Um; that is what Eternal Youth is though? Hence why I said it could be worse; because Peak Vorcha are bad but eternally young, and thus mutable, Vorcha are worse.
John Perry exhaled lightly as he walked around to the front of the machine as the Paragon Industries manual instructed. Standing in the path of the scanning beam, the N7 Combat Engineer hid his dissatisfaction as the sensors linked with his ANI and completed the final part of the handshake protocols for semi-autonomous functions. To be fair, he had signed on to be a test pilot for any new PI ground vehicles that came down the pipeline. What he wasn't prepared for was how quickly new machines were going to be invented. With the smashing success of the Alliance's wonder girl's other creations, there was no way in hell the Brass wasn't going snap up new offerings. Even if it was something as ridiculous as a 5 meter tall mech.
Silently, he admitted to himself that part of the problem was that he'd become a 'bit' too enamored with the new Hammerheads. Who wouldn't be? It was the first line of tanks to ever be fielded by the Systems Alliance. A mobile oppression palace with barriers that made it all but untouchable on the battlefield. Weapons that blew away it's adversaries with a most satisfying boom! And the final insult to the opposition? It could fly.
[Activating Combat Assistant VI]
He couldn't help the slight grin that overcame him at the memories. A world of tanks was a man's romance!
[Registering User: Lieutenant Commander John S. Perry]
[ID: 37337566-N7-DE]
A ping from the ANI caused him to look up, even in it's kneeling rest mode, the combat mech was nearly half a body length taller than he was. In storage mode, the thing curled into a fetal position and was about as big as an IFV. Like this, they'd have to taxi it out of the hold on the hover skids built into the shins. To be honest, he could see the use of the thing in certain, limited roles of combat. Mainly urban warfare and on mountainous terrain. He'd read the specs and the combination of the mass-lightening field, repulsors and hip mounted omni-harpoon guns meant that this Mech could dance, fly, or to save power, climb vertical surfaces with ease.
But it wasn't a tank, just an upscaled Legionary Armor that would be a very obvious target in nearly any other situation...
[Lieutenant Commander John S. Perry, please assign this unit a personal identifier for battlefield usage.]
"Huh?" He shook himself from his thoughts at being addressed by the machine's VI.
[Incorrect Response! Please assign this unit a personal identifier for battlefield usage in the approved format.]
"Oh!" before the mech could spit out another error response, he spoke firmly and clearly as the manual in the corner of his field of view instructed.
"PI-0000003XA-MS-TITAN, assigning personal identifier!"
[Standing by.]
With a sly grin he continued, "Hey, Asshole!"
Unseen, the maintenance crew chief shook his head as he wired credits to a very smug-looking logistics officer.
[Acknowledged, Personal Identifier: "Hey, Asshole!", Logged]
Perry chuckled for a bit but froze as the VI continued speaking.
[Searching for Personal Identifier: "Hey, Asshole!" Registering "Hey, Asshole!" with local area command network and Command OOB ]
"H-Hey Stop!"
[No other Personal Identifier assigned as "Hey, Asshole!", "Hey, Asshole!" has joined the local area command network and is now registered with Command OOB ]
"Sonnova!"
[Paragon Industries thanks you for your patronage and invites you to read our terms of service at your earliest convenience. Powering Down.]
Perry facepalmed, then slowly turned to look at his omni-tool as it started ringing. It was the Captain.
Edit: Tried to estimate how tall a five meter mech would be given practical comparisons, That's almost as tall as an adult giraffe (5-6m) or about level with the middle of the second story windows of a house.
Edit#2: The Chief and LS already had a front row seat to how the final stage of the mech setup worked so they quietly made a wager. Professionalism vs. Human Nature. The Captain already had a feeling it was going to happen, just didn't know the who and when. Perry, while on the can.
@tri2 Out of curiosity but what would Javik's reaction to Revy would be? One of the things in regards to Javik is how he looks down on the races in the current cycle for being 'primitive' compared to his time. Wondering how he would view Revy when he finds out how ridiculously smart she is along with how much technological advancement she is responsible for in less than just half a decade.
@tri2 Out of curiosity but what would Javik's reaction to Revy would be? One of the things in regards to Javik is how he looks down on the races in the current cycle for being 'primitive' compared to his time. Wondering how he would view Revy when he finds out how ridiculously smart she is along with how much technological advancement she is responsible for in less than just half a decade.
