Shepard Quest Mk VII, Age of Revy (ME/MCU)

Ok so let's address that problem, the terminus are gonna go bug nuts when we finish with the Batarians. Should we expand in there and try to cool shit down?
 
That seems like splitting hairs, we're also the PMC.

But more practically the SA on behalf of the council seems like the obvious choice, as always, supported by Paragon and it's branches. Partly to make things work, and partly to minimize the usual crop of issues that this sort of thing brings up.
 
I'm trying to get you to clarify what you mean by
Should we expand in there
Because using the existing tools we have to select for jobs that stabilise the region isn't expansion.

No why would the SA expand. UberJJK keeps pointing this out. They already have tons of space. They don't need to overstrech themselves attempting to police new heavily pirated territory thats just going to make it harder to expand in the space they've already claimed. The sorts of power vaccum issues that are likely to occur with the fall of the Batatarians are going to stay mostly internal to the Terminus, and will only barely touch the SA... Unless the SA tries to claim a bunch of new territory and make those problems their own.
 
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Well first of all they're right on our border, so we're still in splash zone even if it's small.

Secondly the citadel is definitely going to try to start making in-roads now that the batarians are out of the way. They like us (sort of) but they're not gonna wanna repeat the mistake they made last time. The SA is a citadel polity, and as such will be hosting a lot of the efforts to swoop in and take over.

So what I expect to see is a lot of punitive actions taken against long standing offenders that used to hide behind the batarians, annexation of relay routes to open things up for citadel corps, efforts to secure routes to citadel positive polities that have been kept isolated, and just a general recruitment drive to pick up anyone willing to play ball now that the terminus systems don't have an 800 pound gorilla to hide behind anymore.
 
Well first of all they're right on our border, so we're still in splash zone even if it's small.

Secondly the citadel is definitely going to try to start making in-roads now that the batarians are out of the way. They like us (sort of) but they're not gonna wanna repeat the mistake they made last time. The SA is a citadel polity, and as such will be hosting a lot of the efforts to swoop in and take over.

So what I expect to see is a lot of punitive actions taken against long standing offenders that used to hide behind the batarians, annexation of relay routes to open things up for citadel corps, efforts to secure routes to citadel positive polities that have been kept isolated, and just a general recruitment drive to pick up anyone willing to play ball now that the terminus systems don't have an 800 pound gorilla to hide behind anymore.
The splash zone is through well established and prepared anti piracy and anti slaver defences. The SA has been prepared and been practicing dealing with Terminus shit trying to sneak over the border for years. Expanding means moving that border over territory that the SA is unfamiliar with, has not prepared or planned to patrol and probably bring existing pirate strongholds inside the territory that is meant to be safe.
FOR NO MEANINGFUL VALUE. The SA does not need that space. They already have a lot of unused space.

The Terminus vs Citadel politics were never based around the Batarians being a 800lb gorrila. Forget the Turians, I'd give any of the three council races good odds against the Batarians, and I'd give some non seated races even odds. They were based around the terminus being an anarchic hive of killer wasps, and any attempt to punish one wasp was going to lead to a chain reaction that upset all of them. Its basically just impossible to thread the needle of retaliating against one single polity without dragging in an obscure web of alliances that outsiders aren't familiar with, stepping onto the territory of some space monsters the council has never documented and then an uncontacted alien species employing the Hunter in the Dark strategy starts firing out nukes everywhere because they don't understand exactly whats going on but they can see the war and they're panicking.
 
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This probably won't be viable until at least 2176-Q1 but I wanted to put together the idea while I was still thinking about it.

Paragon Transport

Headquarters: Eden Prime
Purpose: To aid in the growth and development of humanity's efforts to colonize the stars through improving logistical networks.

Rational for Eden Prime:
When you look at the significant colonies of humanity (population > 1 million) a notable trend appears; with the exception of Trident they are all directly connected to the Exodus Cluster. Trident stands as something of an exception being located deep in the Attican Traverse and thus outside Systems Alliance territory. In the Exodus Cluster there are two known colonies: Terra Nova and Eden Prime. Of those Terra Nova would be the logical choice given the larger population (4.4 million to 3.7 million) and more generalized economy the Exodus Cluster's Mass Relay is located in the Utopia System alongside Eden Prime. This makes travel to Terra Nova an necessary detour.

