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

Does anyone know if any of the previous threads had a list of other large companies operating in the galaxy, especially in our areas of interest? It would be nice to see who our peers/competitors are.
 
We may face issues with establishing facilities outside of Alliance territory due to how much military equipment we produce. This would go double for any non-human colonies. However there are, as you show, a fair number of good options there. Personally I think Bekenstein is good since it is literally right next door to the Citadel, already patrolled by the Citadel fleet, and thus generally very secure. We wouldn't want a particularly large facility there but it would make sense to produce our Citadel focused products (like Arc Reactors) there for easier distribution.

Earth and Luna are theoretically good targets but in practice I'm not so sure. The Sol system is already pretty heavily developed and the Batarians just demonstrated that they can bypass the normal Relay chains so it isn't as secure as it might otherwise be. Honestly other then Mindoir Sol is probably one of the most tempting targets for a Nova Bomb or other large scale weaponry.

Terra Nova and Eden Prime are both good candidates for being rather central in Alliance space. They are also in the same cluster so defense of the two should be relatively simple.

For the nonhuman facilities, I was thinking of having them be dedicated towards nonmilitary goods such as the medical technologies as well as the Arc Reactors. We produce enough of them that having a planet or two dedicated towards them makes sense to me. As for the rest of the options, pretty much all of them look good to me, although Bekenstein does have the advantages you mention. For Earth and Luna, we'll probably be rather limited there, maybe something like half or a fifth of the normal number of facilities, but then again we'd be in the heart of the SA which would let us lobby more effectively.

oh right forgot to address this, think of it more like this way. You are the president of the USA and you are told that say a brand new town (very low population relatively (350K), with the only thing of true value being a tech companies manufacturing plant when there are 4 other plants in other locations) in the middle of the pacific got raided by pirates and need defenses, would you divert 20 BILLION of the country's money to fortifying essentially the back end of nowhere when you are still stretched thin protecting the states against another country's army and other pirates?

And yes for now you own the towers as it is your money paying for them.

edit: remember how in mass effect 2 the SA gave the colony the collectors were about to attack only ONE turret and that was only because they needed an excuse to stay to wait for shepard?

Personally I imagine it's due to a number of factors that have already been mentioned:

1) Politics, having it look like a private company is dedicating more to colony defense isn't a great look for the SA
2) Private companies with the ability to overthrow governments is a cause for concern no matter how friendly they are
3) In the event we do go rogue, that many turrets is a pain to get through, especially considering Revy's skills
4) Governments like monopolies of force, it keeps things stable

hmmmmmm, let me ask everyone else for their opinion.

What do you guys think about this?

Personally I'd say removing the Marks works. It's her own personal suit and it doesn't make sense for her to really refer to it as Mk27.85. Maybe just have it so that major milestones are referenced differently?

will need to think about it

I'm personally against it. Optimizing research flow has been a big part of the quest, and this feels like it'd get rid of that.
 
Are we having the Tuarian we recruited doing commerical ships? I don't think the military is going to want ships made by a citizen of another government.
 
Your kidding me right? The ability to pursue research past just the basics in one turn is getting rid of our research speed?

No, I'm saying that it oversimplifies research point allocation. There's no point looking at the research labs and assigning them when we can just dump everything into a particular research topic and shoot forward without care. That and it puts a lot more work on tri2 as now he'd have to plan out two researches ahead as opposed to just one.


He's likely against it because we would just focus on one tech tree instead of splitting between multiple per turn. For example if we could I would just focus on the anti brainwashing helmet instead nof splitting the RP like we did this turn.

Edit: Pretty much this exactly.
 
Your kidding me right? The ability to pursue research past just the basics in one turn is getting rid of our research speed?
He's likely against it because we would just focus on one tech tree instead of splitting between multiple per turn. For example if we could I would just focus on the anti brainwashing helmet instead nof splitting the RP like we did this turn.


As for making Revy look sane instead of paranoid about the reapers we could just break the cypher. We do have the research project right there it would be a good first step.
 
@tri2 fluff

Improved Hardsuits: Frankly Paragon industries has surpassed this design standard since the Legionaire, you surpassed it when you ripped that autocannon off it's mounting and flew. But these suits are for the civilian sector and as such either do not require or in some cases are implicitly banned from matching military grade equipment. Fortunately a lot of the work has been done here before by the regular hardsuit designers for their own products, granted they are the more extravagant armours, so there are plenty of examples to ruthlessly tear down and overcome. Time to work your magic.

