I thought that action is locked? As I understand it, this action is about ship building, not repair.

On a reread, you are probably right though. Thanks.

We technically have three actions locked in three different ways. The "Found new city" action is hard locked on our actual actions, the "Research" action is currently locked into "[Sound in caves research locked]" if chosen, and we are required to spend at least one action each year on expanding our shipbuilding capabilities. So, one action locked in for multiple turns, one action that is currently locked to do a specific subaction, and then we are required to spend an action on a specific set of actions. The "repair" thing is a reason for why we would have been building up our shipyards anyways.

@Pyro Hawk QM has already stated why automating actions would be a problem, and we are no where near large enough to do so anyways. It defeats the purpose of being a Planetary Governor to automate things that are under our direct control. As for getting extra actions, we will get the option when if ever the QM decides we can, and bugging him to give us stuff that increases his workload for our convenience is a bit of a dick move. actions to gain actions are terrible game design. He might give us an action to sacrifice an action to automate something, but that comes with penalties (like corruption, since we are no ,onger directly involved).
 
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synopsisApollo Shipyards, established in 2087, was at first a (relatively) small time refurbishing and repair company. Their largest contribution to the technical sphere was being one of the first to take advantage of the sudden price reduction in zero-G construction, building some of the first orbital shipyard facilities humanity had the pleasure of using and pioneering many of the methods still used today when building in space. With the Space Boom, they expanded as fast as they could spend money, being one of less than ten companies who could facilitate the space craze everyone was so hyped on.

Unfortunately, that's right about where their story ends. Fat and bloated off the profits from the initial space boom, Apollo Shipyards did the bare minimum to maintain their position as a competitive leader in the Space-worthy Vessel industry, being a cheap yet slow builder of civilian grade ships of every type. While they made an effort to step things up to match the more military demands of the first contact war, this retooling left them flatfooted when renovations were complete and the war was suddenly over. And not just over, but with a sudden trade partner who wielded advanced technology and methods vastly in excess of anything they could do.

Unlike most of their competitor companies, Apollo Shipyards had spent too much of their reserves on a single massive wave of upgrades that were made for a war they never got to profit from. They were left woefully vulnerable to the economic giants that were Asari Matriarchs and Volus Prospectors. It took only a few short months after peace began for Apollo Shipyards to be pounced upon and ruthlessly dismantled, being one of the first Human companies to be throttled by the larger economic power, lacking the funding and standing needed to survive the attentions of the wider galaxy.

Many of their shipyard structures were unique for being standalone stations that acted as dedicated shipyards, which meant that buyers willing to foot the costs of retrofitting them were somewhat common, as the facilities could be bought, moved, refitted, and put to immediate use without a lengthy integration process. As such, the only shipyards remaining are the ones that most folks would never actually use personally; those capable of fitting Destroyers and Carriers in their berths, deemed too cost-inefficient to be worth the hassle, especially when such ships were rarely, if ever, for personal or company use.

Of course, if such a group WERE looking for a somewhat expensive way to skip a few steps into building such large shipyards, there are still a few on the market, just waiting to be bought and upgraded. Not CHEAPLY, but skipping steps is always nice.
@Doomed Wombat
Very good, reduced costs for future actions.

Also @Doomed Wombat Is there any way we can get another action or automate some things? Do we just need more people?
There seems to be a bit of a miscommunication, you do automate things, although yes one of your big lacks at the moment is in the realm of people...like most things.
 
@sabreFather There's a reason I was asking if there was any way to get another action, not more actions. By which I mean a single action, as I do know that the more actions you get the more... awkward having an entertaining, balanced and not to time consuming to QM game becomes. I was asking if it was possible to get even one more action, and as the comment about needing more people shows, asking if it was possible, what might be the factors limiting us gaining it.

The question about automating things looks like it kinda was, and kinda wasn't miscommunication. By which I mean it does look like we're expanding those as it is just... We haven't hit the critical mass yet needed to have those expand at a rate that actually really keeps up with the expansion/quality improvement needs we're putting them under. Well, maybe not the Police. I think that mostly just needs locking in our current quality in for as it expands as much as possible.

