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

Now that I've finally got enough time to sit down and do this all properly, and had a chance to read through everyone's comments and see some of the really obvious stuff I missed, lets try again.

Construction:
Right now we have 40 surface and orbital slots for Mindoir while everywhere else has 30 surface and 15 orbital slots. This is assuming our three new expansion sites (most notably Bekenstein) count as Human Colony Worlds but I don't think that is unreasonable.

One of the things I'm aiming for is to maintain a reserve of free slots in case something pops up in the future that we want to mass construct.

The first thing I decided to do was bring all our planets, new and old, up to 40 Factory IIIs which at 0.5 slots each (thanks to Partial Factory Automation) takes up 20 slots. That leaves 10 surface slots on the colonies free and 20 on Mindoir. Well not free since some of those slots are already being used by other things (like Labs) but free from Factories. I could absolutely squeeze in more Factory IIIs here but at 198 Factory IIIs we are already trebling our number of surface factories for an increase of almost six million Production due in just three quarters.

Orbital slots were more difficult hence the notice that they may change in following revisions. Currently our planets sit at:
Mindoir: 18.5/40​
Elysium: 2.5/15​
Benning: 8/15​
Demeter: 8/15​
Bekenstein: 0/15​
Terra Nova: 0/15​
Eden Prime: 0/15​
that gives a total of 93 slots. I originally planned on filling half theses with a complicated rolling mixture of Space Factory Is, Heavily Armed Space Factory Is, and finally Heavily Armed Space Factory IIs. However now that I've got time to actually sit down and plot out of the various timelines for the probable permutations the numbers just don't really work out the way I'd like.

So instead I'm going for a simpler more uniform solution. As things currently stand Large Shipyards are basically pointless and highly provocative. One is enough to produce 2 Dreadnoughts per year while the Alliance is only allowed 6. We might want to invest in a second one for repair capacity but having one in every system is wasteful at this point.

At the battle of Mindoir the Alliance had 2 Heavy Cruisers and 8 Frigates. Assuming that is a normal distribution of Cruisers to Frigates then for every three Medium Shipyards (+6 Cruisers/qtr) we want four Small Shipyards (+24 Frigates/qtr). Each Small Shipyard requires ~300k Production to keep running at full output while Medium Shipyards vary wildly from 1,100k for Light Cruisers to 11,000k for Heavy Cruisers. So worst case scenario to keep all seven Shipyards operational would require ~36,000 Production or 12 Space Factory IIs. Combined that takes up 13/15 orbital slots for our colony worlds leaving 2 slots free for unknowns.

Given the quick construction time for Shipyards (2qtrs for Small and 3qtrs for Medium) I'm thinking we start constructing those Space Factory IIs ASAP while temporarily filling in the Shipyard spaces with Space Factory Is.

Something along the lines of:
Elysium:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) Medium Shipyard [Pre-Existing]
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II [1 Pre-Existing]
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)

Benning:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard [Pre-Existing]
3) Small Shipyard [Pre-Existing]
4) Small Shipyard [Pre-Existing]
5) Small Shipyard [Pre-Existing]
6) Medium Shipyard [Pre-Existing]
7) Medium Shipyard [Pre-Existing]
8) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
9) 2 x Heavily Armed Space Factory II [Pre-Existing]
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14) 2 x Heavily Armed Space Factory II
15)

Demeter:
1) Small Shipyard [Pre-Existing]
2) Small Shipyard [Pre-Existing]
3) Small Shipyard [Pre-Existing]
4) Small Shipyard [Pre-Existing]
5) Small Shipyard [Pre-Existing]
6) Medium Shipyard [Pre-Existing]
7) Medium Shipyard [Pre-Existing]
8) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
9) 2 x Heavily Armed Space Factory II [Pre-Existing]
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14) 2 x Heavily Armed Space Factory II
15)

Bekenstein:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)

Terra Nova:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)

Eden Prime:
1) Small Shipyard
2) Small Shipyard
3) Small Shipyard
4) Small Shipyard
5) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
6) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
7) 2 x Space Factory I -> Medium Shipyard (once Space Factory IIs are online)
8) 2 x Heavily Armed Space Factory II
9) 2 x Heavily Armed Space Factory II
10) 2 x Heavily Armed Space Factory II
11) 2 x Heavily Armed Space Factory II
12) 2 x Heavily Armed Space Factory II
13) 2 x Heavily Armed Space Factory II
14)
15)
That ends up 26 Small Shipyards, 36 Heavily Armed Space Factory IIs, and 26 temporary Space Factory Is which later become 13 Medium Shipyards which combined with the 5 pre-existing Medium Shipyards becomes 18.