Heavy Armour: Thanks to the Arc Reactor and your demonstrations the big four threats any vehicle with aspirations of being large-and-in-charge face are; ME weaponry, lasers, missiles and particle beams. Granted that last one isn't around juuuuust yet but you'll get there. This heavy armour is tough enough to outright ignore mass effect small arms, which will normally wear down any armour given enough time, and provides excellent protection against larger examples. It's ability to absorb significant amounts of energy and a superb heat capacity allow it to resist lasers too.
 
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here is all that I got just off the top of my head, this is all stuff to be ADDED to the current tech project list you saw in the first update.

Computing:
Basic Hacking VI - When you want a hacker but can't afford to pay one. A sophisticated program that can interface with a variety of operating systems and hardware to both improve cybersecurity as well as allow field operatives to have a specialized assistant for infiltration endeavors.
Basic Diplomacy/Legal Assistance VI - A helper program similar to current VIs but with a larger knowledge base and increased versatility. Programmed with the knowledge of galactic legalese and cultural practices, now you too can fake being an expert on Vorcha greeting rituals.
Improved Computer Software - The arcane language of the computer, a creation centuries old. It's so incredibly powerful, yet so inefficient. Taking a proverbial hammer to it, now you to can reduce computer scientists to weeping messes as you force them to relearn an entirely new set of programming languages.
Adv Elec Warfare VI - Taking the existing electronic warfare VI and making it better in every way. Truly the motto of Paragon Industries. But overturning existing knowledge and technologies is practical a normal Tuesday for Revy.
Advs Security VI - As if Revy wasn't scary enough, she also uses what she has learned and makes her past projects better. Dissecting the rather anticlimactic death of the superbiotic, along with analyzing the more dangerous mech attack, along with inputting battlefield data from centuries of warfare, we can now create a security VI that would intimidate generals everywhere. Possible even replace them.
Adv Research VI - Better assistants mean more time to research. And more time to research means more and more technologies get turned upside the head in a faster timeframe. Who doesn't want a computer program telling them that they're wrong before they even start looking into a particular subbranch?
Basic Combat Analysis VI - Ever look at a battlefield and wonder what the hell is going on? Me neither, but that doesn't mean we can't write a program to answer that question anyways. Plus the ability to look at a situation and say, this maneuver was dumb is sure to be helpful.
Basic Construction VI - Ever have to construct over a trillion credits worth of facilities at the drop of a hat? Paragon Industries' construction company did, and it took up a massive amount of manpower and computing power. Having a dedicated VI for the task would help streamline the process and prevent managers from screaming into their pillows at night when they learn that next quarter another trillion credits are going to be spent on construction.

Other:
Artificial Biotic Caster - Is there a reason why mechanical casters don't exist? Probably. Does Revy care? Not really. Revolutionize yet another field of research by shattering all conceived possibilities. Oh, and give another series of conferences on the topic.
Thermal Shields for power armor (re-entry shroud) - It's been a while since an N7 asked if the Iron Man suit could reenter an atmosphere on its own power. Well, it was a good question, and adding that functionality to your suits would make them more versatile albeit more expensive.
Improved Hardsuits - A downgrade from the Iron Man suit, hardsuits are also far more common and cheaper. Entering the market for them would involve stripping out a lot of the features of PI's existing armor, but the much larger market would allow for substantial profits to be made.
Improved Kinetic Shield - The galaxy's most ubiquitous military technology, and what modern warfare and combat are centered around. Improving them will involve implementing changes to deal with much larger amounts of available power, new exotic materials, and making them more suited for the new age of warfare that is coming.
Construction Drones (Basic construction VI must be completed before can be used) - Swarms of drones helped deal with the last assault on PI, but using them for more constructive uses is an interesting idea. It'd save on cost and improve safety. All we need is a VI to control them.
Partial Factory Automation - Increasing the cost efficiency of PI's factories is a laudable goal. While we could decrease the number of workers, we might also be able to keep the number of workers while increasing production. However, that depends on the nature that is possible with this technology.


[ ] Peak ______ (?00): You have done it. You have unlocked the secrets behind Peak Human gene modification. However this is only just the beginning. Now that you have completed your Advanced Xenobiology research you can start in on improving alien genetic treatments to have them reach their own full potential. Why exactly hasn't someone done this already anyways? (Extensive modification program that over a year increases all of the recipient's natural aptitudes.)

The Biotech ones are pretty much taken from this quote.