In regards to this I feel like I need to point out that one of the other main benefits are the stat boosts that come with the treatments and something Revy considered giving away a service to humanity due to the increased quality of life and I don't see her acting differently here with the other races. And Tri did note that we wouldn't be giving away the combat augmentations that come with it. Besides that we have so many other tech and advantages that it's pretty trivial thing to give away.
Hell, the SA likely don't really care as long as we don't include the combat mods and would prefer to milk this for all it's worth. Especially since t would likely be seen as worth it to pretty much guarantee a seat on the council. Especially if it looks like humanity is more willing to share things even while strongly holding on with most of the rest of the tech.
In regards to this I feel like I need to point out that one of the other main benefits are the stat boosts that come with the treatments and something Revy considered giving away a service to humanity due to the increased quality of life and I don't see her acting differently here with the other races. And Tri did note that we wouldn't be giving away the combat augmentations that come with it. Besides that we have so many other tech and advantages that it's pretty trivial thing to give away.
Hell, the SA likely don't really care as long as we don't include the combat mods and would prefer to milk this for all it's worth. Especially since t would likely be seen as worth it to pretty much guarantee a seat on the council. Especially if it looks like humanity is more willing to share things even while strongly holding on with most of the rest of the tech.
Joker already showed how the reflex stat bonus can be used militarily. With the boosts in that particular example humanity gets the best pilots. I don't see why SA would allow the lose of that advantage.
The main argument for the gene mods is to help people. Your main argument is it's our morale duty to help people not give them something extra just because.
Edit: Revy is already giving them so much. This shouldn't be the tipping point.
Joker already showed how the reflex stat bonus can be used militarily. With the boosts in that particular example humanity gets the best pilots. I don't see why SA would allow the lose of that advantage.
The main argument for the gene mods is to help people. Your main argument is it's our morale duty to help people not give them something extra just because.
Edit: Revy is already giving them so much. This shouldn't be the tipping point.
I'm pointing out that it doesn't really make sense for Revy to have made a point to make all peak human which including the stat boosts believing it as her moral duty to make everyone equal available to all the citizens in SA space and then half ass when giving it to aliens. That just comes across as racist reasoning when it's pointed out that she could just not give out the combat mods which means it's basically the same way she is treating the civilian humans.
And the 'it gives a military' advantage is weak as hell considering that we are selling Arc Reactors which arguably give even more advantages.
Again SA doesn't seem like they would actually care as much for several reasons.
1) They are willing to show that they are team players and letting something like that out would probably make the other races a lot happier with humanity despite everything else.
2) As long as Revy doesn't specifically give out to say the Batarian's anytime soon they don't seem like they would care for the simple fact non of the Citadel races actually wants a fight with humanity. In fact the Citadel has a long history of maintaining peace and actually trying to talk things through in most cases.
3) It's not actually that big a boost in the grand scheme of things, especially since the combat mods aren't included. Seriously, it's noted that Revy was making tech centuries ahead of everyone just two years ago and she has and is only getting better. Even if Revy gives the Peak treatments the SA would still have numerous other advantages in many other areas. To count them thanks to Revy SA has the infantry advantage thanks to the power armor, the ground vehicle advantage thanks to the Tiger and Hammerhead, the ship advantage thanks to her custom frigate and light cruiser designs, the weapons designs thanks to things like our lasers, the speed advantage thanks to repulsors. Etc.
Basically the SA gains a lot more from this thanks to maintaining far more advantages.
Also as a reminder we do still need to deal with the Reapers which means we would like our allies to have more advantages. So it seems freaking ridiculous to complain over our own allies getting any advantages whatsoever.
Its a genetic weird psychological/biotic condition that affects a tiny fraction of the population.
So probably but not a lot, and its not clear we could stop the current Ardat-Yakshi or just prevent a new generation of them.
We should probably increase productivity by researching military technology. If we can't rearm ships quickly enough or roll out designs faster then increasing the speed of production might be the best thing.
That said how do people feel about selling QEC to the other races? It would be done next turn and it seems like it would be lucrative with us potentially having a totally niche market with little if any competition in.