The 26 Small Shipyards are dirt cheap (13 billion credits) and the 26 Space Factory Is aren't too expensive (260 billion credits). It is the Heavily Armed Space Factory IIs that are a problem costing a total of (7,200 billion credits) which we obviously don't have.

If we up the lobbying costs for the treaty to 1 trillion like some people have asked that leaves 2,840 billion for construction. If we leave a cushion of 500 billion, in case of emergencies before the next turn, we can manage all the cheaper construction plus 10 Heavily Armed Space Factory IIs. Looking at future earnings that is probably around what we can manage going forwards so we'll probably finish ordering the shipyards by the end of the year (2175-Q4).

For now I'm leaving Mindoir orbit alone. We already have 4.5 million Production in orbit with another 30 million under construction. That is comparable to the 36 million Production all our colony worlds will have once the expansion plan I've laid out here is fully complete. So for now I don't see an urgent need to try and fill Mindoir orbit with more Space Factories and make it even more of a target.

For the person who mentioned building Heavily Armed Space Stations; as you can see from above orbital space is tight. Heavily Armed Space Factories are great because we can squeeze twice as many per orbital slot and they provide a clear functionality on top of their defensive capabilities. Space Stations don't. Personally I'd not support building any more Space Stations until our first is online (2176-Q4) when we find out how they actually work in practice.


Aside from updating the construction allocations I've upped the Lobbying value to "Up to 1 trillion credits" since it was asked for and I do remember pointing out that Lobbying could be more expensive then expected. I've also added in asking the Hanar for acces to their Shipyards; it is late enough it probably won't be too helpful but better late then never. Finally I also added in similar defensive measures as we have on all our other colony sites; 500 MA towers, 2500 GARDIAN towers, and a Bombardment Grade City Shield. The extra 150 billion Credits from the shields leave us with less margin then I'd like (~200 Billion) but it should be enough for most emergencies.



[X] [PIA] Proposed Plan All The Factories
-[X] License Things
--[X] License out Geneva Class Cruiser Block 4 Upgrade to Cord-Hislop Aerospace

-[X] Hire Things
--[X] Contact the Hanar about their suggestion of using their shipyards to accelerate production of their order for Zamas. Given the impact the war is having on your productive capabilities it looks like you'll need it.

-[X] Sell Things
--[X] 9 Lite Laser Pyndas for the Alliance Navy.
--[X] 79 Hammerhead Tanks for the Alliance Army

-[X] Build Things (-2,630.5 Billion)
--[X] 21 x Factory IIIs (-21 Billion) on Mindoir
--[X] 18 x Factory IIIs (-18 Billion) on Elysium
--[X] 21 x Factory IIIs (-21 Billion) on Benning
--[X] 18 x Factory IIIs (-18 Billion) on Demeter
--[X] 40 x Factory IIIs (-40 Billion) on Bekenstein
--[X] 40 x Factory IIIs (-40 Billion) on Terra Nova
--[X] 40 x Factory IIIs (-40 Billion) on Eden Prime

--[X] 3 x Small Shipyards (-1.5 Billion) in orbit of Elysium
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Bekenstein
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Terra Nova
--[X] 4 x Small Shipyards (-2 Billion) in orbit of Eden Prime

--[X] 4 x Space Factory I (-40 Billion) in orbit of Elysium
--[X] 2 x Space Factory I (-20 Billion) in orbit of Benning
--[X] 2 x Space Factory I (-20 Billion) in orbit of Demeter
--[X] 6 x Space Factory I (-60 Billion) in orbit of Bekenstein
--[X] 6 x Space Factory I (-60 Billion) in orbit of Terra Nova
--[X] 6 x Space Factory I (-60 Billion) in orbit of Eden Prime