Proposed routes:
  1. Terra Nova -> Eden Prime -> Loop​
  2. Elysium -> Eden Prime -> Loop​
  3. Bekenstein -> Citadel -> Eden Prime -> Loop​
  4. Benning -> Arcturus -> Eden Prime -> Loop​
  5. Earth -> Arcturus -> Eden Prime -> Loop​
  6. Demeter -> Earth -> Arcturus -> Eden Prime -> Loop​
  7. Mindoir -> ??? -> Eden Prime -> Loop​
Basically the FedEx approch to transportation; take everything to a central hub then ship everything back out to the correct locations. The only known trips through FTL are Terra Nova -> Eden Prime, Bekenstein -> Citadel, Benning -> Arcturus, and Demeter -> Earth. Demeter has to be close to Earth because it was colonized in 2152 prior to the discovery of the Charon Relay when humanity had terrible FTL. Benning and Arcturus are very close given distance show in the Arcturus Stream. So the only actual long distance flights are Terra Nova -> Eden Prime and Bekenstein -> Citadel. Plus whatever is going on with Mindoir since we still don't know its location.


Proposed Assets:
7 x Carpentum Heavy Cruisers (See Appendix #1) @ 349 Billion Credits & 659,435 Production
63 x Plaustrum Heavy Cruisers (See Appendix #2) @ 3,059 Billion Credits & 5,698,665 Production
6 x Tiny Space Stations [Planetary Exchange Hub] (See Appendix #3) @ 16.2 Billion Credits & 600 Production
1 x Medium Space Station [Central Transport Hub] (See Appendix #4) @ 35 Billion Credits & 600 Production

One people transport and nine cargo transporters per route should ensure we have enough transport capacity for all our needs. Especially when given the above odds are the travel times are significantly shorter then my inital calculations I used to base these numbers on. The six Tiny Space Stations are places for our Heavy Cruisers to load and unload their payload since Heavy Cruisers are too large to make a planetary landing. I only went with six because Mindoir is already getting a massive Space Station so it doesn't need another. The Medium Space Station over Eden Prime meanwhile is both a loading/unloading facility and a temporary holding site for people and cargo waiting potentially days for the next Heavy Cruiser to arrive to transport them.

While we might be able to set this plan in motion next quarter (2175-Q4) in practice I suspect it will have to wait until 2176-Q1. The reason is partially our cash reserves (those 3 trillion in transports might restrict our Heavily Armed Space Factory II construction if done next quarter) but primarily our Production and Shipyard space is what I see as the holdup. Next quarter is going to be post-Torfin which will likely see massive amounts of Systems Alliance starships needing repair (eating up our Shipyards) and replacement (eating up our Shipyards and Production). Meanwhile in 2176-Q1 we'll hopefully have the room needed to cut down on sending everything to the Alliance.

Either way we could probably start construction of the Space Stations next quarter as they are super cheap and don't really use any of our limited resources.

Quarterly Operating Costs:
7 x Carpentum Heavy Cruisers: 18 Billion Credits
63 x Plaustrum Heavy Cruisers: 153 Billion Credits
Space Stations: 3 Billion Credits
Total: 174 Billion Credits

Appendix #1: Carpentum Space Liner
Starship Type: Civilian
Starship Size Class: Heavy Cruiser

Hull Type: Hyper-Modular
Primary Payload: VIP Transport
Secondary Payload: VIP Transport
Tertiary Payload: Cargo Hold
Shield Type: Warp
Armor Type: Arcane Blur
Reactor Type: Arc Reactor

Eezo Core Purity: Medium (6LY/day)
FTL Drive Design: Paragon Industries (2x)
Thrust Source: Fusion Torch (1x)
Multiple Cores?: Yes

Credit Cost: 49,745,600,000 cr
Production Cost: 94,205.00 pr
Appendix #2: Plaustrum Priority Cargo
Starship Type: Civilian
Starship Size Class: Heavy Cruiser

Hull Type: Hyper-Modular
Primary Payload: Cargo Hold
Secondary Payload: Cargo Hold
Tertiary Payload: Cargo Hold
Shield Type: Warp
Armor Type: Arcane Blur
Reactor Type: Arc Reactor

Eezo Core Purity: Medium (6LY/day)
FTL Drive Design: Paragon Industries (2x)
Thrust Source: Fusion Torch (1x)
Multiple Cores?: Yes

