That is not entirely correct. The Reapers want to harvest populations of worlds. Killing millions if not billions of people due to their own large mass effect fields when landing their attack force in that sense is counterproductive to that goal. In a planetary invasion, the goal of the Reapers is to neutralize any military resistance as well as any means of effective resistance in order to more effectively corral sentient beings into penned areas so that they can be transported and harvested.
It's a work in progress. We'll want both Planetary Siege Unit (of which researching Medium Armor is a precursor) and I'm thinking probably Blue Box AI (which I think we have a license for now? Don't think we have someone with Software B though).
It's a work in progress. We'll want both Planetary Siege Unit (of which researching Medium Armor is a precursor) and I'm thinking probably Blue Box AI (which I think we have a license for now? Don't think we have someone with Software B though).
As Daemon Hunter said they already have superconductors. Similarly the update where we got Superalloys specifically said we are solving humanities' shortage:
"Yes...?" you say with a smile, "Technically everything in this family of materials looks like some sort of jello. The base material allow us to cheaply make meta-materials with a variety of properties."
Next Phase (News, Political Review, PI, and ParSec) 2174-Q4
News: Batarians Attacked The Sol System!
A Batarian fleet exited the Sol Relay without passing through the Arcturus Relay showing the Batarians have discovered another connection to Humanity's relays. Fortunately the prescience of Admiral Hackett's decision to refuse reinforcements from the Alliance First Fleet showed its' result when the Batarian fleet emerged into the Sol System right into a full volley of concentrated fire from the entire First Fleet. With that initial heavy blow the momentum was on the Alliance's side and never stopped. The invading force was easily destroyed leaving the First Fleet practically unscathed. Now we will have to see how the System's Alliance will respond to this brazen attack on their home system.
Colony Fortifications
In a bold and unprecedented move Paragon Industries funded and constructed thousands of military grade defense turrets along with heavy kinetic shields on the colony worlds of Mindoir, Elysium, Benning, and Demeter. No doubt in response to the recent attacks on Alliance space and on the colony worlds. The people of the independent colonies are singing praises to Paragon Industries CEO Rebecca Shepard at her generosity with the Systems Alliance praising the young CEO on her dedication to keeping Humanity safe. In addition they also began construction of several shipyards and additional factories on the colonies as well further increasing their importance and productiveness.
Treaty of Farixen Negotiations
The Council is still in negotiation as they take the time needed to properly discuss the far reaching impact of the latest and possibly future technologies will have on the treaty and ship building in general.
Politics (Laurence Freeman): Terminus
No real change as of last Quarter.
Citadel
The political tide has firmly pushed back against the Batarians here especially once the report on their attempted invasion of the Sol System. The fact that the Batarians dared to try to strike a Council Race's homeworld still pales to the fact that the Batarians have discovered some means of bypassing relays entirely. With no real idea on the limits of such a tactic the worst has been assumed and that any relay location could be assaulted in the future. The Council while not outright declaring war publicly, yet, have already begun to deploy Spectres and STG operatings towards Batarian space to try to ascertain the truth behind their mobility.
Systems Alliance
The Systems Alliance is still fighting a delaying action against pirates and the occasional proper Batarian fleet while they build up a proper counter attack force in response to the attempted invasion of Sol. The Alliance wants a strong first strike and make sure that it stays strong. Orders for military hardware has increased on all fronts and they are soon going to be asking for the best that the military industrial complex can provide. Your Pyndas have not been mentioned as of late seemingly disappearing into thin air after their delivery. Curious.
Mindoir
Mindoir will become a member state of the SA next quarter, we'll have the opportunity to meddle in local politics when it begins. The people out their are almost outright chanting your name, and if you ever decide to run for planetary governorship you'll no doubt win by a landslide. I'll keep you informed.
PI (Lindsey Bradley):
A small chunk of our Quarter's production has been taken up fulfilling their Arc Reactor contract, good news is that they are willing to hold off on asking for anymore for the immediate future as they have enough for their current military needs. The Asari are beginning to supply their inferior versions of the Arc Reactor to the Asari civilian markets and to the rest of Council space reducing the immediate need for your arc reactors. Of course they will come to you for more arc reactors as it is clearly the superior version and purchasing substandard power supplies for their power armored troops is just asking for problems in the field.
The System's Alliance is pleased with last Quarter's delivery of 40 Lite Pyndas and are would like another equal sized delivery, but remarks that any amount produced for them would be acceptable, citing that keeping the Council happy is more important now that it seemed that they were swinging towards supporting them in the war against the Batarians. However, they would like to purchase whatever non-ship military hardware we can produce this quarter at market price, with a priority on more legionary suits and arc reactors.
You brought up your new tank design, affectionally called the "Jack" in house and your SA liaison/scientist Dr Kahlee Sanders giving it the public name of "Hammerhead". The Alliance Brass read the specs for the new tank and needless to say they were surprised, questioning Dr Sanders about several performance data points about their veracity. The part they were most skeptical about was the ability of the tank to be collapsed like a mass effect rifle for easier storage and transport. A quick showing of your prototypes demonstration video from collapsed form to air drop to combat test then back to storage had them convinced. Normally they would have liked to do a personal test, but your track record for creating 'impossible' things spoke for itself and the video was proof enough. Of course they still needed to properly field test it and devise new strategies to include it into their overall strategies. So they decided to purchase up to a max of a dozen for this quarter where they will be deployed on various missions to see how effective they are and how many more they will need to buy next quarter. As if it was already a forgone conclusion that they WILL be buying more. You had to say you were very flattered and your ego grew two sizes that day. Well maybe two and a half.