I'm inclined to keep QEC an SA-only tech for a while, actually. Though if you're looking for products that have a major effect on markets, how about learning to produce Eezo? That seems like the sort of thing that'd let you basically print money, is almost certainly going to be declared a state secret and allow the SA to export something that is relevant to strategic planners everywhere.
one uses the manufactured gluons from the arc reactor for propulsion the other for a weapon so a much more dispersed stream of gluons for propulsion and a concentrated beam or blast for the cannon it uses strong force to do this shit like weak force strong force things that hold atoms together or disperse them i might be wrong and blowing hot air out my ass with this but I'm explaining best I understand
IIRC the difference was range. Repulsors aren't designed to maintain beam coherence and so are short range weapons. Repuslor Cannons meanwhile are meant to and thus can be used for long range (including ship combat I think) fighting.
Rising Tide (News, Political Review, PI, and ParSec) 2175-Q1
Roll for SA vs Batarian overall war in space.
84 vs 83+15
45 vs 45+15
86 vs 74+15
Batarians are using more numbers and more advanced technology not seen before, Mass effect ship weapons and shields are more powerful than before. SA being pushed back on all fronts with fleets being forced to retreat or suffer destroyed ships.
Roll for SA vs Batarian overall ground war
35+87 vs 50
Batarians being deployed in large numbers with uses of slave soldiers under faceless masks with what looks like bomb collars. Led by elite squads. All armed with advanced military weapons above that seen in batarian hands before. SA supply lines cut from orbit, no orbital bombardments. Alliance not fully armed with improved ME gear made last turn, enemies easily routed wherever a single hammerhead was deployed as it just bumrushed the elite squads or pursued them into traps.
SA morale high - > normal
News: Batarians Pushing Back the Systems Alliance
Breaking news! Within the last few weeks the Batarian Alliance War has taken a turn for the worse for the Systems Alliance forces! Before the Alliance Navy was able to hold off the various pirate attacks in addition to the numerous Batarian fleets that were repelled trying to enter Alliance space. Now however the Batarians are showing that their much longer time as a space faring species is not for nothing as even more fleets were dispatched to the front lines, overwhelming the limited Alliance fleets in sheer numbers. That would have been bad enough but the Batarians have shown to be much more technologically advanced than previously known with their ships being of much higher quality overall than what has ever been seen before by all races. The combination of numbers and more advanced tech has forced the Alliance Navy to retreat or risk the complete destruction of several fleets as many were damaged while inflicting only minimal casualties in return among the Batarian forces. The only piece of good news is that the opposite situation is occuring on the ground, there the Alliance Marines proved to be more than a match for the numerous amounts of Batarians being deployed from orbit. Many of them sporting new equipment with the now iconic Paragon Industry logo as well as several new vehicles, one being the Tiger IFV that stole the show at the IFV competition, and another being a completely new design utterly unlike anything before seen in the galaxy. The two vehicles deployed wreaked a horrendous toll among the Batarians even as the much better equipped Alliance infantry outmaneuvered and destroyed the remaining forces and are now still fighting a holding action on the ground as they await rescue fleets.
All shipyards being used to effect repairs of damaged Alliance ships. No frigates can be built in them for this turn. May still construct them in factories.
PI And Sirta Have Done It Again!
Not content with coasting off their success with the Peak Humanity Gene Treatment, PI has contracted with Sirta to begin distribution of a tailored Peak Salarian Gene Treatment. In a mere six months PI has managed to create a version of their revolutionary gene treatments for Salarian physiology with the Salarian governing bodies eager to begin funding the construction of Sirta Foundation treatment centers all across Salarian worlds. Normally such a treatment created in such a ludicrously short time frame would be outright laughed out by anyone, let alone medical professionals. However, this is Paragon Industries we are talking about, the same company created by the same person that revolutionized the energy field, warfare, and just recently her entire species' physiology, all within a short FIVE years. Miracles are pretty much part and parcel in relation to her now. In addition, the main head of the project is a acclaimed Salarian geneticist, Dr Mordin Solus of the famous University of Surkesh and has personally vouched for the lab data and tests that proved that the gene treatments were safe and effective, praising the genius of the researchers of Paragon Industries. Once again PI has made a ground breaking advancement in the field of medicine, others now wonder if PI will also create treatments for all the other races, only time will tell.
Mindoir To Become System Alliance Member State
Mindoir has a long last reached the population and economic level to become a member state of the System Alliance. Once they have finished electing a new governor and an official representative to be sent to Arcturus their entrance to the Alliance will be complete and they will have a equal say among the other members. They will be free to bring up their opinions, grievances, and requests to the organization. This was an inevitable occurrence, made all the more sooner by the massive presence of Paragon Industry and CEO Shepard. Congratulations to the people of Mindoir.
