And who is to say another faction of Geth don't just go rogue again? Or that they are subverted entirely?

The weakest link for any AI is just that. It's an AI. One push is all it takes. The Reapers are post singularity AI. They aren't weak to anything but brute physical force.

As for Operation Dandelion, the idea wasn't just to kill the Reapers, it was to save something of their civilization. To have something flower and flourish afterwards. Something biological.
 
Truthfully, the Geth are much better suited for the Operation Dandelion than the Asari.

Firstly, the Geth don't need food or breathable air. They don't need a habitable planet to live, any airless rock will suffice.

Secondly, they don't need to care about pesky things like reproduction, raising and education of children. Just build another computer core and copy/paste your own code. Which also means there is no chance their civilization in time forget about the Reapers or start to treat them as a myth.

Thirdly, their civilization won't need things like culture, entertainment or consumer goods. They can concentrate their everything on military-industrial complex.
Hmm, this much is somewhat debatable.

Yes, assuming both a biological and synthetic nation are of equal development, the synthetics will have a number of advantages over the biologicals. But that assumes equal development.

If a biological colony fails, there are a great number of failure states that are, nonetheless, recoverable at a later date. Basically, any situation where a biological settlement can survive is a success by default, and anything above that is just greater degrees of success. If an asari colony got pushed back to feudal conditions... at least they survived. And with how long the cycles are (on average), they have time to claw their way back onto the galactic stage - or, hell, even just get discovered by a sister colony.

Comparatively, a synthetic colony requires a minimum level of sophistication. If they lost their fabricators, their tools, or their power supplies before they're prepared to replace any of them, they're fucked. New units cannot be assembled autonomously, old units break down without maintenance, and energy sources are a liiiitle more complex than "find the nearest edible plant/critter."

This distinction is especially important for a mission that specifically assumes a certain amount of machine degradation over time, before the sleeper pod boots up. If a pod successfully lands with absolutely nothing except its personnel cargo and enough supplies to sustain them for a week, they still have a chance.

A lone asari is vulnerable, but has all the potential of her past and future civilization. A lone geth is a paperweight waiting to happen.

So, it's not that one possibility is better than the other, really. There are advantages and disadvantages to each.

Of course, that's ignoring the bullshittery that is Project Scion. At that point, the advantages are "Yes" and the disadvantages are "no", except the truly extreme outlier cases like a literally airless rock. Scions can only manage limited time in vaccuum.
 
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And who is to say another faction of Geth don't just go rogue again? Or that they are subverted entirely?
It's not like they can't do the same with organics (Saren and Cerberus say hi).

If an asari colony got pushed back to feudal conditions... at least they survived. And with how long the cycles are (on average), they have time to claw their way back onto the galactic stage
Yeah, they survived. They will claw their way back onto the galactic stage. And then they'll be devoured by the Reapers just like anybody else.
Because when they fell, they lost the one and only thing that separates them from any other species of this new Cycle. The knowledge of what's coming, of the Reapers' abilities, of technology that can at least somewhat level the playing field.

Of course, that's ignoring the bullshittery that is Project Scion.
That's true.
Poor the Yahg, they thought they'll be kings of the new Cycle.
 
It's not like they can't do the same with organics (Saren and Cerberus say hi).
That happens fairly piecemeal though. Recall the virus used to rewrite the heretic geth in the game, and how that was supposed to be used on the "true" geth? That's the weakness of AI.
 
And who is to say another faction of Geth don't just go rogue again? Or that they are subverted entirely?

The weakest link for any AI is just that. It's an AI. One push is all it takes. The Reapers are post singularity AI. They aren't weak to anything but brute physical force.
It's not like they can't do the same with organics (Saren and Cerberus say hi).

Don't forget, this is coming off of a timeline where the Quarians and Geth reconciled, which means that all the Geth are upgraded with Reaper level software. All units are autonomous and intelligent. @Phant0m5 those advancements are what makes them a good choice to bring along to a colony in the first place. No Geth is a paper weight anymore. Also, I'm pretty sure it was the Geth fetishizing the advancement of the Reapers (and not being advanced enough themselves) that they sought out the Reapers and couldn't defend against being subverted.