[Please Ignore General Finance Information Data for this Turn, financial data already provided below.] Starting Budget: 1,437,082,580,556 (After Taxes, existing revenue streams, and current contract payments)
Free Production: 4,858,401 (All taken contracts have been automatically fulfilled with required production removed)
Excess Production exchange rate: 260,000 Credits/Production (All unused production points shall be converted at end of turn to be added to beginning of next turn.)
Colonial Construction Inc.: You have a construction company. While you did have them work on some fortress city designs it's better to have them get to work. They are still digesting the amount of funds provided last time and are busy consolidating their new growth so no further investing for now. Work on: [ ] Some Project? [ ] Making money/reducing PI construction costs. (+20 million credits/quarter yearly)
Expand the company?
[ ] Yes (will take time, current estimates are 20% return on investment) -[ ]How Much?
[X]No investment in CCI
Some Other Project: Is there another project you would like to start? [ ] Write-in
Revy puts away her new Revium core Arc Reactor or just Gen III for short as she decided not to reveal this bad boy to the galaxy. She could always do that later, maybe after that one Asari company tries to get uppity and dares to try to say she surpassed your baby or something? Would be fun to see her reaction you guess. Bah! Enough woolgathering, there's SCIENCE to be done!
Paragon Industry Actions:
[ ] Build Things
-[ ] What and where
[ ] Produce items for in house use
-[ ] What and how many
[ ] Marketing/Ads
[ ] Lobbying (Spend money and try to convince politicians to do something)
[ ] Sand an expedition to Intai'sei (Prothean Box Treasure Hunt)
-[ ] Funds and other resources/preparation?
[ ] Apply for AI License
[ ] Write-in
[] What Shall you do with all the turrets?
-[] Keep
-[] Donate to Systems Alliance
-[] Donate to Colonies
[] What will you do with the shipyards?
-[] Keep
--[] Allow Systems Alliance to use for repairs/maintenance
--[] Keep for company use only
-[] Donate to Systems Alliance
[] Do you want to buy your very own world? If yes then where?
-[] Deep In Alliance Space (More Expensive, More Safety, More oversight, Max relationship growth with Systems Alliance, Least relationship growth with Council Races)
-[] Edge of Alliance Space (Less Expensive, Less Safety, Less oversight, Greater relationship growth with Systems Alliance, Lesser relationship growth with Council Races)
-[] Deep in Council Space (More Expensive, More Safety, More oversight, Max relationship growth with Council, Least relationship growth with Systems Alliance)
-[] Edge of Council Space (Less Expensive, More Safety, More oversight, Greater relationship growth with Council, Lesser relationship growth with Systems Alliance)
-[] Unclaimed Space (Low Cost, Least Safety, Minimum Oversight, lesser relationship growth with Systems Alliance or Council)
-[] Self explore and claim a previously undiscovered world/system? (Variable Cost, No Safety, No Oversight, no relationship growth with Systems Alliance or Council)
Spare Time (pick three):
[ ] Train
-[ ] Non Research Skill
-[ ] Biotic Techniques (Requires/Depends on Instructor. See listing, may pick two)
-[ ] Instructor?
Sustained Barrier: Used by some biotics instead of shields. A biotic trained in this technique can continually project a barrier that's strength depend on their power. In addition the technique requires almost no concentration. The continuous nature of this barrier makes it an excellent anti-assassination tool.
Throw: Known by several names this technique allows the user to strike targets with blasts of telekinetic force. Most combat level biotics can send their targets flying giving this technique its name.
Lift: A useful technique that can be used to levitate targets. Well know or it combat use where the biotic leaves the target hanging "helplessly" in the air.
Yank: Often described as the opposite of throw this technique violently pulls a target to the user.
Construct: A technique for producing simple objects out of biotic force fields. This level only produces weak objects of extremely simple geometries. (Cubes, Pyramids, Spheres) Many biotics develop their own personal advanced constructs or controllable ones based off of this technique. For example Gaver Dor's Biotic Hand technique.
Develop Biotic Technique: Invent your own technique or try to learn a technique you don't have a teacher for. Success depends on you mastery of biotics and the difficulty of the technique. [Hard, counts as two choices].
[ ] Spend Time With [Person(s)]
-[ ] Doing what?
[ ] Meet New People
-[ ] Around Landing
-[ ] Employees
-[ ] Write-In
[ ] Explore/Visit
-[ ] Landing
-[ ] Elysium
-[ ] Earth (Where?)
-[ ] Citadel
-[ ] Elsewhere
[ ] Study (Subject)
[ ] Headhunt a research hero (this will not necessarily come into fruition immediately).
-[ ] Specify area of expertise.
[ ] Install Wetware
-[ ] What?
[ ] Write-in
Vehicles: [ ] Heavy Armor [1200] (Requires Military Design and Engineering Skill Rank B): 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. These would require a ship bigger than a frigate to carry them on their underbellies and drop them from orbit to be transported.
[ ] Mammoth Tanks [1600] (Requires Heavy Armor tech, Military Design, and Engineering Skill Rank A): 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. Would require a dedicated transport craft or just make them into spaceships, either or.