Politics (Laurence Freeman): Terminus
The Terminus System pirates have started gathering in larger fleets and have begun throwing their support behind the Batarians after the recent reports of their success against the Alliance Navy. Many of the independent colonies under attack by the pirates have become more vocal against the Alliance for being the perceived cause of their suffering.
Citadel
Salarians across Citadel Space are singing praises of PI and the Sirta Foundation after the announcement of the converted Gene Treatment, their benefits, and most of all their affordability. Of course initially they were all skeptical as hell, but also obviously they began using what contacts they had to verify the information, and boy was it verified. It is common knowledge that Salarians suffered from a very short life span even among less long lived species compared to Asari. So the thought that they would actually gain another half a lifetime worth's of life for an affordable price was basically a gift from Salarian Heaven. Coincidentally enough, anti Human and anti PI sentiments and opinions in Citadel space dropped sharply afterwards.
Systems Alliance
The Systems Alliance is in a uproar at the losses incurred by their fleets at the front line despite their early success at repelling the deep strike fleets earlier. This has forced them to accelerate their war preparations in regards to their fleet upgrades and construction. They have put out a order to all military industrial contractors for as much production as possible to be made available to the Alliance military complex. By hook or by crook their preparations will be completed by the end of the next quarter and they will begin to take the fight back to the Batarians.
Human Colony Worlds
The various Human Colony worlds are seeing a major surge in immigration as many families are being lured over by PI business prospects and economic incentives offered by the colonial governments, incentives paid for by the massive amount of economic growth provided by PI's presence. Though the massive fields of laser defenses does help. The progress of colonization has accelerated as many more towns and cities are being constructed to keep up the population growth and new businesses needed.
PI (Lindsey Bradley):
This quarter our contract with the Hanar Illuminate has begun, needless to say constructing essentially a fleet in a quarter is not cheap, over 62% of out total industrial production is going towards their quarterly quota. Fortunately, massive contracts also means massive profits as it does net us a little over 800 Billion credits per quarter. That gives us plenty of funds to invest in whatever projects you are willing to undertake this quarter, like your mad construction rush for those GARDIAN tower fields.
The Alliance has put in a priority order for military equipment especially pyndas and hammerheads based on their extreme level of effectiveness on the battlefield. Next level of priority is for surprisingly the Soldier Sets of infantry equipment as they would be able to purchase more than the Tigers and Legionary suits which is required to reacquire tech parity against the Batarian ground forces being deployed. You of course then proceed to unveil your latest development, a 5m tall mech suit that could carry enough fire power to outright vaporize anything short of a arc powered vehicle in a single shot and was designed to function better in dense or urban terrains that the Tigers would have more difficulty maneuvering in. It could also function as a mobile armored comm relay that could defend itself with a anti tank gun. They looked seriously tempted at the idea of a single manned walking tank, but ultimately refused as they preferred to make sure they had enough ships and high quality equipment for all of their men first before 'splurging' plus the hammerhead and IFVs can perform the same role if less effectively inside cities. Disappointed, but understanding, you ended the discussion there.
Starting Budget: $4,862,850,621,676 (After Taxes, existing revenue streams, and current contract payments)
Free Production: 1,560,668.4 (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. They should be done by the end of this quarter and can get back to work and then some! 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
[X] Fortuna (1 trillion)
-[X] Delay the purchase for three quarters (2175-Q3)
The Alliance was understanding of your desire to delay the purchase, especially with the increased pressure on the front lines making your focus on other matters take a higher priority. They informed you that the planet would be bookmarked for your purchase in the future to prevent any others from making a bid, not that any other company in Human space could actually or want to afford such a purchase.
[X] Mech Write in: Titan Atlas & Prometheus
The Atlas Titan is the first Titan produced by Paragon industrious for military use, it comes in at around 5.4 meters tall. And is powered by 20 Paragon Industry Arc reactors.
The Atlas Titan is operated with a Neural interface control system. And an advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation. The Atlas also comes incorporated with Paragon industries communication and ECM tech. While also Vacuum rated with a full hostile environments package.