And, if a faction does go rogue, the reason for the schism may not even be over the Reapers. The Geth don't need consensus anymore, individual deviation is now possible and probably over things that are much more trivial than to vanguard the apocalypse.

Thirdly, their civilization won't need things like culture, entertainment or consumer goods.

Don't forget, one of the first things we saw the Geth do in Mass Effect 1 was worshiping an orb. And that was when they were collectivized flashlights.


They have their own concepts of culture, things they value and remember. They probably won't build a strip mall, but they're not terminators.

Yeah, they survived. They will claw their way back onto the galactic stage. And then they'll be devoured by the Reapers just like anybody else.
Because when they fell, they lost the one and only thing that separates them from any other species of this new Cycle. The knowledge of what's coming, of the Reapers' abilities, of technology that can at least somewhat level the playing field.

That's true.
Poor the Yahg, they thought they'll be kings of the new Cycle.

This is separate from the Geth thing.
The Raloi still know, and if they're smart they made sure that they never forget.

@Mechanis , did any of the spacefaring species try to crash land on the Raloi homeworld? Seems like it would put a target on the Raloi, but it's not something that seems out of character for any individual to try in order to escape exctinction.


The Yahg, even if they knew probably wouldn't care given what the series said about their psychology. Without a show of force, they wouldn't respect the threat (if not intellectually, then on an emotional level) and that means fighting the reapers.

If they come into contact with one of the thrall races that the Reapers kept around: Collectors, Adjutants, and probably some twisted remnant of the Elcor or something then maybe they'll start preparing. But for now, it seems like they have a low-grade predatory narcissism. (If it happens it won't be for a long time, and if doesn't then this is beneath my concern anyway)
 
probably some twisted remnant of the Elcor
That's some extremely wild and baseless speculation right there my friend. What makes the elcor so great the Reapers must have kept them around in some form?

all the Geth are upgraded with Reaper level software
No. No they were not. This never happened even in the game. In the game, you let legion dissolve his consensus to spread his knowledge and "individuality" to the geth as a whole. He was still 1,183 separate Geth, no matter what.
Given, in this timeline, the war dragged on slowly for years and that we were apparently a boatload of trouble for the Reapers, I have a feeling they hunted any species near a relay.

I doubt they survived. Same with the yahg.
 
That's some extremely wild and baseless speculation right there my friend. What makes the elcor so great the Reapers must have kept them around in some form?


No. No they were not. This never happened even in the game. In the game, you let legion dissolve his consensus to spread his knowledge and "individuality" to the geth as a whole. He was still 1,183 separate Geth, no matter what.

Given, in this timeline, the war dragged on slowly for years and that we were apparently a boatload of trouble for the Reapers, I have a feeling they hunted any species near a relay.

I doubt they survived. Same with the yahg.

"That's some extremely wild and baseless speculation right there my friend." Pot called the kettle.

I didn't say they must, I said they could, because they've done it before and the reasoning for why they preserve any species the way they do isn't really known, so any species that can handle Reaper Processes (anyone that isn't Salarian or Hanar as far as we know) is potentially fair game. The Elcor handled the Reapers very well during the opening parts of the war, if the Asari impressed the Reapers with their biotics (turning them into banshees) even as the lost ground battle after the battle then maybe the Elcor impressed them with their hardiness.

The other races aren't just in the background, they did shit too.

Doesn't sound wild and baseless to me.

That the Reapers would go against their own protocol without good reason is wild and baseless, however.

That's not how they do things, being close to a relay doesn't mean anything, every space-faring species in Mass Effect Series Cycle was fairly close to a relay, had contact with space-faring species in the last cycle, and yet they are all alive. The Protheans were actively cultivating the Asari and Humanity and yet they both surivived the Prothean cycle. Because, they had not gone to space or (now I'm speculating) did not appear to have gone to space. That latter fits the Raloi, and so they're in ambiguous spot, yes. But the former fits the Yahg, there is no reason that the Reapers have to bother them, at all.
 