Biotech:
Human Converted Gene Treatments (Turians) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Turians.
Human Converted Gene Treatments (Asari) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari.
Human Converted Gene Treatments (Salarians) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Salarians.
Human Converted Gene Treatments (Elcor) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Elcor.
Human Converted Gene Treatments (Volus) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Volus.
Human Converted Gene Treatments (Quarians) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Quarians.
Human Converted Gene Treatments (Batarians) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Batarians.
Human Converted Gene Treatments (Vorcha) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Vorcha.
Human Converted Gene Treatments (Krogans) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Krogan.
Human Converted Gene Treatments (Hanar) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Hanar.
Human Converted Gene Treatments (Drell) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Drell.

Mordin Solus:
Brain Shield MK II - Prothean technology presents worrying possibilities. Should begin developing countermeasures immediately. Initial prototype only effective on weaker, non-hostile efforts on smaller mammals. More research required.

Vehicle
Heavy Armor - Take the problems held by Medium Armor and scale them up. Larger, heavier, and slower, three things that existing combat doctrine hates. Fixing these issues will involve solving the same issues as with Medium Armor, but requiring much better solutions.
Mammoth Tanks (requires Heavy Armor) - When you really want a giant moving fortress, the obscene size of these tanks would make any serious researcher wonder if they were even viable. But there's something about having an enemy soldier ask the question "Is that castle moving?" that appeals to you.

Mass Effect Theory:
Ultra-Compact Core Design (next tech for multi-core eezo drive) - Eezo cores are proportional to the size of the ship in many cases. Scaling them down won't be an easy process, but improvements in power generation, knowledge of mass effect theory, and improved materials should allow for a major size decrease.
Eezo Production - Artificial Eezo is the holy grail for civilizations across the galaxy. While you're unlikely to reach such a lofty goal, supplementing production with a variety of improvements should be possible for you. And perhaps, if you're lucky and skilled enough, you may be the one to find that holy grail.

Mass Accelerator Weapons:
Advanced Vehicle Scale Weapon Mods - With existing weapon mods scaled up to vehicles, more advanced modifications can be introduced, ones that are more suited to the purpose of vehicular weapons.
Improved Mass Effect Guns (general upgrade of all normal mass effect guns) - Taking a staple of the galaxy and making it better in every way, there's a lot of improvement possible for this field. Adding in an arc reactor is probably out of the question due to the cost, but adding in improvements in Eezo use, projectile design, and shot cycling should allow for improvements in reliability, rate of fire, projectile velocity, and ammunition count.

Starships:
Heavy Cruisers - The increased tonnage and armor of the heavy cruiser class make things even more complicated. In addition, the heavy cruiser class of vessels is usually optimized for different things than fighters, frigates, or light cruisers, meaning you have to reconsider several design choices.
Adv Aerospace (Fighters) - The Gladius fighter is a brilliant ship, but it can be better. With advancements in the design of frigates and other vessels, along with the emergence of common energy weapons, the fighter class would benefit from a redesign.

@tri2 , let me know if any of these need work. Feel free to use them.
 
Look at the Asari and how their whole society stagnates due to their long lives. While the Salarians invent quickly due to their short ones. On top of that the genophage was created due to Krogans multiply too quickly and taking up resources. That and their warfare problem. Now make everyone imortal and that same problem happens over decades. Unless we can create resources ex-nihlo immortality isn't sustainable.
The whole stagnation due to long age thing is an extremely flawed argument when you consider that there is literally nothing to use for a real life reference. My opinion is that 'stagnation' is just the natural result of reaching a certain tech level and not having a real need to improve leading to a drastically slowed down tech growth along with getting closer to the 'tech ceiling' where the sum total of everything that is absolutely possible is reached.

To give an example of cause producing growth look at real life when it came to reaching the moon. During the space race there was a need for certain countries to try to dominate space leading to countries to dedicate colossal amounts of resources towards that. In 1969 we reached the freaking moon using the tech of that era. Yet 50 years later mankind hasn't done anything as impressive since there just wasn't that much of a need now.
 
For the SA military is the concern that they might miss something that Revy has thought of.
Having to consider a threat from someone you know is much smarter than you can invite fear of the unknown.

Obviously she hasn't done anything to show herself as an actual threat, but what makes her valuable is also directly proportional to the threat she could pose.
I wouldn't be surprised if the Dreadnought becomes a long term fixture, for everyone's safety.
 
For the biotech conversions I bet we could also do it for the non-common races in the terminus systems, like the ones who gave us the drugs and biotech (which we still need to investigate) or the bird? people who just recently become spacefaring and made first contact. Can't remember their names off the top of my head, just wouldn't want to leave them out.
 
