leverage system; it's entirely outside the budget negotiations.

I'd like people to vote for the budget (including Mengsk's deal) in plan format. 24-hour moratorium, then another day or two to vote.
 
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Turn 3 (Q1 2507)
Turn 3 (Q1 2507)

Overall, you'd rate this year's poker game – er, the budget negotiations – as a pretty strong success. Warfield agreed to lean on Duke to give up some of his surplus materials in exchange for that Zerg lab, and Starke's boys are already hard at work ferreting out the grifters and scammers in your civilian suppliers. You were a little nervous about agreeing to the census, but ultimately you realized that it had to be done anyway, and that there was no keeping the data from Security once the process was complete. After that clusterfuck on Brontes, the budget increase just slid by, albeit with a raised eyebrow from Mengsk.

Meanwhile, Arendt's brainstorm is already paying dividends. Victoria is hard at work digging up potential project sites on Nephor that could be repurposed toward immediately useful ends with only a little investment. With her producing a plethora of potential plans, Jacob has gone unnoticed in his own, less public efforts to find fun little side projects to keep him busy.

All told, the office is humming along quite nicely, even if the Emperor's once-monthly gentle requests for progress reports have turned into once-weekly firm nudges, particularly on the subject of Augustgrad. For every increase in capability and available resources, there appears to be yet another demand on both. Like pushing a boulder up a hill.



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 see investment in every quarter; failure to do so may result in Paranoia.


Resources: 120 stockpile + 330 incoming - 25 personal = 425 available
Paranoia: 40/100
Free Dice: 4

Current Promises

Complete all phases of all [Reconstruction] projects by the end of Q4 2511
Complete one non-[Reconstruction] project in each listed category by the end of Q4 2511
Complete Korhal: Capital City Augustgrad (Phase 1) by the end of Q4 2507
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 (5 dice, -3 per die)
[] Korhal: Capital City Augustgrad (Phase 1) [MANDATORY]

The Emperor's vision for the throne world begins with its capital: Augustgrad. Named after Mengsk's illustrious grandfather, Augustgrad is intended to be a planned metropolis that will become the beating heart of the entire Terran Dominion. Projected to include an enormous Imperial Palace, vast housing and commercial districts, and multiple rings of defensive walls and emplacements, it will far exceed anything Old Tarsonis had to offer... someday.
(Progress 93/300, -10R per die, -10 Paranoia)

[] Brontes: Orbital Cleanup (Phase 1) [Reconstruction]
The space above the core world of Brontes was host to no less than three pitched naval battles between various combinations of the Confederacy, the Sons of Korhal, and the Zerg. As a result, planetary orbit is thick with debris, some of which may very well still be alive. While military reclamation efforts continue on the surface, General Duke has requested that the Treasury begin sweeping Brontes space to make planetfall easier for his steady flow of incoming reinforcements. The sooner Duke is finished on Brontes, the sooner we can get down there to rebuild. And, hey, there's bound to be some valuable salvage in that orbital field.
(Progress 172/300, -15R per die, Resource gain)

[] Nephor II: Planetary Reconstruction (Phase 1) [Reconstruction]
The industrial world of Nephor II was hit hard by the Great War; while the Zerg presence was minimal, the fighting between the Sons and the Confederates was fierce, especially once the factory workers started taking sides. Many of the world's valuable manufactories are in ruins, its hab-blocks burnt out and abandoned, and productivity is at an all-time low. This is not a workable state of affairs; the Dominion needs those factories, and to restart them it needs housing for their workers.
(Progress 0/500, -10R per die)

[] Tyrador IX: Planetary Reconstruction (Phase 1) [Reconstruction]
The resort world of Tyrador IX received a massive influx of refugees during the Great War, all of them fleeing Zerg, Protoss, and warring factions alike. Most of them have been housed in temporary disaster shelters and other pop-up habitats on Tyrador's sparsely populated second continent, where they've suffered from bad weather, inadequate provisions, and general lawlessness. The first step to fixing the problem is building permanent towns where temporary camps now stand, in order to provide stability and comfort.
(Progress 0/400, -10R 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 36/200, -10R per die, +5 Paranoia)