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Thirdly, their civilization won't need things like culture, entertainment or consumer goods.
Well, we don't need culture either do we?
Did you ever question Legion about why he repaired himself with N7 armour? Sometimes they just do things because. And all Neural Networks are prone to doing things because the developers inadvertently programmed it was good. Somewhere out there in the galaxy, there is probably is a semi sapient VI colonising planets and building massive ghost cities just because thats what it was programmed to do and when the Reapers arrived no one had the time to turn it off.
Yes, assuming both a biological and synthetic nation are of equal development,
What does equal development even mean? How do you quantify that in order to compare?
 
yeah, phant0m5 has the right of it. Dandelion was as much about preserving what they could of the Citadel Alliance and ensuring as many chances of success as possible, so the Geth didn't risk sending out Geth-only seedships. There was also the more practical consideration of only being able to divert so much material away from the war effort, and since things like life support for organics and food supplies represented a comparatively small investment in resources compared to things like cloaking devices and advanced fabrication equipment and Ragnarok-proof databases, there wasn't really much reason not to have them given the extra success states having some organics along would add.

As for regressed colonies: not only is oral history a thing, which, given there would be multiple variants across multiple planets by people who are obviously descended from the same species; which would greatly increase the ability of later scholars to suss out common facts from any mytholoigization, but Asari can share memory data via Melding. A failed colony that doesn't just die or start throwing too many strong Ardats to deal with will generally retain at least something of their knowledge, passed down mother to daughter or teacher to student over the centuries. which is another reason Dandelion only sent out Asari rather than viable populations for everybody, despite the latter being technically possible.

Now, for the purposes of Dandelion this is still considered a failure state, since it could take them centuries or millennia to claw their way back into space and even longer to tech up to the point of being militarily relevant whenever the Reapers decide to kick things off again, but at least in theory this means they can try again. The intention was that, even if Dandelion failed this cycle, their Asari descendants could just keep trying over and over again until they succeeded.

In other words, as I've said elsewhere, the Reapers only have to miss one individual Asari for their species to continue, which combined with melding allowing memory transfer makes them pretty much perfectly suited to repeatedly escaping from the purge at the end of a Cycle while retaining enough knowledge to be a serious threat when the next one rolls around.

The Yhag are definitely still around, though depending on rolls later they may or may not have built up to the point of being actual competition. The Raloi... that's more up in the air, they may have survived by hunkering down and pretending to have no knowledge of the wider galaxy, or they may have been zapped 'just in case' by the Reapers.

as for who's replaced the Collectors as the Reaper's catspaws for this cycle, that's something you'll just have to find out.
 
yeah, phant0m5 has the right of it. Dandelion was as much about preserving what they could of the Citadel Alliance and ensuring as many chances of success as possible, so the Geth didn't risk sending out Geth-only seedships. There was also the more practical consideration of only being able to divert so much material away from the war effort, and since things like life support for organics and food supplies represented a comparatively small investment in resources compared to things like cloaking devices and advanced fabrication equipment and Ragnarok-proof databases, there wasn't really much reason not to have them given the extra success states having some organics along would add.

As for regressed colonies: not only is oral history a thing, which, given there would be multiple variants across multiple planets by people who are obviously descended from the same species; which would greatly increase the ability of later scholars to suss out common facts from any mytholoigization, but Asari can share memory data via Melding. A failed colony that doesn't just die or start throwing too many strong Ardats to deal with will generally retain at least something of their knowledge, passed down mother to daughter or teacher to student over the centuries. which is another reason Dandelion only sent out Asari rather than viable populations for everybody, despite the latter being technically possible.

Now, for the purposes of Dandelion this is still considered a failure state, since it could take them centuries or millennia to claw their way back into space and even longer to tech up to the point of being militarily relevant whenever the Reapers decide to kick things off again, but at least in theory this means they can try again. The intention was that, even if Dandelion failed this cycle, their Asari descendants could just keep trying over and over again until they succeeded.

In other words, as I've said elsewhere, the Reapers only have to miss one individual Asari for their species to continue, which combined with melding allowing memory transfer makes them pretty much perfectly suited to repeatedly escaping from the purge at the end of a Cycle while retaining enough knowledge to be a serious threat when the next one rolls around.

The Yhag are definitely still around, though depending on rolls later they may or may not have built up to the point of being actual competition. The Raloi... that's more up in the air, they may have survived by hunkering down and pretending to have no knowledge of the wider galaxy, or they may have been zapped 'just in case' by the Reapers.

as for who's replaced the Collectors as the Reaper's catspaws for this cycle, that's something you'll just have to find out.
blue skinned self reproduction exponential xenos engine of war and destruction? where have I heard with Waaaggghhh before? :V
 
I think it would have been the Elcor
Why??? What the hell is with the elcor? They're just big and brawny.