For the SA military is the concern that they might miss something that Revy has thought of.
Having to consider a threat from someone you know is much smarter than you can invite fear of the unknown.

Obviously she hasn't done anything to show herself as an actual threat, but what makes her valuable is also directly proportional to the threat she could pose.
I wouldn't be surprised if the Dreadnought becomes a long term fixture, for everyone's safety.
Regarding Revy and Paragon Industries military build up in the colonies. I would imagine that the unease regarding PI in the SA Military is caused by the realization that this golden goose might be a lot more dangerous then they realized. At first, the Alliance Military had only positive views of PI. Now they are starting to realize that PI might actually begin to compete with the SA military for influence with the various human colony worlds. Who should the Human colonies look to for protection? The SA Navy or PI? Of course, it is also the fear that PI might become so powerful that the SA Government would be incapable of reining it in.
 
For the biotech conversions I bet we could also do it for the non-common races in the terminus systems, like the ones who gave us the drugs and biotech (which we still need to investigate) or the bird? people who just recently become spacefaring and made first contact. Can't remember their names off the top of my head, just wouldn't want to leave them out.
Maybe we can devote an action to setting up a dedicated branch to just making these conversions for every new sentient race that wants it at the cost of some per-turn upkeep, that way we don't need to keep selecting it.
 
Biotech:
Human Converted Gene Treatments (Turians) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Turians.
Human Converted Gene Treatments (Asari) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari.
Human Converted Gene Treatments (Salarians) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Salarians.
Honestly inputing every single race into the info post seems unecessary. Suggest just something like this for simplicities sake:

Human Converted Gene Treatments (Input race) - You have done it and unlocked the secrets of gene modification. However, this is just the beginning. With the improved understanding, you can begin adjusting the existing treatments to work on other aliens. Such as the Asari, Salarians, Turians. etc.

And then just write in (Done: Turians, Asari) In the research blog whenever a race is done.

Or something like that.
Artificial Biotic Caster - Is there a reason why mechanical casters don't exist? Probably. Does Revy care? Not really. Revolutionize yet another field of research by shattering all conceived possibilities. Oh, and give another series of conferences on the topic.
I'm seriously hoping that Tri keeps the idea of making it so that biotics work best in humanoid/living forms. Because it justified getting the Mech designs and thus giant robots. This even makes sense in story since we see in canon that Reapers are not only cyborgs but their cores are humanoid like the race they were based off of as shown with the human proto Reaper.

@tri2 A suggestion? I'd suggest that while mechanical casters are possible that they are the most efficient when said casters form is based on biological lifeforms with humanoids being the most efficient. Even then they are not as good as intelligent lifeforms since the more complex a mind is the more power they are able to draw from biotics. Hence why a possibility is that to get the most out of artificial biotics you either get full on fully sapient AI or have a person who is either naturally biotic or had biotics implanted in them pilot machines that are able to carry even bigger biotic 'muscles'.
 
Crazy idea that tanks the treaty and causes immediate joint military buildup, without withholding any tech (Disclaimers: not very familiar with mechanics, etc):
  1. Do research into creating sensor ghosts: essentially spoofing massive fleets of Dreadnoughts (or bigger) from an unknown faction in the dark.
  2. The sensor ghost Dreadnoughts would be widespread, acting like scouts into Citadel space, but disappear before investigators can arrive. So far, it might just be a fluke, but...
  3. Blow up some uninhabited planets using Gen III-powered weapons. Make it seem like the ghost fleet is responsible. Make as spectacular as possible.
After this, contrary to wanting to shut Revy's tech down, the Citadel will be begging her for more of it. More modularity! More power!

The Hanar would see this as the advance scouts for the second coming of the Extinguishers, and go into full "repent, end of days!" mode. And, given the evidence, a lot of people would believe them.

The big risk, after this, would be that the Reapers don't attack: then everything would start to go to hell.
 
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False flags are stupid. We just need to paint the council as pro slaver. The SA is perfectly willing to accept a junior position, we aren't willing to cease our RnD efforts or leave worlds open to slavers. The council either recognizes that or they come off as being obstructionist against our war effort.
 
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No-Flags are advantageous over False-Flags: a lot less can go wrong when no known faction can be blamed or investigated.

(But, still, a lot of things can go wrong.)
 
