Attempting To Fulfil Your Contract: A Noveria Planquest [Mass Effect]

So, it feels like we could get most of the new companies situated, and we can probably have our Admin Dice focus on Make Amends action.

One, as an excuse to treat older, established companies to a bribe, and consequently to get rid of negative favor. Two, receive rent on time. Three, to stop doing mass recruitments as we really don't need more people at this time.
 
Last edited:
Yeah, this seems like it's gonna be a turn for getting the various new corporation situated and setting up some security infrastructure (I'd like to do at least the perimeter enhancements, and maybe get started on on the Southern Hanshan LEs to head off any criminal developments there).
 
Also while we hired the best for all categories... does that include quarians? We only did ONE round of hiring for them, Wouldn't another be feasible? Combine it with the +ES options to mitigate the reputation hit, and after that we can focus administration on make amends and the occasional internal sweeping...
 
Also while we hired the best for all categories... does that include quarians? We only did ONE round of hiring for them, Wouldn't another be feasible? Combine it with the +ES options to mitigate the reputation hit, and after that we can focus administration on make amends and the occasional internal sweeping...
I would rather wait a few more months before trying again. Potential, building the sheriffs office and rack up some Support again.
 
Oh boy, whole lot of stuff to do to get South Hanshan up to livability standards. And that's on top of moving in the getting impatient new corporations.

First priority though is building some more housing.
 
Last edited:
I'd make a plan, but as a newcomer I'd probably make a shit plan that needs jiggering to be optimal due to lacking familiarity. My main priorities are definitely settling new corps and getting the Housing to do that.
 
Interesting. @Faith, it would really help if you could include some kind of New tag on new proposals. We have a lot now and hunting the new stuff in the text wall is kinda taxing.

Also, anyone know how livable our city currently is?
 
[ ] Glacial Fusion Plant
Fuel-efficient and climate friendly, fusion power plants are the standard for developing and developed worlds across civilised space. By burying the fusion plant deep within Noveria's frozen glaciers, they and the limited radioactive waste they produce can be safely and securely contained away from more densely populated areas, and without ruining the view as more economical renewable generators would.
UPDATE: There are few locations suitable for further glacial fusion plants in proximity to Port Hanshan itself. Developing in suboptimal locations will necessarily increase the cost and difficulty of constructing future reactors.
(Progress: 0/400 - 25 Resources per die) (+16 Power)
(Hassan Atomics: +1P, +1F)

[ ] Peak 66 Aerospace Plant (Phase 1)
Cord-Hislop Aerospace are looking to begin a much larger operation than you had initially anticipated, laying out ambitious plans for a large aerospace production facility, equipped with multiple production lines, testing and maintenance bays, significant short-term on-site habitation blocks, and a dedicated cargo terminal so their manufacturing doesn't interfere with Port Hanshan's regular operations. It will require a significant and concentrated investment, but thanks to the scale of the project, it will be able to generate value before it is fully completed.
(Progress: 0/250 - 35 Resources per die) (-2 Power, -1 Network, -1 Housing)
(New Corporation: Cord-Hislop Aerospace (+0P, +2F) )

[ ] Southern Hanshan Spaceport
The Southern Steppes expansion has opened a number of new possibilities in regards to larger scale industrial and manufacturing operations on Noveria, and the fruits of these operations must necessarily be moved offworld. Constructing a new spaceport at Southern Hanshan would allow for a further increase to Port Hanshan's freighter handling capacity and increase the degree to which Noveria can export, and input, valuable goods.
(Progress: 0/400 - 25 Resources per die) (+16 Cargo, -2 Housing)

[ ] Peak 52 Tech Park (Phase 1)
Alit Ves intend to establish a large tech plant for the design, development, testing, and manufacturing of new devices and gadgets. They hope that by concentrating all development into a single location, they can both improve the efficiency of the product cycle and more reliably ensure the security of their staff and their property. A tech plant on their desired scale would necessarily be both large and expensive, but individual elements could be brought online and made to turn a profit before construction completes.
(Progress: 0/250 - 35 Resources per die) (-2 Power, -1 Network, -1 Housing)
(New Corporation: Alit Ves (+0P, +2F) )