That the Reapers would go against their own protocol without good reason is wild and baseless, however.
Not really, considering we don't know what the reaper protocol is. At what level of development do they consider a race ready for harvest? Spacefaring? Mechanical age? Information Age? We only know that they don't cull civilizations that are prehistoric, and that's it.

It's a little less wild than randomly positing that the elcor are gonna be the new collectors.
Well, we don't need culture either do we?
We kinda do, actually.
 
Why??? What the hell is with the elcor? They're just big and brawny.


Not really, considering we don't know what the reaper protocol is. At what level of development do they consider a race ready for harvest? Spacefaring? Mechanical age? Information Age? We only know that they don't cull civilizations that are prehistoric, and that's it.

It's a little less wild than randomly positing that the elcor are gonna be the new collectors.

We kinda do, actually.

.....did you play all three games? Did you buy the DLC?

This is a serious question, because I need to know before we continue this, because it seems like you're missing some sections of the lore that are directly relevant to this exact discussion.


I'm going to assume that by prehistoric you mean stone age, cause that's probably what you mean and I don't want to be obtuse.
I didn't say they'd be the new collectors, that doesn't fit them at all. But the Reapers kept around more than one race last cycle and kept them for more than just data collection (along with whatever else they used the collectors for). Any of the Reaper Beasts that were in Mass Effect could be around somewhere, new ones could have been made, the ones that were already around could have been improved.

Brutes, Marauders, Husks, those all could be improved and any race that wasn't too fragile could be added to that list of creatures used by Reapers. Elcor aren't special, that's the point of what I'm making. More time at war means more time for Reapers to experiment, to augment; it's what they do. And Elcor are just as much a candidate as anything else.

"Just big and brawny", that's kind of what shock troops are exactly for. The kinds of monstrosities they made by packing human husks together were frightening enough. Give the Reapers decades? With massive creatures that are just pure muscles. What you can do with one is already bad enough.




And those are no less justified than any of the Turian and Human Husks. (In the case of the latter actually more so, Husks are fodder their worth is almost completely psychological.)



As to their protocol, we know exactly what their protocol is. Unless @Mechanis wants to actively retcon parts of Mass Effect 3 (Leviathan, Starchild stuff) then we have every reason to take it for fact at their level of exposure. The Leviathans relayed what they knew of when they created the machines, MAYBE that changed in the intermediate eons, but that doesn't bare out with what we can tell from canon. The Protheans fought for centuries, and yet their protocol hadn't changed much at all between cycles. Javik would have noticed, if nothing else.

They're not going to destroy species that don't meet their criteria, space-faring is a part of their criteria. Any species advanced enough to go to space is advanced enough to trigger the relays and any species advanced enough for that is capable of creating advanced AI's, AI's that can then whipe them out. And that makes them targets for the Harvest. Raloi, might fit that. @Mechanis has artistic license to do what he wants with them. The Yahg don't, it's cut and dry. No room for speculation.

Read the Wiki. There are answers to questions that we don't have to second guess about.
 
Chapter One: Dawn (p1)
"Stumble from the ashes
Lost enigmas in the dust
I cannot remember
Though they tell me that I must
Sky is torn asunder
Fear that breaks the brave
Will not drag me under
Climb out of the grave"
-Miracle of Sound

It is the dawn of a new day. You are yet Nameless, but have accomplished much in the short time of your existence. Though this world is not innately hostile- in fact, it is about as perfect as you are likely to find- it does have powerful wildlife capable of nearly matching your enhanced physiology. While your technology is powerful, you are but one, and cannot hope to tame a world alone.
Fortunately, you are one Asari, which means that you can produce daughters of your own body in sufficient numbers to conquer a world within the span of your own lifetime, even if your mother-creators had not spun it out into infinity.
Melding with sub-sapients was generally considered… icky, in the days of the old Republics, and apparently the experience is unfulfilling compared to true partners, but you don't really have any other options.
Equally, however, you do need to do some self-discovery, and work on your pod's issues. Of which there are many.