The Atlas Titan brings with it the capability to enter and re-enter atmosphere. As well as glide above the ground with the use of it's repulser thrusters and Ezzo core to increase non combat traversal speeds. And the ability to alter mass to facilitate easier traversal through varying gravity and terrains. Along with many other features. The Atlas, can go anywhere, along as it can fit there.
Vacuum rated with full hostile environments package.
Neural interface control system
Communications Relay
Battle Network
Advanced Paragon Industries VI system providing full Fire Control as well as Remote and Autonomous operation.
Heat resistant armor coating with repulsor caps allowing for high-speed atmosphere entry.(optional)
Paragon Industries Electronic Warfare Suite
Distributed Power Systems
Secondary configuration for transport
Infantry support
Autonomous Operation
Anti-Power armor
Anti-Vehicle
Anti-Personnel
Force reconnaissance
Exploration
Disaster relief
Paragon Industries Universal Hardpoint (see equipment)
Primary Weapon Options
125mm Cannon
315mm Repulsor
Paragon Industries ACA-01 Lorica
Paragon Industries KB-01 Castra With Warp Barriers
4x Paragon Industries SM-01 Point Defense turrets
Arcane Blur
(optional)
20x Paragon Industries Arc Reactor(5GW)
Paragon Industries High Energy Electromechanical Servos
Small Ezzo core
x4 Paragon Industries 25kN repulsors in directional mounts
The Civilian Prometheus model shares many similarities with it's military counterpart. But striped down massively to reduce cost.
Civilian Model: Prometheus
Description
Systems
Role
Energy
Motion
Height:5.4 meters
1 Pilot
Vacuum rated with full hostile environments package.
Neural interface control system
Communications Relay
Distributed Power Systems
Secondary configuration for transport
Exploration
Disaster relief
Construction
Colony setup
15x Paragon Industries Arc Reactor(5GW)
Paragon Industries High Energy Electromechanical Servos
Small Ezzo core
Atlas
Production Cost: 8 million Credits, 30 Production Units
Prometheus
Production Cost: 4 million Credits, 15 Production Units
Result: Block Upgrade for Geneva Class Cruisers Complete.
[X] License Production Out?
-[X] No
You decided that with your new influx of factories you could easily handle the production of the block upgrades for the cruisers unlike when you had developed the first couple ship block upgrades in the past. Though from the looks at the space fight, the Alliance might ask you to start giving out licenses to other companies if only to produce as many upgrades as they can before things get worse in space. Where the hell did the Batarians hide all this advanced tech?
(Geneva Class Cruiser Block 4 Upgrade: 24 Billion, 75,000 Production Unit per upgrade)
Dream Drugs
[X] Decide to sell these drugs
-[X] Do a large-scale clinical trial to study the psychological addition effects of these drugs on humans.
Holding onto what is essentially the perfect drug and knowing what you did about people in general, you decided to do a large scale live test of the drug on volunteers. You recruited over a thousand peoples and placed them in to three groups. Control group, short term group, and long term group. The control group would not be fed any of the drug, short term would be fed the drugs for 6 months, and long term would be fed the drugs for 2.5 years. All of them would be placed in a facility that functioned as an arcology. They would work, play, and sleep without ever leaving the building. Everything they could ever have access to outside the building would be available, everything from extranet access to a indoor park would be provided. Sure it would be a bit pricey, but you could simply reuse the building later after the trials were done.
-$5 Billion, testing underway.
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
[ ] Design New Ship (Frigate, Light Cruiser)
[ ] Design New Mech (5m)
[ ] Design New Vehicle (Basic, Medium)
[ ] Write-in
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.
[ ] 15 Meter Mech [800]: Now that you have a 5m tall mech, obviously the next question is 'Can I make it bigger?'
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 [300]: 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 [300]: 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.
[ ] Advance Electronic Warfare VI [600] (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 [600] (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 [50/600] (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 [300]: 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 [300]: 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) [600]: 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 [1200] (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 [2400] (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 [600] (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. [Salarians Completed]
[ ] Kepral's Syndrome [800] (Requires Drell or Hanar Assistance): The Drell suffer from a respiratory disease from too much humidity in the air eroding their lung's ability to take in oxygen. No way to reverse the damage has been found, and removing them from the environment is a bit too late as they have been living with the Hanar on their oceanic homeworld for quite some time since the Hanar evacuated who they could from the Drell's original homeworld before it suffered complete ecological collapse. Of course none of those who tried were you now where they.