Heavy Industry (4 dice, -3 per die)
[] 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 crystallized xenon, promising greater resource yields in the process.
(Progress 14/300, -10R per die, Resource income, cost reduction to all Augustgrad phases)

[] Nephor II: Nephor Industrial Megacomplex (Phase 1) [Reconstruction]
The NIM was the premier mega-factory in all of Confederate space, allegedly superior to even the forge-world of Moria. Now it sits abandoned, partially burnt out, and in need of serious TLC. In truth, despite its shining reputation, the Megacomplex was subject to a substantial diversion of funds and major corruption even prior to the Great War, and its surviving machines are run-down and out of date. A comprehensive reworking is necessary for it to reach anything like its prior claimed output.
(Progress 0/400, -10R per die, Resource income)

[] 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.
(Progress 0/600, -15R per die, -10 Paranoia)

[] Vardona: Ardonin Heavy Vehicle Factory (Phase 1)
The Standard Construction Vehicle is an ancient design, inherited from Old Terra herself. It is enormously capable in construction and repair tasks, able to be operated by a single trained civilian, and possible to store and transport compactly. We have less than a thousand of them left in stores. The Ardonin Valley on Vardona is an ideal site for a major heavy vehicle plant and, when complete, will be able to churn out a horde of those useful little craft. If only the Emperor didn't think SCVs were "effete"...
(Progress 153/300, -15R per die, +5 Paranoia, multiple projects finish faster)

[] Nephor II: TerraUnion Tool and Die Works (Phase 1) [NEW]
The old Tool and Die Works on Nephor II is ideal for conversion into a producer of handheld fusion cutters. The precision machinery there is in need of recalibration and refurbishing, but the facilities themselves are sound and fully capable of being converted over to the necessary standards. TerraUnion may have gone bust along with the Confederacy, but her works will live on in the Dominion Labor Corps.
(Reduces some project lengths) (Progress 8/200, -10R per die)

Light and Chemical Industry (4 dice, -3 per die)
[] 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.
(Progress 0/400, -20R per die, improved yields from all Vespene projects)

[] 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.
(Progress 0/600, -15R per die, Resource income)

[] Tyrador IX: Refugee Workshops (Phase 1) [Reconstruction]
The refugees of Tyrador suffer from deprivation and inadequate shelter, but they also lack gainful employment. Dependent entirely on limited relief aid, they are unable to improve their lot or engage in meaningful work. By building small factories across the continent of Velocis, each one tailored to produce artificial fabrics, plastic goods, and home appliances, we can restore the flow of consumer goods to Dominion households and employ millions.
(Progress 271/400, -10R per die, Resource income)

[] Sara System: Imperial Chemical-Mineral Survey
The Sara system is unique for hosting two inhabitable planets, Mar Sara and Chau Sara. Or it did, before Zerg infestation and Protoss sterilization. Now those worlds have atmospheres and not much else. Still, the Protoss bombardment didn't penetrate too deep into either planet's crust, and likely shook up a lot of otherwise dormant or inaccessible deposits of minerals or gas. Let's take a look and see what's down there.
(Progress 0/200, -20R per die, variable results)

[] Nephor II: Phoros Neotextile Fabrication Plant (Phase 1) [NEW]
Phoros Neotextiles Ltd is still a going concern, albeit in name only. For a nominal fee, the owners of the defunct plant will sell you their interest and their factory, allowing you to reorient it towards production of the new Integrated Protective Ensemble. Those synthetic fabric-spinners will be back in action before you know it, all in service to the Dominion.
(Reduces some per-die project costs) (Progress 78/200, -10R per die)

Environmental (4 dice, -8 per die)
[] 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.
(Progress 0/200, -5R per die, +5 Paranoia)

[] Tyrador IX: Establish Farmsteads (Phase 1) [Reconstruction]
The secondary continent of Velocis is flat and uninteresting, with vast expanses of deep-soil grassland, which makes it suboptimal from a tourism perspective but excellent for large-scale farming. Building farms for the refugees to work will accomplish housing, employment, and food production goals all at the same time. Who doesn't love killing three Scourge with one AA rocket?
(Progress 269/400, -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 0/200, -15R per die)