HOW THIS WORKS:
Each turn covers six months of in-game time, barring an interruption roll.
During this time, you may assign up to twelve Action Points into any available task, to a maximum of six tasks.
Tasks may have a POINT COST. This is the number of points needed to complete them in one turn! You absolutely do not have to do so, though some tasks may require you to continue them the next turn or turns in order to maintain your progress! Tasks without a Point Cost will always complete in a single turn.
Some tasks (such as repair or fabrication) may require other resources. If you run out of resources before a task is finished, it will stall. That said, resources are consumed at a steady rate, not as a lump sum! This means you can take actions to acquire the resources you need for a project at the same time as you are working on it! Plan ahead of time for greater efficiency!
Most tasks will require a difficulty check! You can decrease the difficulty of a task by training your Skills. Each Skill has a number of sub-skills representing more specialized applications; these are more difficult to train for! As your Skill increases, the check to improve it will increase!
Failed difficulty rolls will result in the task failing; possibly with harmful results!
Failed Tasks Will not refund Action Points or count as Rec Time!
Stalled Tasks do not refund action points! They do, however, count as Rec Time for however many AP they have left at the moment of stalling.
Unused Action Points do not carry to the next turn!
However, if you use the maximum amount of action points for too long, you will begin to suffer from Fatigue, and the likelihood of succeeding at a task will drop. After four turns of maximum AP use, you will accrue 4 Fatigue for each turn thereafter if you continue to do so!
Fatigue is reduced with Rec Time. You require two Action points worth of rec time to remove one point of Fatigue! Don't let it build up, or you may have to take multi-year vacations just to get anything done!

You can increase your available Action Points by acquiring more people! Unfortunately as they won't be as skilled or knowledgeable as you are, they will only add one additional Action Point per five people!
People will require food and housing! This is represented by your Population Cap! This represents how many people you can support indefinitely. You can increase it by growing more food and building houses, or through a number of Policy Action tasks, though the latter may have negative penalties long-term! Running out of housing will inflict penalties on you in proportion to how many unhoused you have.
Not growing enough food, however, is a much more serious problem. If you run out of food, your colony will fail the following turn as everyone starves or descends into barbarism. Don't let that happen.
You can delay this with contextual actions, such as food rationing, or by simply taking action to acquire additional food sources.
The exception are GETH PLATFORMS. These add a variable amount of action points depending on the type of units, but consume a small amount of resources for maintenance as long as a platform is active- larger, more capable platforms will require higher-quality components and have correspondingly higher resource needs! You can build as many Geth Platforms as you want, but may have to stop maintaining or even scrap some of them if you run low on resources!
You may eventually have Permanent Tasks. These work a bit differently to regular tasks. Each permanent task will require a number of people, and might require an amount of resources. Population assigned to Permanent Tasks will NOT generate Action Points. However, these tasks will typically be things like growing food or exploiting a mineral vein and are more efficient that doing so on an ad-hoc turn-by-turn basis, so you'll want to use them.

Resources: You possess a few key resources! While most maintenance costs are sufficiently small, or mitigated by material recycling, some items such as Geth Platforms or Tasks like fabricating things will drain certain resources at a steady rate! Keep an eye on your expenditure!
  • (4500) Omni-Gel: Omni-gel is your primary construction resource! If you want to build or repair something, it will usually require some amount of Omni-gel!
  • (1500) Rare Earths: These minerals include platinum, palladium, iridium and other rare materials! Rare Earths are required in small amounts by many technologies, but more sophisticated technology may require much larger amounts!
  • (500) Element Zero: The rarest resource, Element Zero is required in very small amounts by most technologies, but large items like vehicles or ships may require large quantities of the material!
  • (40) Rations: This represents your stockpile of non-perishable or preserved foodstuffs! Each point of Rations represents one turn's supply for your ENTIRE population! Thus, if your population doubles, your Rations supply will drop by 50%, rounded up to the nearest whole number! Excess Food is automatically preserved and added to your Rations supply so long as you have room for it- if your Rations storage is full or nearly full, a warning will appear.
  • (50) Housing: This Resource is not consumed, but instead represents how many individuals your colony can currently support in comfortable living conditions! Building more housing or certain actions will increase this number, losing or repurposing housing will shrink it! You should try to avoid allowing your population to grow beyond the limits of your available Housing, as unhoused individuals will add steadily increasing morale penalties and are more likely to suffer disasters!
Population cap: 1/0 |WARNING| Population cap exceeded. Insufficient Food. Colony failure in 41 turns. |WARNING|