Credit Cost: 48,545,600,000 cr
Production Cost: 90,455.00 pr
Appendix #3: Planetary Exchange Hub
Station Type: Tiny Space Station
Modifiers: Heavily Armed
Space Allocation: (2/2)
  • Arcology [Paragon Industries] (1 Slot)
  • Cargo (1 Slot)
Credit Cost: 2,700,000,000 cr
Production Cost: 100 pr
Total Construction Time: 4 Quarters
Appendix #4: Central Transport Hub
Station Type: Medium Space Station
Modifiers: Heavily Armed
Space Allocation: (13/13)
  • 6 x Arcology [Paragon Industries] (6 Slots)
  • 6 x Cargo (6 Slots)
  • Transport Management (1 Slot)
Credit Cost: 35,000,000,000 cr
Production Cost: 600 pr
Total Construction Time: 5 Quarters
 
Not trying to critise, but:
Starship Type: Civilian
Starship Size Class: Heavy Cruiser

Shield Type: Warp
Armor Type: Arcane Blur
Is this legal? I thought we weren't allowed to sell these to the Hanar for the Zuma's so it seems unneccassary for a civilian ship.

Now to actually critise: What are you expecting to need to charge on this and what quantities are you expecting to ship?
Why do you expect we'd need Arcology x6 on the central hub?
An Arcology can hold up to 10 million people. So with a even dozen such ships we could fill an Arcology of people per year. Wouldn't you know it it takes people, outside PI, about a year to build an Arcology.
Are you expecting a permanent population on the station above 50 million?
Given your own estimates of the average colonies population it seems more sensible to just use a smaller station
As I outlined in this post most the Alliance's existing colonies have historically averaged around 100k new people per year
 
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The splash zone is through well established and prepared anti piracy and anti slaver defences. The SA has been prepared and been practicing dealing with Terminus shit trying to sneak over the border for years. Expanding means moving that border over territory that the SA is unfamiliar with, has not prepared or planned to patrol and probably bring existing pirate strongholds inside the territory that is meant to be safe.
FOR NO MEANINGFUL VALUE. The SA does not need that space. They already have a lot of unused space.

The Terminus vs Citadel politics were never based around the Batarians being a 800lb gorrila. Forget the Turians, I'd give any of the three council races good odds against the Batarians, and I'd give some non seated races even odds. They were based around the terminus being an anarchic hive of killer wasps, and any attempt to punish one wasp was going to lead to a chain reaction that upset all of them. Its basically just impossible to thread the needle of retaliating against one single polity without dragging in an obscure web of alliances that outsiders aren't familiar with, stepping onto the territory of some space monsters the council has never documented and then an uncontacted alien species employing the Hunter in the Dark strategy starts firing out nukes everywhere because they don't understand exactly whats going on but they can see the war and they're panicking.
And you don't think we have already stepped into the Terminus web of bullshit? We're in the process of stepping on the ringleaders of that circus, not to mention whichever of the lions they have with them this week.

As far as the batarians being a shield/gorilla. They absolutely had to have been at the very least a big enough fight that the citadel wasn't willing to fight them and the terminus mess for millenia despite them being the fucking batarians.

Head Cannon: The Turians are trigger happy and overly aggressive with humans because they really want a shot at the batarians but kept getting held back.
 
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Not trying to critise, but:

Is this legal? I thought we weren't allowed to sell these to the Hanar for the Zuma's so it seems unneccassary for a civilian ship.

Now to actually critise: What are you expecting to need to charge on this and what quantities are you expecting to ship?
Why do you expect we'd need Arcology x6 on the central hub?

Are you expecting a permanent population on the station above 50 million?
Given your own estimates of the average colonies population it seems more sensible to just use a smaller station
As far as I can tell there are no restrictions on Warp Barriers or Arcane Blur. If you can find any I'll happily edit them in. IIRC the Zuma was more we chose to intentionally limit the ship so it was worse then the Pynda to preemptively ensure the Alliance allowed the sale of military hardware to a foreign nation. These ships aren't intended for sale and they are defensive features. IIRC the Civilian marker is more that the ship isn't built to handle the physical stresses of combat so it is structurally weaker then a Military ship with identical defenses.

Honestly the Space Stations are all massive overkill. They also cost so little as to be a rounding error so I went for a more fluff approach of having the hub large enough to fit the entire capacity of all the spokes. Lowering the capabilities would be easy if there was a good enough reason.


As for charging; honestly the operating cost is low enough I'd be willing to happily eat the loss in the hope it improves our Human Colony Worlds relationship. But if a price was needed then if you divide the total operating cost by the number of ships (70) it comes to 2.5 billion per ship per quarter. Or 27.7 million per day. Spread that out over the capacities of the ships and you get 877cr per person per day and 38cr per cubic meter per day.
 