[ ] 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: [ ] Repulsor Cannon [25/800]: Now your normal repulsors are decent makeshift weapons despite their main purpose as movement devices. However, they suffer from the downside of limited range and lethality. Ish. Now the normal repulsors can fire beams of concussive force which provides the mobility iconic to your armors and more focused beams that can literally send men flying like ragdolls, they do lack the ability to do more and over 10 meters. They can be upsized to create bigger concussive beams, but that's all it is concussive, and still with the 10m range. All your repulsors are doing are basically smashing apart anything it is hitting like a sledgehammer. Sometimes you need more finesse, and that is what the repulsor cannon will do. More power, more range, and a way for the beam to be focused even more to become essentially a laser.
[ ] Personal Heavy Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): This? This is a upsized laser rifle that got turned into a cannon, given a place to fit multiple batteries, and a energy transfer system to carry all that energy without blowing up. Whatever you point this at will never have a bad day ever again.
[ ] Personal Sniper Energy Weapon [200] (Requires Personal High Powered Small Arms Energy Weapon): You basically take your existing improved laser rifle and then toughen up the barrel, focusing systems, energy channels, and then turn off the safeties so it could channel most of the power in the battery unit into only a few shots. Upside it can shoot really really far, really really fast, and still carry enough energy to give someone a really bad day even in armor, downside is that the gun can only fire a few shots, really slowly, and would need much more frequent replacement of parts from heat warping.
[ ] Personal High Powered Small Arms Energy Weapon [400] (Requires Better Battery): You initial laser weapons were basically proof of concept, the amount of power in them could barely heat up a gram of water by a single degree, that is obviously not combat effective, so now that you have a suitable power storage system, now you just had to make a energy weapon that could use it properly!
[ ] Better Battery [800]: While a Arc reactor can be scaled down to fit a pistol now, it is just outright overkill and too expensive to do for each weapon in the long run. So simple answer is if power generation is too high, then simply make a power storage system to match it. Current batteries could never make your laser guns lethal, there was just not enough power in them. Compared to everything else you made how hard could it possibly be to make a battery that is just 1000 times better than a old car battery? You have the power of lemon lime flavored meta materials on your side!
[ ] 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 [600/1200]: 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: [ ] Basic Biotic Caster [1200]: You have done it. You managed to create a machine that could replicate a biotic throw. Sure it took a ludicrous amount of processing power and longer than was considered combat capable, but you did it! At least now you know why most people considered this an impossible task, no one would ever want to spend the time or money to essentially miniaturize a super computer, create a way to power it, cool it, and figure out the exact arrangement and concentration of Eezo in artificial cables to be able to create a biotic technique when it was just so much easier to find a biotic to do it. The human mind truly is an amazing piece of machinery.
[ ] 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 [973.5/1600] (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: [ ] 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)
[ ] 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)
[ ] 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.
[ ] Cortana Update [150]: Now that you have a better programming language it was time for your trusty digital assistant to get a update!
[ ] Mk IISuit [50/150]: Building your armor in easily replaceable components made from your advanced materials lets you make it so much stronger than the MK 1.5 could ever be. It also lets Cortana suit you up, which looks awesome, and will most likely be the hardest part of the armor update. Adding repulsors in the hands and feet gives you hitherto unimagined maneuverability. (I. Am. Iron. Man! [Well, ceramic man, but the other thing sounds better!]) (Overall upgrade to personal suit, unlocks design option for new power armor.)
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 is getting slammed hard in space and is calling in everyone that they can especially those with space assets. They want our Pyndas putting out hot spots as fast as we can and want our ground troops to be on standby in case they need reinforcements for any planet on the verge of getting overrun. They are more than aware our small PMC has enough firepower at its disposal to take on a large army and are more than willing to make sure it is used.
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. A way to rapidly deploy our troops from orbit without getting shot down would be nice too Boss and a way back up too.
ParSec Intelligence: [ ] Investigate
-[ ] Who or What?
[ ] Setup a Network
-[ ]Where?