[ ] 5 Meter Mech [400]: You have an old, washed-out shirt that used to belong to your father with the inscription "Giant robots. Because life isn't dangerous enough." Now, you will have them.
Material Science: [ ] Unobtainium [3200] (Requires Mass Effect and Physics Skill Rank A): There are materials even more advanced than your own superalloys. This cannot stand. The Unobtainable will be yours! Even if you have to reduce your self to jibbering madness to discover how to make them! (Does not include actual threat of jibbering madness unless you were already on the edge anyway, does allow insane combinations and levels of material properties. Up to what ever level the GM will let you get away with, maybe expensive)
Computing: [ ] Basic Hacking VI [400]: 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 [400]: 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 [1000] (Requires Programming Skill Rank B): 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.
[ ] Advance Electronic Warfare VI [800] (Requires Programming Skill Rank B): 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.
[ ] Advance Security VI [800] (Requires Programming Skill Rank B): 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.
[ ] Advance Research VI [50/800] (Requires Programming Skill Rank B): 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 [400]: 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 [400]: 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.
[ ] Construction Drones (Basic construction VI required) [800]: 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.
[ ] Blue Box AI [1600] (Requires Programming and Hardware Skill Rank A): Research using a quantum blue box to house an AI. The blue box will provide impressive computation abilities and make the fuzzy logic easier, but the AI will be bound to the box much like people are to their brains. Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)
[ ] Pure Software AI [3200] (Requires Programming Rank A): Research using making an AI from using pure data, hardware be damned (as long as it can run the machine code, though the AI will be able to switch if it knows the two codes). The AI will be able to freely move about as an Infomorph and grow to match it hardware (assuming you let it). On the downside it can be 'trapped' in low-speed hardware or is that an upside? Oh and develop your first AI... good luck. (Currently illegal, as you lack an AI License)
[ ] Swarm Networking [800] (Requires Programming Skill Rank B): Distributed processing isn't anything new. The real challenge here is threefold. One must allow elements to dynamically enter and exist the computing system without compromising algorithm execution, secure the network from noise and hostile action and prevent AI formation. That Geth thing didn't end well for the Quarians. On the plus side you get better performance for swarm objects and it makes for some damned effective security as a hacked element can be recovered by the others.
[ ] Hegemony Cryptography [250/?] (Requires Programming Rank A): Initial attempts at getting anything from the Batarian frigate systems had your company, the SA intelligence service, and yourself giving up in short order. SA intelligence is brute-forcing it back on Earth, but brute-forcing is a notoriously slow process when you are just trying to get through mundane encryption. There is no telling how long it could take with this monstrosity. You don't know how the Batarians managed to secure their systems to such a ridiculous degree, but you will crack this thing open. Armed with your new and hyper-efficient programming language you might be the only one who can.
Biotech: [ ] Adrenal Implant [400]: Almost everyone has an anecdote about a mother lifting a car to get to their child, or a man pulling a tree out of the ground to bash in an assailant's head. Adrenaline's power to make people stronger and faster is well documented, and many people have wished it were possible to stimulate adrenalin production safely. Well, now it is. (The implant makes the user faster and stronger for a limited time. Overuse is bad for your health.)
[ ] Plug and Play Skills [800] (Requires Biology and Programming Skill Rank B): Want to learn Kung Fu? Here's a chip to slot into your brain. So long as the chip is installed you know what the chip knows once you get used to the new skills. It can also function as a teacher. Only challenge can be finding some one to record the skills from.
[ ] Advanced Prosthetics [800] (Requires Biology Skill Rank B): Once you've got wires in your brain giving you robo limbs is easy! We can make them almost in distinguishable from your normal limbs. Or even better. Allows just about every limb type prosthetic imaginable.
[ ] Human Converted Gene Treatments (Input race) [800] (Requires Biology Skill Rank B): 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.
[ ] Eternal Youth [2500] (Requires Biology Skill Rank A) : Death from "old age" is an issue many races have to face. Humanity has been slowly increasing the expected life span as new technologies allow damaged organs and parts to be replaced. However, the body was young once and if one could reset the clock and regenerate what is damaged old age will not be able to claim a single human life again. The Krogan and Asari prove that it can be done biologically. (Produces a treatment that will make the recipient immune to aging).
[ ] Extremis (Locked) [2500] (Requires Prereq tech ???, Biology, Programming, Hardware, and Nanotech Skill Rank A): Super nanite enhanced super people, what's not to love? Integrates flesh and machine on a fundamental level applying the best of your technology. May have strange side effects that look kind of like super powers depending on the programming. Also Illegal.
Energy Weapons: [ ] Miniaturized Energy Weapons [42.5/400]: A lot of things go into making a laser, but people have made them for literally centuries, so there are few great mysteries left. The major problem in making smaller lasers is containing the energy. Fortunately, you have some knowledge in designing new materials, and now you'll be making cavities and resonators that will make your competitors weep. (What it says on the tin.)
[ ] High Gigawatt Range Lasers [800]: More power! There are totally justifiable uses for lasers that carve gaping holes in warship from hundreds of kilometers away. Like carving gaping holes in warships. You have to upgrade a lot of elements to make it work though. (Also what it says on the tin.)