False flags are stupid. We just need to paint the council as pro slaver. The SA is perfectly willing to accept a junior position, we aren't willing to cease our RnD efforts or leave worlds open to slavers. The council either recognizes that or they come off as being obstructionist against our war effort.
Wait, does this mean that we are effectively setting a precedent of private companies openly waging war against governments?
 
next update will be start of 2174-Q4 Turn 20

will be in 2 weeks maybe 3.

mainly due to how big the tech tree is going to get with new projects. If you want to help, just see what projects you have unlocked and help me write the fluff piece for it. Also if you have any ideas for new research projects feel free to post with fluff included or not if you cannot think of any fluff. That will help accelerate the update.

Meanwhile will be working on my own story update as I had put that on hold for several months now to make sure this got out as soon as I could.

Here's another idea.

Environmental/Support:
Disaster relief - Sometimes, things don't go a certain way. Ships become stranded, an asteroid crashes on a colony, an attack occurs extremely far away. Researching this will help organize your ability to help people who are at their lowest, and get them back on their feet.
Basic Environmental - Have you ever wanted to understand the basics of an ecosystem, how certain animals become dominant in different regions then others, how certain plants can create a type of niche? Now you can. This unlocks Environmental tech tree.
Advanced Environmental - It turns out there's more to ecology than simple mother nature is brutal. You also need to know that somethings may enter a environment, upsetting the entire scale.
Chemical Clean up - Now that you've gotten a clear understanding of environment, and how some things are harmful, its time to start working on a project to help planets destroyed by chemical toxins.
Radiation Clean up - Now that you've gotten a clear understanding of environment, and how some things are harmful, its time to start working on a project to help planets destroyed by radiation.
Thermal Clean up -Now that you've gotten a clear understanding of environment, and how some things are harmful, its time to start working on a project to help planets destroyed by heat.
Soil Remediation - In some places, the soil is simply too hostile for organisms to flourish in, due to toxins, radiation, or even simply being too dry. Unlock projects to reclaim land for mother nature.
Water Remediation - Um. That toxic sludge pool has a fish with three eyes in it, and I don't think it's a normal species. Clean the water up, and we can have that beach party you've always wanted.
Air Remediation - I don't want to end up breathing smoke all day. It's time to learn how to improve the air quality.
Ecological Niche - Bringing different species to different environments may have drastic consequences. Time to kill the interlopers! Eh, I mean, bring back balance to the food chain.
Rebuilding Biosphere - Sometimes, there are planets that have been damaged beyond the simple garbage clean up. Sometimes, you can't just simply install equipment to get rid of the bad stuff. But you can build infrastructure to rebuild entire biospheres.
Green Robots I - Repairing the environment is somewhat more complex than anticipated. Create some robots who can aid you with basic clean up. Unlocks detoxification type robots.
Green Robots II - The first green robots were a good start, but some places are simply extremely ravaged. Time to create some better robots that can handle complex remediation tasks. Unlocks remediation type robots.
Green Robots III - These robots are the best foot soldiers in cleaning the environment. First step to not only repairing an environment, but completely rebuilding a biosphere.
GAIA - Rebuilding an entire biosphere takes not only a desire and love of nature, but a really big brain to make thousands of important and precise decisions, bordering superhuman thinking. Create AI software to help manage all this information.
Terraform Tuchunka - For hundreds of years, this planet has been suffering the effects of nuclear winter. Rebuilding it's biosphere will be a great way of earning at least one Krogan's appreciation.

Anyone else want to add anything?
 
biology study of thresher maw
they always a threat but rarely used they probable one only creatures that could live past a few cycles
 
We can add cosmetic biomods to our research list. Those should be legal in citadel space iirc, and they could bring in a nice bit of profit to our bioscience division.
 
For the biotech conversions I bet we could also do it for the non-common races in the terminus systems, like the ones who gave us the drugs and biotech (which we still need to investigate) or the bird? people who just recently become spacefaring and made first contact. Can't remember their names off the top of my head, just wouldn't want to leave them out.

While we could do that, I imagine they'd be rather low on the priority list. Assuming that Mordin can get through one species a turn, I imagine we'd want to go through the Citadel races first before starting to work on modifications for Terminus species. For now, my initial plan is Salarians, Turians, Asari, Hanar, Drell, Valus, Elcor, Quarian, Krogan, Batarian, Vorcha, and only then starting on the Terminus species. Based on that, it'll be around 11 quarters before we can start working on them. Another issue though is the medical infrastructure for them is likely more complicated to breach then it is for the Citadel species. There we have the advantage of a preexisting government that has dealt with this before, unlike the Terminus species which are basically entirely different sets of governments.