[ ] Southern Hanshan Medical Centre
The Southern Hanshan development is located sufficiently far from Port Hanshan itself that medical incidents that occur in the region would be better served with local medical facilities than the long delays incurred by long distance air transport - to say nothing of the risk of flights being grounded by Noveria's temperamental weather. Particularly if Southern Hanshan is intended to be something of an industrial centre, with the increased risk of accidents such a thing would incur.
(Progress: 0/200 - 10 Resources per die) (Improve Port Hanshan Livability)

[ ] Distributed Windworks
The new infrastructure highway leading down to the Southern Steppes has opened the possibility of further wind turbine developments. Cheap, dependable, and clean, they're an ideal source of power, and continuing to expand generation will both expand power supplies and harden the grid to failure, particularly for the Southern Steppes facilities. Some people think that the wind farms are blights upon the landscape, but seeing as how there's a dozen luxury resorts on Noveria and Port Hanshan isn't one of them, you find it kind of hard to care.
(Progress: 0/150 - 15 Resources per die) (+6 Power)

[ ] Southern Hanshan Ground-Orbit Uplink Site
The unfortunate reality of bulk-data transfer over long distances in a climate like Noveria's is that it has to be done in finicky and well-shielded utility conduits which could be easily disrupted. The Southern Steppes Highway, particularly, represents somewhat of a vulnerability in that regard as its length would make identifying and repairing the source of any outages problematic and time consuming. A new transmission tower and accompanying infrastructure being built in Southern Hanshan would decrease reliance on the infrastructure highway and allow for reduced latency for corporations and residents established in the region.
(Progress: 0/300 - 20 Resources per die) (+16 Network)

[ ] Southern Hanshan Entertainment District
Port Hanshan has no shortage of the standard entertainment and recreational venues - cinemas, dancing halls, clubs and restaurants. Unfortunately, the distance between Port Hanshan and Southern Hanshan makes it difficult for Southern Hanshan residents to attend with frequency. Constructing an entertainment district in Southern Hanshan and coaxing in some appropriate businesses would go a long way to improving quality of life in the area.
(Progress: 0/125 - 10 Resources per die) (-1 Power) (+Port Hanshan Livability)

[ ] Southern Hanshan Arcology Complex
Taking lessons from centuries of urban planning and orbital habitat design across the galaxy, arcology spires serve to provide not just housing and the requisite utilities, but rental spaces that can be dedicated to shops, restaurants, schools, gyms, and other facilities, providing all the average resident needs within a single complex. A small number of these spires could be constructed in Southern Hanshan
(Progress: 0/300 - 10 Resources per die) (+8 Housing)

[ ] Southern Hanshan Residential District
Naturally, Southern Hanshan has a great deal of space which can be turned into a great many apartments. Though these would be smaller, lower-quality apartments than those found in arcology complexes, they would provide reasonably priced housing for the labourers or hired contractors with lower incomes - a demographic likely to be prevalent in Southern Hanshan.
(Progress: 0/300 - 15 Resources per die) (-5 ES) (+16 Housing)
Interesting. @Faith, it would really help if you could include some kind of New tag on new proposals. We have a lot now and hunting the new stuff in the text wall is kinda taxing.

Also, anyone know how livable our city currently is?
I have qouted all of the new projects this turn for you to look at. Remind me and I can probably do this again in future turns. Faith has enough on their plate.
 
Minor Loredump on Nil'Zannis' name(s)
Oh boy, whole lot of stuff to do to get South Hanshan up to livability standards.
Southern Hanshan is sufficiently close to Port Hanshan that the idea of commuting between them is not outrageous. On Noveria, free access public transit is a right earned by all taxpayers (one of the many scams justifications for the high tax rate).

Time to grab that free dice from quariansas things go into overdrive, and it'a 1 third the price of other options @Faith can we get an option to change our name to Vas Noveria soon by the end of the the year? Also shouldn't the ES loss lower given the cost rise in the other area's and general scarcity?
This is stuff I have wanted to slip into an update somewhere but I have not really found a good way to manage, yet, so have this loredump instead.