[] Vardona: Subsidiary Hydroponics Effort
As a largely urban planet, Vardona relies on substantial food imports to sustain its population. This led to a substantial shortage during the worst parts of the Great War, as interplanetary shipping broke down entirely, resulting in starvation and civil unrest. While Vardona will never actually be self-sustaining given how much of its surface is covered by settlements, building and staffing a number of small hydroponics farms will at least reduce its dependence on outside imports, should disaster strike again.
(Progress 0/200, -10R per die, +5 Paranoia)

[] Nephor II: Cap'n Yum-Yum's Fantabulous Foodularium [NEW]
Prior to the Zerg invasion of Nephor II, the factory world had a single notable food export: Cap'n Yum-Yum's Ultra-Tasty Num-Num Bars. Despite the cutesy branding and kid-focused advertising campaign, the UTNBs were bland, highly efficient nutrient packages consisting of all necessary vitamins, minerals, and caloric intake for any given meal. They became staples of the factory worker diet, and were later included in Confederate military rations. If we resurrect the Foodularium, we'll ensure better sustenance for the Dominion's laborers, if not more appealing meals.
(Progress 0/200, -10R per die)

Services (4 dice, -8 per die)
[] Mass Literacy Movement (Phase 1)

The Confederacy had a straightforward approach to the education of its civilians: the best possible upbringing... if you could pay for private tuition. Otherwise, the average Confederate youth spent their days in glorified daycares, where little attention was paid to actual learning. The Emperor would prefer that people stick to reading propaganda posters and listening to his speeches, but the Dominion needs a literate workforce.
(Progress 0/200, -10R per die, +5 Paranoia when started, +5 Paranoia when completed)

[] The Dominion Health Service (Phase 1)
One of the Emperor's many promises to his people was that they would be cared for, from cradle to grave. Private healthcare under the Confederacy was widely considered a bad joke, with massive piles of medical debt and long lines into emergency departments. While the Emperor has shown no interest in actually solving this problem now that he's in power, he did make the promise. As such, a number of new hospitals and clinics must be constructed to ease the burden on the groaning healthcare system, particularly in and around refugee settlements.
(Progress 170/300, -10R per die, +5 Paranoia)

[] Re-Establish the Universal News Network [Reconstruction]
The Universal News Network, or UNN, was a major pillar of Confederate propaganda during its heyday. However, as its employees began developing things like "ethics," and when no official denial could cover up losing multiple planets, the Confed government shut it down and jailed its reporters. By reopening the news service, we can broadcast the Dominion's successes across the sector... if occasionally also its failures.
(Progress 0/100, -10R per die, +5 Paranoia)

[] Establish the Dominion Information Service [Reconstruction]
Alternatively, we could dispense with the pretense of independent journalism altogether and set up a centralized, government-controlled news network. DIS newscasters would work directly for the Sub-Ministry for Public Information and adhere strictly to Treasury guidelines regarding which news stories to publish and which to quash. This would generally result in a steady stream of pro-Mengsk propaganda, but it would also ensure that the media is entirely at our disposal, should that ever prove necessary.
(Progress 0/100, -10R per die, -5 Paranoia)

Military (5 dice, -3 per die)
[] Brontes: Refloating the Fleet (Phase 1)

While some of the derelict vessels surrounding Brontes are little more than assemblages of pulverized metal and circuits, there are quite a few that are more or less intact, save for one or two major issues. General Duke has requested that those vessels deemed suitable for 'refloating' (some ancient Terran naval term) be towed to the shipyards for repair and refit. By reclaiming both Sons and Confederate ships, we could bring the navy back up to a shadow of its former self relatively quickly.
(Progress 0/300, -20R per die, -10 Paranoia)