[ ] UV Lasers [400]: Used by the Salarians these weapons have a far better range than an IR laser. The Salarians get a piddly six times the range of a IR laser. You're aiming for at least 300 times. (Again what it says on the tin.)
Ships: [ ] Heavy Cruisers [1200]: 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.
[ ] Advance Aerospace (Insert Vehicle Type) (400): 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. (Fighter, Shuttle, Gunship)
Missiles: [ ] Dark Energy Warhead [800]: Eezo can be use to produce all kinds of exotic effects, from warps to pseudo-singularities (and rumor has it real ones). Stick it in a missile and shoot it at some one you don't like. (Allows the creation of advanced Disruptor (Warp) Torpedoes and if you have the right tech other dark energy using missiles. Counts as Mass Effect/Dark Energy)
[ ] Bombardment Missiles [800]: For destroying things on planets or other large-scale destruction. These large missiles are designed to drive at the planet at ludicrous speeds and remove that pesky geographic feature. Oops was that mountain important? Alternatively they are good at hammering away at hardened positions. (Can make large missiles for planetary assault or for use on other large targets)
Arc-Reactor: [ ] Thermal Compensator [1600] (Requires Engineering and Energy Skill Rank B): Current existing power conduits and transmission systems were never meant to channel the sheer amount of power that your Arc-Reactors could output. They definitely would not be able to handle any future iterations of your magnum opus, especially with the amount of heat that would be generated from the amount of power flowing through them. Sounds like something you are going to have to work on if you ever want to make full use of the bounty provided by your Arc-Reactors in the future. Idea could be used for other things now that you think about it.
Mass Effect/Dark Energy: [ ] Artificial Biotic Caster [600]: 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.
[ ] Gravitational Wave Detectors [800]: One of these could have a great deal of value in space if it had long range and could be made small enough. Allowing vessels surrounded by a TIR field to see outside easily and also allowing the detection of such vessels. Not to mention the scientific potential.
[ ] Tractor Beams [800]: A relatively simple application of mass effect technology applied to a larger scale. The trick is to make it work at a useful range and cheap enough that its feasible to deploy. (What It says on the tin.)
[ ] Comm Buoy Construction [1600]: Barring a truly incredible leap in other communication technologies Comm Buoys are the best way to get large amounts of data around with low response time. The expensive but critical devices allow the galactic extranet to function and hold the galactic community together. They also are a stepping stone toward making one's own Mass Relays. (Requires a deep space lab)
[ ] Anti-matter Production [1600] (Requires Energy Skill Rank B): Anti-matter is a controlled substance on the galactic scale. It is also one of the primary warship "fuels", making it quite valuable. On the other hand It makes for some nasty bombs. Anti-matter takes a fair amount of power to make and arc-reactor technology provides that power. (Allows the creation of anti-matter production plants)
[ ] Total Internal Reflection Systems [1600] (Requires Exotic and Mass Effect Skill Rank B): Mass effect fields refract light, thus a strong enough field will produce total internal reflection. Used properly a multi-layered field could be used to produce a double TIR effect making the surrounded object invisible. Stealth! In Space! On the other hand you should probably experiment with this in space. (Allows TIR stealth as well as TIR shields that will reduce laser damage, Requires a deep space lab).
[ ] Quantum Entanglement Communications [121/1600] (Requires Mass Effect Skill Rank B): Getting functional FTL data transmission from quantum entanglement isn't easy. This technology has been in development for ages by the galactic community. But it has always been far too complicated and expensive to be useful. However, you might be able to improve on it.
[ ] Ultra-Compact Core Design[1600] (Requires Mass Effect Skill Rank A): 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 [3200] (Requires Mass Effect Skill Rank A): 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.
Space Stations: [ ] Very Large Space Stations [1600] (Requires Engineering Skill Rank B): People of all races have been proposing giant space stations for ages. Why not develop and build one? They're not quite citadel sized, but they're far bigger then any race would normally build. (What it says on the tin)
Mass Accelerator Weapons: [ ] Advanced Vehicle Scale Weapon Mods [600]: 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.
[ ] Small Ship Scale Mods [800]: Applying weapon mod technology to starship scale weapons should provide several advantages to the owners of such technology. Mind you'd need to upgrade the guns to use the tech. It also wouldn't be particularly fast to swap the mods out without specialized support systems (Allows the production of Starship Ammo/Weapon Mods and Modable Mass Accelerators)
[ ] Advanced Ammo Mods [600]: Some ammo mods are simple, others are rather complex. Items like warp ammo and cryo ammo aren't simple so applying them to larger weapons will take some more work. Also upgrades the basic ammo mods.
[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.
Conrad's Special Projects: [ ] The Invisible Tank [200]: Now that you had perfected the means to cloak people, obviously the next step is go bigger! A invisible hyper Kasumi was already a nightmare, so what could be better than a invisible hyper tank! You would have to improve the VI required to properly process the increased amounts of fluctuating variables to maintain stealth effectiveness. As well as improving the sound, thermal, and radar capabilities of the system to handle the amount generated from a massive vehicle running at reduced or even full power compared to that of a singular person, but you've had harder challenges and at least you had the groundwork done already.
[ ] The Invisible Fighter [600]: From the very beginning of flight people have always dreamed of invisible planes. In movies, comics, and tv they are there. The same held true for even the military, for who wouldn't want a invisible war machine undetectable by the enemy. Now you were going to take a shot to apply the concept of your invisible suits on a much larger scale, with equally larger problems to overcome. Bring it on.