Crazy idea that tanks the treaty and causes immediate joint military buildup, without withholding any tech (Disclaimers: not very familiar with mechanics, etc):
  1. Do research into creating sensor ghosts: essentially spoofing massive fleets of Dreadnoughts (or bigger) from an unknown faction in the dark.
  2. The sensor ghost Dreadnoughts would be widespread, acting like scouts into Citadel space, but disappear before investigators can arrive. So far, it might just be a fluke, but...
  3. Blow up some uninhabited planets using Gen III-powered weapons. Make it seem like the ghost fleet is responsible. Make as spectacular as possible.
After this, contrary to wanting to shut Revy's tech down, the Citadel will be begging her for more of it. More modularity! More power!

The Hanar would see this as the advance scouts for the second coming of the Extinguishers, and go into full "repent, end of days!" mode. And, given the evidence, a lot of people would believe them.

The big risk, after this, would be that the Reapers don't attack: then everything would start to go to hell.

I'm against this, there's a massive risk that we'll be caught, and it would go against Revy's character. Moreover, people would ask why populated planets haven't been hit, and we could see others use this as an excuse to kill of planets on their own and frame the ghost fleet.

Here's another idea.

Environmental/Support:
Disaster relief - Sometimes, things don't go a certain way. Ships become stranded, an asteroid crashes on a colony, an attack occurs extremely far away. Researching this will help organize your ability to help people who are at their lowest, and get them back on their feet.
Basic Environmental - Have you ever wanted to understand the basics of an ecosystem, how certain animals become dominant in different regions then others, how certain plants can create a type of niche? Now you can. This unlocks Environmental tech tree.
Advanced Environmental - It turns out there's more to ecology than simple mother nature is brutal. You also need to know that somethings may enter a environment, upsetting the entire scale.
Chemical Clean up - Now that you've gotten a clear understanding of environment, and how some things are harmful, its time to start working on a project to help planets destroyed by chemical toxins.
Radiation Clean up - Now that you've gotten a clear understanding of environment, and how some things are harmful, its time to start working on a project to help planets destroyed by radiation.
Thermal Clean up -Now that you've gotten a clear understanding of environment, and how some things are harmful, its time to start working on a project to help planets destroyed by heat.
Soil Remediation - In some places, the soil is simply too hostile for organisms to flourish in, due to toxins, radiation, or even simply being too dry. Unlock projects to reclaim land for mother nature.
Water Remediation - Um. That toxic sludge pool has a fish with three eyes in it, and I don't think it's a normal species. Clean the water up, and we can have that beach party you've always wanted.
Air Remediation - I don't want to end up breathing smoke all day. It's time to learn how to improve the air quality.
Ecological Niche - Bringing different species to different environments may have drastic consequences. Time to kill the interlopers! Eh, I mean, bring back balance to the food chain.
Rebuilding Biosphere - Sometimes, there are planets that have been damaged beyond the simple garbage clean up. Sometimes, you can't just simply install equipment to get rid of the bad stuff. But you can build infrastructure to rebuild entire biospheres.
Green Robots I - Repairing the environment is somewhat more complex than anticipated. Create some robots who can aid you with basic clean up. Unlocks detoxification type robots.
Green Robots II - The first green robots were a good start, but some places are simply extremely ravaged. Time to create some better robots that can handle complex remediation tasks. Unlocks remediation type robots.
Green Robots III - These robots are the best foot soldiers in cleaning the environment. First step to not only repairing an environment, but completely rebuilding a biosphere.
GAIA - Rebuilding an entire biosphere takes not only a desire and love of nature, but a really big brain to make thousands of important and precise decisions, bordering superhuman thinking. Create AI software to help manage all this information.
Terraform Tuchunka - For hundreds of years, this planet has been suffering the effects of nuclear winter. Rebuilding it's biosphere will be a great way of earning at least one Krogan's appreciation.

Anyone else want to add anything?

Personally, I feel like a lot of this is covered by Mordin's terraforming technologies. It is a nice breakdown of the sub researchers that I imagine are involved in it though.

We can add cosmetic biomods to our research list. Those should be legal in citadel space iirc, and they could bring in a nice bit of profit to our bioscience division.

Huh, that'd be an interesting research, and it would make a fair bit of sense.

excellent work you two! that will certainly save me some time. Please accept either a +5 to any non research roll action or a +50 for any research project as a token of my appreciation.

I also did not forget you omake writers, will come up with a reward by next update.

In that case, I think I'll go with +50 to Advanced Research VIs as that seems to fit this best in terms of relations.
 
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