Legally speaking, Nil'Zannis is Vas Moreh according to the quarians. For the quarians who know who he is, this emphasizes that he has the implicit backing of the admiralty board - and for those who don't know who he is, it's a very clear and verifiable sign that he is a legally recognized quarian adult in good standing, which makes him much more of an unremarkable 'average joe' type figure than he would be if he went around saying he was part of the crew of a freakin planet. The difference between being 'Steve from accounting' and 'Steve from TotallyNotAScamCorp'.

For most other purposes, he goes by Vas Noveria, as it more appropriately describes his allegiance in a way that non-quarians very easily recognise, and also he sees it as setting precedent for building the noverian-quarian culture. Some of the non-pilgrim quarians on Noveria have mimicked this choice, so it appears to be working.

As may be apparent from the fact that he put off finishing his pilgrimage for twenty-odd years to climb the corporate ladder, Nil'Zannis is against mindlessly following traditions to the letter and sees absolutely no problem with flipping between the two names depending on which serves his purposes better. Some more traditionalist quarians might see that as disrespectful, but they're not the kinds of quarians who find themselves on Noveria, so no big deal.



The ES cost for hiring quarians is nothing to do with the nepotism of hiring quarians when better candidates are available. It's because people are racist. As such, it does not go away just because quarians are suddenly one of the more highly skilled talent pools still available to recruit from.

Also, anyone know how livable our city currently is?
Livability is a backend stat and it is deliberately obscured. It is primarily for narrative purposes, but as liveability increases to certain thresholds, Port Hanshan income goes up (this is why it went from 6 to 7 at the beginning of this contract)
 
What is this favor thing we keep losing money on?
favor from specific corporations. Simply put, if a corporation doesn't like us they'll "forget to pay and pay late", "declare less than what they earned" and generally try every trick in the book to pay less or later. We have 2 corporations at -1 favor, not a big deal, but they're there
 
Me: "Oh, a planquest with explict numbers go up as the point of actions. Me like!"

Also Me: "FEED ME NARRATIVE. I NEED IT."

Faith: Explicitly gives narrative to poor starving questers like BeepSmile outside of the quest proper like a kindly orphanarium administrator.
(Please sir, can I have some more?)
 
Last edited:
[] Southern Steppes Get It Done
Heavy Industry 5D 130R
-[] Destructive Testing
--[] Peak 12 (Progress: 134/150 - 10 Resources per die) (Abec Territorial Ordnance: +1P, +1F) 1D 10R
-[] Peak 66 Aerospace Plant (Phase 1) 2D 70R
-[] Southern Hanshan Spaceport 2D 50R
Advanced Industry 5D 90R
-[] Parallel Cybersecurity Integration 1D 15R
-[] Peak 52 Tech Park (Phase 1) 1D 35R
-[ ] Southern Hanshan Medical Centre 3D 30R
Infastructure 5D +3FD 110R
-[ ] Breaking Ground: Peak 6 1FD 20R
-[ ] Breaking Ground: Peak 25 1FD 20R
-[ ] Breaking Ground: Peak 48 1FD 20R
-[ ] Lower Hanshan Entertainment District 1D 10R
-[ ] Southern Hanshan Arcology Complex 4D 40R
Security 50R
-[ ] Southern Hanshan Law Enforcement Office 2D 30R
-[ ] Port Hanshan Perimeter Sensor Network Enhancements 2D 20R
Administration 75R
-[ ] Recruitment Drive
--[ ] Quarians (15 Resources per die) (-15 ES) (Chance for new trait) 5D 75R
Other
-[ ] Secretary Kioka

--[ ] Synthetic Insights

Total 455R
HI
Business as usual. Going slow on the space sport to lower risk of catching critical fail.

AI
Focusing on Medical Center because having an onsight medical facility in the event of worksight accidents in the area recieving most of our dice, and therefore workforce, is very sensible.

Infastructure
Piecemeal focus on the other 4 projects and aim for 180 Roll with 4 Dice on housing.

Security
Gonna try and rap up the two lower cost projects this turn.

Administration
Time to grab that free dice from quariansas things go into overdrive, and it's 1 third the price of other options

Kioka
Assuming PCI in Advanced Industry finishes this would raise us to an unpressidented 5 Favor. Extra profit and interesting side benefits maybe?