[ ] Write In
ParSec Deployment 2175-Q1:
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. Now we might even start seeing Batarian fleets. We could do a lot of good having our ground forces act as colony guards. They'll almost certainly see combat. However they will most likely get cut off in space unless our own ships are in orbit to keep it clear. High risk, medium profit. We'll probably scattered over a few planets so we might be relying on lower ranked commanders. [ ] Guard Colonies (High 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)
[ ] Recruit (Write-in personnel to recruit: Soldiers and Pilots for now)
[ ] We need to do this mission (Write-in)
_______________________________________________________________________________________________________________
Following changes will be made in Turn 22
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.
Ok it is obvious we need to help with space. I was thinking ship mods, Gita watt laser, and cruiser. Possibly the warheads. Basically as much as we can help the fleet.
It was basically what I was getting at. The Reapers have the ability to deploy adapted tech and use it in conjunction with their own breakthroughs easier then we can. It seems superior logistics is what might get them the win.
Also the thing with the mech was another thing that show releasing a mark2 won't do anything. They won't buy it because it's more expensive and not worth the money needed to retool logistics. Just like the mech this turn.
Edit: @Ancient One the problem with space is spreading the tech not the tech itself. We need to work on making more efficient factories and shipyards to speed up adoption of new tech.
Edit2: @tri2 can we get a project that improves shipyards and manufacturing? Also one that can make the cost of producing weapons cheaper without too much proformance loss?
As much as it sucks I'm actually kind of glad to see that the Batarians are giving us way more of a fight since it seemed like we were doing way too well against what was supposed to a race that went space faring over 2000 hears ago. I was thinking about how it seemed weird that the SA was doing so well against the Batarians who not only had a 2000 year headstart over us space travel wise but should realistically outnumber the SA by hundreds of worlds at at the least along with having a population in the trillions.
Yes we do have a great tech advantage but the Batarians have been noted to have somehow gotten more advanced tech earlier which should have let them have more parity with us. To give an example of our capabilities imagine the SA as Wakanda in the MCU. While Wakanda was the most advanced nation and was ahead of everyone else by hundreds to thousands of years it was noted that along with the rest of the world catching up with them over time that they were seriously outnumbered by the rest of the world with their population being estimated to be around 5-6 million vs the seven and a half billion people today.
Basically there is only so much a tech advantage can help you with after a point. This is also a really good reason as to why we would want support from the other races.
All shipyards being used to effect repairs of damaged Alliance ships. No frigates can be built in them for this turn. May still construct them in factories.
This quarter our contract with the Hanar Illuminate has begun, needless to say constructing essentially a fleet in a quarter is not cheap, over 62% of out total industrial production is going towards their quarterly quota.
The plan was to build those ships in those Shipyards. So instead of the 1,862,790.72pr I'd budgeted for them they cost 3,725,581.44 or 64.68% of our Production.
Honestly the Alliance is kinda screwing themselves over here. Tying up those shipyards means going from 20 LLPs this quarter to nine, eight if we want to producing meaningful amounts of anything else. They are admittedly repairing 24 ships so in terms of raw ship count they are still gaining (+20 vs +33) but given their demonstrated combat performance I doubt any Waterloos or Huai-Hais trade at just 2:1 against our LLPs.
As much as it sucks I'm actually kind of glad to see that the Batarians are giving us way more of a fight since it seemed like we were doing way too well against what was supposed to a race that went space faring over 2000 hears ago. I was thinking about how it seemed weird that the SA was doing so well against the Batarians who not only had a 2000 year headstart over us space travel wise but should realistically outnumber the SA by hundreds of worlds at at the least along with having a population in the trillions.
Yes we do have a great tech advantage but the Batarians have been noted to have somehow gotten more advanced tech earlier which should have let them have more parity with us. To give an example of our capabilities imagine the SA as Wakanda in the MCU. While Wakanda was the most advanced nation and was ahead of everyone else by hundreds to thousands of years it was noted that along with the rest of the world catching up with them over time that they were seriously outnumbered by the rest of the world with their population being estimated to be around 5-6 million vs the seven and a half billion people today.
Basically there is only so much a tech advantage can help you with after a point. This is also a really good reason as to why we would want support from the other races.
If I'm reading correctly it's not their age that's helping them but advanced tech likely from the reapers that put them at tech equality. So we don't have the tech advantage and the second thing is pure numbers. Without the Reapers SA would be cleaning up.
As for support from the other races that's probably a bad idea politically. Their more likely to take advantage of this one of two ways. Getting concessions or using this to show humans need them and even after the advancements things haven't changed. This'll make it more difficult to gain a council seat.