So basically it looks like all our 'spread too far' issues come down to… Needing more population. Yeah... 'sigh' That sounds about right for our current biggest problem. Hopefully the massively expanded space prescence that our need to develop... I think it was Dreadnought-capable shipyards? means will be happening will allow us to get people who don't necessarily like the idea of living on a deathworld, but are fine with orbital habitats to come.
 
So basically it looks like all our 'spread too far' issues come down to… Needing more population. Yeah... 'sigh' That sounds about right for our current biggest problem. Hopefully the massively expanded space prescence that our need to develop... I think it was Dreadnought-capable shipyards? means will be happening will allow us to get people who don't necessarily like the idea of living on a deathworld, but are fine with orbital habitats to come.
There will be additional ways to grow your population and I do intend to get you to at least 8 actions if not a few more, worry not.

Your population is actually higher than I expected to be honest.
 
Not sure if it was mentioned yet but.
Jims only 87, you are all being a bit to premature with the whole retirement talk, when he still has a good 20 to 40 working years left in him. Since Mass effect Humans live up to 150 if not longer in some cases.
Humans can live to about 150 years, and recent medical advances have eradicated almost all known diseases that afflict them. However, as humans only emerged on the galactic stage within the last thirty years, it is highly likely that the introduction of new technology into their society will greatly increase their average lifespan.
 
Not sure if it was mentioned yet but.
Jims only 87, you are all being a bit to premature with the whole retirement talk, when he still has a good 20 to 40 working years left in him. Since Mass effect Humans live up to 150 if not longer in some cases.

He also just had a heart attack and is working a high stress job. He going be forced to retire because of his health within the next decade.

Better to let him wind down in the next few years than to have him stubbornly stick it out and die during a critical situation.
 
He also just had a heart attack and is working a high stress job. He going be forced to retire because of his health within the next decade.

Better to let him wind down in the next few years than to have him stubbornly stick it out and die during a critical situation.
Or you know, just have days off and take vacations. And he had 1 heart attack it's not the end of the world when it can easily be replaced.

Actually that gives me an Idea. How hard would it be for us to get a cybernetics lab on the planet or would that come with the hospitals. Since we are on a very dangerous planet, losses of limbs and organs would be a frequent enough occurrence that a lab would be useful
 
Not sure if it was mentioned yet but.
Jims only 87, you are all being a bit to premature with the whole retirement talk, when he still has a good 20 to 40 working years left in him. Since Mass effect Humans live up to 150 if not longer in some cases.
Remember that humans don't have that long lifespan quite yet:
Lifespan isn't the problem, humans in ME can live to around 150 by the time Shep's on the block, and even if its not quite that long both of them will have a few more decades of life in them assuming they get to have a relaxing life. And that is the problem, how long you can live and keep doing the kind of life style Raynor and Tychas live is near impossible at their age, there's a limit the body can take even with medical advances piled on top of, both of them have decades of injuries and stress going back to their teenage years which is also adding up.

So yeah theoretically both of them can keep going, but they're going to run into increasing risks of just dying from stress etc.

Rest assured neither of them are being ejected from the story until they do flat out die and even then their influence will remain, but they're reaching the point where its medically unsafe for them to keep doing what they do (well technically they reached that point nearly a decade ago with their honourable discharges for reaching far over the recommended age limit.)
 
Okay, so as an attempt to contribute to the thread, I've been trying to think up more horrifying monsters to add to Perkuwonos.

So far, I have an idea for something we're unlikely to ever meet in quest unless we start playing with Thumpers, and maybe something to give the planet a food chain.
 
Not sure if it was mentioned yet but.
Jims only 87, you are all being a bit to premature with the whole retirement talk, when he still has a good 20 to 40 working years left in him. Since Mass effect Humans live up to 150 if not longer in some cases.
As @Icipall says 150 by the time Sheperd is around, at the moment its around 110-120, but increasing and will probably continue to increase, although I must point out that is for civilians, not for soldiers and the like who get to experience all kinds of problems that reduce that 150.