[ ] The black fucking gun [1600] (Requires Exotic Skill Rank A): Conrad knows pretty much how the "Black Hole Gun, but not really" that they entered into the competition works. It does, however, have more than a few safety issues, and you really don't want a gun that will make General Alexander call you and ask what the hell happened to his entire right flank. The core idea is good, but the problem is that Conrad, smart though he is, is very bad at adapting his designs to the constraints posed by reality. (Build the M-490 Blackstorm, though you get to pick a new name for it if you'd like. Counts as Mass Effect/Dark Energy)
[ ] Time is an illusion [???] (Requires Exotic Skill Rank A): Have Conrad and his team continue the work he started in his dissertation. Time manipulation of any kind would be pretty awesome, but this is as bleeding edge as research gets, and you have no idea what's on the other side, or how far away it is. (This may or may not give you limited control over time. It may or may not have other prerequisite techs. Counts as Mass Effect/Dark Energy)
Gaver Dor's Projects: [ ] Reactive Barriers [200]: Okay take everything I said about Warp Barriers and insert biotic detonations instead of warp effects. Sounds nuts, but its basically the same idea as reactive armor. Yeah it's not an amazing idea, but we just found a Prothean dark energy mêlée weapon, so that's what I got. (Counts as Mass Effect/Dark Energy)
[ ] Stasis Plate [1600] (Requires Mass Effect Skill Rank B): Stasis makes the effected object almost invulnerable if mostly immobile. So apply it to armor plating and bam! Awesome armor that's good against anything, including lasers. Down side is the effected plate can't move fast due to the speed of light so no FTL or, hell, probably no cruising either, and shields of any sort can't be used while its on, barrier interference principle and all that. It'll also burn power like nobodies business, which is why no one ever considered trying this before. Small price to pay for an incredible defense. Oh and not actual invulnerability, just really hard to hurt. (Counts as Mass Effect/Dark Energy)
Mordin Solus' Projects: [ ] Improved Colonization/Bioforming Genetics Package [800] (Requires Biology Skill Rank B): Increase the speed of safe bioforming and amount of types of worlds that could be changed to be habitable, bringing down the timeline from centuries to mere decades. Would open up much greater range of worlds the package could apply to. (Biotech)
[ ] Omni-tool Upgrades [37/200]: More power, better omni-tool functions. Improvements to both fabrication and assorted "tech" applications. Only regret, lack of small arc-reactor to install directly.
[ ] Brain Shield MKII [600] (Requires Biology Skill Rank B): 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.
Starship Block Upgrades: [ ] Geneva Class Cruiser Block 4 Upgrade (100 RP): A lighter cruiser for Skirmishing. 250 million credits development money. (Requires Light Cruisers)
[ ] Tokyo Class Cruiser Block 3 Upgrade (100 RP): The main combatant of the SA's space forces. 350 million credits development money. (Requires Heavy Cruisers)
[ ] Everest Class Dreadnought Block 7 Upgrade (150 RP) (Requires Military Design Skill Rank B): The elder of the SA's two Dreadnaught designs. 500 million credits development money. (Requires Dreadnaughts)
[ ] Kilimanjaro Class Dreadnaught Block 2 Upgrade (150 RP) (Requires Military Design Skill Rank B): The SA's brand new warship design. Already out of date. 600 million credits development money. (Requires Dreadnaughts)
Minor Projects: [ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)
[ ] Dream Entertainment Drugs(100): The Litinana sold you several case of drugs as "entertainment media". The drug seems harmless if not beneficial but you feel like you should take a closer look before do anything else with the stuff. (Counts as Biotech)
[ ] Relay Codes (100): Turns out some of the stuff Liara got at her first dig were mass Relay codes of some sort. You'll need a ship and a Relay to test them though. Hopefully they're not the self-destruct codes. (Restricted until you have permission to screw around with a Relay)
[ ] Prothean Data (50): The Mars archive has masses of data available. You could get some of it copied and shipped to you for analysis.(Results are highly random and depend on you're ability to decode Protean data, may be repeated any number of times per turn)
[ ] Improved Hardsuits (100): 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. Besides most people would not have a reason to use power armor anyway, especially civilians, for now.
[ ] Improved Personal Mass Effect Small Arms (100): Your current in house developed weapons are great no doubts about that, however they are all meant to be wielded by either power armored individuals or vehicles. Despite your efforts and the Council, powered armored troops will not be the norm in combat or even daily use for many MANY years. Most people still make do with personal hardsuits and small arms, both which you can improve with your new meta materials and tech.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.
[ ] Improved Kinetic Shield (100): 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.
[ ] Partial Factory Automation (200): There's only so much a person can monitor or process at once; tiredness and boredom lead to mistakes and costly delays. If you can build robust self-modification abilities into the factory equipment itself, coordinated through advanced optimization and error-correcting algorithms, it would save up on the number of eyes needed, making human intervention unnecessary except in complex situations. Who knows; the factory itself might come up with unexpected layouts
[ ] Thermal Shields for power armor (re-entry shroud) [200]: 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.