Was going to repost as a vote, which is why original vote is deleted, but remembered that voting isn't open yet.
 
Three, to stop doing mass recruitments as we really don't need more people at this time.

Personally, I want to grab two more Security dice. A reliable 300 progress per turn feels like a solid buffer for when things go to shit, and it'll help us bang out protections for future expansions like we're seeing with the new options for our new Southern areas.
 
Personally, I want to grab two more Security dice. A reliable 300 progress per turn feels like a solid buffer for when things go to shit, and it'll help us bang out protections for future expansions like we're seeing with the new options for our new Southern areas.
thats fine and we can get on that next turn, but with new sec projects being rare and the number of expensive options elsewhere skyrocketing this turn the free dice attached to quarians is more appealing. Plus narratively with an entire new region in need of security patrols and personel expanding the roster is only sensible, and we will be probably increasing our number of clients by 50% over the next 16ish months, so being able to pull off 50% more corporate security reviews to keep up only makes sense.
 
oh hey, I get to edit @RandyTrevelyan plan this time :D.

[] Southern Steppes Get It Done, Continuing Investigation Division
Heavy Industry 5D 130R
-[] Destructive Testing
--[] Peak 12 (Progress: 134/150 - 10 Resources per die) (Abec Territorial Ordnance: +1P, +1F) 1D 10R
-[] Peak 66 Aerospace Plant (Phase 1) 2D 70R
-[] Southern Hanshan Spaceport 2D 50R
Advanced Industry 5D 90R
-[] Parallel Cybersecurity Integration 1D 15R
-[] Peak 52 Tech Park (Phase 1) 1D 35R
-[ ] Southern Hanshan Medical Centre 3D 30R
Infastructure 5D +3FD 110R
-[ ] Breaking Ground: Peak 6 1FD 20R
-[ ] Breaking Ground: Peak 25 1FD 20R
-[ ] Breaking Ground: Peak 48 1FD 20R
-[ ] Lower Hanshan Entertainment District 1D 10R
-[ ] Southern Hanshan Arcology Complex 4D 40R
Security 4/4 D 50R
-[ ] Southern Hanshan Law Enforcement Office 2D 30R
-[ ] Port Hanshan Perimeter Sensor Network Enhancements 2D 20R
Administration 5/5 D 70R
-[ ] Recruitment Drive
--[ ] Quarians (15 Resources per die) (-15 ES) (Chance for new trait) 4D 60R
-[ ] Form Colonial Security Investigation Division 1 D 10 R
Other
-[ ] Secretary Kioka
--[ ] Synthetic Insights

Total 450R

Only thing I changed was taking 1 Dice off of Quarians recruitment to Continue on the Colonial Security Investigation Division. (Because with 4 Dice thats a +40, and Assuming 50 average roll, that 240 Progress. The Break points are 60/90/???, So I'm pretty sure its in the low 200's or high 100's, without the nepotism trait worsening results)

I didn't disagree with anything else though, and the only reason why I want to continue with the Investigation division is to keep work going on it. and not to stop working on it for a month then having to (in narative) go review previous work to remind yourself what has been done.
 
Quarian Loredump
Some more Contract!Canon quarian lore because I can't sleep


On politics in the Migrant Fleet

The day to day priorities of the Migrant Fleet are ever-shifting, as their situation can vary and the needs of survival change. Food scarcity might dominate talks for years until a new agribarge is brought into the fleet, at which point a new issue pops up to take centre stage.

But in the long term, exactly two issues dominate the political landscape of the Migrant Fleet and the quarians as a race.

These issues, of course, are the fleet itself (and the three centuries of exile it represents) and the geth.

There are a range of stances on each of these issues, with each groups popularity shifting over time as cultural progression and new ideas clash with the staunch traditionalism and conservatism of the quarian 'old guard'.

On the matter of Exile

The Homeworlders want to go back to Rannoch and reclaim the ancestral homelands. For some this is a matter of religious importance (as quarians practice ancestor worship, having to abandon all the ancestors tombs sits badly), for others a point of national pride (imagine being the only spacefaring race to lose your Homeworld - even the krogan can't relate!*) And of course for some it's a matter of cold practicality. It would take generations to adapt to other ecosystems, but Rannoch is home - if quarians reclaimed the planet now, most of their current population could go suit-free before they died of old age. This is by far the most common stance on the issue.