That does not mean however it is premature, on both a personal or medical front.

On a personal front he's been effectively working since he has been a teenager, retirement is looking surprisingly attractive now that he thinks and realises it is an option (since it wasn't at the start and he didn't think about retirement for years until he was finally discharged for being too old to be a safe combatant.)

On a medical front just because one can replace organs doesn't mean they should be playing silly buggers with it, there are risks of brain damage (which is still a big risk) or just not being fast enough to help him before the transplant as well as dozens of other assorted issues that increase in risk and severity as he ages while continuing to run a deathworld colony.

Actually that gives me an Idea. How hard would it be for us to get a cybernetics lab on the planet or would that come with the hospitals. Since we are on a very dangerous planet, losses of limbs and organs would be a frequent enough occurrence that a lab would be useful
[] Reach out to Corporations: They may be willing to help you, they may also try to screw you over. -5 credits.
[] Reach out to Alliance: They might be able to help you, but they may also be too busy. -10 credits
[] Research: You got egg heads, but you're pretty sure you're not in a position to get them doing stuff at this stage. With the researchers from Berkenstine you can finally do some research. Topics are minerology, geology and lithology. (hint sound in caves). [Sound in caves research locked]
[] Reach out to Universities: You've got quite a few researchable things out here, and maybe some universities will be willing to come set up research posts. -10 credits
Any of these with cybernetics tag will potentially give you access to additional cybernetic options.

As it stands now you've got access to basic stuff imported from Systems Alliance space, which your doctors calibrate on planet.

Okay, so as an attempt to contribute to the thread, I've been trying to think up more horrifying monsters to add to Perkuwonos.

So far, I have an idea for something we're unlikely to ever meet in quest unless we start playing with Thumpers, and maybe something to give the planet a food chain.
If you've got ideas I'm OK for you to PM me to let me check them over once you've settled on them.
 
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Remember that humans don't have that long lifespan quite yet:
not for soldiers and the like who get to experience all kinds of problems that reduce that 150.

But alliance marines do have gene mods in them, as would Jim to combat stuff like that. To make them as physically fit&healthy as Humanly & beyond Humanly possible and to keep it that way.

All Alliance soldiers receive gene therapy -- provided by MarsGene -- upon enrolling, though most genetic therapies take years to come into their full effect.

And its for Civilians as well
Most human governments offer free assessment and correction therapies to its citizens, which has nearly eliminated genetic diseases from the human gene pool

If you've got ideas I'm OK for you to PM me to let me check them over once you've settled on them.
Is there any thresher maws on the planet? if so then wouldn't that completely destroy us.

EDIT:Also you double posted
 
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But alliance marines do have gene mods in them, as would Jim to combat stuff like that. To make them as physically fit&healthy as Humanly & beyond Humanly possible and to keep it that way.

And its for Civilians as well
Remember, that is how it is by the time of the 1st game. At least in this quest the tech isn't quite that advanced yet regarding aging.
 
But alliance marines do have gene mods in them, as would Jim to combat stuff like that. To make them as physically fit&healthy as Humanly & beyond Humanly possible and to keep it that way.
And its for Civilians as well
But, Jim does lack them.

While there may have been different intent in canon, in The Traverse those are modern tech that humanity did not have, with the majority of things pulled from the Mars Archives relating to structural design and eezo efficiency that allowed them to create the carriers not genetic engineering.

Everything else in humanities tech base was literal millennia behind the Citadel and they are having help rapidly teching up, this includes things like genemods. That's not to say humanity didn't have genetic engineering, one of the first parliament acts was to put some controls on them, and while the civilian mods are becoming increasingly common and one of the largest contributors to the rising life spans, the military ones won't be put into prototype use for another few years minimum.

Is there any thresher maws on the planet? if so then wouldn't that completely destroy us.
Not a spoiler, the answer being, if there are any you've not found them yet. Although the hunting experts would be surprised if there were, young Thresher Maws, lightening and large amounts of Eezo do not mix well.
 