60 Gladius (Type C) Fighters and pilots and crew to match
Small Anti-ship Missiles
Standard Anti-ship Missiles
Large Anti-ship Missiles
Hydra Cluster Missiles
5 Lite Laser Pyndas
4992 Tribulus Drones
1 Quadriga Troop Transport
991 Sagittarius Drones
790 Aspidai Drones
1 Upgraded Troop Transport "Dragon Lady"
Reputation:
High Tech
Quick Results
Powerful
Morally Good
Sees Things Through
The SA has called in our contract again. Which basically means that the SA has control over a section of our forces. The SA has agreed to pay a 20% profit on costs for now. However, they've only asked for the Pyndas, everything else we're still free to use as we wish. For now.
We could use more gear and people as always, but I can't think of any major issues. Mainly more dragon transports along with anti missile defenses for the transports.
ParSec Intelligence: Locked
[X] Investigate
-[X] Keep track of colony defenses, Batarian/Slaver/Pirate attack patterns, and Allied/Hostile fleet positions so that ParSec can accept contracts with the colonies most at risk of attack.
[X] Setup a Network
-[X] Terminus Systems
ParSec Deployment 2174-Q4:
I see three main options to pursue at the moment. As usual I can't deploy more troops than I have and anything not deployed will stay home and guard/train.
Systems Alliance Contract: As we are a licensed SA PMC they can call us in to serve during times of war. Our Pyndas are definitely going. The SA would also welcome any other forces though. Sending some of our commanders along might be helpful. Obviously they are going into combat and considering the quality of what we have to offer are going to be used a lot. The SA has agreed to pay a 20% profit on costs. [ ] Just the Pyndas (High Risk, 20% Costs as Profit)
[ ] Send other forces (High Risk, 20% Costs as Profit)
-[ ] What?
Colony Guarding: Pirates and slavers have been using the war as an opportunity to raid many of the SA's colonies. We could do a lot of good having our ground forces act as colony guards. They'll almost certainly see combat. However I expect that once raiders find out that our forces are there that they won't want to hit the same spot a second time. Medium risk, medium profit. We'll probably scattered over a few planets so we might be relying on lower ranked commanders. [ ] Guard Colonies (Medium Risk, Medium Profit)
-[ ] All Free Forces 1.50 billion/quarter
-[ ] Deploy Three-Quarters (75%) of ParSec's forces 1.125 billion/quarter.
-[ ] Deploy Half (50%) of ParSec's forces 750 million/quarter.
-[ ] Deploy One-Quarter (25%) of ParSec's forces 375 million/quarter.
Raiding: I admit this idea is a bit crazy, but I figured I might as well added it in. We could send our free forces to Raid Batarian worlds. No one is paying us to do this, though we could see about claiming some bounties on Batarians. Pretty much no profit and rather risky. But we might see some benefit or find something interesting. We do require a troop transport and some fighters to do this. [ ] Raid Batarian Worlds (High Risk, ? Profit)
-[ ] All Free Forces
-[ ] Deploy Three-Quarters (75%) of ParSec's forces.
-[ ] Deploy Half (50%) of ParSec's forces.
-[ ] Deploy One-Quarter (25%) of ParSec's forces.
Something Else: Got an operation I need to plan? Or something I should look for when finding paying ops? [ ] Look for (Write-in)
[ ] We need to do this mission (Write-in)
_______________________________________________________________________________________________________________
AN: I have no idea how @soulcake does this so often or quickly. This being pumping out giant updates in only a week or so.
Simplified research system a bit by just removing skill rank based RP generation and just have it based on only highest skill rank even for non related projects.
So Mordin's A rank biology RP generation of 300RP would still apply to computer programming projects or such. Multiply that by the lab he is using.
Following changes will be made in Turn 21
Will simplify the upkeep for personnel and operations, will keep building upkeep the same.
Gonna probably have streamline unit hiring to be similar to building options ie buy squad of elites, a vehicle, a battalion of regular troops, etc. Remove name character upkeep as well.
Will implement unit or product creation in the form of write in option, just gotta input role/purpose and techs to use where I will then spit out proposed unit designs to be voted on.
Research Options updated on this update, but not on info threadmark, research mechanics not updated yet either.
News: Batarians Attacked The Sol System!
A Batarian fleet exited the Sol Relay without passing through the Arcturus Relay showing the Batarians have discovered another connection to Humanity's relays. Fortunately the prescience of Admiral Hackett's decision to refuse reinforcements from the Alliance First Fleet showed its' result when the Batarian fleet emerged into the Sol System right into a full volley of concentrated fire from the entire First Fleet. With that initial heavy blow the momentum was on the Alliance's side and never stopped. The invading force was easily destroyed leaving the First Fleet practically unscathed. Now we will have to see how the System's Alliance will respond to this brazen attack on their home system.
Ah Hackett, how wonderful it is to have very skilled Admirals on our side. Definitely a very good defense considering how much this could have blindsided us. Imagine if the first fleet had been sent out. That would have been a disaster.
Colony Fortifications
In a bold and unprecedented move Paragon Industries funded and constructed thousands of military grade defense turrets along with heavy kinetic shields on the colony worlds of Mindoir, Elysium, Benning, and Demeter. No doubt in response to the recent attacks on Alliance space and on the colony worlds. The people of the independent colonies are singing praises to Paragon Industries CEO Rebecca Shepard at her generosity with the Systems Alliance praising the young CEO on her dedication to keeping Humanity safe. In addition they also began construction of several shipyards and additional factories on the colonies as well further increasing their importance and productiveness.