--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Elysium
--[X] 1 x Heavily Armed Space Factory II (-200 Billion) in orbit of Benning
--[X] 1 x Heavily Armed Space Factory II (-200 Billion) in orbit of Demeter
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Bekenstein
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Terra Nova
--[X] 2 x Heavily Armed Space Factory II (-400 Billion) in orbit of Eden Prime

--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Bekenstein
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Terra Nova
--[X] 500 x Large Ground MA Turret (-2.5 Billion) on Eden Prime
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Bekenstein
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Terra Nova
--[X] 2,500 x Large Ground GARDIAN Turret (-2.5 Billion) on Eden Prime
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Bekenstein
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Terra Nova
--[X] 1 x Bombardment Grade City Shield (-50 Billion) on Eden Prime

-[X] Lobbying (Spend money and try to convince politicians to do something)
--[X] Up to 1,000 Billion credits towards the ongoing Treaty of Farixen negotiations.
---[X] Double check that extra funding at this point won't hurt our negotiating position with Laurence Freeman.

Research Plans
Research wise plans and suggestions are all over the place. Looking over people's comments and proposed plans (a lot of which are invalid because of things like Labs from Elysium working with heroes on Mindoir or heroes getting their Lab Bonus without actually having an attached lab) I think the key things people are interested in altering from my base plan were Turian Gene Treatment, Plug n Play skills, and Batarian Cryptography.


So with that in mind I present the following plans:


[X] [PIRA] Proposed Plan Plugged Swarms
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (100) = Mk II Suit [50/150 -> 150/150]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (100) = Cortana Update [0/150 -> 100/150]
-[X] Lab I (92.5) + Revy (207.5) = Basic Hacking VI [0/300 -> 300/300]
This is a minimal modification to the original The Swarm plan swapping out the battery tech for Plug and Play Skills. This is the perfect example of why I posted the plan as a draft; because I honestly completely forgot about the skill crunch and how we needed Plug and Play Skills to continue expanding. As a bonus this improved the efficiency of the plan freeing up more RP for upgrading Cortana.


[X] [PIRA] Proposed Plan Crypto Plugged Swarm
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (400) = Hegemony Cryptography [250/? -> 650/?]
-[X] Lab I (92.5) + Revy (7.5) = Mk II Suit [50/150 -> 150/150]
This plan drops the MkII and upgrading Cortana in favor of dumping that RP into the Hegemony Cryptography. There sadly isn't a way to free up RP for us to hit the 500RP mark so we probably won't see significant results here.

In terms of time devoted to Crypto, which I'm still again, I definitely favor this plan over the next. ParSec makes heavy use of drones to help balance our far smaller personnel count and this is a doctrine the Alliance shares. Swarm Networking makes our drones significantly more effective in combat since they are very large swarms. It also synergizes well with our Construction Drones options since presumably large swarms of them are utilized in building projects.


[X] [PIRA] Proposed Plan All In Crypto
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Brain Shield MKII [0/600 -> 832.5/600]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [0/400 -> 400/400]
-[X] Lab I (92.5) + Lab III (277.5) = Basic Construction VI [0/300 -> 370/300]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (822.5) = Hegemony Cryptography [250/? -> 1280/?]
In exchange for dropping Swarm Networking this plan brings Hegemony Cryptography to over 1,000RP and is almost certain to see significant results. The loss of Swarm Networking though is a fairly hefty cost though I feel.