But, Jim does lack them.

While there may have been different intent in canon, in The Traverse those are modern tech that humanity did not have, with the majority of things pulled from the Mars Archives relating to structural design and eezo efficiency that allowed them to create the carriers not genetic engineering.

Everything else in humanities tech base was literal millennia behind the Citadel and they are having help rapidly teching up, this includes things like genemods. That's not to say humanity didn't have genetic engineering, one of the first parliament acts was to put some controls on them, and while the civilian mods are becoming increasingly common and one of the largest contributors to the rising life spans, the military ones won't be put into prototype use for another few years minimum.

So we don't have to retire, since over time tech will come out that can prolong him to 100+ years. And with all the military contacts he has, getting some military Gene mods wouldn't be that far fetched.

Not a spoiler, the answer being, if there are any you've not found them yet. Although the hunting experts would be surprised if there were, young Thresher Maws, lightening and large amounts of Eezo do not mix well.
I suppose a Biotic Thresher maw would be a little to cataclysmic.


Also are we friends with Alec Ryder?
 
So we don't have to retire, since over time tech will come out that can prolong him to 100+ years. And with all the military contacts he has, getting some military Gene mods wouldn't be that far fetched.
Sure if you can think of a reason in character for Jim to know of the top secret research (he's not got many contacts in the Alliance's RnD division) being done into human augmentation genemods and to volunteer for the experimental trails (the most dangerous part of the mods) when he's starting to look forward to retirement. These mods are coming out long after his probable retirement, even if he can keep working for longer it doesn't mean he wants to or has too.

You were his drill sergeant in the N7s. Well you were all their drill sergeant, but yes you know of him.
 
Sure if you can think of a reason in character for Jim to know of the top secret research (he's not got many contacts in the Alliance's RnD division) being done into human augmentation genemods and to volunteer for the experimental trails (the most dangerous part of the mods) when he's starting to look forward to retirement. These mods are coming out long after his probable retirement, even if he can keep working for longer it doesn't mean he wants to or has too.
Personally I just don't want the job replaced by some Non N7 and loosing all the trait's.
I'll leave thinking up a reason to somebody else.

But I suppose he deserves some retirement and I wouldn't be surprised if we have a baby Asari Raynor soon. what with him and Nal'vatanis getting along so well.

You were his drill sergeant in the N7s. Well you were all their drill sergeant, but yes you know of him.
If only we can get a hold of the AI(S.A.M) tech he's building. That stuff gives non Biotics, Biotics on par with matriarchs, it's insane.
 
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Sure if you can think of a reason in character for Jim to know of the top secret research (he's not got many contacts in the Alliance's RnD division) being done into human augmentation genemods and to volunteer for the experimental trails (the most dangerous part of the mods) when he's starting to look forward to retirement. These mods are coming out long after his probable retirement, even if he can keep working for longer it doesn't mean he wants to or has too.

I don't know about him knowing about it personally. But I could see one of the N7 trainee's or graduates having such connections. The question then shifts to "does this person want to make the offer" and "would Jim even accept if they did?"

Also, its "trials" not "trails." One is a test, the other is a path.
 
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Adhoc vote count started by Nurgle on Feb 20, 2019 at 10:24 PM, finished with 85 posts and 27 votes.