Definitely thinking we should donate these to the SA. There's no actual benefit to keeping them around. Also I'm rather happy to see our reputation continue to go up.
Treaty of Farixen Negotiations
The Council is still in negotiation as they take the time needed to properly discuss the far reaching impact of the latest and possibly future technologies will have on the treaty and ship building in general.
Citadel
The political tide has firmly pushed back against the Batarians here especially once the report on their attempted invasion of the Sol System. The fact that the Batarians dared to try to strike a Council Race's homeworld still pales to the fact that the Batarians have discovered some means of bypassing relays entirely. With no real idea on the limits of such a tactic the worst has been assumed and that any relay location could be assaulted in the future. The Council while not outright declaring war publicly, yet, have already begun to deploy Spectres and STG operatings towards Batarian space to try to ascertain the truth behind their mobility.
Systems Alliance
The Systems Alliance is still fighting a delaying action against pirates and the occasional proper Batarian fleet while they build up a proper counter attack force in response to the attempted invasion of Sol. The Alliance wants a strong first strike and make sure that it stays strong. Orders for military hardware has increased on all fronts and they are soon going to be asking for the best that the military industrial complex can provide. Your Pyndas have not been mentioned as of late seemingly disappearing into thin air after their delivery. Curious.
Hmm, not what I would prefer to see happen, but it's an understandable decision to make. They've got technological superiority and want to end this quickly rather than risk seeing their tech get reverse engineered.
Mindoir
Mindoir will become a member state of the SA next quarter, we'll have the opportunity to meddle in local politics when it begins. The people out their are almost outright chanting your name, and if you ever decide to run for planetary governorship you'll no doubt win by a landslide. I'll keep you informed.
Ah Revy, almost a cult leader at this point. We might want to see about having a corporate sponsored candidate run for governor though, buying politicians is something corporations do often.
PI (Lindsey Bradley):
Much of our Quarter's production has been taken up fulfilling their Arc Reactor contract, good news is that they are willing to hold off on asking for anymore for the immediate future as they have enough for their current military needs. The Asari are beginning to supply their inferior versions of the Arc Reactor to the Asari civilian markets and to the rest of Council space reducing the immediate need for your arc reactors. Of course they will come to you for more arc reactors as it is clearly the superior version and purchasing substandard power supplies for their power armored troops is just asking for problems in the field.
The System's Alliance is pleased with last Quarter's delivery of 40 Lite Pyndas and are understandable at the fact that we would not have enough production this quarter to repeat it, citing that keeping the Council happy is important now that it seemed that they were swinging towards supporting them in the war against the Batarians. However, they would like to purchase whatever military hardware we can produce this quarter at market price, with a priority on more legionary suits and arc reactors.
You brought up your new tank design, affectionally called the "Jack" in house and your SA liaison/scientist Dr Kahlee Sanders giving it the public name of "Hammerhead". The Alliance Brass read the specs for the new tank and needless to say they were surprised, questioning Dr Sanders about several performance data points about their veracity. The part they were most skeptical about was the ability of the tank to be collapsed like a mass effect rifle for easier storage and transport. A quick showing of your prototypes demonstration video from collapsed form to air drop to combat test then back to storage had them convinced. Normally they would have liked to do a personal test, but your track record for creating 'impossible' things spoke for itself and the video was proof enough. Of course they still needed to properly field test it and devise new strategies to include it into their overall strategies. So they decided to purchase up to a max of a dozen for this quarter where they will be deployed on various missions to see how effective they are and how many more they will need to buy next quarter. As if it was already a forgone conclusion that they WILL be buying more. You had to say you were very flattered and your ego grew two sizes that day. Well maybe two and a half.
Interesting decisions for production it seems. Arc reactors seem to have stalled for now, but I expect that'll rise soon as indicated. More LLPs for sale would be ideal, but probably won't happen for some time. The trial of the Hammerhead though is going to be fun.
The SA has called in our contract again. Which basically means that the SA has control over a section of our forces. The SA has agreed to pay a 20% profit on costs for now. However, they've only asked for the Pyndas, everything else we're still free to use as we wish. For now.
We could use more gear and people as always, but I can't think of any major issues. Mainly more dragon transports along with anti missile defenses for the transports.
I'm more inclined to donate the turrets to the colonies.
It's a bit of a split hair at this stage, but I think it's a good bone to throw the local governments and encourage the SA to be a bit nicer, the earth first yahoos are going to be trouble and the more solid the Colonies are the less shit the yahoos can force everyone to put up with.
Other than that it looks like we have request for more reactors, more armor, more transports and counter-missile defenses for the transports. Do we wanna flood the market or hold back some production to generate more production?
Ah Revy, almost a cult leader at this point. We might want to see about having a corporate sponsored candidate run for governor though, buying politicians is something corporations do often.
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.
Basically continue down the ship pathway while finishing up the energy weapon tech that seemed to be popular last turn. Also finish the block upgrade as the sooner it's done, the sooner the SA benefits and considering we're in a war that's something they'd appreciate. Also having Mordin continue down the gene treatment line, beginning with Salarians due to their short lifespan which would allow for us to notice if something goes wrong earlier than it would for an Asari. Small ship mods are a good way to begin making our ships better and for what's likely a relatively low cost, and quick for the SA. Software getting better means all of our tech will benefit as literally everything we make uses a lot of VIs and other software, and for the gravitational wave detector, that's a nice bit of science, and it's also a good answer to possible stealth tech that the Batarians whip out. And lastly the biotic caster because that's just incredible.