[X] [PIRA] Proposed Plan Plugged Swarms - Turian Bribe
-[X] Conrad (300RP + 300*0.85 = 555) + Lab II (185) = Quantum Entanglement Communications [121/1600 -> 1713.5/1600]
-[X] Gaven Dor (150RP + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Construction Drones (Basic construction VI required) [0/600 -> 600/600]
-[X] Mordin (300 + 300*0.85 = 555) + Lab II (277.5) = Human Converted Gene Treatments (Input race) [0/800 -> 832.5/800]
-[X] Shatom (150 + 150*0.85 = 277.5) + Lab III (277.5) + Revy (45) = Heavy Cruisers [600/1200 -> 1200/1200]
-[X] Hwan (150 + 150*0.85 = 277.5) + Lab I (92.5) + Revy (30) = UV Lasers [400/400]
-[X] Lab III (277.5) + Revy (22.5) = Basic Construction VI [0/300 -> 300/300]
-[X] Revy (100) = Mk II Suit [50/150 -> 150/150]
-[X] Revy (600) = Swarm Networking [0/600 -> 600/600]
-[X] Revy (750) + Litinana Deal(50) = Plug and Play Skills [0/800 -> 800/800]
-[X] Revy (100) = Cortana Update [0/150 -> 100/150]
-[X] Lab I (92.5) + Revy (207.5) = Basic Hacking VI [0/300 -> 300/300]
Given how things with the Batarians are going I honestly think Mind Shield is far more important then another attempt at bribing the Council. That said people are interested in it so I've provided a variation of Plugged Swarm with Peak Turian. You can fairly easily further modify this into the various Crypto variations above but I strongly reccomend against that. Risking cognitohazards like Indoctrination while simultaniously developing the Brain Shield, rather then having it operational, isn't great but doing so without even working on improving the tech is just reckless.


Oh since people wanted some more detailed explanations on why UV Lasers and Construction Drones:
UV Lasers:
Right now the biggest weakness of the LLPs is range. Our lasers are only effective out at under 1,000km and while that isn't knife range it is still fairly close for starship combat in what is probably considered Medium range (Extremen is 10,000+ and Close is <10 so the ranges are probably 10,000+ (Extreme), 1,000+ (Long), 10+ (Medium), <10 (Close). UV lasers meanwhile explictly provide a minimum 6x range increase with Revy aiming for a 300x range increase. At that point our lasers are effective from Dreadnought ranges, and possibly beyond, which would be a massive boon for the Alliance. Like to the point it would be effective to stop producing LLPs for a quarter to upgrade (Hyper-Modular FTW!) the existing fleet to UV Low Gigawatt Lasers.

Construction Drones:
We are spending ~2.4 trillion credits on new construction this quarter and I plan for us to remain at ~2.0 trillion credits per quarter construction for at least the next year. Hundreds of factories and dozens of space stations (IE: Space Factories) are going up this year. If Construction Drones can make that cheaper then hot damn they will very much pay for themselves. If they can make that construction faster it will have been one of the best techs we could possibly invest in (because our biggest limiting factor is construction time not cost). If they do nothing but simply ensure we can continue building at this rate without running out of craftsmen they will still be more then worthwhile.

This is before getting into the sociological and economic effects of effective large scale automated construction. That is a massive revolution that will shake up so many aspects of life.



My Vote:
[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms

As a reminder when voting remove "Proposed" from your plan of choice. That is only there so that I can make plans that will show up properly in tallies without also counting as me voting for those plans. Generally I think the tally is pretty good at catching that so it shouldn't be a problem but it is a good habit nonetheless.
 
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One potential issue is how much extra manpower is going to be needed for these not just in skilled labour but in security and defensive duties. Since the Fleet is currently reduced both in men and materials their is an opportunity for enemies to strike to cause losses or steal data. Worse a major push to kill or capture Revy would make sense consolidating those numbers in one place for a decapitating strike removing one of the leading lights of this human renessance and a crippling of ability to make advanced war materials. Adding more facilities is going to dilute available defenders across an even larger area or forced engagements as a fleet could stand off and bombard effectively immobile facilities saturating defences from beyond the range of effective retaliation of mobile targets like themselves.

It's not just the Batarian's either Agents of the Shadow Broker or others with resources could mount a false flag as Batarian sponsered pirates or mercenary auxiluries given how many standing interests are threatened by PI's meteoric rise.