*Despite the best efforts of the krogan, the rachni, the turians, and Tuchanka itself...

The Settlers broadly agree on the importance of getting off these rickety decaying starships and putting boots on soil again, but they aren't interested in Rannoch for whatever reason, whether that's wanting to move on and make a fresh start, or out of practical concerns (it is the de facto geth capital world, after all). This group is split broadly into two subsects - the Colonists want to try to reclaim other quarian colonial worlds, to build on past works or as a temporary measure until Rannoch can be reclaimed, whilst the Pioneers want to pick a new planet and start fresh. They've always been the smaller of the two subgroups, opposed by the council and the traditionalists and hindered by sharing a political ideal with the extremist group known as the Nedas Movement. Recently a lot of the key figures in the movement have just sort of… left? Weird.

The Voidborne think that actually, the fleet is doing just fine. They think that the quarians should embrace the fact that they have the biggest fleet in the galaxy and that they aren't tied to no stinky planets. These guys are generally considered fringe lunatics, since most everyone agrees that living on starships long term really sucks.


On the matter of Geth Relations there are likewise several stances.

The Reclaimation faction, spearheaded by Admiral Xen, believe that the quarians should seize control of the geth network and force the geth back into servitude where they belong. Nil'Zannis is also in this camp, which I believe I may have mentioned before.

The Annihilation faction think that the geth are a tool broken beyond repair, and that the only sensible course of action is to wipe them out for the safety of quarians everywhere, and/or as vengeance for the millions of quarians slaughtered in the civil war that lead to the geth uprising, and start over without that shadow looming over their race. Generally the most popular. Occasionally big e-war wins will push the Reclamation faction into first place, but these wins never seem to stick.

The Cooperation faction believe that the quarians and geth should work together, but think they should embrace the geth's newfound sapience and coexist as partners instead of enslaving them. Even though they're a fringe group considered wildly naive and/or cowardly, the Admiralty Board has been keeping a slightly closer eye on them ever since Virmire. In ME Canon, Tali (and Legion) would come to be seen as figureheads for this faction by the time of the Reaper War.

The Apologists also respect the sapience of the geth, but believe the best thing for the quarians to do is apologise to the geth for the whole mess (or just ignore them completely) and move along - whilst not opposed to peace or coexistence, they believe it should be up to the geth to make the first offer. This group is unique in that they're pretty much the only ones who accept the widely-panned stance that actually, maybe the whole 'geth rebellion' thing wasn't entirely the geth's fault. These guys are considered only slightly less fringe than the cooperation faction, despite one of the current members of the Admiralty Board being very publicly apologist.


On quarian suits, and the modifications thereof

The outer technical layers (auxiliary tech such as kinetic barriers, rad/thermal shields, exoskeletons, etc) can be removed and replaced without compromising the underlying systems, but it has to be done carefully, and can be tricky to do to yourself. Some stuff you might be able to manage with a mirror or a camera drone and some yoga, but usually you'd have a friend help out.

The core stuff (bioseal, pressure seal, most of the helmet internals ie rebreather, eat/drink filters), obviously, cannot be so easily swapped out without endangering the quarian within due to exposure. Due to the difficulty and awkwardness of working on suit internals, this isn't done BY you so much as TO you - hopefully, by a trained professional or a fellow quarian. In a most ideal circumstance, you'd get to hang out in a clean room and take the suit off, so the modifications could be made to the suit without your squirming getting in the way of things, but that's rarely an option, and Noveria is no exception. Nil'Zannis is fortunate enough to have never suffered severe damage to his suit - when he was still crawling around in vents or sewage pipes back in the early days he made a habit of layering additional Hazmat suits over his own suit and that habit paid off by saving him a lot of trouble.

Just in general, neither kind of modification is the kind of thing that can be done quickly. It's not like taking off a jacket and putting on a raincoat - it's more playing ship of Theseus with your own boat, mid-voyage.

Only the extreme external layers (decorative fabrics, ablative armour, tactical webbing etc) can be easily removed and replaced as needed, and those are much more limited in use, naturally.