As for the buildings, here's what I have so far, based on UberJJK's previous plan found here. Main reason it's rather sparse is because I'm not sure if we can expand to and build on a planet on the same turn. @tri2 , are we able to do that?
Heavily-armed Large Space Station (Mindoir) - $200,000,000,000 (Total: $200,000,000,000)
9x Small Shipyards (Mindoir) - $4,500,000,000 (Total: $204,500,000,000)
2x Medium Shipyards (Mindoir) - $4,000,000,000 (Total: $208,500,000,000)
2x Upgrade Lab I to Lab III (Elysium) - $1,000,000,000 (Total: $209,500,000,000)
4x Small Shipyards (Benning) - $2,250,000,000 (Total: $212,000,000,000)
2x Medium Shipyards (Benning) - $4,000,000,000 (Total: $216,000,000,000)
4x Small Shipyards (Demeter) - $2,250,000,000 (Total: $214,500,000,000)
2x Medium Shipyards (Demeter) - $4,000,000,000 (Total: $220,500,000,000)
yes you may expand buildings like labs while also building new things on the same planet.
edit: just so it is clear, the converted human gene treatments help get rid of diseases and helps people reach natural peak and grow slightly beyond it.
So won't magically give salarians longer lifespan, well not much at least. That would be the anti aging research
Ah, I meant more could we expand to Bekenstein this turn and build factories and labs on this turn as well? Or would we have to expand to the planet this turn and start construction next turn?
Ah, I meant more could we expand to Bekenstein this turn and build factories and labs on this turn as well? Or would we have to expand to the planet this turn and start construction next turn?
Basically continue down the ship pathway while finishing up the energy weapon tech that seemed to be popular last turn. Also finish the block upgrade as the sooner it's done, the sooner the SA benefits and considering we're in a war that's something they'd appreciate. Also having Mordin continue down the gene treatment line, beginning with Salarians due to their short lifespan which would allow for us to notice if something goes wrong earlier than it would for an Asari. Small ship mods are a good way to begin making our ships better and for what's likely a relatively low cost, and quick for the SA. Software getting better means all of our tech will benefit as literally everything we make uses a lot of VIs and other software, and for the gravitational wave detector, that's a nice bit of science, and it's also a good answer to possible stealth tech that the Batarians whip out. And lastly the biotic caster because that's just incredible.
As for the buildings, here's what I have so far, based on UberJJK's previous plan found here. Main reason it's rather sparse is because I'm not sure if we can expand to and build on a planet on the same turn. @tri2 , are we able to do that?
Heavily-armed Large Space Station (Mindoir) - $200,000,000,000 (Total: $200,000,000,000)
9x Small Shipyards (Mindoir) - $4,500,000,000 (Total: $204,500,000,000)
2x Medium Shipyards (Mindoir) - $4,000,000,000 (Total: $208,500,000,000)
2x Upgrade Lab I to Lab III (Elysium) - $1,000,000,000 (Total: $209,500,000,000)
4x Small Shipyards (Benning) - $2,250,000,000 (Total: $212,000,000,000)
2x Medium Shipyards (Benning) - $4,000,000,000 (Total: $216,000,000,000)
4x Small Shipyards (Demeter) - $2,250,000,000 (Total: $214,500,000,000)
2x Medium Shipyards (Demeter) - $4,000,000,000 (Total: $220,500,000,000)
I would say that this should be researched, it would go well with the Geneva Class Cruiser Block 4 upgrade.
[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.
Also having Mordin continue down the gene treatment line, beginning with Salarians due to their short lifespan which would allow for us to notice if something goes wrong earlier than it would for an Asari.
Can I convince you to do the Quarians first? The first genemods won't fix their immunity problems, but fixing the lesser issues should help attract Pilgrimage Quarians to Paragon Industries. Tali should be going on her Pilgrimage in about 10 years, so I want us to make a strong positive impression in her mind.
I would say that this should be researched, it would go well with the Geneva Class Cruiser Block 4 upgrade.
[ ] 500m MAC [800]: Stepping up to the next size of mass accelerator cannon will require solving many of the same problems all over again. However the end result will be a weapon that delivers terajoules of kinetic hurt.
Can I convince you to do the Quarians first? The first genemods won't fix their immunity problems, but fixing the lesser issues should help attract Pilgrimage Quarians to Paragon Industries. Tali should be going on her Pilgrimage in about 10 years, so I want us to make a strong positive impression in her mind.
Afraid not, I was planning on going by the three Council races first then Hanar, Drell, Volus, then Quarians. Basically following what the Citadel would prefer.
Makes sense, I can swap out the Heavy Cruiser research and have that begun next turn instead.
Afraid not, I was planning on going by the three Council races first then Hanar, Drell, Volus, then Quarians. Basically following what the Citadel would prefer.
How about Plug and Play Skills? It's something that requires a long startup time since we'd need to track down experts for N number of fields who are willing to invalidate their expertise. Why not get it out of the way first?
EDIT: More over it's something that the SA military would throw their entire budget at us to get, since it'd let them make entire armies of elites.