While growth is important long term it might be better to put a a hold on all new facility construction for this period, especially in orbit that can't defend itself. Focus the construction on parts and materials required to maintain, refit and repair or laying down new hulls in preperation for losses to swing back the material advantage the Batarians currently as quickly as possible before it can be further capitalised on.
Use capacity to bulk up colony defences and militia/garrason equipment fast as well. Not only will it stop reduce any claims of war profiteering the spin on patriotism and lives saved in strikes the equipment will allow will give PI a massive popularity boost and lower defeatism and moral drop among civilians as well as helping military men and woman by knowing their loved ones are better protected at home.

The better protected a given planet is the better protected PI and Revy are there.
 
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So instead I'm going for a simpler more uniform solution. As things currently stand Large Shipyards are basically pointless and highly provocative. One is enough to produce 2 Dreadnoughts per year while the Alliance is only allowed 6. We might want to invest in a second one for repair capacity but having one in every system is wasteful at this point.
What about the use of Large Shipyards for space carriers? If I remember correctly, the SA Space Carriers were the same size as dreadnoughts?
 
Worse a major push to kill or capture Revy would make sense consolidating those numbers in one place for a decapitating strike removing one of the leading lights of this human renessance and a crippling of ability to make advanced war materials.
Revy is literally as protected as is practically possible. The entire 4th Fleet (which includes at least one Dreadnought and almost certainly a Carrier on top of all the smaller hardware) is being based out of Mindoir for her defense. On top of this we have literally thousands of anti-ship weapons platforms on Mindoir as well as Bombardment Grade shields over everything important. Attacking Revy right now isn't something that can be done as a single strike, unless I suppose the entire Batarian navy shows up, but as a siege and the Alliance's whole doctrine is about rapid response so a siege is a death trap for the Batarians.

Adding more facilities is going to dilute available defenders across an even larger area or forced engagements as a fleet could stand off and bombard effectively immobile facilities saturating defences from beyond the range of effective retaliation of mobile targets like themselves.
With the exception of Elysium, which already accounts for a significant percentage of our Production capacity, every planet were are expanding to already requires defending.

Benning is the food source for Arcturus (the Systems Alliance HQ) and is a major staging area for starship repair and maintenance. Demeter is only accessible via real space (IE: non-relay and thus not vulnerable to Alpha Relay bypassing) FTL travel from Sol. Bekenstein is in the heart of Citadel space (one jump removed from the Citadel) and regularly patrolled by the Citadel Fleet. Terra Nova is (according to the Codex) the largest formally recognized Alliance colony and second oldest. Eden Prime is another of humanity's oldest and largest colonies and right next door to Terra Nova.

There is a reason we chose these colonies as expansion points.

As for the risk of the facilities being destroyed; not really that big of a deal. A Factory III or Space Factory I in a single quarter of operation generates enough income to fund the construction of 7.8 replacements. A Heavily Armed facility is worse at 3.9 replacements per quarter but that still means that as long as ~25% of those we build survive to become operational they still pay for themselves and the losses in a single quarter.

As I said in my plan post the biggest expense with factory expansion isn't money it is time. The lead time on these facilities is high enough that we just can't afford to wait for a better time.


Focus the construction on parts and materials required to maintain, refit and repair or laying down new hulls in preperation for losses to swing back the material advantage the Batarians currently as quickly as possible before it can be further capitalised on.
Um; that is exactly what my plan does? Maintaining, refitting, repairing, and replacing ships all requires one thing; Production. The only way to get more Production is via more factories. Shipyards help because they remove the penalty for ground based construction but the plan is already constructing 15 Small Shipyards on top of the 17 we already have under construction. That will bring us to 36 Small Shipyards by 2175-Q3 capable of repairing/building a total of 216 Frigates simultaneously. The Medium Shipyards are being held off, although we will have 6 by 2175-Q3 for 24 Cruisers simultaneously, because we don't have the Production required to feed them.


Use capacity to bulk up colony defences and militia/garrason equipment fast as well. Not only will it stop reduce any claims of war profiteering the spin on patriotism and lives saved in strikes the equipment will allow will give PI a massive popularity boost and lower defeatism and moral drop among civilians as well as helping military men and woman by knowing their loved ones are better protected at home.
You know what bulks up colony defenses and militia equipment? Production.