[] Nephor II: Fort Horner Marine Training Camp
One of the most punishing experiences in the Great War was urban combat, as power-suited Marines struggled to make their way through tight corridors, debris-strewn streets, and piles of destroyed vehicles. In order to ensure that the next generation of jarheads is fit for purpose, the Defense Ministry has called for the construction of a military training camp in a stretch of the Nephor megacity that was particularly harrowing during reclamation operations.
(Progress 0/200, -10R per die, -5 Paranoia)

[] Tyrador IX: Military Recruitment Offices
While the plan is to engage in mass conscription to refill the ranks of the army, it's always preferable to secure willing volunteers over resentful voluntolds. A series of recruitment offices across Tyrador IX's refugee-swollen second continent will offer an escape route for those capable individuals prepared to risk their lives in service to the Dominion.
(Progress 115/200, -10R per die, -5 Paranoia)

Research (4 dice, -8 per die)
[] Korhal: Broken Mesa Xenobiology Institute

The Security Ministry has selected the Broken Mesa region of Korhal for the construction of a special research site, which from the plans appears to be something more akin to an entire small city, walls and all. The proposed defenses are elaborate, multi-layered, and as focused inward as outward. I'm sure you can guess what that means.
(Progress 0/200, -20R per die, -10 Paranoia)

[] Tyrador IX: Imperial Science University
The universities of Tyrador have long been a destination for the elite to send their gifted children for an education in the sciences; many boasted Umoja-trained professors offering top-notch education. Unfortunately, the War has left many of those fine institutions shuttered as many of their staff fled for safer parts of the sector. This is a significant opportunity. By nationalizing the private higher education system, all the remaining talent can be concentrated at a single national university, open to all social strata.
(Progress 0/200, -15R per die, +5 Paranoia)

[] Iris-class Light Airship (Tech) [NEW]
Sometimes, to move forward, you have to look backward. This is the case for the Iris, a lighter-than-air craft that uses a derivative of Vespene gas to float effortlessly above the ground. The Emperor intends to use these vessels as propaganda blimps, broadcasting pro-Dominion messages and his own speeches from low-cost, low-maintenance platforms, but the light airship has a number of other potential uses, and may pave the way for future investment in lighter-than-air technology.
(Progress 0/150, -10R per die, -5 Paranoia)

[] New Model Weaponry (Phase 1) (Tech) [NEW]
Right now, Dominion conscripts and installation guards are armed with the Ferromag SMG, a cheap and easy-to-produce automatic weapon with poor range, low stopping power, and a high likelihood of jamming unexpectedly. While this might be acceptable to the Emperor, who plans to trade bodies for ground gained, you think you can do better. Your designers have come to you with a design for an improved light machine gun, the B-2, which boasts improvements in reliability, accuracy, and overall firepower. All they need is the budget to do field trials and work out the kinks.
(Progress 0/150, -10R per die, -10 Paranoia)

Bureaucracy (4 dice, -3 per die)
[] Truth and Reconciliation Committee (Utilitarian)

The Confederacy's prisons are teeming with prisoners. Not just violent offenders, but legions of dissidents jailed for political offenses ranging from unauthorized protest to sedition. The sorts of people who, say, might be happy to enlist with a new regime willing to acknowledge their passion for change. A comprehensive review of the prison population is necessary to determine which prisoners merit early release, which ones can be of use, and which ones are too dangerous to let free.
(Progress 0/100, -5R per die, -5 Paranoia)

[] Truth and Reconciliation Committee (Idealistic)
Many of the political prisoners in those cells are just as much a danger to Mengsk's autocracy as they were to the Confederacy's oligarchy. You're unlikely to be able to free the actual terrorists (at least not the ones who weren't in the Sons), but you could definitely put your thumb on the scale and selectively increase the percentage of dissidents and protestors released, albeit at a cost.
(Progress 24/200, -5R per die, +5 Paranoia)

[] Conduct a Dominion-Wide Census [Reconstruction]
The Confederate census process was like pretty much everything in the late Confederacy: corrupt, ineffective, and about five years behind schedule. Combined with the massive upheaval in the sector, and you have no idea how many people actually live in the Dominion, much less what they do. Equipping a legion of census-takers with clipboards and a standard questionnaire will provide ample short-term employment and give you a much better picture of what the hell is going on.
(Progress 0/300, -10R per die)