  • [X] Plan Health and build up
    -[x] Eezo 2. Electric boogaloo:
    -[x] Ensure Healthcare:
    -[x] Volus Volus Volus?
    -[x] Acquire licence: Kassa Fabrications: High quality body armour -1100 up front cost
    -[X] Building Small:
    -[X] Establish Police
    [X] Plan Investing in Everything
    -[X] Eezo 2. Electric boogaloo: With the cavern beginning construction what next becomes apparent is that you need to get that Eezo exploited as soon as possible, or at least covered. The amount of devastation it managed in an unrefined state was immense, you don't want a repeat of that. Thankfully Nal'vatanis is more than happy to set up a second mine/refinery, although the start up cost will be greater than before due to structural instability. -2000 credits
    -[X] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure for future development like ship yards. -800 credits.
    -[X] Building Small: Now you can service pretty much any ship barring the largest monsters, but now you need to go bigger. You need to be able to actually build ships. Well, easier said than done considering the number of components that still need to be manufactured elsewhere, but it's doable. -1750 credits.
    -[X] Congressional: The Congress is humanities representative body. While you won't have a representative for a while, getting involved now may ensure that you are not forgotten as other colonies with faster growing populations get involved especially now with the current confusion and fluctuation -in how the Alliance may govern itself. -100 credits (Remind them, that we are here, also add how we are investing in shipyards to help the alliance.)
    -[X] Investment: Nal'vatanis is currently one of your biggest employers, but also one of your colonies most lucrative contacts in general. Helping them helps you, so fund them and with luck reap the rewards. -1000 credits
    -[X] Ensure Healthcare: Between the fauna, flora and eezo you need it and while it may be decent now, it will need expanding. -800 credits
    [X] Plan Military and Infrastructure Build
    [X] System Defences: You have them now, but if anything, the recent attack proves you can never have enough of them. -1200 credits
    [X] Create Infrastructure: The lifeblood of any nation. While you are confident that barring a massive battle what you have won't decay, you need to invest to improve what is there (potential decrease due to sudden expansion). -1500 credits.
    [X] Antanov Ring Establishment: Setting up facilities in the ring would be very beneficial, for water, minerals and setting up infrastructure for future development like ship yards. -800 credits.
    [X] Military Expansion: You've lost a lot of soldiers over the years. To wildlife, pirates and other threats. You need to start recruiting new ones for defence. Happy is the city that in times of peace thinks of war. -1000 credits
    [X] Building Small: Now you can service pretty much any ship barring the largest monsters, but now you need to go bigger. You need to be able to actually build ships. Well, easier said than done considering the number of components that still need to be manufactured elsewhere, but it's doable. -1750 credits.
    [X] Establish Police: Well you certainly made the right call with this one, but you are going to need to get it even beefier if you want to keep unwanted eyes away. -1200 credits.
    [X] Found new city: You've found a new massive cavern that is perfect for a large-scale settlement. Of course, it'll be a lot of effort to make, but it'll be far easier than Lightning was and will open up easy access to a new Eezo deposit. Right now you just have the population for this to work… just. -1750 credits
 
Soo, I have been thinking of what technology I could introduce that is available in IRL Earth that could be used as a base for a company would be beneficial to have on Perkwonos (too lazy to check if that is spelled right, why it isn't named Pandora or Zerus or anything more readable, I don't know).

I thought about Drones to help explore caves would be great as they make cave exploration safer. You'd have your classic flying drone or a snake drone that can swim or crawl through tight spaces.

Next idea would be Microwave Emitters for defense, like the one developed by the Darpa, called the Active Denial System. It should pass through biotic barriers and cook living creatures as they have water in them. The Alliance will definitely have that in a file somewhere in Darpa. If we have that we can probably seal of long stretches of tunnels by placing emitters in the exits. The power requirement shouldn't be that high since they manage to put it in a humvee so in several hundred years maybe make a handheld version with a power pack in the back like a flamethrower.

Another technology we have that ME Alliance doesn't have is Sonic weapons, like the LRAD to blast directional sound that can incapacitate enemies without firing a bullet.

At this point I just look up youtube videos of Future Weapons, and just mention which weapon would be great to have in our colony.
- An Auto-shotgun with Fin-Stablized Grenade ammo (yes, the military has explosive shotgun shells a decade ago) with HE, AP, and Frag variants.
- A Bull-pup ME Designed Rifle for close-quarters like in urban areas or in caves but maintains the punch of standard ME rifles.
- Corner Shot, a weapon system which you can use to shoot around corners with cameras for aiming with handgun, AR, or Grenade Launching variants.
And Etc.

So, I'm not sure what to pick, but ME small arms are in the lead with Bull-pup ME weapons, ME Auto-Shotguns, and ME Cornershot are currently my favored pick for my corporation. Just need a name and history.
 
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