Tasks:
Technician:
  • []Fix the scout rover: This rugged rover would be extremely useful for multiple purposes. It's currently a little banged up, but some work could fix it. (Difficulty: Trivial) (uses 10 Omni-gel)
  • []Fix the Garage: Your pod is equipped with a garage that can repair and maintain most ground vehicles, and even build new ones given enough time. Unfortunately there was the small matter of an unsecured rover bouncing around in it during re-entry, causing considerable damage. You'll have to fix it before you can do anything with it. (Difficulty: Hard) (uses 200 omni-gel and 8 Rare Earths.)
  • []Build Basic Security Perimeter: you encountered some hostile wildlife when fixing your pod's power system, and have obviously landed in the middle of a jungle. Having some basic fences and gun turrets to discourage adventurous wildlife would probably be a good idea. (Difficulty: Easy) (uses 250 Omni-gel, 20 Rare Earths and 5 Element Zero)

Scientist:
  • []Examine Pod: Your pod has a large number of systems that are now active. Given your initial exploration occurred when the power was out, exploring and learning to use its systems more thoroughly may be a good idea. (Difficulty: None) (Will reveal one-three of the systems present on your pod per use. You may choose to focus on a particular system you've already encountered to guarantee learning about it.)
  • []Examine Body: you encountered a mummified Asari when you first woke up. You had more pressing things on your mind then, but now perhaps you should examine the body more closely. (Difficulty: Trivial) (????)
  • []Examine Nearby Jungle: You've landed in the middle of a jungle. Examining your immediate surroundings for useful resources- like edible plants, for example- is probably something you should do at some point.

Security:
  • []Train with your Biotics: Biotics are a weapon that nothing can take from you. Unfortunately yours appear to be rather more powerful than your flash-education assumed, making them dangerous to use on or near anything you want to avoid damaging. Taking some time to train with them is the only real way to deal with that. (Difficulty: Moderate) (increases your Combat: Biotics skill.)
  • []Train with your pistol: You have a very nice pistol. Guns aren't hard to use, but mastery is a different story. Learning to shoot properly will only increase your ability to defend yourself. (Difficulty: Easy) (increases your Firearms: Pistols skill)
  • []Train with your Baton: melee combat is as much a matter of skill as power, and your skills are, well, lacking. Unless you want to continue wielding it like a club, you'll need to learn how to use your baton. (Difficulty: Easy) (Increases your Melee: Armed skill)
  • []Train Unarmed: learning to throw a proper punch could save your life, particularly with your enhanced strength. You should probably do that. (Difficulty: Easy) (Increases your Melee: Unarmed skill)
  • []Train with your Omni-tool: Omni-tools can be used for a variety of combat functions. Learning to use yours for more than just pre-loaded combat programs can greatly increase your ability to handle a wide variety of threats. (Difficulty: Moderate) (increases ALL omnitool skills.)

Personal:
  • [X]Meditate on the Self: You need to cement your identity, if only for your own sake. The first part of that is choosing a name. (This Action is automatically selected. You may vote for a name or for 'keep thinking,' though the latter will simply put this off until you select a name. No Personal Actions will be available until this is completed.)
 
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Because we aren't just building a reaper killing engine of war, but a society that needs to endure millennia of existence to even be capable of being that reaper killing engine of war?
Right so I feel that my comment has lost context and thats the source of our disagreement?
I was objecting to Shaseyu stating one of the reasons Geth would be a superior choice for Dandelion than Asari would be because they don't need culture, and I was doing that by trying to point out that if you really wanted too being biological wasn't a reason that you needed to invest in art.
 
yeah, phant0m5 has the right of it. Dandelion was as much about preserving what they could of the Citadel Alliance and ensuring as many chances of success as possible, so the Geth didn't risk sending out Geth-only seedships. There was also the more practical consideration of only being able to divert so much material away from the war effort, and since things like life support for organics and food supplies represented a comparatively small investment in resources compared to things like cloaking devices and advanced fabrication equipment and Ragnarok-proof databases, there wasn't really much reason not to have them given the extra success states having some organics along would add.