[] Flesh Out the Remainder of the Bureaucracy [NEW]
While middle management is indeed a scourge upon all thinking people, there are some actual jobs with real responsibilities in the center of your org chart that need people in them. These are principally subject-matter experts and trained professionals who provide input and oversight on technical issues rather than mindless paper-pushers, and their help could prove invaluable.
(Provides additional dice) (Progress 62/200, -5R per die, +5 Paranoia)

[] Establish the Office of the Inspector-General [NEW]
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) (Progress 0/200, -5R per die, +10 Paranoia)

[] Re-Establish the Bureau of Planning and Statistics [NEW]
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) (Progress 0/200, -5R per die, +5 Paranoia)

Personal (4 dice, -13 per die)
Discretionary Funds (F): 25 initial + 25 incoming = 50 total

[] Hire Advisors

Much of your technical expertise is expected to come from the Treasury's legion of bureaucrats and tame experts, but that doesn't mean all of it has to. Putting your own independent advisors on the payroll may raise a few small red flags over in the throne room, but that's the price you pay for good advice.
(Provides project die bonuses) (DC 20/40 to determine personnel quality, -5R or F per die, +5 Paranoia)

[] Send a Letter "Home"
You've always prided yourself on your family-mindedness. It's been a year or so since you've heard from young Matt, now that he's off "wandering the sector." Maybe it's time to get back in touch, possibly through a helpful dead-drop you know is frequented by a trustworthy Raider sympathizer.
(Unlocks Raynor's Raiders Personal projects) (DC 40 to avoid +10 Paranoia)

[] Private Investments [NEW]
One of the most basic things you can do with money is use it to make more money. Arendt is more than happy to shuffle a portion of your discretionary budget through a number of shell companies and dummy corporations, then begin investing in those concerns which will see the most growth in the coming years. "Insider trading" is a nasty turn of phrase... but an accurate one in this case.
(DC 30/50/70, -10F per die, +5F/quarter per DC passed, failure incurs +5 Paranoia)

[] Deadman's Rock: Authorize Arendt's Working Vacation [NEW]
In a turn of events that surprises absolutely no one, Arendt casually mentions that he has "certain connections" within the criminal underworld during a discussion of how to disburse the black budget. He proceeds to indicate that he would be willing to reactivate those connections, but it would require a personal visit on his part to Deadman's Rock, a pirate-infested asteroid outside Dominion Space. You, of course, are morbidly curious to see exactly what he plans on digging up there.
(Unlocks crime-related Personal projects) (DC 20 to avoid +10 Paranoia, -10F per die)

[] Nephor II: Contact the Industrial Workers' Trust [NEW]
During the later years of the Confederacy, as central control began to unravel, various groups began coming together to form mutual aid and self-defense organizations. The largest and most prominent of these so-called 'unions' was the Industrial Workers' Trust on Nephor II. Originally founded as a co-operative workers' insurance scheme, the Trust grew to represent a staggering number of Nephor's laborers until it was finally broken up by force in the late 2480s. Unbeknownst to the authorities, the Trust's leaders merely went underground rather than disperse, and according to your special advisor there should be some left to contact...
(Unlock labor-related Personal projects) (DC 40 to avoid +10 Paranoia, -10F per die)

[] Korhal: Go Drinking with Colonel de Santo [NEW]
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 all the men have 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) (DC 60 to avoid +10 Paranoia, -5F per die)

[] Vardona: Have a Talk with Director Starke [NEW]
Devon Starke has indicated to you that he is not averse to a friendly, mutually beneficial working relationship. That is very 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) (DC 80 to avoid +10 Paranoia, -5F per die)



Welcome to Turn 3! 24-hour moratorium, please post your proposals in the form of a plan, more organization and clearly laid out costs are always preferred. Feel free to inquire if you have any questions, or ping me if you notice any errors, either here or on Discord.

I've listed the black budget as Discretionary Funds with the notation F. Arendt's cost-reducing ability applies to those projects that consume F as well as R.
 
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