And you don't think we have already stepped into the Terminus web of bullshit? We're in the process of stepping on the ringleaders of that circus, not to mention whichever of the lions they have with them this week.

As far as the batarians being a shield/gorilla. They absolutely had to have been at the very least a big enough fight that the citadel wasn't willing to fight them and the terminus mess for millenia despite them being the fucking batarians.

Head Cannon: The Turians are trigger happy and overly aggressive with humans because they really want a shot at the batarians but kept getting held back.
Its been stepped in but I'm also advocating stepping out at the earliest feasible opportunity rather than trying to colonise it.
As far as I can tell there are no restrictions on Warp Barriers or Arcane Blur. If you can find any I'll happily edit them in. IIRC the Zuma was more we chose to intentionally limit the ship so it was worse then the Pynda to preemptively ensure the Alliance allowed the sale of military hardware to a foreign nation. These ships aren't intended for sale and they are defensive features. IIRC the Civilian marker is more that the ship isn't built to handle the physical stresses of combat so it is structurally weaker then a Military ship with identical defenses.

Honestly the Space Stations are all massive overkill. They also cost so little as to be a rounding error so I went for a more fluff approach of having the hub large enough to fit the entire capacity of all the spokes. Lowering the capabilities would be easy if there was a good enough reason.


As for charging; honestly the operating cost is low enough I'd be willing to happily eat the loss in the hope it improves our Human Colony Worlds relationship. But if a price was needed then if you divide the total operating cost by the number of ships (70) it comes to 2.5 billion per ship per quarter. Or 27.7 million per day. Spread that out over the capacities of the ships and you get 877cr per person per day and 38cr per cubic meter per day.
I am also not aware of any laws and any regulation will have a damn hard time keeping pace with Revy, however like the Zumas, I do think its worth asking if we want to regulate ourselves, so that we don't have to deal with the SA attempting to regulate us.

Yeah Arcologies are so big that when our smallest unit is half a New York, any space station we were going to make was always going to be an urban explorers abandoned liminal space dream. That probably ought to be rebalanced, but even reduced to 1% of its current amount it would still be more than sufficient.
Broadly I guess I'm against overbuilding station capacity because I dislike the vibe of wastefulness more than I think its really going to impact our competitiveness. If theres one thing that kills the coolness of a giant space station for me its imagining the maintenance worker who has to cover miles and miles of uninhabited arcology for no other reason than its there. You are right, Space stations are cheap, its those darn expensive ME drives that realistically would be the major cost in all of this.

I'd make an adjustment for your charging expectations, the ships probably won't be running at 100% capacity full time so probably worth adjusting that. Even so $70 to move a cubic meter is pretty cheap. This is why in ME, Space Elevators aren't competetive.
And it seems unreasonable to expect the average colonist to need to ship 23 cubic meters of stuff per day or spend 310,000 per year so I think your plan is significantly over servicing the market.
 
Honestly the Space Stations are all massive overkill. They also cost so little as to be a rounding error so I went for a more fluff approach of having the hub large enough to fit the entire capacity of all the spokes. Lowering the capabilities would be easy if there was a good enough reason.

I like the implication that we're building with the expectation of growth. Sure, we're just doing x1 Passenger Liner, x9 Cargo Ship per planet for now, but if Benning gets its act together and they want to quadruple the number of people imported due to [reason] we just need to task additional ships to the project. Some people might say we're being too hopeful, but I prefer that we're building extra capacity in. (Alternately we might rent space to other logistics companies who want to have a hub like this but run different routes)

As far as I can tell there are no restrictions on Warp Barriers or Arcane Blur. If you can find any I'll happily edit them in. IIRC the Zuma was more we chose to intentionally limit the ship so it was worse then the Pynda to preemptively ensure the Alliance allowed the sale of military hardware to a foreign nation. These ships aren't intended for sale and they are defensive features. IIRC the Civilian marker is more that the ship isn't built to handle the physical stresses of combat so it is structurally weaker then a Military ship with identical defenses.

If we get into a situation (Batarian War 2, Reaper War, Attack of the Geth etc) where we feel the need to militarize these ships, how difficult would that be? Would we just need to put them in the yard for a few weeks while we add reinforcing spars and replace comfortable sheets with regulation itchy ones, or are we better of building dedicated troop transports and/or military cargo ships?