Now that Noveria has a much bigger quarian population, getting suits serviced in various ways is not as much of a problem - in fact, the concentration of quarian residents in Lower Hanshan proved helpful in that respect. The Admiralty board arranged for three shops to be purchased and operated by specialists from the fleet, and with no need to spread them out, those three shops ended up on the same street, in a part of Lower Hanshan that is now effectively Rannochtown.

Quarians new to Noveria can have their suit outfitted with thermal padding and snow boot treads, and then walk two shops down for some authentic Reyyan salads, and if they happen to get sick from either experience, there's a quarian pharmacy/clinic right there too. How handy.
 
Last edited:
The Annihilation faction think that the geth are a tool broken beyond repair, and that the only sensible course of action is to wipe them out for the safety of quarians everywhere, and/or as vengeance for the millions of quarians slaughtered in the civil war that lead to the geth uprising, and start over without that shadow looming over their race. Generally the most popular. Occasionally big e-war wins will push the Reclamation faction into first place, but these wins never seem to stick.
To be honest, the most sus thing about the Morning War is that the pro-Geth Quarians apparently took 100% casualties in a war that their allies decisively won in a year of heavy combat. Either the Geth went full terminator on their allies, or the Quarian Government broke out the Big Book of War Crimes to a frankly absurd degree.
whilst the Pioneers want to pick a new planet and start fresh. They've always been the smaller of the two subgroups, opposed by the council and the traditionalists and hindered by sharing a political ideal with the extremist group known as the Nedas Movement. Recently a lot of the key figures in the movement have just sort of… left? Weird.
I wonder where they could have gone? Its surely a mystery.
 
To be honest, the most sus thing about the Morning War is that the pro-Geth Quarians apparently took 100% casualties in a war that their allies decisively won in a year of heavy combat. Either the Geth went full terminator on their allies, or the Quarian Government broke out the Big Book of War Crimes to a frankly absurd degree.

I wonder where they could have gone? Its surely a mystery.
I mean the pro geth qurians were doing all the fighting at first from what we see with the geth just walking into gunfire (like we see geth willing to give themselves up while qurians wouldn't do so) so maybe by the time the geth learnt to fight they were all dead
 
Only thing I changed was taking 1 Dice off of Quarians recruitment to Continue on the Colonial Security Investigation Division. (Because with 4 Dice thats a +40, and Assuming 50 average roll, that 240 Progress. The Break points are 60/90/???, So I'm pretty sure its in the low 200's or high 100's, without the nepotism trait worsening results)
Except last time we threw 4 dice at this we fell short and didn't get the trait. If we fall short on quarian we don't get the dice. Given we are taking netdrop of -10 Executive Favor to make this happen I'd rather go all in. I'm planning on putting 3 Dice on CSID next turn and use the 2 remaining dice for an corruption investigation into security.
 
and of course there's a pretty good chance the Quarian removed any record of there being pro-geth quarian during that war. give it a few generations, and all there's no more proof about that, only MAYBE a few passed down stories through the families of the Apologists that nobody really trusts.

I imagine not even the current admirals might know. I don't remember if the game was clear about this
 
Only thing I changed was taking 1 Dice off of Quarians recruitment to Continue on the Colonial Security Investigation Division. (Because with 4 Dice thats a +40, and Assuming 50 average roll, that 240 Progress. The Break points are 60/90/???, So I'm pretty sure its in the low 200's or high 100's, without the nepotism trait worsening results)
DC is 200 minimum last roll.

[ ] Recruitment Drive (Rolled: 178)
 
Last edited:
DC is 200 minimum last roll.
I'm fine with your plan and Like it, so im going to vote for it. However I'm also confident enough to risk going for 1 less dice, because To break 200 with 4 dice in admin, we just need to roll (200-40=160/4 = 40) 40 or above on all dice. with 5 dice to break 200 we would need to roll (200-50=150/5 = 30) 30 or above on all dice. Which is much more likely, But im also afraid of what going over 300/400 on recruitment will do. (I'm hopping it will mean we get more people, or we get better quality peps. But it could also cause us to lose more ES, For 'wasting' Funds(Much more likely then if its for a Section in my opinion because of the intial ES cost for taking the action already))
 
Back
Top