Remember we are supplying the Alliance with just 9 LLPs and 79 Tanks this quarter because that is literally all our available Production. We couldn't outfit colonies if we tried. The best we can do is build defensive installations which is why every capital (or largest city) gets a Bombardment Grade City Shield and each planet has 3,000 anti-ship/fighter defensive towers scattered across it. That is about the best we can do with our Production crunch.

This is the same reason I'm not trying to meaningfully bulk of ParSec right now. We don't have the Production to give them any gear. No drones, no replacement missiles, no replacement Legionaries, nothing.



What about the use of Large Shipyards for space carriers? If I remember correctly, the SA Space Carriers were the same size as dreadnoughts?
True. We can build Carriers at Large Shipyards which does make them more useful. Still the capability to do that is quite a ways away. I haven't implemented them into the V3 Ship Design spreadsheet yet but roughly speaking I'd estimate that each Carrier requires ~10 million Production per quarter to build at full speed. So a fully operational Large Shipyard building carriers would require ~20 million Production per quarter. That is 66 Space Factory Is or more realistically 7 Space Factory IIs and we are about a year away from even being capable of supplying our (currently under construction) first Large Shipyard. A second is more like two years out.
 
[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms
 
[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms
 
Mindoir 4 lab lll + 1 lab ll on
researchers available Mordin, Gavin, Conrad, Shatom, Shepard so 1 lab each
Elysium 2 lab l available(we really need upgrade these asap) 1 lab lll under construction 2175-Q3 complete
Captain Hwan only researcher here soon as lab lll up the 2 lab l will be upgraded or bulldozed

Benning 1 lab lll under construction 2175-Q3 complete
no researchers here

Demeter 1 lab lll under construction 2175-Q3 complete
no researchers here

so we have 4 lab lll 1 lab ll and 2 lab l available to use with 3 being build

Conrad Verner
A rank mass effect 300RP*1.85 = 555 RP + attached lab II = 185 = 740/1600 add last turns reserch points 973.5= 1713.5 .... maths looks ok to me?
 
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[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms - Turian Bribe
[X] [PIRA] Plan Crypto Plugged Swarm
 
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Lab II (185)
Lab III (277.5)
Lab II (277.5) This is a Lab III
Lab III (277.5)
Lab I (92.5)
Lab I (92.5)

3/4 lab lll 1/1 lab ll and 2/2 lab I
So one Lab III is missing/unused

And my Plans use to many Labs
 
[X] [PIA] Plan All The Factories
[X] [ST] Plan BioTech + Biotics + Liara Date
[X] [PSD] Plan All in Colony Defense
[X] [PIRA] Plan Plugged Swarms

I'll vote for anything with Plug n' Play. It will help immensely with increasing production.
 
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[X] [PIA] Plan All The Factories
[X] [PIRA] Plan Plugged Swarms
[X] [ST] Plan BioTech + Biotics + Liara Date
 
[ ] Biotic Armor (1600): Biotic powers are built upon a foundation of natural aptitude, but they need an Implant and an Amp to truly come into their right. By expanding on the principles you have learned when designing your own Implant and Amps, you are certain you can create an armor that will be to the common amp what a skyscraper is to a tribal hut. (Armor that enhances and utilizes biotic abilities.)
Re-reading the quest and seeing that this was an option kind of surprised that future QMs didn't give this as an option since it seems like it would be something we can do. Though thinking about it does make sense that we need to do something like Basic Biotic Caster first to get a better idea of how biotics and it's interactions with machines work first before making the next stage of the biotic amp.

On the subject was also thinking about how Unobtanium potentially letting us get our own equivalent of Vibranium and I thought how about a material that can help with biotic? Funny enough looked at metals from the MCU and thought how a previous QM said that we would never be able to make something like, Uru AKA the metal that Thor's hammer Mjolnir and then Stormbreaker were made of, due to being magical and not fitting in. I then looked at how Biotics in Mass Effect was pretty much space magic and then thought 'could we make our own Uru variant that instead of being magical including enhancing magic in the MCU that instead for this quest it's something like an Eezo alloy that is meant to be a big boost to biotics?'