As for regressed colonies: not only is oral history a thing, which, given there would be multiple variants across multiple planets by people who are obviously descended from the same species; which would greatly increase the ability of later scholars to suss out common facts from any mytholoigization, but Asari can share memory data via Melding. A failed colony that doesn't just die or start throwing too many strong Ardats to deal with will generally retain at least something of their knowledge, passed down mother to daughter or teacher to student over the centuries. which is another reason Dandelion only sent out Asari rather than viable populations for everybody, despite the latter being technically possible.

Now, for the purposes of Dandelion this is still considered a failure state, since it could take them centuries or millennia to claw their way back into space and even longer to tech up to the point of being militarily relevant whenever the Reapers decide to kick things off again, but at least in theory this means they can try again. The intention was that, even if Dandelion failed this cycle, their Asari descendants could just keep trying over and over again until they succeeded.

In other words, as I've said elsewhere, the Reapers only have to miss one individual Asari for their species to continue, which combined with melding allowing memory transfer makes them pretty much perfectly suited to repeatedly escaping from the purge at the end of a Cycle while retaining enough knowledge to be a serious threat when the next one rolls around.

The Yhag are definitely still around, though depending on rolls later they may or may not have built up to the point of being actual competition. The Raloi... that's more up in the air, they may have survived by hunkering down and pretending to have no knowledge of the wider galaxy, or they may have been zapped 'just in case' by the Reapers.

as for who's replaced the Collectors as the Reaper's catspaws for this cycle, that's something you'll just have to find out.


I assume Dandelion at least took along genetic data on the other members of the Citadel Alliance for later recreation?

It's not like that would be particularly hard and any other option would be politically rather problematic as well.
 
[X] Plan Secure and Repair
-[X]Fix the scout rover: This rugged rover would be extremely useful for multiple purposes. It's currently a little banged up, but some work could fix it. (Difficulty: Trivial) (uses 10 Omni-gel)
-[X]Build Basic Security Perimeter: you encountered some hostile wildlife when fixing your pod's power system, and have obviously landed in the middle of a jungle. Having some basic fences and gun turrets to discourage adventurous wildlife would probably be a good idea. (Difficulty: Easy) (uses 250 Omni-gel, 20 Rare Earths and 5 Element Zero)
-[X]Examine Pod: Your pod has a large number of systems that are now active. Given your initial exploration occurred when the power was out, exploring and learning to use its systems more thoroughly may be a good idea. (Difficulty: None) (Will reveal one-three of the systems present on your pod per use. You may choose to focus on a particular system you've already encountered to guarantee learning about it.)
-[X]Examine Body: you encountered a mummified Asari when you first woke up. You had more pressing things on your mind then, but now perhaps you should examine the body more closely. (Difficulty: Trivial) (????)
-[X]Examine Nearby Jungle: You've landed in the middle of a jungle. Examining your immediate surroundings for useful resources- like edible plants, for example- is probably something you should do at some point.
-[X]Meditate on the Self: You need to cement your identity, if only for your own sake. The first part of that is choosing a name.

Pretty much just check out what's up, set up a perimeter, check what we have, and start fixing the broken shit.
 
[X] Plan Secure and Repair
[X] Name: Nylaria R'natha1​
[X] Name: Aria V'kan2​
[X] Name: Prima3​

I'm still committed to the name.

Superscripts for ranked choice votes.
 
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We're voting for name again?

[X] Name: Alpharia Omegus
[X] Name: Prima
 
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[X] Name: Alpharia Omegus

[X] Plan Secure and Repair

Hail the Hydra dominous! one head gets cut off three more take its place!!!
 
the data's in there, at least theoretically. Depending on the database, though, it may not have been prioritized, and you at least didn't get a complete database. and, of course, some- like the Turians- felt that their culture was as much a part of them as their DNA and didn't really care to save the latter when the former probably wasn't going to survive, so used their database space on stuff that'd be more helpful in their minds for a newborn culture dedicated to defeating a militarily superior foe.

On the name: essentially, you need that to do any personal actions or to see your character sheet. Until you actually pick one, you'll have to spend time thinking on it. if you get two options that are really close, there'll be another vote to pick between them, but otherwise, yes, this is the 'we're picking a name now' vote.
 
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