As for charging; honestly the operating cost is low enough I'd be willing to happily eat the loss in the hope it improves our Human Colony Worlds relationship. But if a price was needed then if you divide the total operating cost by the number of ships (70) it comes to 2.5 billion per ship per quarter. Or 27.7 million per day. Spread that out over the capacities of the ships and you get 877cr per person per day and 38cr per cubic meter per day.

I know this is a long shot, but I don't suppose we have an idea what the value of a single credit is per person in setting? Like, is 1 credit worth 1 soyburger? Does the average factory worker on Terra earn 10,000 credits/year but spend it all on rent and food? Because if we can say something like 'for the price of a happy meal you can have a new life on New Eden' that'd run good advertisements, y'know?
 
I know this is a long shot, but I don't suppose we have an idea what the value of a single credit is per person in setting? Like, is 1 credit worth 1 soyburger? Does the average factory worker on Terra earn 10,000 credits/year but spend it all on rent and food? Because if we can say something like 'for the price of a happy meal you can have a new life on New Eden' that'd run good advertisements, y'know?
Okay it's a long shot but in ME:A the alien equivlent of a bag of microwave popcorn is 9 credits.

Edit: and human popcorn costs the same in the same game.


Edit 2: wait 9 creds buys you enough of each for the entire crew of the tempest.
 
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@tri2 Would the maxed out material science tree give us cheaper materials to work with?

It seems to be doing something like that so far. IIRC it's something like "for each tier above what is required to make X, either +10% something (efficiency, performance, durability etc) or -10% something (cost, weight, maintenance requirements, etc)". That's off-the-cuff recollection, but I think it's borne out with some of our comparative advantages in things like shipbuilding.

Okay it's a long shot but in ME:A the alien equivlent of a bag of microwave popcorn is 9 credits.

Edit: and human popcorn costs the same in the same game.


Edit 2: wait 9 creds buys you enough of each for the entire crew of the tempest.

Excuse me while I attempt to calculate how much popcorn a single LLP is worth.
 
Question for all, is there any benefit for us to follow the example of other Corporations and buy or operate on a planet outside of the jurisdiction of the Citadel space? I was thinking in terms of experiments and activities that the Council and the SA would disapprove of but something that Revy would find interesting. Like creating a cure for the Genophage or AI experimentation or etc.
 
Question for all, is there any benefit for us to follow the example of other Corporations and buy or operate on a planet outside of the jurisdiction of the Citadel space? I was thinking in terms of experiments and activities that the Council and the SA would disapprove of but something that Revy would find interesting. Like creating a cure for the Genophage or AI experimentation or etc.
Not Genophage or AI experimentation. Genophage, we conveniently have Mordin as an employee, if anyone can reverse the Genophage, its Mordin.

AI experimentation, we just need an AI license and we're golden.

If we want to go through the effort to prepare to perform illegal experimentation/activities and to risk Citadel/SA wrath, I'd rather risk it on something that is unique. Like Extremis or Time travel
 
Question for all, is there any benefit for us to follow the example of other Corporations and buy or operate on a planet outside of the jurisdiction of the Citadel space? I was thinking in terms of experiments and activities that the Council and the SA would disapprove of but something that Revy would find interesting. Like creating a cure for the Genophage or AI experimentation or etc.
First off don't think that's a good idea because it seems like it would actually worry a lot of people considering how insane Revy's invention capailities are. Second doing something like curing the Genophage is actually a terrible idea, especially if we do Peak treatmants for the Krogan. There is a good reason that people prefer to just do something like modify Krogan reproduction to avoid the explosive breeder issue.
 
First off don't think that's a good idea because it seems like it would actually worry a lot of people considering how insane Revy's invention capailities are. Second doing something like curing the Genophage is actually a terrible idea, especially if we do Peak treatmants for the Krogan. There is a good reason that people prefer to just do something like modify Krogan reproduction to avoid the explosive breeder issue.
We can debate the merits of the Genophage all night
(Personally, I view the Genophage as a horrid thing. Not saying that it wasn't needed to end the war. Just that I think that the Genophage can be cured and that the Krogan themselves can ensure their numbers are limited through the guidance of their female leaders. Leaders like Eve/Urdnot Bakara. The Genophage was an external and brutal solution to Krogan expansion forced upon the Krogans and robbed them of their agency to the point that the Krogan race had collectively stopped caring about their future. I would love to see the Genophage cured by working out agreements with the Krogan female clans. Giving the Krogan the ability to create their own future, instead of forcing another external solution on them without their say).