Basically the idea for an Eezo based alloy to be created by say combining our own variation of Vibranium and large amounts of Eezo to combine into this hypothetical super advanced alloy which would be our quest equivalent to Uru. Though instead of the MCU Uru being meant for MCU style magic our version would be meant for Mass Effect space magic AKA Biotics. Though nowhere near as ridiculous to the MCU variant.

I also suggest if we do get something like that and use it for a power armor design that we name said design the Mjolnir series. And yes, I admit I got the idea from looking at the Halo series which is why the popped up. Besides think it's a good name that just fits really well here in my opinion.
 
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@tri2 Would it be possible for us to be able to make people into Biotics through artificial/synthetic means? There is actually a canon example with the Prothean's using genetic engineering to make the entire Asari race biotic, which is why I'm curious.

Also has our terraforming tech helped at all with Earth's climate issues? In canon it was noted to have such issues but that it was being improved over time thanks to tech advancements.
 
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@tri2 Would it be possible for us to be able to make people into Biotics through artificial/synthetic means? There is actually a canon example with the Prothean's using genetic engineering to make the entire Asari race biotic, which is why I'm curious.

Also has our terraforming tech helped at all with Earth's climate issues? In canon it was noted to have such issues but that it was being improved over time thanks to tech advancements.
Yes you can

No, cause none of it has been applied to Earth, need permission before they will let companies mess around with the homeworld's biosphere
 
Yes you can

No, cause none of it has been applied to Earth, need permission before they will let companies mess around with the homeworld's biosphere
At first I was surprised that we haven't gotten any offers for our Terraforming tech considering all the climate change problems that ME Earth goes through then I realized that many races would justifiably be wary of any major alterations to their home worlds due to the cultural and historical importance along with them being the oldest and most developed world of many races and they'd especially be wary of corporations being able to influence. So I could see many Earth governments being extremely wary of such tech even from someone like Revy.

That said at this point Revy has probably proved her trustworthyness not just as a person but a super genius. Also can't believe it but I just realized that we never offered our terraforming services to Earth before. Then again can't blame people for that since the issues are only mentioned in the codex and background.

Should definitely see about offering said tech soon though.
 
At first I was surprised that we haven't gotten any offers for our Terraforming tech considering all the climate change problems that ME Earth goes through then I realized that many races would justifiably be wary of any major alterations to their home worlds due to the cultural and historical importance along with them being the oldest and most developed world of many races and they'd especially be wary of corporations being able to influence. So I could see many Earth governments being extremely wary of such tech even from someone like Revy.

That said at this point Revy has probably proved her trustworthyness not just as a person but a super genius. Also can't believe it but I just realized that we never offered our terraforming services to Earth before. Then again can't blame people for that since the issues are only mentioned in the codex and background.

Should definitely see about offering said tech soon though.
was actually thinking of the Hanar asking you to do it for the Drell homeworld to use that as a gateway event, but later found out the Drell homeworld became a barren dead world a few centuries ago. The Drell on the Hanar homeworld are it.
 
Lab II (185)
Lab III (277.5)
Lab II (277.5) This is a Lab III
Lab III (277.5)
Lab I (92.5)
Lab I (92.5)

3/4 lab lll 1/1 lab ll and 2/2 lab I
So one Lab III is missing/unused

And my Plans use to many Labs
Good catch. I grabbed things from my last plan and forgot I had used a Lab III solo last turn.

Mistake here. Mk II Suit on 50/150 from the last omake.
Another good catch; thanks.


So with that we've got an extra 327.5RP to spend, 400RP if I pull the leftover I'd previously dumped on Cortana. Any suggestions?


I'm thinking for Plugged Swarm and Turian Bribe that 400RP into Advanced Research VI bringing it up to 450/600 so we can easily finish it next turn. For Crypto Plugged Swarm we can add back in the MkII while still having enough RP left over to hit 650RP on Crypto which crosses two extra break points (500RP and 600RP) compared to the 472.5RP of the base plan. All In Crypto meanwhile would, as is keeping with the theme, go all in on Crypto getting up to 1350RP so even if the threshold is 1600RP we'd easily finish the following turn.
 
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