- Location
- USA
[2] Expansion of the fleet - In the interstellar age, a species is only as dangerous as its Void-Navy. Hulls and Guns equal power, and with a whole galaxy hostile to you, having a sword with which to keep them at bay will be vital sooner or later. Best to make it one big sword while you have the time.
[1] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.
[4] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.
[3] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.
This I can get behind, let us build the foundations from which our fleets will spring. I am trying to think what will help against the general galaxy and what will help against the reapers.
[1] Expansion of military infrastructure - A sword is only as good as the sheath to stop it in, or the stone to sharpen it. Your fleets and armies will need shipyards to conduct repairs, refits, and expansions, resupply points, housing for their troops and crew, and an industry dedicated to producing the materials needed to keep everything running smoothly. All of that takes resources, resources that cannot be easily retooled for other purposes.
[4] Expansion of planetary defences - One of the Rachni's greatest strengths has always been their ability to fortify their worlds-having the majority of their infrastructure located in underground hives certainly makes taking them much harder than invading biped worlds. But often, more dedicated defences are called for. Bunkers, bases, anti-orbital mass accelerators, GUARDIAN turret arrays-all of these and more will be needed to protect Hallownest and the other colonies in the event of the worst.
[3] Expansion of ground forces - In the days of the Old Empire, the Rachni were terrors in the field of surface warfare, unmatched by anything the Citadel could muster until the Krogan entered the war, and absolute hell to dig out once entrenched. Though newcomers like the Turians and Humans likely make the field slightly more even nowadays, that is an advantage you very much still hold. Best to be prepared to exploit it.
This I can get behind, let us build the foundations from which our fleets will spring. I am trying to think what will help against the general galaxy and what will help against the reapers.