But I referenced the Genophage as an example of what sort of activities we could do outside the Citadel authorities' eyes. In-game, there are examples of Corps who use Noveria to do experiments and research that would be too dangerous outside of Citadel space. Like if we happened to discover the Rachni. We could either reveal their existence to the world or hide the Rachni on another world.
 
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We can debate the merits of the Genophage all night
(Personally, I view the Genophage as a horrid thing. Not saying that it wasn't needed to end the war. Just that I think that the Genophage can be cured and that the Krogan themselves can ensure their numbers are limited through the guidance of their female leaders. Leaders like Eve/Urdnot Bakara. The Genophage was an external and brutal solution to Krogan expansion forced upon the Krogans and robbed them of their agency to the point that the Krogan race had collectively stopped caring about their future. I would love to see the Genophage cured by working out agreements with the Krogan female clans. Giving the Krogan the ability to create their own future, instead of forcing another external solution on them without their say).
As long as Wrex becomes their leader, then I'm willing to hear out the Krogan. Maybe work on making the Genophage at least more ethical, like reduction of fertility instead of forcing females to give rise to thousands of stillborn babies. Raising and rewarding moderates who convince their people to work towards more productive avenues instead of acting as mercenaries and raiders. And while I think the Genophage should one day be cured if they follow Wrex and Bakara's leadership, I don't think it will happen until the Reapers arrive. The day the reapers arrive, we can then use our examples of moderates who have been productive members of society who should by now be rising as leaders within Krogan society as a whole, while pointing out that the Reapers are a bigger threat and also a chance for the Krogan to prove themselves as valued members of the galactic community. One thing to note however is that Wrex or some other moderates has to be the one leading the helm. If the next leader is just another warlord mercenary like Wreav, then curing the Genophage just isn't worth it.
 
We can debate the merits of the Genophage all night
(Personally, I view the Genophage as a horrid thing. Not saying that it wasn't needed to end the war. Just that I think that the Genophage can be cured and that the Krogan themselves can ensure their numbers are limited through the guidance of their female leaders. Leaders like Eve/Urdnot Bakara. The Genophage was an external and brutal solution to Krogan expansion forced upon the Krogans and robbed them of their agency to the point that the Krogan race had collectively stopped caring about their future. I would love to see the Genophage cured by working out agreements with the Krogan female clans. Giving the Krogan the ability to create their own future, instead of forcing another external solution on them without their say).

But I referenced the Genophage as an example of what sort of activities we could do outside the Citadel authorities' eyes. In-game, there are examples of Corps who use Noveria to do experiments and research that would be too dangerous outside of Citadel space. Like if we happened to discover the Rachni. We could either reveal their existence to the world or hide the Rachni on another world.
Uh, the issue with fixing the Genophage completely is the fact that Krogans as a whole haven't really changed or learned their lesson. In fact IIRC if either Eve or Wrex are dead a number of issues including potentially going on to launch another Krogan conquest. And people have talked about giving them the Peak treatment that would pretty much turn them all into Grunt the super Krogan. Which would be really goddamn bad for everyone involved if they pull their canon shenanigans.

It's also a serous issue since we also have the Eternal Youth treatments as an unlock. We literally seen how things turned out when the Krogan's population exploded in canon leading to the Krogan rebellions. Throw in the peak treatments and eternal youth research and that's guaranteed to cause a long term issue due to the whole 1000 kids per clutch thing.

Seriously, this is a really good reason not to do something like this kind of research outside Citadel and SA space since it's extremely likely to alienate and piss off a lot of our allies and burn tons of political capital. And you can't use meta knowledge for in character reasoning. Even with meta knowledge we know that that can seriously backfire in some endings.

Besides that the Krogan don't really need to have so many kids. In fact one of the causes for the Krogan rebellions was because their mass breeder status, while useful and stable on a world that ended up killing most of their kids to not make it much of an issue, ended up causing a ton of problems since outside a death world their insane birthing rates are actually pretty detrimental.

So instead of trying to cure the Genophage we really should modify their birthing capabilities, in a much more humane way of course, so that they are only able to reproduce at the same rate as the average as every other race.
 
I mean the big problem krogan have is they're not set up to nurture and educate the number of children they have. Even when they have enough food to keep ahead of the tide of hungry krogan there's just not enough teachers, schools, and parents to keep up with their needs which is probably why so many end up as mercs and free agents in the first place, they don't have a strong tradition of training and care for the young. They never needed one, they could be almost arbitrarily tough on them and enough would survive to keep things going.
 
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