How much production use / cost would we be looking at to crank out enough non-space magic solar sails to fix one of the easier planets temperatures?
Ballpark estimate, I mean, probably based on ship mass/cost.
The
real life estimate for a solar shade is about $130 billion although that is only intended for countering global warming rather then massive temperature shifts.
To provide an estimate from the other end of the spectrum Varmalus has a surface temperature of 503C. With a radius of 9,593km it should radiate roughly 2E35 watts of heat energy. If we dropped that down to 23C (Earths Surface Temperature in ME) it would radiate 5E33. So we'd need to reduce the amount of sunlight reaching the planet by 97.5%.
Varmalus has a radius of 9,593km for a sun facing surface of ~289 million square kilometers. Placing the shades at the L1 should reduce that IIRC but I'm not sure how to calculate that so I'll be taking the worst case scenario and using 289 million square kilometers. We need to reduce the light by 97.5% so we need to cover ~281.8 million square kilometers in reflectors.
Google gives me price ranges for Mylar of between $0.01 and $0.04 per square meter but I'm not sure how reliable that is. Anyways at 281.8 million square kilometers and $0.01/m^2 we'd be looking at roughly 2 trillion in materials. I suspect we'd be using aluminum reflectors since at this scale that should be cheaper then a polymer like Mylar.
TL ; DR - solar shades are hundreds of billions on the low end and single trillions on the high end. Which is about comparable to what it costs to heat a planet since I pegged Amaranthine (-178C -> 20C) at ~700 billion in Arc Reactors.
Again, I really suggest just going down the terraform tech tree instead of basing plans off current tech since we only got the basic tech for that. Also remember that Revy is superhero comic level smart is able to pull off some seemingly impossible things with her more advanced stuff that can pretty much be considered magic.
The Terraforming tech tree is part of Mordin's special projects. I don't think we've got anything from
@tri2 if other heroes (or Revy without the hero in question) can work on someone's special projects.
Also this is what the 800RP tech description is:
[ ] 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)
Notably the timeline is dropping to
decades while this quest will probably be over within a dozen years (2186 is ME3).
That said the real reason I'm interested in non-research related ways of terraforming is that these megaprojects are fun money sinks. Much like owning our own planet(s) there isn't much
point or
value but they are
cool projects that actually result in us having to make financial
decisions rather then being able to buy everything.
The exact scientific details don't really matter except in that they give a rough guideline for cost and difficulty. Which is why I bothered collecting that list of planets; it saves the GM having to create new planets or dig through the ME wiki themself. Instead they have a convenient list of planets with descriptions, canon locations, and a rough guide as to how difficult they are to terraform.